palworld

is-palworld-a-“dead-game”?-who-cares,-says-the-game’s-developer

Is Palworld a “dead game”? Who cares, says the game’s developer

Reliable revenue as a service —

Maybe, just maybe, players want more new ideas rather than live services.

A Palworld player aiming an assault rifle at a seemingly innocent pink creature

Enlarge / If you enjoyed taking out adorable, if dangerous, widdle cweatures with an assault rifle after a while, Palworld‘s team wants you to know that’s normal and cool.

Pocketpair

Palworld‘s head of community has a radical idea: Stop caring about how many people are playing a game at the same time as you. It’s pitched mostly at developers and games media, but John Buckley also wants players to let go of the “dead game” mentality.

“Who cares if there’s only five people playing it? Just enjoy yourself. Just enjoy games. I don’t think it needs to be any more complex than that,” Buckley said in an interview on the Going Indie YouTube channel.

The people at Palworld developer Pocketpair, in particular, would have reason for panic, if they subscribed to the mentality that active online players are the key benchmark for modern gaming. The game launched into Early Access in January 2024 at rocket speed, selling 5 million copies and reaching 1.3 million concurrent Steam players, surpassing Elden Ring and Baldur’s Gate 3. By February 1, the game had sold 19 million between Xbox and Steam, and was the biggest third-party game launch yet on Xbox’s Game Pass service.

Given that the creature-catching/survival game with a notably chill approach to intellectual property has so far managed to avoid being sued into oblivion by Pokémon, most would consider it a success. And yet, gaming sites and streaming personalities made sure to note that Palworld suffered “Steam’s biggest-ever two-week drop” by mid-February or was “looking like a dead game,” as streamer Asmongold said into the microphone around that same time.

Palworld community boss John Buckley, interviewed by Going Indie.

“It is fine to take breaks from games”

As far back as February 20, Buckley (or “Bucky”) has been pushing back against metrics as the thing that matters. “This emerging “Palworld has lost X% of its player base” discourse is lazy,” Buckley wrote on X, “but it’s probably also a good time to step in and reassure those of you capable of reading past a headline that it is fine to take breaks from games.” Lots of what Buckley wrote then, and said in the recent interview, is some combination of common sense and remarkable candor: Stop when you’re done, play other games, try different genres, support indies, in particular, and don’t worry about Palworld, which will put out more content, but not constantly.

As noted by Going Indie’s host, a “dead game” can earn that label through many vectors: concurrent players, developer support, or competitive environment, to name a few. Every game in existence will be “dead,” eventually, and that used to be a normal, good thing. Developers started new projects, and players looked forward to new experiences.

But the advent of “live service” games, meant to pull in more money over time through subscriptions and microtransactions, has made a game something that publishers, especially the large kind, never want to see die. They create consistent revenue, rather than the spikes of traditional game publishing, and there are North Stars to look to, like GTA Online. (Or, until recentlyDestiny and Destiny 2).

“I don’t think it really serves anyone to push gamers to just play the same game day in, day out,” Buckley tells Going Indie. While some games, like League of Legends or an MMO, are built to avoid burnout, “Whereas what we’re seeing now is a trend of—I won’t necessarily say who’s trying to push it, but a lot more people are trying to push gamers to play games that aren’t really designed to be played for months on end.”

“Updates, updates, for the good of our economy, there must be more updates.”

Pocketpair

Palworld suggests people like new things

While Palworld allows for online play, its huge concurrent player numbers were not the result of its developer carefully cultivating a fear of missing out (FOMO) among players. As Ars’ Andrew Cunningham wrote at the peak of Palworld’s success, it was more about the devs giving something new to a community that had been habitually starved for something truly new:

Sure, many people are here to see a machine-gun-toting Pikachu mow down other Pikachu. But a ton of people are also there to voice some kind of discontent with the Pokémon franchise as it currently stands, expressing a desire for a deeper and more communal game. … I think we can look at the combination of reviews, sales, and active users and see that there is clearly an audience hankering for more radical change.

In other words: Moving on to the next ideas rather than competing to keep the same limited pool of constantly online gamers engaged with shareholder-friendly continuity.

