※ 本文轉寄自 ptt.cc, 文章原始頁面
[閒聊] 遊戲訂閱制如XGP/PS+ 幾乎完全沒有成長
https://reurl.cc/9v4WAY
Gaming Subs Like PS Plus, Xbox Game Pass Aren't Growing At All
There was immense pressure on Sony at the beginning of the generation to copy
Xbox Game Pass’ model of day one first-party releases, but as time goes by,
it’s beginning to look like the Japanese giant dodged a bullet. While it has
significantly improved its PS Plus offerings, the platform holder has always
argued Microsoft’s model of giving away first-party titles day one is “
unsustainable”, and with the closure of Bethesda stalwarts Tango Gameworks
and Arkane Austin this week, that’s looking increasingly true.
在本世代初期,索尼面臨著巨大的壓力,是否要跟進 Xbox Game Pass 的模式,
即第一方遊戲發布當天就供訂閱制使用,但隨著時間流逝,不跟似乎是一個明智的選擇。
雖然索尼極大地改進了其 PS Plus 的服務,但該平台持有者始終主張微軟的模式,
即第一方遊戲當天就免費提供,是「不可持續的」,
而隨著本週 Bethesda 旗下的 Tango Gameworks 和 Arkane Austin 兩家公司的倒閉,
這一說法似乎越來越真實。
However, this isn’t just opinion: it’s backed up by fact. Circana analyst
Mat Piscatella noted last April that United States consumer spending on non-
mobile video game subscriptions had stalled, growing just two per cent year-
over-year. And that remains true now: “March 2024 non-mobile video game
subscription spending was only up 1 per cent vs April 2023.”
這不僅僅是觀點,而是有數據支持的。
Circana 分析師 Mat Piscatella 在去年四月指出,
美國消費者在非手機遊戲訂閱上的支出已經停滯不前,年增長率僅為2%。
而這個情況現在依然如此:
「2024年三月的非手機遊戲訂閱支出僅比2023年四月增長了1%。」
In other words, subscriptions like PS Plus and Xbox Game Pass are not the game
changing business models they were billed to be. Yes, there’s clearly money
to be made from them, but growth would need to be much more significant than
what we’re currently seeing for them to be the future of an industry that
already finds itself on uncertain footing.
換句話說,像 PS Plus 和 Xbox Game Pass 這樣的遊戲訂閱服務,
並不是它們被宣傳的那樣,具有改變整個遊戲商業模式版圖的能力。
是的,從中顯然還是可以獲益,但如果要成為這個處於不穩定局勢中行業的未來,
增長必須比我們目前看到的要顯著得多才是。
Our view, with the benefit of hindsight, is that subscriptions only ever
really appealed to the vocal enthusiasts, who play dozens upon dozens of new
releases every month. The vast majority of consumers are satisfied with
purchasing one or two titles a year, and sticking with their favourite free-to
-play titles, like Fortnite or Genshin Impact. And as gaming requires a much
greater time investment than television or music, it’s perhaps not a surprise
that the subscription market is stalling like it is.
事後諸葛,我們的看法是:
訂閱服務只對那些喜歡每個月玩數十款新遊戲,
積極嘗鮮且積極投入討論的玩家有顯著吸引力。
絕大多數消費者對每年購買一兩款遊戲,
並堅持只玩他們喜歡的免費遊戲,如 Fortnite 或 Genshin Impact,
這樣的模式都感到滿意。
由於遊戲需要比電視節目或音樂花費更大的時間投入,
遊戲訂閱市場像目前這樣停滯不前,或許並不令人感到意外。
看來訂閱制真的不是單機遊戲的未來
大家都還是習慣把遊戲買下來玩
--
「胡鐵花,我希望你以後知道,世上的女孩子,
並不是每個都像高亞男那麼好對付的,你覺得高亞男好對付,只因為她喜歡你。」
「不錯,從今以後,我再不敢說我會對付女人了,
我現在簡直恨不得跪在高亞男面前,去嗅她的腳。」
《楚留香傳奇‧大沙漠》
--
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