this post was submitted on 29 Jun 2024
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I don't understand this obsession with player numbers unless it is a full fledged MMO where player numbers matter to a degree and up to a certain point. But for games like this it doesn't really matter.
Currently in the industry there are two ways to get the "big money" without resort on MTX and GaaS.
"big day one selling carnival". With few exception with titles such as Skyrim and GTAV (which have multiple "day one" or duble-dip), this is how the AAA industry makes the big money: the very first days is where the publisher try to recover+earn money as whole. Later copies sold are mostly for bundles or special offer.
Early Access program. That's where Palworld fall into. With few exceptions, this is the primary tool for indie developer that can't invest money in marketing "big day one carnival". It's safer because route because they don't to compete with the "day one carnival" from other AAA publisher. And can know straight away how much money they need to scale up (or down) their vision for the project (something WB couldn't have when they went the suicide squad route)
Basically, for Palworld have success (or not) alter how the product scale the game itself will be.