{"id":51296,"date":"2018-09-28T19:57:00","date_gmt":"2018-09-28T19:57:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/327598"},"modified":"2018-09-28T19:57:00","modified_gmt":"2018-09-28T19:57:00","slug":"time-is-limited-and-devs-are-struggling-now-that-games-demand-more-of-it","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/09\/28\/time-is-limited-and-devs-are-struggling-now-that-games-demand-more-of-it\/","title":{"rendered":"Time is limited, and devs are struggling now that games demand more of it"},"content":{"rendered":"<blockquote><p><strong><em>&#8220;<\/em>If some number of people are playing\u00a0<em>Fortnite\u00a0<\/em>for some massive amount of time, well, that\u2019s a lot of people who aren\u2019t even opening their Steam client.\u00a0\u201c<\/strong><\/p><\/blockquote>\n<p><em>&#8211; Devolver Digital&#8217;s Nigel Lowrie points out another factor devs deal with when competing for player attention<\/em><\/p>\n<p>A <a href=\"https:\/\/www.polygon.com\/2018\/9\/28\/17911372\/there-are-too-many-video-games-what-now-indiepocalypse\">recent story on Polygon<\/a> seeks to chart the struggles and changes that have occurred as game platforms continue to become more and more saturated with new releases by talking with devs and members of the game industry that have experienced that shift first hand.<\/p>\n<p>While discoverability issues are already a huge struggle for developers, Devolver Digital\u2019s Nigel Lowrie points out that the changing way players interact with games has made time a significant commodity as well.\u00a0<\/p>\n<p>Concerns that potential players only have the budget to pick up a set number of games per month have been replaced by the fact that there just aren\u2019t enough hours in the day for players to invest into new titles.\u00a0<\/p>\n<p>\u201cEven if the most hardcore gamer plays 14 hours a day, that\u2019s still a finite amount of time. And if you\u2019re spending 10 of those in a\u00a0<em>PUBG<\/em>, or a\u00a0<em>Fortnite<\/em>, what does that leave for the rest of us?\u201d says Lowrie. \u201cIt\u2019s true that timing of release is critical, sure, and I don\u2019t think that single-player, smaller-scope games are going to go away; there\u2019s always going to be room for that. But time is something that you really can\u2019t move, and you have to account for that when people move into these long-term relationships with games.\u201d<\/p>\n<p>\u201cIf some number of people are playing\u00a0<em>Fortnite\u00a0<\/em>for some massive amount of time, well, that\u2019s a lot of people who aren\u2019t even opening their Steam client,\u201d he continues \u201cIf you\u2019re a developer out there complaining that you can\u2019t get your game on the front page of Steam, well, this is a whole new thing you have to worry about.\u201d<\/p>\n<p>Lowrie elaborates on his sentiments in the full story on Polygon alongside comments from developers like former id Software CEO Todd Hollenshead, Housemarque\u2019s publishing head Mikael Haveri, and more.\u00a0<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;If some number of people are playing\u00a0Fortnite\u00a0for some massive amount of time, well, that\u2019s a lot of people who aren\u2019t even opening their Steam client.\u00a0\u201c &#8211; Devolver Digital&#8217;s Nigel Lowrie points out another factor devs deal with when competing for player attention A recent story on Polygon seeks to chart the struggles and changes that [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":51297,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-51296","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/51296","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=51296"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/51296\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/51297"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=51296"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=51296"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=51296"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}