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Marathon approaching 15k CCU low (sponsored by coachmcguirk91 - still having a blast)

Season 2 Night Maps. I always found Marathon's world beautiful to look at, but I am a sucker for tech/space themes.
I can see the firefights being approached differently, might even give a good boost to first week CCU.

night_marsh_S2_Starts_June_2_Article.png
Dark boards in PvP games without inky black areas like SH2 will have a meta of turning the brightness all the way up, ruining the visuals to gain an advantage in PvP.

Let's see how it works out. The game will absolutely get a CCU boost for season 2.

SH2 remake created kinda like anti-matter zones where light could not penetrate which allowed to maintain invisibleness in dark areas even with the brightness maxed out. That allowed maxing the brightness not to provide any benefits so the game could be appreciated at the intended brightness level. Other games have used this(I'm sure before SH2r) so perhaps this game will too.
 
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Why do you feel SP has a "lack of creativity?" It sure hasn't seemed that way to me lately, not at all? 🤔
I might be older than you but Metal Gear Solid, Ocarina of Time, GTA3 were "holy sh*t" moments in games. Tons of heavyweight SP franchises that felt new prior to 2010.

The last meaningful innovation in SP to me was the roguelite genre. I haven't been wowwed by anything SP in some time. It feels like innovation has hit a standstill and SP devs are just making slightly better versions of games we all played 25 years ago. Example: Mass Effect (impressive) to Exodus & The Expanse (meh).
 
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I might be older than you but Metal Gear Solid, Ocarina of Time, GTA3 were "holy sh*t" moments in games. Tons of heavyweight SP franchises that felt new prior to 2010.

The last meaningful innovation in SP to me was the roguelite genre. I haven't been wowwed by anything SP in some time. It feels like innovation has hit a standstill and SP devs are just making slightly better versions of games we all played 25 years ago. Example: Mass Effect (impressive) to Exodus & The Expanse (meh).
What would it take to 'wow' you in a single player game today? 🤔
 


He is going full villain

He hates Marathon just like Taul.

If you are paid to play games the odds of you randomly liking marathon are very low. Because the game is niche. So it missed a lot of the big promoters simply by the nature of the game itself. The steamer marketing side of Marathon has been a total shitshow.
 
I might be older than you but Metal Gear Solid, Ocarina of Time, GTA3 were "holy sh*t" moments in games. Tons of heavyweight SP franchises that felt new prior to 2010.

Dude I grew up with my Atari 2600, ColecoVision, and C64. So no, I do not think you are older than I am! 😂

The last meaningful innovation in SP to me was the roguelite genre. I haven't been wowwed by anything SP in some time. It feels like innovation has hit a standstill and SP devs are just making slightly better versions of games we all played 25 years ago. Example: Mass Effect (impressive) to Exodus & The Expanse (meh).

That's ridiculous! You can't call Marathon an innovative game while belittling the SP genre. Its much more reasonable to say Marathon is derivative of games like Tarkov and ARMA mods.

The extraction genre came about from simply taking a multiplayer mode and focusing on it, that's it. By that logic I could say a single player game focused solely on inventory management could be the most incredible innovative Mario 64 Moment Ever in gaming!!!! 😂
 
SP has historically had a number of advantages over MP, just as MP has had a number of advantages over SP.

I loved Goldeneye MP on the N64 but Elder Scrolls Oblivion was something a MP FPS could never touch back then.

As SP has entered its brown age (lack of innovation and creativity) MP has "caught up" in a number of ways. One of the pillar advantages SP had over MP, was long form progression (aka The Heroes Journey).

MP is now starting to wade into the Heroes Journey formula, and it brings with it all the advantages MP has over SP. I'm not joking when I call this the Omega genre.

Except this game has wipes so it doesn't matter.

It sounds like you just want to play MMOs, which is fine, I like MMOs but we can't pretend MP games with progression is new.

Hell FPS with long form progression isn't even new either (Planetside).
 
That's ridiculous! You can't call Marathon an innovative game while belittling the SP genre. Its much more reasonable to say Marathon is derivative of games like Tarkov and ARMA mods.
Can you name some SP titles released after 2010 (when the brown era started) that had the design impact of Mario64, Metal Gear Solid, FFVII, or Half Life? I've never truly been a massive SP guy but there's no denying the NES - the PS2 generations brought some exciting SP design.
The extraction genre came about from simply taking a multiplayer mode and focusing on it, that's it. By that logic I could say a single player game focused solely on inventory management could be the most incredible innovative Mario 64 Moment Ever in gaming!!!! 😂
The Extraction genre has been a breath of fresh air for me. It feels like a marriage of a single player RPG with the best PvP FPS games only with intense high stakes moments.
 
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Replace MP with PvP.
But you said that the PVP is distracting from this hero journey element of this game.

There also are MMOs with significant PVP, it was a major part of UO. Guild Wars is another one. Hell, DESTINY has PVP.
A puddle, next to the ocean of SP "Heroes Journey" type games.
I agree there aren't many but this game doesn't seem to be doing much more than the games I have mentioned.

Even within the context of what you are saying, Marathon is way less interesting and less ambitious than games that came out 20 or 30 years ago, which is a shame.
 
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I know some people think MMORPGs are just Extraction Shooters. I don't see it
MMORPGs are MP -often including pvp- with long form progression and what you are referring to as 'heroes journey'. I'm not sure what new thing it is you think extraction shooters are bringing to the table in this regard.
 
