Nice.
Lol does that technically make it not “gaas”?
Nah, it's a GaaS. Game as a service is when a game it's designed to have a (hopefully long, multi year depending on performance) post launch support evolving the project.
That post launch support includes server monitoring and maintenance and -as long as budget and game performance allows it- fixes, tweaks, rebalances, new content and features.
Let's say GaaS are the games that evolve and expand after launch.
Other than that, there's a gazillion possible ways to monetize them. Which over time can also change for a specific game. There's the typical case of a paid game that after having recouped the investment of shipping the game and having good enough performance and monetization moves to be a F2P to get a playerbase bump.
Currently I dont even seeing it selling like Returnal, which was less than a million during its first year?
Obviously I would like them to do more.
I think 0.5-1Million would be a moral victory at this point, that would be equivalent to David vs Goliath lol
The 560K sales data we had from Returnal was from July 2021 and the game was released in April 30 2021, so it barely only was first month sales.
Returnal was a PS5 only release and as of March 2021, the PS5 install base was 7.8M (sell-in). So these were great sales for a niche game.
As of June 30, the install base of PS5 was 61.7M (sell-in). Will be bigger at the end of August, and Concord will also release day one on PC.
The game is 40. Better off to use the base cost for worse case scenario sales needed.
Successful F2P games have an average ARPU of around $50 or so.
I assume Sony's idea of launching their games like Helldivers 2 or Concord at $40 is to only need a minimum monetization other than the one from getting the game to have successful GaaS.
This allows them to focus more in traditional non-GaaS gameplay and progress, and have a more relaxed monetization than in the case of a F2P where games need to be more aggresive with monetization to become profitable.
Doing the Sony approach, after the game gets profitable and over time keeps building a good enough amount of monetization options (in this case having added enough cosmetics to the store, and maybe adding something else new in the future as could be small single player campaign episodes) to the point that the ARPU only counting addons is big enough to continue paying the game's support, they may decide to make it F2P or discount it to bump the playerbase.