![]() A survival type game would be a bit of a nightmare to develop for the AAA GAAS studios. A survival type game is a perfect fit for early access as you can just keep adding new systems and depth to the game, different types of clothing, items and weapons can have totally different utility. ![]() In the early access business model you can release a bare bones game and then build it out adding whatever the hell you want and take the game in whatever direction the playerbase wants to steer it. This is the AAA GAAS model and how it has to work. Before the game was released the microtransaction model was already set in stone and going forward they are going to be restricted in what they can do by those decisions. All the different skins are purely cosmetic and there is no difference in utility between them. Roam a city devastated by a mysterious virus epidemic. There are still the exact same number of ship options, the same weapons and the same clothing slots, each ship has the same customisation options and those options are interchangeable across all 3 type of ships. First-person action survival game set in a post-apocalyptic open world overrun by flesh-hungry zombies. ![]() Look at something like Sea of Thieves, the game has grown immensely since it was originally released in a very bare bones state but. Its much easier for a developer to build on a game in early access where they don't need to worry about how those new features and items will affect the back catalogue of MTs that they have already sold, they can get feedback from the gamers and then steer the development in the direction of that feedback. 9 Fatal Frame II: Crimson Butterfly (Ghosts) The Fatal Frame games have made a stronger impression in Japan and Europe than North America, but they’re still considered some of the scariest. Survival games usually start off with basic clothing and tools and you slowly craft better and better gear, items and tech. To be able to use this business model you must be able to give access to that content straight away when customers purchase them, it would be a bit shit if a customer bought a skin but couldn't use it because their character hadn't invented it yet. AAA GAAS rely on your character and/or weapons having fancy shiny skins and upgrades that you can purchase from the store. It's probably a lot to do with the way the game is monetised differently by the two different models.ĪAA have to have ongoing revenue from MTs to be able to carry on adding to it and creating new content whereas a developer releasing to early access can use a slightly different model where word of mouth and constant updates bring in new sales that provide revenue over a long period.
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