But you said that the PVP is distracting from this hero journey element of this game.
Yeah, I think it is. Marathon could use some more playstyle variety.
There also are MMOs with significant PVP, it was a major part of UO. Guild Wars is another one. Hell, DESTINY has PVP.
I personally don't consider MMORPGs as PvP genres. To me, the Extraction genre is a PvP genre.
I agree there aren't many but this game doesn't seem to be doing much more than the games I have mentioned.
That's fair. I don't mind because I haven't been inundated with Extraction Shooters over the last 30 years like I have with racing games or platformers.
Even within the context of what you are saying, Marathon is way less interesting and less ambitious than games that came out 20 or 30 years ago, which is a shame.
You're not crazy for saying this. That said, it's the most exciting, fresh, and interesting genre of today.
 
MMORPGs are MP -often including pvp- with long form progression and what you are referring to as 'heroes journey'. I'm not sure what new thing it is you think extraction shooters are bringing to the table in this regard.
I view the MMORPG as a PvE genre.
I view the Extraction genre as a PvP genre.

I've personally never experienced long form progression in a game built with PvP in mind. That's incredibly exciting.
 
I'd take a SP genre that moves without waiting for the player.

Bad guy says "Reinforcements are landing now" but they always just wait around for the player.

AKA Rimworld x Zelda.
So, 3D world simulations? There are tons of those around you know, they aren't even particularly new. Shadows of Doubt, X3 and X4, Kenshi, Avorion, STALKER Anomaly & GAMMA, Pathologic 2, Warband and Bannerlord...
 
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What games turned it all around then?

Cyberpunk 2077, Rainbow Six Siege, Apex legends with S29 overclocked, No Man's Sky, and FFXIV.

Quickest turnaround was 6 months which was D2 Warmind to Forsaken.

They can't do fast turnaround with this game because the content pipeline speed is slow, the game had bad reception so they are doing so many bandaid fixes, and you know if the dev team has to re-engineer the entire game after they just developed the entire game for years there will be dev burnout and we are working in Washington so you don't get crunch or any urgency from devs an a strong desire to stick to the current roadmap.

What do the turnarounds have in common. Big money behind it(ie Sony and Marathon). Complete overhauls of the games to line up with what the community wants and complete transparency. Marathon then will likely need a complete overhaul in order to make big bucks. It will need to happen concurrently with the current roadmap. No wonder they pulled in more devs.
 
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They can't do fast turnaround with this game because the content pipeline speed is slow, the game had bad reception so they are doing so many bandaid fixes, and you know if the dev team has to re-engineer the entire game after they just developed the entire game for years there will be dev burnout and we are working in Washington so you don't get crunch or any urgency from devs an a strong desire to stick to the current roadmap.
Bungie is about to test your hypothesis. LFG!!
 
I have two questions for you that I'd love to hear your response on...

1. When you look at the games that improve their player numbers significantly over time (Deep Rock Galactic, Rust, Fortnite, Warframe, Counter Strike, RS Siege etc...) do you see games that thought of a revolutionary new idea sometime after launch or do you see games that steadily improved the ingredients to the recipe?

It varies based on the game listed but I think my general thoughts would be that most of them built their reputation over time.

Games that did not have to build reputation though improvements:
- Fortnite did a well timed pivot into instant success but that was also lucky timing. It completely abandoned it's intended audience and Fortnite would not be the billion dollar franchise it is today without the decisive quick actions Epic took at launch to recognize the market.
- Counter Strike just had near perfect design from day 1 and has cemented itself as a legendary game. It's mostly grown as the number of gamers in general has grown and not really via updates to the gameplay. It was also an incredibly strong modding platform in itself supported by the source engine and was kind of an early era Roblox equivalent for a lot of people. Being that open kind of let the community build it on behalf of the devs in many ways.

Games that had to build their reputation via updates, time, or business decisions:
- Deep Rock Galactic I'm less familiar with regarding update content. Looking over the steam charts it looks like free weekends are a huge factor in getting the reputation of the game out there. This seems like a sleeper hit that was just eventually able to become known.
- R6 Siege had a rough start and it took a lot of updates and free weekends to build that reputation back. I don't think it's pivoted from it's core design but the core design is unique in the market. I can't think of many other tactical squad based shooters like it that go for that swat experience. Counter strike is it's own beast.
- Rust has had to build it's reputation significantly over time. It was innovative at launch and I think the core design is still there but it was incredibly rough as an experience. I think the updates and content are responsible for it's success today even if they haven't revolutionized the concept.
- Warframe has always kind of just decently stood beside Destiny as a live service competitor as far as I know. Updates have sustained the game and most warframe players speak positively about the game. I don't know if Warframe needed saving though or if it faced any problems during the early years. It looks like the first few years had player counts around 20-30k but I'm not sure if that was due to designs that needed fixing or just slow growth.

I think it's important when looking at these titles and kind of thinking "Why can't Marathon slowly build it's audience too?" to specifically look at Bungie as a developer and how they operate. They are extremely inefficient when it comes to content per dollar spent and imo have probably the highest burn rate in the industry that I know of. It's shocking to me that a developer that has had 1200-1300 people at points produces so little content. Destiny was hyped to the moon and had the full support of activition and people couldn't believe how little content there was at launch or had shockingly bad the campaign was. Destiny 2 had 400 extra devs, 2 assisting studios, reused a ton of D1 assets, and still somehow flubbed content production completely. Bungie can't operate the way it does and take 1-2 years to grow Marathon when they've already spent more money out of the gate than most of your examples probably did 2-3 years post launch.