“I don’t think you need to be kinda pushing yourself to play the same game all the time,” Buckley says in the interview. “It’s not healthy for us, it’s not healthy for developers, it’s not healthy for gamers, it’s not healthy for gaming media, and it’s just not healthy for our industry. Because the more we push this kind of narrative, the more very large companies are going to say, ‘Gamers want more live service,’ and we’re just going to get more of these really soulless live service games that come out and then get shut down nine months later, 12 months later, because they’re not making enough money.”

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slay-the-spire-2,-vampire-survivors-meets-contra,-and-other-“triple-i”-games

Slay the Spire 2, Vampire Survivors meets Contra, and other “Triple-i” games

Triple-i Initiative —

More than 30 games in 45 minutes, and a lot of them look wishlist-able.

Bloody battle scene from the game Norland

Enlarge / Norland is a game that communicates its intent well through screenshots.

Hooded Horse

The Triple-i initiative is a gaming showcase that gets it, and is also in on the joke.

The thing Triple-i gets is that most gaming “showcases” are full of corporate fluff, go on way too long, and are often anchored around a couple huge titles. Triple-i’s first event on Wednesday delivered 30-plus game trailers and teases within 45 minutes, and there was a consistent intrigue to all of them. There were some big names with some bigger studios loosely attached, and the definition of what is “triple-i” is quite vague, maybe intentionally. But there were a lot of games worth noting, especially on PC.

What kind of games? Triple-i’s website notes the announcement “may contain traces of rogue-lites.” At a breakpoint in the showcase, the omniscient text narrator notes there are “Only a few more rogue-lites (promise).” Triple-i was stuffed full of rogue-lites, roguelikes, survival, city-builders, deckbuilders, Hades-likes, 16-bit-esque platformers, Vampire Survivors and its progeny, turn-based tacticals, and then a car that sometimes has legs. There are strong trends in indie and indie-adjacent gaming, but also some real surprises.

The inaugural Triple-I Initiative showcase.

If you want a whole bunch of Steam wishlist ideas, go ahead and watch the whole thing. But here is a cheat sheet of the newest titles and notable updates I found most intriguing.

<em>Slay the Spire 2</em> has the same looks and card-based play of the original, but new mechanics are in store.” height=”1080″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/04/sts2_2.jpg” width=”1920″></img><figcaption>
<p><em>Slay the Spire 2</em> has the same looks and card-based play of the original, but new mechanics are in store.</p>
<p>MegaCrit</p>
</figcaption></figure>
<p><a href=Slay the Spire 2, the sequel to the 2019 game that launched hundreds of roguelike deckbuilders, announced its existence with a trailer that featured no cards. But look at the Steam page and you’ll see that the Ironclad and Silent characters from the original will return, along with The Necrobinder, a skeleton wielding a scythe and glowing with undead flame. The game is rewritten entirely from the original, with all-new visuals and “modern features,” according to the devs. The only bad news is the timing: It’s launching in early access in 2025.

<em>Dinolords</em>.” height=”1080″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/04/dinolords2.jpg” width=”1920″></img><figcaption>
<p><em>Dinolords</em>.</p>
<p>Ghost Ship Publishing</p>
</figcaption></figure>
<p><a href=Dinolords (trailer) has you building up a village in medieval England, fortifying it and training your troops to resist Viking invaders. Which is a game that’s been made before, except these marauding Danes have dinosaurs. They will ram right through the walls and eat your stupid villagers. A Stegosaurus will spin its spiky tail in a circle and knock a dozen of them over.

Vampire Survivors: Operation Guns DLC trailer.

Vampire Survivors: Operation Guns DLC feat. Contra tells you most of what you need to know if you’re familiar with the original. The “bullet heaven” auto-shooter will get 11 new characters, 22 new weapons, new stages (some of them with very side-scrolling perspectives), and lots of music remixes inspired by the “bullet hell” classic, Contra. It’s downloadable content that arrives on May 9.

The Rogue Prince of Persia trailer.

The Rogue Prince of Persia is from publisher Ubisoft, which doesn’t typically evoke “indie,” even at the “iii” level. But developer Evil Empire, one of the two teams behind rogue-lite action classic Dead Cells, is the one taking the Prince of Persia license into rogue-y directions. As you might expect, you will jump, you will fight with impossible elegance, and you will die a whole bunch. The art style is eye-catching, and the run-by-run changes should open up more approaches. The expected release date is May 24.

