You’re calendar isn’t wrong, it’s Monday and we have a cast up. One of the goals of the Patreon campaign is to afford us the option to do double casts each week, and I wanted to create a teaser/advertisement for everyone.
The idea of supporting games and continuing game development way after their release has gotten serious traction over the last decade. We’ve talked about Team Fortress 2 as the prime example, but we’re seeing recent cases where developers continue to work on a title way after its release. Sometimes, this is for growing the brand or keeping the game alive, such as with Payday 2. Then there are the situations where a developer tries to right a wrong or recover from serious launch problems, such as Planetary Annihilation or Skyshine’s Bedlam.
Whatever the case, it does bring up an interesting discussion on game development and how this affects both the developer and consumer.
Team Fortress 2 in my opinion is one of the most fascinating games ever made. Valve managed to transcend both the retail market and the game’s original design and transformed it into something all its own. It’s also known as the first non MMO retail game to not only last for over seven years, but the first to go F2P with microtransactions. Many companies have tried emulating this success (Very recently Overkill Software with Payday 2,) but no one else has managed to do it as well as Valve and what I wanted to talk about today.
Payday 2 has come under a lot of fire lately due to their handling of microtransactions and I’m going to talk about that more in a separate post. For today however, I want to talk about what seems to be the underlining problem that is going on and one of the worst mistakes a studio can make: Trying to do everything at once and what has happened with Overkill Software.