It's also important to note that Bungie has a history of spending 6-12 months to work on content that completely flubs it on release. "We're listening" has been a long running meme in the Destiny community because Bungie continuously ignored feedback / player sentiment and broke systems in the game, then asked for 12 months to unfuck them every time. Even worse was that usually it was a thing that the community was fine with to start or had given feedback to Bungie about before. Bungie are the kings of un-necessary changes no one asked for or wanted, while they neglect parts of their games that desperately need attention.

I do not have faith in Bungie to redeem Marathon when I consider their cash burn rate, sloth like development speed, and ability to constantly miss the mark.

2. Do you think the Extraction genre has an advantage over other genres in that it's bigger and more complex than most other genres on the market?

I'd agree with your position more if this was a 2D fighting game that everyone looked at and rejected because that genre feels so limited in what it can do. You can polish things up, do a few balance changes and add maps + characters but vanilla Street Fighter VI is essentially year 4 Street Fighter VI. I personally view Extraction as the complete opposite. It's Star Trek. Each map/event designed by Bungie is a new episode written by Roddenberry

That said...here's Street Fighter VI data that has seemingly improved over the years...

JeK55VvbeTTWPDC1.png


I'd like to hear your response because you don't come off as particularly tribalist like so many others.

Btw, here's a great watch if you're interested in hearing how Bungie could / should improve Marathon.



I don't know if I agree with the idea that extraction shooters have some special juice that other games don't to make them infintely flexible. To me an extraction shooter at it's core is just a shooter with a few specific gameplay mechanics or decisions (Gear loss on death / Looting players corpses enabled) that focus on introducing tension or risk to the experience. These mechanics have dramatic implications on player behaviour because every decision is now a press your luck minigame. Looting for 3 extra minutes could be the difference between a profitable run and complete loss. I would meet you part way and say extraction shooters are more adept than some other genres at this type of player behaviour steering because that risk factor is so high. Players have to play carefully within the bounds of the scenario to avoid complete loss.

I think it's kind of funny you bring up fighting games because the same kind of logic applies to fighting games though. They are nearly entirely about pushing your luck, reading your opponents, and taking risks. If you tweak a lot of moves in a fighting game to be safe on block or track, you end up with the current state of Tekken 8. The winning strategy is to go insanely offensive because there's very little downside to getting blocked and a huge upside if one of your strings just happens to open the opponent up on a 50/50 high / low block situation. This makes the game kind of mindless because there's little tension or decision making which is why the community is pissed right now. If you make defense too powerful on the other hand you end up with a very stale game where no one wants to make the first move because the risk is way too high. Every well designed game and genre has to carefully consider player motivations and the kind of cost benefit analysis that happens for why a player might use move / tactic / ability A instead of move / tactic / ability B.

I've seen you say Street Fighter 6 isn't capable of this radical change but we kind of just saw it happen with Guilty Gear Strive. The 2.0 update removed Wild Assault from the game, which was an all character mechanic similar to Drive Rush in SF6 as a gap closing tool. They could do the same thing in Street Fighter and just say fuck it with season 4 we're removing Drive Rush as a mechanic. It would radically change the game experience and there are many people that would welcome it. As an example already Street Fighter 6 made significant nerfs to Drive Parry last year that made getting perfect parried less punishing, so players are more free to go on offense. These kind of tweaks might not seem like they create dynamic epic stories, but when those mechanics play themselves out in a top 8 at Evo? People get pretty damn excited. There's a reason why Evo moment 37 is still shared to this day. I think you could also argue rogue likes / lites are another genre heavily centered around risk and careful decision making.

With all that said this is a double edged sword. If a game tries to steer player behaviour too much the game can be unfun, punishing, unrewarding, not respectful of your time, not respectful of your decisions, etc. Marathon is a little too aggressive from what I've seen and I think it's a shame it doesn't have some of the more dynamic storytelling that comes with a game like Arc Raiders.
 
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9 pm completed hour CCU. Peaked reached at 12k
All time peak was launch day 88.3k. Today's peak at 12k is -76.3k or -86%

Today vs yesterday: 12k vs 11.5k (+0.5k or +4%)

Yesterday's low 3.3k. If the rate holds, low tonight will be 3.4k

Wed vs Wed: 12k vs 13.4k (-1.4k or -10%). Much better than historic changes of -20%

Ratio method to estimate peaks and valleys
Mon-Thur 3.3:1. For example, a peak of 15k will have a low of 4.5k. For Fri/Sat, gamers stay up playing so the ratio is 2.5:1

Steam Rankings
Daily Active Users: 148
Global Top Sellers: 198
Weekly Top Sellers: Unknown. Not on top 100
Top Rated Games: 6,135 (83.73%)
 
Still doing the reset, lmao

Season 2 Begins June 2

Well look at that. Exactly what I said what should had been done when cryo launched. It's obvious in CCU tracking cryo is the best thing that consistently keeps up CCU when it happens. They finally realized that and to prop it up more they are giving away free kits.

Cryo Archive Increased Availability

We want more players to have their shot at Cryo Archive before the season closes, so the map will be available every day starting on May 21 through the end of the season on June 2. Those of you worried about losing it all at the "lose everything factory," don't worry: We'll be sending you a free Cryo Archive Sponsored Kit to your mailbox every day during this time.
 
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I must've gotten off the wrong boat in life but man when did people become OK losing all their shit in games they spend hundreds of hours to get?

