• BiggestBulb@kbin.run
    link
    fedilink
    arrow-up
    0
    ·
    5 months ago

    Honestly, other than the questionable Pokemon-esque models, Pocketpair seem like they have really solid heads on their shoulders

  • masterspace@lemmy.ca
    link
    fedilink
    English
    arrow-up
    0
    ·
    5 months ago

    Thanks, the cloud?

    I mean yeah, pretty much, that and good software / network engineers. But otherwise hosting a global game like Palworld and having the player base it does would’ve been absolutely impossible if they were self hosting servers or calling up individual hosting providers around the world to work with. Being able to manage your entire network as software and be able to deploy anywhere around the globe nearly instantly does have huge benefits, not the least of which is that anyone can do it, even a small Indy dev, and there’s little no upfront infrastructure costs, the costs only really scale with your users, so if your game flops you don’t pay much, and if it’s massive you should have the revenue to pay your bills.

    • Pyr_Pressure@lemmy.ca
      link
      fedilink
      English
      arrow-up
      0
      ·
      5 months ago

      They need to make 17,000 sales every month perpetually to cover the costs, and then those sales will cause the server costs to rise as more people start playing.

      It’s a one time income to cover perpetual costs. They will probably either need to start raising prices, reduce server costs, or maybe start a subscription service eventually, or start doing micro transactions.

    • sugar_in_your_tea@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      0
      ·
      5 months ago

      Pocketpair says it’s sold about 12 million copies of Palworld on Steam. At $30 each, that puts Palworld’s gross revenue at $360 million so far, and that’s ignoring its Xbox sales (it’s on Game Pass, too).

      Looks like a little more than 2M.

    • figjam@midwest.social
      link
      fedilink
      English
      arrow-up
      0
      ·
      5 months ago

      Same. If I could like level my dudeand take collections with me then sure. Otherwise, pass

  • I eat words@group.lt
    link
    fedilink
    English
    arrow-up
    0
    ·
    5 months ago

    well this is probably PR as there is no such system nor it can be made that can have 100% uptime. not talking about the fact that network engineers rarely work with servers :)

    • PoTayToes@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      0
      ·
      5 months ago

      Not 100% but 99.9%… IIRC Guild Wars 2 servers had like 1 actual outage in 11 years. They have pretty amazing structure.

    • Zeusbottom@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      0
      ·
      5 months ago

      This is a software development business, which is a positively bananas trade no matter what’s getting written. And the smaller the business, the more hats network guys wear. We work with everything from the server app down to the coffee machine fueling the devs. And 100% uptime isn’t the most crazy demand I’ve heard. I’m sure Chujo is busier than a one-armed paper hanger with jock itch.

      At least he’s got money to throw at his hosting company. Scaling up would have been much slower in the old days.

      • Meloku@feddit.cl
        link
        fedilink
        English
        arrow-up
        0
        ·
        5 months ago

        I’m not versed in videogame network infrastructures, but wouldn’t be enough just having a load balancer and a couple of instances to ensure “100% uptime”? At least before all instances and the load balancer itself decide to join a suicidal pact, but more instances mean less chance of a critical event happening, no?

    • P03 Locke@lemmy.dbzer0.com
      link
      fedilink
      English
      arrow-up
      0
      ·
      5 months ago

      well this is probably PR as there is no such system nor it can be made that can have 100% uptime.

      Five-nines is entirely possible with enough resources and competent outage-minded engineers.