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Using or modifying one of three pre-generated characters (diplomatic, combative, or deceptive) or building your own character from scratch, you embark on a complex journey. It's time to send someone out of the vault, into the unknown wastelands in an effort to find replacement parts or other survivors. You are one of a group of survivors in Vault 13 and the water recycling system is failing.
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Close to eighty years have passed with no knowledge of the outside post-apocalyptic world. Nearly a thousand people were packed into various Vault-Tec survival shelters completed in the late 21st century. The story picks up years after a two-hour nuclear Armageddon reduced the world to a pile of rubble and debris. Based on the now classic Wasteland, Fallout is a role-playing game set in a post-nuclear environment.(Of course, another way out would be for the law to change, but that's boring. The games-as-a-service places, though, are already set up for it. GOG… sheesh, there's just no way it could stay GOG. Steam would need to make some big changes for that. Start charging a subscription and take games away from anyone who can't keep paying. I think getting out of it means getting out of the law.
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They could put a lot less money into development but that leaves them to either charge more for a rather inferior game or charging the same amount for a clearly inferior game. If a game company wants to keep spending like they are now, they would need to up the price to $600 per game! The first gamers that buy should be able to sell the game back for $560 (assuming they don't dawdle) but jeez. Heaven only knows how much but, given that you can hand your key around different time zones and that you can be very certain of cheaper prices showing up not just in six months but probably just a few weeks later, I wouldn't be surprised if they only got one tenth the sales. If Y*Z < X, the company loses money, which isn't going to keep happening for long.Īllowing used game sales is going to MASSIVELY reduce Y. Y people buy the game and the publisher gets Z dollars out of it. Definitely comparatively small, though.īut I don't see how manufacture costs really matter? In the end, it costs X to make the game.
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Release your games exclusively in that format and you're still good, too.Ĭlick to expand.Well, not 0 - bandwidth and servers aren't free. The cloud-gaming solutions aren't affected. All those subscription services that the big publishers have aren't affected. Make those kinds of games and you can still make money. There's absolutely no way they can sustain that.īut this only applies to non-subscription games, of course. If you check a game's peak number of players, that's going to be about what they get in TOTAL sales for the entire lifetime of the game. So what's this going to look like to publishers? Well, used game sales have always hurt them pretty bad. I don't even have to finish a game before giving up my key! When I'm done for the night, I can hand my key to somebody in Australia, who could then hand it to somebody in Europe, who could then hand it back to me when I'm ready for another evening session. A used console game can be passed around a few times but the disk is eventually going to get scratched, warped, or whatever. These are not physical game discs, these are purely digital, which means a couple of very important things:ġ. You might want to re-play a few games later on but most games I know have only a quarter of people even finish the game the first time, never mind playing it twice. When you finish a game, you most likely just uninstall it and never run it again. I can see where people are coming from, but practically speaking I just don't see how it can work. I really don't see how that can work with digital items.