Its a mechanic used to extend time played. Extraction shooters need it because the genre is very simple and anemic from a game mechanics point of view, so it gets boring fast without the "lose everything" risk factor.

Men_in_Boxes Men_in_Boxes would probably say its brilliant, I'd say its a crutch to prop up an otherwise mediocre genre. That said I do enjoy how Arc Raiders has implemented it, using, safety pockets, free loadouts, and aggression based matchmaking they've managed to strike a balance where the lose everything mechanic feels much less punishing than other extraction shooters.

I don't enjoy games which disrespect my time, which is why I love Arc Raiders but hate Marathon.
 
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It varies based on the game listed but I think my general thoughts would be that most of them built their reputation over time.

Games that did not have to build reputation though improvements:
- Fortnite did a well timed pivot into instant success but that was also lucky timing. It completely abandoned it's intended audience and Fortnite would not be the billion dollar franchise it is today without the decisive quick actions Epic took at launch to recognize the market.
The interesting thing about Fortnites growth isn't when it went from the Save the World Tower Defense game to Battle Royale...it's when Ninja and Drake played in it early March AFTER it became a cultural phenomenon.

Around that time, Epic announced a 3.4 million CCU record. Then at the end of that year, Epic announced an 8.3 million CCU record.

Then in 2020, and 2024, Fortnite reached new CCU records of 14 and 15 million.

The reason I bring this up is that it hurts the argument of "The market saw Marathon, judged it, and nobody wants it." The market saw Fortnite in early 2018, judged it, and then it grew 10x over the following 5 years based on the strengths of Live Service design.

I really do think online discussion of Marathon isn't representative of the actual matket. There's a big middle section of the bell curve that think Marathon looks decent.

- Counter Strike just had near perfect design from day 1 and has cemented itself as a legendary game. It's mostly grown as the number of gamers in general has grown and not really via updates to the gameplay. It was also an incredibly strong modding platform in itself supported by the source engine and was kind of an early era Roblox equivalent for a lot of people. Being that open kind of let the community build it on behalf of the devs in many ways.
Your assumption that Counter Strike grew in proportion with Steams rise is not accurate...



Games that had to build their reputation via updates, time, or business decisions:
- Deep Rock Galactic I'm less familiar with regarding update content. Looking over the steam charts it looks like free weekends are a huge factor in getting the reputation of the game out there. This seems like a sleeper hit that was just eventually able to become known.
- R6 Siege had a rough start and it took a lot of updates and free weekends to build that reputation back. I don't think it's pivoted from it's core design but the core design is unique in the market. I can't think of many other tactical squad based shooters like it that go for that swat experience. Counter strike is it's own beast.
- Rust has had to build it's reputation significantly over time. It was innovative at launch and I think the core design is still there but it was incredibly rough as an experience. I think the updates and content are responsible for it's success today even if they haven't revolutionized the concept.
- Warframe has always kind of just decently stood beside Destiny as a live service competitor as far as I know. Updates have sustained the game and most warframe players speak positively about the game. I don't know if Warframe needed saving though or if it faced any problems during the early years. It looks like the first few years had player counts around 20-30k but I'm not sure if that was due to designs that needed fixing or just slow growth.
I think these games kind of prove you can take an OK cookie recipe, alter the recipe list by a few percentage points, and it can turn into a great cookie recipe.

That's not to say Marathon is guaranteed to do this, but I think it's foolish to pretend anyone really knows its future.

I think it's important when looking at these titles and kind of thinking "Why can't Marathon slowly build it's audience too?" to specifically look at Bungie as a developer and how they operate. They are extremely inefficient when it comes to content per dollar spent and imo have probably the highest burn rate in the industry that I know of. It's shocking to me that a developer that has had 1200-1300 people at points produces so little content. Destiny was hyped to the moon and had the full support of activition and people couldn't believe how little content there was at launch or had shockingly bad the campaign was. Destiny 2 had 400 extra devs, 2 assisting studios, reused a ton of D1 assets, and still somehow flubbed content production completely. Bungie can't operate the way it does and take 1-2 years to grow Marathon when they've already spent more money out of the gate than most of your examples probably did 2-3 years post launch.
I'm not so quick to believe Bungie is "inefficient". It seems like that narrative was built around Destiny 2 (one of the most successful Live Service games ever) and people like to apply it to them making an Extraction Shooter. We'll see over the next 6 months or so how "slow" Bungie is.

It's also important to note that Bungie has a history of spending 6-12 months to work on content that completely flubs it on release. "We're listening" has been a long running meme in the Destiny community because Bungie continuously ignored feedback / player sentiment and broke systems in the game, then asked for 12 months to unfuck them every time. Even worse was that usually it was a thing that the community was fine with to start or had given feedback to Bungie about before. Bungie are the kings of un-necessary changes no one asked for or wanted, while they neglect parts of their games that desperately need attention.
I don't like to label an entire studio based off what they did on another game. I don't do it when Nintendo releases Star Fox Zero or when Steph Curry goes 3 / 12 from 3. New games with new leadership should be judged on their own merit.

I do not have faith in Bungie to redeem Marathon when I consider their cash burn rate, sloth like development speed, and ability to constantly miss the mark.
I don't think PlayStation will give Bungie a long leash. If S2 - S4 don't improve player numbers Marathon is in trouble. That said, Sony OKd another 100 devs for Marathon so they must see something.