Norland release date trailer.

Norland, due out May 16, calls out its inspirations of Rimworld and Crusader Kings right upfront on its Steam page, and I believe it. The game looks like a fun mix of goofy, grim, tactical, and oh-God-it’s-all-falling-apart chaos, with some ruling-class concerns, too. Nasty, brutish, short, but also pretty fun?

In no particular order, a few other highlights of Triple-i:

  • Risk of Rain 2 is getting some free content, a “Devotion Update,” which includes some Dead Cells skins.
  • Kill Knight is a brutal, dark, grim isometric game, but your demonic knight has guns.
  • Laysara: Summit Kingdom takes city builders and civ games to new heights, literally, on mountains, where you deal with avalanches and sky bridges.
  • Cataclismo, from the Moonlighter folks, is a brick-by-brick castle builder and defense game.
  • Darkest Dungeon 2 is getting a new play mode, “Kingdoms.”
  • What the Car? has you play a car with legs. Sometimes you race, sometimes you cook. It’s silly time on Sept. 5.
  • Palworld is getting an arena mode, sometime in 2024.
  • Mouse, the “some kinds of Mickey Mouse are public domain now” first-person shooter, actually looks a lot more interesting than my snarky intro clause suggests.
  • V Rising, the open-world vampire game, will launch out of early access on May 8, along with a Legacy of Castlevania crossover. Finally, you can bring down the (literally) holier-than-thou Simon Belmont.

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Palworld’s Pokémon pastiche is Xbox Game Pass’ biggest-ever 3rd-party game launch

everyone’s pal —

To compare, Pokémon Scarlet and Violet have sold over 23 million copies each.

Palworld’s Pokémon pastiche is Xbox Game Pass’ biggest-ever 3rd-party game launch

Pocketpair

The unexpected success of Palworld continues to be one of the biggest gaming stories of 2024 so far, as developer Pocketpair says the game’s sales and Xbox downloads have exceeded 19 million, with 12 million in sales on Steam and 7 million players on Xbox. Microsoft has also announced that the game has been the biggest third-party launch in the Game Pass service’s history, as well as the most-played third-party title on the Xbox Cloud Gaming service.

These numbers continue a remarkable run for the indie-developed Pokémon-survival-crafting-game pastiche, which sold 5 million copies in its first weekend as a Steam Early Access title and had sold 8 million Steam copies as of a week ago. There are signs that the game’s sales are slowing down—it’s currently Steam’s #2 top-selling game after over a week in the #1 spot. But its active player count on Steam remains several hundred thousand players higher than Counter-Strike 2, the next most-played game on the platform.

Sometimes described (both admiringly and disparagingly) as “Pokémon with guns,” Palworld‘s unexpected success has driven some Internet outrage cycles about the possibility that it may have used AI-generated monster designs and allegations that its designers copied or modified some of the 3D character models from the actual Pokémon series to create some of the game’s more familiar-looking monsters.

The latter allegations circulated widely enough that The Pokémon Company issued a statement last week, saying it would “investigate” an unnamed game that matches Palworld‘s description; as of this writing, no actual legal action has been taken against Palworld or Pocketpair. Third-party modders who have tried to put actual Pokémon creatures into Palworld have apparently gotten some cease-and-desist letters, though.

Regardless, the game wears its influences on its sleeve. Aside from the Pals that look like Pokémon, the game’s progression and crafting mechanics owe a lot to games like ARK: Survival Evolved, and the actual monster-catching mechanics have a more-than-passing resemblance to Pokémon Legends: Arceus.

If you count the Xbox Game Pass numbers as “sales,” Palworld‘s combined numbers are on track to overtake those of the two main-series Pokémon titles on the Nintendo Switch, Sword/Shield and Scarlet/Violet. Nintendo says these games have sold 26.02 and 23.23 million copies, respectively, making them the sixth and seventh bestselling titles in the entire Switch library.

Nintendo doesn’t break out sales figures for each title individually, counting each sale of Sword or Shield toward the same total—this makes sense because they’re the same basic game with slightly different Pokémon, though it does mean there’s some double-dipping going on for fans who buy both versions of a given game for themselves. You have to look at proxies like Amazon reviews to get a sense of which individual version has sold better—Violet currently has more reviews than Scarlet, while Sword has more reviews than Shield.

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