Wait now, don’t pay later: How consumers are being trained not to buy games when they launch
In addition, over 60% of all playtime in 2023 — a year broadly recognised as one of the best in a decade for new releases — was focused on games launched over six years ago.

That’s right: Fortnite, Grand Theft Auto 5, Call of Duty and Minecraft beat out major hits like Diablo 4, Bauder’s Gate 3 and Legend of Zelda Tears of the Kingdom in terms the time gamers spent playing on them last year.
Now we know: You can launch the world’s best video game, but it won’t pull people away from virtual Ariana Grande concerts and dance parties with guns in Fortnite.
In addition, 90% of the industry’s revenue was generated by just 43 games — out of the thousands that were released last year.

That means, based off last year’s figures, if you develop a game you have less than 3% chance of it becoming a runaway commercial success. Possibly less given the majority of successes are big budget sequels. Crazy.
However, there is something that relates to this that the report fails to mention; the consumer dynamic underpinning some of these figures.
Unlike just about any other industry driven by hype, the gaming sector is training its consumers not purchase new titles at launch through a maze of business models and perverse incentives.
Here’s how:
This isn’t just an observation on my part.
This dynamic actually played out with Immortals of Aveum — a new shooter released last year on the PS5.

Lacklustre initial sales saw the studio layoff 45 per cent of its staff, only to see interest in the game pick up well after launch. Now, after heavy discounting and a later release via Playstation’s subscription platform is the title starting to see some commercial success.
So why does this matter?
Nobody wants gaming industry where everything is a sequel or everything is Fortnite. And beyond that, this dynamic is leading to employment issues for those developing games. And that’s in an industry that’s already notorious for sketchy job security.
Perhaps this is further fuel for the argument that all games should be released via a subscription service rather than sold as standalone titles — a move Microsoft has been pioneering with the Xbox Game Pass.
What’s so surprising however, is that 2023 should have been a year marked by the release of some of the best games the world has ever seen.
But its left a somber mark on the industry as the gaming sector attempts to piece together why an industry in its prime — making more money than both film and music combined — still isn’t firing on all cylinders.
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