I don't know if I agree with the idea that extraction shooters have some special juice that other games don't to make them infintely flexible. To me an extraction shooter at it's core is just a shooter with a few specific gameplay mechanics or decisions (Gear loss on death / Looting players corpses enabled) that focus on introducing tension or risk to the experience. These mechanics have dramatic implications on player behaviour because every decision is now a press your luck minigame. Looting for 3 extra minutes could be the difference between a profitable run and complete loss. I would meet you part way and say extraction shooters are more adept than some other genres at this type of player behaviour steering because that risk factor is so high. Players have to play carefully within the bounds of the scenario to avoid complete loss.
Extraction is special because every map can be created to offer a unique experience. This is unlike a new map in Street Fighter VI or Overwatch which has to play largely the same as all the others.

Bungie can create maps with wildly different PvP, PvE, and Extraction rates. They can make puzzle oriented maps, or maps that encourage uneasy alliances.

Extraction is really just Roblox for hardcore PvP RPG gamers.

I think it's kind of funny you bring up fighting games because the same kind of logic applies to fighting games though. They are nearly entirely about pushing your luck, reading your opponents, and taking risks. If you tweak a lot of moves in a fighting game to be safe on block or track, you end up with the current state of Tekken 8. The winning strategy is to go insanely offensive because there's very little downside to getting blocked and a huge upside if one of your strings just happens to open the opponent up on a 50/50 high / low block situation. This makes the game kind of mindless because there's little tension or decision making which is why the community is pissed right now. If you make defense too powerful on the other hand you end up with a very stale game where no one wants to make the first move because the risk is way too high. Every well designed game and genre has to carefully consider player motivations and the kind of cost benefit analysis that happens for why a player might use move / tactic / ability A instead of move / tactic / ability B.

I've seen you say Street Fighter 6 isn't capable of this radical change but we kind of just saw it happen with Guilty Gear Strive. The 2.0 update removed Wild Assault from the game, which was an all character mechanic similar to Drive Rush in SF6 as a gap closing tool. They could do the same thing in Street Fighter and just say fuck it with season 4 we're removing Drive Rush as a mechanic. It would radically change the game experience and there are many people that would welcome it. As an example already Street Fighter 6 made significant nerfs to Drive Parry last year that made getting perfect parried less punishing, so players are more free to go on offense. These kind of tweaks might not seem like they create dynamic epic stories, but when those mechanics play themselves out in a top 8 at Evo? People get pretty damn excited. There's a reason why Evo moment 37 is still shared to this day. I think you could also argue rogue likes / lites are another genre heavily centered around risk and careful decision making.
Here's Guilty Gear Strives CCU data...

ledfGVj6y3X4e760.png


I'll take Marathons chances at radically improving player numbers over that.

With all that said this is a double edged sword. If a game tries to steer player behaviour too much the game can be unfun, punishing, unrewarding, not respectful of your time, not respectful of your decisions, etc. Marathon is a little too aggressive from what I've seen and I think it's a shame it doesn't have some of the more dynamic storytelling that comes with a game like Arc Raiders.
We're not too far off here. I feel ARC Raiders has the better foundation but Embark moves slow and there's has no endgame. Marathon S1 was definitely too sweaty but I suspect that'll improve substantially over the next 6 - 12 months.
 
Men_in_Boxes Men_in_Boxes would probably say its brilliant, I'd say its a crutch to prop up an otherwise mediocre genre.
Every great story in human history uses loss and gain to enrich its narrative.

From The Count of Monte Cristo to The Godfather to Deadwood.

The Extraction genre solved that problem in videogames. We should all bow down to its greatness.
 
Can you name some SP titles released after 2010 (when the brown era started) that had the design impact of Mario64, Metal Gear Solid, FFVII, or Half Life? I've never truly been a massive SP guy but there's no denying the NES - the PS2 generations brought some exciting SP design.
Breath of the Wild
Souls games
Witcher 3
Baldur's Gate 3
Arkham Games (changed melee combat in games)
Shadow of Mordor (Nemesis system)
 
The gunplay in Marathon is good. The maps are good (except Cryo). The lore is good. UI is shit. Loot identifiers are shit. The art style is not good (I like the environments, but the runners and guns are terrible). The game itself is not innovative at all. Games did it before Marathon. Arc is more innovative than Marathon, because of its social features. No one saw that coming. I read an article recently in which criminologists and neurology professors contacted Embark to better understand why players play the game the way they do. Marathon isn't doing anything like that. People may be calling Bungie to ask why anyone is still playing Marathon at all. :)
 
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What games turned it all around then?

Cyberpunk 2077, Rainbow Six Siege, Apex legends with S29 overclocked, No Man's Sky, and FFXIV.

Quickest turnaround was 6 months which was D2 Warmind to Forsaken.

They can't do fast turnaround with this game because the content pipeline speed is slow, the game had bad reception so they are doing so many bandaid fixes, and you know if the dev team has to re-engineer the entire game after they just developed the entire game for years there will be dev burnout and we are working in Washington so you don't get crunch or any urgency from devs an a strong desire to stick to the current roadmap.

What do the turnarounds have in common. Big money behind it(ie Sony and Marathon). Complete overhauls of the games to line up with what the community wants and complete transparency. Marathon then will likely need a complete overhaul in order to make big bucks. It will need to happen concurrently with the current roadmap. No wonder they pulled in more devs.
Cp2077 isnt like those other games, as long as u had proper midrange pc(think 500$ gpu aka rtx 3070, and 300$ cpu aka r5 5600x, total maybe 1000-1200$ for whole rig) u could enjoy it properly, obviously on lastgen consoles it looked and ran terrible, no surprise there.
Here how it looked and ran at launch on that config(3070+5600x):


It also sold gangbusters from the get go(yes even if we include some miniscule %age of refunds).
Not saying it didnt have bugs, it did ofc(most of them not gamebreaking tho, but rather funny npc glitches and such), even on pc, and obviously it got rehauled a ton with major patch before expack, still on pc depending if u like genre/setting it was 8 to 9/10 game even at launch with some crazeh sales across all platforms (13m sales in its launch month, aka dec 2020).

