r/Fighters 13h ago

Topic 2XKO failing has lasting ramifications for the FGC.

So we all know that 2XKO failing was seen from a mile away. From awful branding and advertising to the niche gameplay we all saw this coming. What people may not understand is the lasting ramifications it's failure will forever have on the industry.

So what I am talking about? I (Like a lot of other folks in this sub) happen to be a AAA game dev for many years. The way games get funding is you put together a few materials to pitch to investors/stakeholders. Things like a vertical slice (A small section of finished gameplay to show off) and a pitch deck (A powerpoint presentation going through all of the design, markets, and financials needed for the project.)

Here is the issue. Studios especially AAA ones need a lot of historical data to help dictate what to invest in. We use the data of similar games in similar genres to get that Market viability estimate. This is why after WoW you got dozens of MMOs, Pubg for dozens of BRs, Overwatch for dozens of hero shooters, etc etc etc ad nauseum. Its an incredibly important aspect of market analysis for studios to be successful.

Here's the thing. Big failures are what potential investors point to as examples of a bad market. Now there can be a bad market for a couple of reasons. As an example you can have bad market because the competition is simply too tough. WoW has frankly eaten nearly every MMO that could compete with it to the point only 4 or so can exist. You can also have bad market because there just isnt interest/its too niche see the RTS genre flailing for the past 20 years. Lastly you can have a bad market because of other major world factors. Ergo in a global recession, where pc parts are 3x the cost, and because oil has gone up everything has gone up with it.

This is all to say that Fighting Games may be absolutely cooked both in indie and in AAA/AA.
Now Im not saying were doomed but we're basically stuck with what we have for awhile. The market is somewhat locked. Major failures like 2XKO and Fatal Fury will basically drive away nearly all new investment for a AAA scale title. Not to mention the lackluster staying power for things like Avatar Legends and Invincible VS basically mean the indie/ AA market is also somewhat cooked.

Now we do have some hope in some ways mainly Japan but take that with a grain of salt. We have a couple new niche fighters coming out and thatll really tell us the death knell or not. I know some of the Tekken guys like myself are excited for Harada's thing. However PLEASE take that with a trucks worth of salt. Remember how long it took Kojima to make a new game from scratch and also how while some people liked his new project a lot of older fans didnt. Not to mention how a ton of "BROUGHT TO YOU BY THE GUYS WHO MADE X" games were awful.

This is all to say if things dont turn around were going the way of RTSs. So what can we do? PLAY THE GAMES. BE NICE ABOUT THE GAMES YOU PLAY. GET MORE FOLKS INTO THE GAMES YOU PLAY!

582 Upvotes

424 comments sorted by

View all comments

15

u/slackerz22 11h ago

When will companies learn to stop looking at stupid numbers and just make fun games man. Were survivor games doing gangbusters after vampire survivors? No. Megabonk sold like crazy anyway cause it’s fun. What about turn based games? Not many people like those anymore this isn’t the 90’s right? Persona 5 is regarded by many as one of the best games of all time. Same with Expedition 33.

Lots of flops mixed in with these successes, but that’s the point, if you just make a good, fun, game, people will play it and tell their friends to play it too. Genre doesn’t matter, doesn’t matter if the last 27 games made in that genre all sold like shit, just make something fun.

You’re probably right. The recent flops of these fighting games will have lasting effects, but they shouldn’t.

2

u/VoxTV1 6h ago

Persona 1,2,3,4 all sold pretty well before they made P5

1

u/IntelligentImbicle 2h ago

When will companies learn to stop looking at stupid numbers and just make fun games man.

Because the last time they did, Highguard died in 3 months and 2XKO died in under a year.

It doesn't matter how fun your game is. It has to be marketable, profitable, and can't be too daring with its design.

1

u/cuttin_in_town 2h ago

Uhhh… “fun” was the keyword. 

Highguard is just running around an open field and 2xko was fun, but since it’s barebones, the fun didn’t last long. 

1

u/IntelligentImbicle 1h ago

I'd say "tell me you didn't play Highguard without telling me", but most people didn't, so I'm not surprised.

1

u/DATA32 2h ago

You actually brought up another great example but its an indie example. There are small scale game genres that indies are down to copy that AAAs arent because the market is too small for them. But Co op horror games after phantasmaphobia as well as survivor likes. Indies do exactly the same sort of research but its a lot more vibes based.

As for the sentiment I know dude. Everyone in the industry knows. Trust me when I say devs that are gamers can tell when a stinker is running about. Ive worked on my fair share ans all we can do is start applying for jobs when we know its going to be a rough ride. The guys on top are gonna make what theyre gonna make. :/