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A lot of ink has been spilled on the debacle of Overwatch 2 canceling their co-op PvE “Hero Mode”. Putting emotions aside, I think it’s worth re-examining why co-op PvE seemed like a good idea in the first place, and what went wrong in development. I’ve seen both sides of the coin here and can speak from experience.
He started his career in advertising, but the world of video games always held his real interest. In this co-op multiplayer game a group of players have to work together to escape a cursed tomb. During development Ras experienced some moments of burnout and demotivation.
These cost go to cover in-store advertising, news-paper circulars, etc. We’ll assume we’re not going to pay for anything beyond the required co-op and MDF, but it might be a wise investment to buy some better placement. We could do it as shareware, advertising funded, bundled with cereal, etc.
There is also MDF (Marketing Development Funds) and co-op charges that the publisher needs to pay the retailer, and those typically run 6% of the Wholesale price billed quarterly, net of returns. These cost go to cover in-store advertising, news-paper circulars, etc. Retail $29 = Wholesale $22. Retail $39 = Wholesale $30.
Are the co-founders all aligned around the types of games they want to build? Do all of the co-founders want to join a larger company? Is the live ops content expensive to produce? For background on the deprecation of the IDFA and why the IDFA is so integral to the growth of most mobile games, see this post and this post.
Based on the then-nascent free-to-play (ftp) model, and usually monetized through advertising, the phenomenon even featured in the Wall Street Journal. PixelJunk Monsters 2 and Orcs Must Die’s sequels added a focus on co-op play. But innovating on basic TD mechanics proved to be a challenge.
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