Obviously it got much better and sold like crazy since then but if we scratch off last gen console versions(that were simply cash grab) u can say game went from great seller 8/10 game to total blockbuster hit with 9(or even 9,5/10 if u like setting/genre) that it is now.

Marathon would kill to even have 50% of cp2077 launch sales :P
 
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Have you heard of Texas hold 'em?
I'm a gambler, I spend and have won thousands upon thousands... The difference is it's tangible benefit of risk reward, I've lost plenty but when I do take the gamble ive won big and have enjoyed life changing money at times.

Gaming is different because it's sheer entertainment, the risk reward is simply losing time, there's a huge difference. When I plunk in 200 hours of a game the least, the very least I can walk away with saying is I had fun and here's all my shit. Like Crimson desert I'm about to hit 200 hours, not a chance I'd stand for all that time commitment to be erased.
 
The interesting thing about Fortnites growth isn't when it went from the Save the World Tower Defense game to Battle Royale...it's when Ninja and Drake played in it early March AFTER it became a cultural phenomenon.

Around that time, Epic announced a 3.4 million CCU record. Then at the end of that year, Epic announced an 8.3 million CCU record.

Then in 2020, and 2024, Fortnite reached new CCU records of 14 and 15 million.

The reason I bring this up is that it hurts the argument of "The market saw Marathon, judged it, and nobody wants it." The market saw Fortnite in early 2018, judged it, and then it grew 10x over the following 5 years based on the strengths of Live Service design.

I really do think online discussion of Marathon isn't representative of the actual matket. There's a big middle section of the bell curve that think Marathon looks decent.

Fortnite did a lot of business things right from how it integrated outside IP / celebrities and everything they did to target children to make it a billion dollar franchise post 2017, but that stuff kind of came after the pivot saved the game initially. The pivot alone wasn't responsible for all of the success, but I would argue Fortnite got incredibly lucky with it's timing due to that pivot. Just as these ARMA mods and PUBG were kicking off the Battle Royal craze, Fortnite was able to pivot itself into the first kind of cartoony / arcady non-military BR that felt smooth to play. PUBG and the ARMA mods always kind of felt like ass or were clunky because they were wrapped up in a bunch of mil-sim stuff. That certainly worked for a huge audience and PUBG got it's success too, but Fortnite was able to scoop up everyone else.

I just think it's a huge success story because that change in gameplay happened in like 1-2 months. They launched and weren't successful so they immediately made some radical decisions to great success. I wish I had more data to back this up but I remember hearing about Fortnite almost immediately after they made the pivot. It was hot before 2018 and only got hotter. I was able to find this tweet from Oct 2017 about Fortnite having 525k Peak CCU:



This was well before any of the multimedia stuff or celebrities and only a month after pivoting to a different genre.

Your assumption that Counter Strike grew in proportion with Steams rise is not accurate...



Not sure what the take away from the video is? It shows back in 2012 that CS, CSS, and CS:GO were all top performers and have been ever since? DOTA was king for a bit but CS is kind of timeless. For the first year or two CS:GO was a paid update and had to compete with Source but from mid 2015 onward it's growth looks pretty stable to me?

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Like taking mid 2015 onward steam 4x it's CCU over that period and CS:GO/2 3x it's CCU over the same period but the trend is fairly linear. CS:GO is a little spikey as all games are but the trend seems consistent.

I think these games kind of prove you can take an OK cookie recipe, alter the recipe list by a few percentage points, and it can turn into a great cookie recipe.

That's not to say Marathon is guaranteed to do this, but I think it's foolish to pretend anyone really knows its future.

I agree there's a possible future where a competent agile team could save Marathon, it's certainly redeemable in that regard. I'm just a Bungie hater so I think they can't do it.

I'm not so quick to believe Bungie is "inefficient". It seems like that narrative was built around Destiny 2 (one of the most successful Live Service games ever) and people like to apply it to them making an Extraction Shooter. We'll see over the next 6 months or so how "slow" Bungie is.

I don't know how to reply to this other than kind of appealing to my experience and time as a Destiny player. I played D2 for 6 years from launch and racked up around 4000 hours. You really had to be there to see just how often Bungie fumbled the ball massively and what their version of success looked like. It's important to keep in mind that Destiny burned it's own audience. Millions of players said fuck this and walked away forever the minute they had an exit point. Happy players don't do that.

I still love the world and lore of Destiny. I love the IP, art, and music, but as a product it was often severely disappointing. I think Bungie has a bunch of talented artists and writers, but their gameplay designers, directors, programmers, scenario designers, and especially management can eat the fatest part of my ass. I'll give some props to the network engineering / ops teams but every other technical team on Destiny sucked. They got to copy paste the feel of Halo and rode on that success for years.

I don't like to label an entire studio based off what they did on another game. I don't do it when Nintendo releases Star Fox Zero or when Steph Curry goes 3 / 12 from 3. New games with new leadership should be judged on their own merit.

