There are two earnings: on one lutbox accurate, on the other ..
“Some large projects are simply not sold with enough circulation to recoup the development and marketing. Lutboxes make it possible to get more income from interested players. Games that hundreds of people worked on are difficult to pay off only sales.”
Jason Kingsley, Director of Rebellion Development
The developers expressed their attitude to Lutboxes, everyone found their arguments “for” and “against”, many predicted the death of single -level single games, but only a small part of the developers tried to find other exits from the current situation.
The development of AAA-Igra is really a very costly business: employees are needed, office areas are needed, a material and technical base is needed, the publisher needs to be given a percentage of revenue, and some of the funds will not come to the developers due to piracy. Minus all this, many studios remains only to reduce the debit with a loan. Funds for expanding creative and technical potential are often not left at all. The “Lutboxes” appeared out of this situation.
Another problem of the modern gaming https://dealbetcasino.uk/ industry is excessive duration. The justification of the high price many modern developers set the number of hours that you will spend behind the game. If the game makes you sit after yourself in a fascinating multipleor – one thing.
But another thing is purely singleplayer games. Only a small share of developers has enough ideas and capacities to create an interesting story for 10, 20, 30 hours. An example of how the game turns into routine due to a lack of ideas for the developer is Wastland 2: the game was interesting and worked out at the initial stage. Interesting quests, locations and characters became more and more scarce as they moved in Arizona and, almost completely, naughty into Los Angeles (even a screensaver with living actors at the beginning of the game, on the departure of Los Angeles, a slide show of three sketches of the artist turned).
Synthesized both of these problems Middle-Earth: Shadow of War. Monolith still boasted at the development stage with a timing of her creation, most of which is a merciless grind that is proposed to “win” through Lutboxes.(ATTENTION. HYPERBOLA. ) Potentially, this can lead our beloved industry with you to the state of applications in VKontakte.
“Product PlaCement” (hereinafter – PP) – a reception of hidden advertising, in which the props is replaced by a commercial analogue can be a different way out (not very popular). Advertising often helps independent paintings in cinema to see the light. The creation of advertising helped Mayakovsky get the glory of the poet, and Rodchenko – a painter. So can advertising save the industrial entertainment industry?
PP in the video game – has similar C filter features in the cinema. She has an unobtrusive look (if this is not “The Irony of Fate 2-The Video Game”), it is easily remembered (the cities in the games are quite small and a resident of Los Santos sees the same banners more often than a resident of Los Angeles), she pushes more to action than the methods of the ATL advertisement (there is an opinion: “People are ready to kill, having imagined into their games!”, So why not be ready to buy?).
PP has already taken place in the video game industry:
Burnout Paradise
In 2008, the Obama team decided to place the election campaign of the future president on the Paradage City billboards. The headquarters of John McCain also thought about filling the world of Burnout with his agitation, but considered billboards in Arkad ineffective. Bottom line: Obama won, McCain lost, and evaluate the role of video games as a result – on your conscience.