Splitgate Has Fumbled Again and Failed to Secure Any Traction Following 'Rebrand'
Splitgate 2’s rebrand hasn’t been a success and the player count is quickly evaporating to leave nothing behind.
Submitted 10 hours ago by simple@piefed.social to games@lemmy.world
https://insider-gaming.com/splitgate-failed-secure-traction-fumbled-again/
Splitgate Has Fumbled Again and Failed to Secure Any Traction Following 'Rebrand'
Splitgate 2’s rebrand hasn’t been a success and the player count is quickly evaporating to leave nothing behind.
Halo was a game with a single player campaign, that could be played co-op, and also had versus multiplayer. It served many masters. This game only serves the latter. Halo’s multiplayer was played for years by a core group, but probably the most common use case was that it was played only a handful of times with friends, everyone had a great time, and it didn’t matter that people didn’t keep playing it after those handful of times. What would make FPS games great again, to me, is if we remembered all of that stuff about Halo rather than trying to be the one viral success out of tens of thousands of game releases every year, where failure results in tons of job losses because your company has no Plan B.
I only played the “first” one, but that one did feel incredibly like Halo to me. Just with the added functionality of portals.
I mean you have an assault rifle, a battle rifle, a pistol, a DMR, and shotguns. I’m sure there are some other ones I’m not remembering.
Rockets that spawn in a neutral location
I think this just a sign of changing times regarding how games are made. We've come a long way from the days when one programmer added multiplayer into Goldeneye at the very end of development, that could never happen today. And those are the footsteps Halo 1 followed in, they didn't even have Xbox Live until the sequel.
Today, I think trying to make a game do a little bit of everything may risk struggling to stand out against titles that focus all of their development resources on just doing one thing really really well. You do have a point that having solo content to fall back on is at least a safety net, but does the opportunity cost of implementing that solo content make it even harder to succeed as a multiplayer game in such a competitive market?
We’ve come a long way from the days when one programmer added multiplayer into Goldeneye at the very end of development, that could never happen today.
Why? I can’t name a reason why this couldn’t be. Even extrapolating out for added complexity of network multiplayer, maybe it wouldn’t be feasible to add in just a handful of weeks, but if you’re already developing with client-server in mind, the same thing can still be whipped up today in a reasonable amount of time.
Even the rest of your comment makes it seem like if there aren’t thousands of concurrent players weeks after launch that it’s somehow failed as a multiplayer game. The industry has broken all of our brains so thoroughly that most of us can’t remember a time where that wasn’t a goal, and I’m arguing that it’s better if we didn’t make it the goal. If you make a multiplayer mode that you can play with friends, that has bots to fall back on when you don’t, and is designed to scale to very few players in a match, that multiplayer mode offers just as much value in week 1 as it does 20 years later. It’s not falling back on a single player mode, nor is it a failure as a multiplayer game in a competitive market if you build something that can withstand reaching a small audience, like the industry used to. That we used to get both modes in tons of games back in the day is what made these games “the full package” rather than only a single player game or only a multiplayer game, and I reject the idea that one of those two things has to suffer for the other to be good.
Halo didn’t have Xbox Live until the sequel because Xbox Live didn’t exist yet when Halo 1 was built, but it did still have network multiplayer. And that was still very much serving multiple masters, just like its predecessor.
I think this is definitely the case. For example, Halo Infinite is probably the last “classic” Halo game we’ll get in the sense of it has campaign and multiplayer, future games will probably just focus on either the campaign side of things or multiplayer. And some might even be public lobbies only, no custom games/forge.
As much as I wish we could get something as content complete as Halo 3 nowadays, it just doesn’t seem feasible anymore
I tried it when it first launched, perhaps its just me getting older but the portal mechanic was just tedious. Learning maps is already hard enough without enemies being able to teleport around.
When I played the first one I just camped at the teleporters, and got many kills. It was a very long time ago, perhaps around that same time.
so sad, as the first splitgate was a super fun game.
Loved the first game. The gunplay and handling in the second never felt the same.
ashitaka@lemmy.world 8 hours ago
They dropped the first one while it was still hot. There was nothing wrong with it and it was quite fun. The fact they can’t even stand behind any of these changes they announce makes me unwilling to invest time into their products as they could rug pull yet again any moment.
ampersandrew@lemmy.world 8 hours ago
I seem to recall the reason they dropped the first one being that the tech stack it was built on couldn’t support the number of players trying to play it at once.
BreakerSwitch@lemmy.world 6 hours ago
Also the CEO showing up to an event hyping the game in a “Make FPS Great Again” hat was a pretty big turn off to a lot of people