Marathon took 200-250 million dollars, 300+ staff, etc and launched pretty bare bones. That's kind of inline with what I expect from Bungie. You also have Justin "Never Over Deliver" Truman as the CEO now...

I don't think PlayStation will give Bungie a long leash. If S2 - S4 don't improve player numbers Marathon is in trouble. That said, Sony OKd another 100 devs for Marathon so they must see something.

I think Bungie has until S3-4 max to show dramatic change, after that Sony either cuts support entirely or cuts support to a level befitting a 10k CCU game and seasonal updates become bare bones.

Extraction is special because every map can be created to offer a unique experience. This is unlike a new map in Street Fighter VI or Overwatch which has to play largely the same as all the others.

Bungie can create maps with wildly different PvP, PvE, and Extraction rates. They can make puzzle oriented maps, or maps that encourage uneasy alliances.

Extraction is really just Roblox for hardcore PvP RPG gamers.

I don't see what makes extraction unique in this regard. With the right incentives any game can encourage player behaviour. There's a subgenre of fighting games called platform fighters (Like Smash Bros) where the stage design absolutely matters. Most fighting games just have flat stages because fighting game players usually prefer to limit outside influence for competitive integrity.

Like if I follow your logic here Fall Guys is the ultimate video game because every stage / map can be anything. There are races, survival games, memory games, capture the flag games, team games, etc. Most games just don't do this because it's chaotic and players don't tend to want 30 different experiences.

Here's Guilty Gear Strives CCU data...

I'll take Marathons chances at radically improving player numbers over that.

It's still a fighting game at the end of the day. 5k is healthy for a fighting game sadly, especially one that's 5 years old. I wasn't speaking about success, only that you can radically shake up the design and feel of a fighting game with a few tweaks.

We're not too far off here. I feel ARC Raiders has the better foundation but Embark moves slow and there's has no endgame. Marathon S1 was definitely too sweaty but I suspect that'll improve substantially over the next 6 - 12 months.

I would trust Embark 1000x more than Bungie. Embark is mostly made up of the very best of DICE, the guys who gave us the technical masterpieces that were Battlefield BC2, 3, 4, 1, 5. Those guys are some of the most technically proficient devs in the industry and I still find The Finals insanely impressive compared to the pile of dog shit Battlefield 2042 became. Arc Raiders was also made for like 1/3rd the money of Marathon, which alone makes them better on the business front.
 
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What people wanna actually play is clear as day. Bungie definitely would earn more on microtransactions on Destiny than Marathon.
its just weird they want to die on this hill and choose the difficult path.

 
I'm a gambler, I spend and have won thousands upon thousands... The difference is it's tangible benefit of risk reward, I've lost plenty but when I do take the gamble ive won big and have enjoyed life changing money at times.

Gaming is different because it's sheer entertainment, the risk reward is simply losing time, there's a huge difference. When I plunk in 200 hours of a game the least, the very least I can walk away with saying is I had fun and here's all my shit. Like Crimson desert I'm about to hit 200 hours, not a chance I'd stand for all that time commitment to be erased.
As a degenerate gambler myself, the real thrill isn't winning, it's the rush of putting everything on the line.

 
Breath of the Wild
Souls games
Witcher 3
Baldur's Gate 3
Arkham Games (changed melee combat in games)
Shadow of Mordor (Nemesis system)
I was totally sick of Zelda games, I would buy them but not play them for more than an hour, but Breath of the Wild changed that and gave me the same feeling of wonder as playing the original Zelda games for the first time

In terms of 2010+ games that felt mindblowing, BotW is right up there. But so is Mass Effect 2, Skyrim, Bioshock Infinite, Antichamber, Her Story, It Takes Two, …

(ignoring the past 5 years because that is too recent to judge…)
 
As a degenerate gambler myself, the real thrill isn't winning, it's the rush of putting everything on the line.

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I hear it 😂 although I'm a big time slot player these days. But yea I said it once earlier in this thread I only have time for one hobby that I can lose alot and that's my gambling lol it's why I'm games I just can't get into lost time as much, losing souls in souls games is about as far as I can go.
 
They are doing a prepatch like WoW to keep the population from dying the last 2 weeks.

In these games when I "come back" I usually start a little before the next season to get my bearings and be ready for day 1.

If you want to look at what kind of population we will see coming back I would assume it has to do with when people left.

People who dropped early may not come back. People that played until the content was gone are much more likely to check it out. The biggest issue is the game just didn't sell well initially.
 
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Breath of the Wild
Souls games
Witcher 3
Baldur's Gate 3
Arkham Games (changed melee combat in games)
Shadow of Mordor (Nemesis system)
I don't think you're being honest if you put those in the same tier as Mario 64, MGS, Ocarina of Time, or Half Life.

They do probably represent some of the best of the brown era.
 
What people wanna actually play is clear as day. Bungie definitely would earn more on microtransactions on Destiny than Marathon.
its just weird they want to die on this hill and choose the difficult path.


The gap is more 80/20. X idiots and bots
 
Bungie definitely would earn more on microtransactions on Destiny than Marathon.
I am surprised that Bungie earns any money on microtransactions for Marathon, whenever I check the store to see what is going on there it is just things like $15 to buy a boring skin with some accessories.

If they want to make money on skins they should be selling skins that make you look like The Terminator or make you look like Bishop. Or Master Chief obviously.
 
