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this post was submitted on 18 Feb 2024
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That's neat and all, but I will be incredibly surprised if even a tiny fraction of those players are still playing it in 6 years (which is how long DRG has been around). I haven't played Survivor, but the reviews don't really paint it in a super good light, compared to other similar games... claims that the upgrades are uninteresting and there's not much to differentiate the characters and the balance feels off... Early access problems, hopefully, but we're talking about player counts for an early access game, so that's what we've got to work with. It seems like it's just riding on the coattails of the DRG name, for the most part. If you compare it to the player counts for other similar games, it's doing surprisingly well out of the gate, yet reviews ~10-15% poorer than those other entries did at the same point in their life cycle, which suggests maybe it's being bought for the name, not the gameplay.
It's funny that they call out the lower price as being what's drawing people, because $10 is actually on the high end for 'bullet heaven' games. Most drop in the $3-$8 range.
Anyway, point I'm trying to make is that they're comparing apples to oranges, these oranges just happen to have been marketed very well to apple fans.
Idk, when i got super mario 2 on the nintendo, i never wondered if i'd still play super mario 2 in 6 years.
Super Mario 2 wasn't relying on players making additional purchases for a portion of their revenue, though. They didn't care if you bought it and quit playing it the same day.
Are you implying this game has microtransactions or something?
No, not yet; I'm pointing out that Deep Rock Galactic does, and that continued revenue from them is a (probably) not insignificant part of their revenue from the game (based on the fact that they keep adding more). In order for them to be a valuable source of income, players have to stick around.