"Finally I can be at the forefront of a gaming community just how I dreamt of when I was a kid. And in this particular gaming community, I don't even have to waste a minute playing!" It's suspension of disbelief pushed ahead one more level, a simulation of a space ship sim game. Think virtual virtual skeeball in Futurama s01e02. Just how kids who dream of risking their lives in a space-Spitfire don't really want to risk their lives in a space-Spitfire, grown ups who dream of sinking countless hours in a game of space-Spitfires don't really want to sink countless hours in a game of space-Spitfires. Both just don't quite know it yet, and profoundly enjoy that.
It's a released game that is constantly evolving and getting money from in-game purchases, like Fortnite.
Either way, real question; are nft's still being traded?
The community I grew up in could not accurately be described as poor, but money was tighter than in a lot of places. So people in this community prize getting good value for money, and not being tricked into wasting money.
I don't care if that Funko Pop plastic figurine or that Magic The Gathering card is actually an investment that will go up in value, I ain't collecting shit.
In my mind, the collectables market is only for a small fraction of the population - fools, and people with more money than sense.
Play this game: http://passage.toolness.org/
It's 5 minutes long.
Read the creator's discussion on it: https://hcsoftware.sourceforge.net/passage/statement.html
Hardly seems consumeristic. And there's a huge pile of games like this out there.
I share your appreciation of Passage, it is a poem by another shape and a truly _different_ thing. Thank you for even mentioning it, it made my day.
Sure. None of those are necessary.
If I sing a song to myself, is that consumerism?
If someone else hears my singing and enjoys it, with no discussion of payment or exchange from either side, is that consumerism?
Still, even with all of the money sunk into Cyberpunk 2077, its ~$450 million budget pales in comparison to Star Citizen.
They still have people problem as pay in CDPR is pathetic compared to other studios and not much top talent want to work there.
Cyberpunk 2077 budget was overblown thanks to that + ~50% of that was spend on marketing I would assume there were also a lot of IP "costs" so overall "production" cost was probably about ~30-40% of the budget.
$750m is the right order of magnitude for this game. That's "only" ~400 employees for ~10 years. Games are hugely labour intensive, and in mainstream cases also hugely advertising intensive. The company currently have ~60 open roles. Your average Call of Duty game is $100-200m, and they come out with one every year or two, spending at a similar rate. The budget for GTA V was $265m, but has now made $8bn.
I don't think we can even say that it's "bad" or "unfinished" and therefore shouldn't cost this much... the game is finished in the truest of senses – it's available to buy and brings in revenue. Whether they are continuing development, whether it currently sucks, etc, are all somewhat irrelevant.
I think we can judge it for being a bad game, I think we can judge it for not being cash-flow positive like we would with any other startup, but the amount of money involved is seemingly in the right ballpark for the market.
So at least the EU and UK believe these transactions to be sales.