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As a degenerate gambler myself, the real thrill isn't winning, it's the rush of putting everything on the line.
I wouldn't call myself a degenerate but I tend to be an 'all-or-nothing' person once I get started. I've actually had some luck with that, sometimes you just have to put it all on red and hope for the best lol. But slots are my real favorite

I'm still in shock, but I actually just landed a huge win from a giveaway on Twitch via a casino streamer. It's the real deal, finally getting a new PC :messenger_smirking:
 
I don't think you're being honest if you put those in the same tier as Mario 64, MGS, Ocarina of Time, or Half Life.

They do probably represent some of the best of the brown era.
I dont think the kind of games you consider to have "impactful design" are the type of games people actually like en masse. There's good reason why Super Mario Bros is more widely remembered than Ultima 7, even though the latter is much closer to what you consider "revolutionary" even by your modern standards.
 
I dont think the kind of games you consider to have "impactful design" are the type of games people actually like en masse. There's good reason why Super Mario Bros is more widely remembered than Ultima 7, even though the latter is much closer to what you consider "revolutionary" even by your modern standards.

The question of "what games do you consider to be impactful to the gaming industry" is a very subjective question.

Some people (one person?) think the extraction genre is a revolutionary game genre, while others feel its just a multiplayer game mode extrapolated into a whole game and not a big deal. Some would say Expedition 33 was an impactful game for the industry, but others certainly would not. Many say Minecraft has been impactful but some gamers hate it and rebuke that sentiment. Its all a matter of opinion, what is revolutionary to one gamer could be very meh to someone else.

My opinion is a game needs to be successful in order to be impactful too. It needs to have large player counts, because that is a form of validation that the mechanic is a fun one which gamers enjoy and connect with. If a game is a new twist of a genre or a mechanic, but gamers hate it and no one plays it, well then it wasn't very impactful no matter how creative or unique it was.

If you look at the extraction genre, its mostly had mediocre success from a sales and player counts point of view. Tarkov has done well but compared to the average game CCU its been a less than moderate success, yet its still one of the most successful extraction games. Arc Raiders broke the mold and has far and away been the most successful, but its also shirked a lot of the features of typical extractions in order to appeal to a broader audience, so they were smart when designing Arc Raiders. Helldivers II has had huge success but its not really an extraction shooter, its more of a co-op PvE game like Deep Rock Galactic.

Marathon has not been very successful, its player counts are very low and its sales have been meh, so I'd say it has not been impactful to the gaming industry. There isn't anything revolutionary about Marathon in my opinion, other than its artstyle perhaps. In fact its failure has probably been more impactful than its design, as a red flag to other developers who might be working on extraction games, like a roadmap of what NOT to do. In that regard its possibly been impactful? 😂



I like the extraction concept myself, I still have a lot of fun with Arc Raiders, but my gut feeling is the only way the extraction genre really takes off and finds widescale acceptance is if it shirks the sweaty PvP nature and course corrects into a more co-op team based multiplayer kind of game. Like Arc Raiders if it was purely PvE and had a lot more content, possibly even proc gen levels and such to keep it feeling unique over many runs. Like a Starcraft extraction game which is purely PvE co-op for example, where players run missions in a massive galactic war. This PvP sweaty nature is holding extraction back IMHO, the genre needs to be more player and casual friendly if its going to ever become a big genre which is "impactful".

In my honest opinion. 😎
 
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The question of "what games do you consider to be impactful to the gaming industry" is a very subjective question.

Some people (one person?) think the extraction genre is a revolutionary game genre, while others feel its just a multiplayer game mode extrapolated into a whole game and not a big deal. Some would say Expedition 33 was an impactful game for the industry, but others certainly would not. Many say Minecraft has been impactful but some gamers hate it and rebuke that sentiment. Its all a matter of opinion, what is revolutionary to one gamer could be very meh to someone else.

My opinion is a game needs to be successful in order to be impactful too. It needs to have large player counts, because that is a form of validation that the mechanic is a fun one which gamers enjoy and connect with. If a game is a new twist of a genre or a mechanic, but gamers hate it and no one plays it, well then it wasn't very impactful no matter how creative or unique it was.

If you look at the extraction genre, its mostly had mediocre success from a sales and player counts point of view. Tarkov has done well but compared to the average game CCU its been a less than moderate success, yet its still one of the most successful extraction games. Arc Raiders broke the mold and has far and away been the most successful, but its also shirked a lot of the features of typical extractions in order to appeal to a broader audience, so they were smart when designing Arc Raiders. Helldivers II has had huge success but its not really an extraction shooter, its more of a co-op PvE game like Deep Rock Galactic.

Marathon has not been very successful, its player counts are very low and its sales have been meh, so I'd say it has not been impactful to the gaming industry. There isn't anything revolutionary about Marathon in my opinion, other than its artstyle perhaps. In fact its failure has probably been more impactful than its design, as a red flag to other developers who might be working on extraction games, like a roadmap of what NOT to do. In that regard its possibly been impactful? 😂



I like the extraction concept myself, I still have a lot of fun with Arc Raiders, but my gut feeling is the only way the extraction genre really takes off and finds widescale acceptance is if it shirks the sweaty PvP nature and course corrects into a more co-op team based multiplayer kind of game. Like Arc Raiders if it was purely PvE and had a lot more content, possibly even proc gen levels and such to keep it feeling unique over many runs. Like a Starcraft extraction game which is purely PvE co-op for example, where players run missions in a massive galactic war. This PvP sweaty nature is holding extraction back IMHO, the genre needs to be more player and casual friendly if its going to ever become a big genre which is "impactful".

In my honest opinion. 😎
Well, yeah, i'm considering games that gather massive success as impactful
 
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