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Announcellation: Entertainment Media Is Losing Its Mind (The Jimquisition)

http://www.patreon.com/jimquisition https://bsky.app/profile/commandersterling.bsky.social http://www.thejimporium.com Love Live! School Idol Festival 2 Miracle Live had its release date and its cancellation announced in the same statement, marking a new level of absurdity in gaming. The media landscape is in freefall and, funny as this is, it's really quite concerning.

Jim Sterling

1 month ago

[Born Different by Dril Queen plays] [Classical music plays] [Plastic smashing] [Stephanie] Hello everyone, Stephanie  Sterling down in the murder basement where I'm actually filming my remake  of the Battlestar Gallactica remake. Anyway... I don’t use the word “madness” lightly,  especially as I’m clinically quite mad myself - proudly I might add - but in the  most classically exaggerated stereotypical definition of the term… the entire media  industry has fallen into madness, right? I mean lik
e, full bore, disconnected from  reality, utterly fucking DoDo Land madness. [Do do do do do do do] Be it films, television, and of course videogames, I speak as somebody who has covered gaming  and the surrounding businesses for almost fifteen fucking years now… and I can no  longer comprehend what I'm seeing anymore. While we've all found it understandably funny that a game announced both a release date and  its cancellation not just in the same day, but the same *post*, part of me  could only
shake my fucking head. In isolation the whole thing's bizarre,  in the context of the wider games industry it’s a perfectly absurd picture  of the fucking state of things, so either way ain’t nobody wrong for  laughing but... Jesus Christ… when you add in the further context of entertainment  media writ large and what we’re seeing across the friggin’ board… I can’t help but  regard this whole situation with quiet dread. As ridiculous as it is - and it *is* fucking  ridiculous, it only hammers h
ome to me just what kind of freefall the games business,  and a whole buncha other businesses, are in. Righty Doky, let’s look at  the situation specifically. The game in question is Love Live! School Idol  Festival 2 Miracle Live, a game I’ve never heard of and will stop thinking about as soon as I’ve  done writing this script, although the me in the future that is *reading* the script, that's me,  will have just started thinking about it again. Wait, wait this is actually a really  good fuckin
g way to counteract my ADHD. Hello future Stephanie! If you’ve lost  your keys by now, and let’s face it, you have, you put them under the  second computer monitor, okay? [sound of keys being found] Holy shit, she’s right! Clever girl. [Zilla] "Zilla takes too much  time to make a single joke"? Oh, c'mon, how is this MY fault?! [Steph] Anyway, much as I want to brag on how  clever and attractive Past Stephanie is (clue: she’s just like me but younger and less drunk), I must instead talk of Love
Live!  School Idol Festival 2 Miracle Live, a game I'm gonna use the full title of  every time, and one that has indeed had news of its cancellation arrive in the exact same  announcement as news of its global launch date. Hell of a fucking move, and honestly hats  off to the social media rifle who had to type and tweet this shit, just holding their  fucking head up and doing it without shame. “We are excited to break the news to  you that the global version of Love Live! School idol festival 2
MIRACLE LIVE!  is launching soon in February 2024,” stated the game’s Twitter post, choosing  to lead with the good news first! “However, we also want to inform you that the  Global Version will close its doors on May 31, 2024, and cease in-app purchases accordingly.  We appreciate the love and support you've shown, and we're committed to making these last  few months an unforgettable moment.” What the fuck? That... somehow that was me  failing to do an English accent. What the fuck? Anyway, pro
tip to the Love Live! School idol  festival 2 MIRACLE LIVE! developers - if you do want to make that moment unforgettable,  put it in the script of a YouTube video. Which reminds me, Future Stephanie, remember to  get the suppository ones at the shop tomorrow, you know the creams don’t work. Also  don’t read that part out loud. Ah fuck. Three months. That’s how long the game is gonna last when it launches globally on  a yet-undecided day in February. Three months. And that’s…  that’s kinda fucki
ng *morbid*. It’s like… like the terminal  illness of videogames. I suppose that’s a bit tasteless to say,  but... but I think so long as I don’t name any *specific* illnesses it won’t  quite classify as *offensive* to say. So anyway, this game has Achey Anus  and Saint Schrivens Disease and it’s only got months to live, which does… actually make me want to play it now that I’ve made  it bloody creepy and weird for myself. Yeah… yeah I’m kinda looking forward to playing with something as it dies
.  Don’t read that part out loud. Ah FUC- Of course, because videogames are videogames  and videogames have the fucking audacity, it seems Love Live! School Idol Festival 2 Miracle Live *will* launch globally  with in-app purchases active. Yes, Bushiroad is actually hoping  that people will spend money on it knowing it’s literally friggin’ dead on arrival. Then again, I think a lot of companies  when they do this are more banking on swindling purchases out of those  who haven't heard the news an
d got really into this game they found  on their phone before oops DEAD. It’s hardly a stretch to assume such a  cynical motive - in-app purchases are already designed around exploitative  swindling, so what’s one more scam? But for seriouses, that really ought not be  allowed. You should not be allowed to let people invest in a product that’s literally gone tits up.  But there I go again expecting a basic standard of ethics and good faith business practices,  like the dumb cunt [skelleton warri
ors] I am. It needs to be explicitly clarified of  course that the game *is* out in Japan, and has been since last year. We’re  not dealing with such an extreme case that a shutdown was announced before  the game had even come out at all, but at this bloody rate it only seems  like a matter of time before that happens. Nevertheless, the game wasn't out long at all  even in Japan, and it’s still an absolutely incredible thing that does speak volumes  about what a fucking mess videogames are in. I
t also continues the trend of evidencing  everything I warned about the “live service” goldrush being a terrible long-term idea that  will leave many digital victims in its wake. I've never been able to say  digital right. Oh, I just did it! As if publishers of other ignominiously  shuttered “service” games haven’t already offered so much evidence they  could…um… open an evidence shop. Nah, that’s a dumb analogy… they’d close  the store in less than twelve months. Ba dum tsssh. [Zilla] (sigh) Yo
u're killin' me. [Steph] The wheels have well n’ truly  fallen off the “live service” bandwagon, no longer able to sustain the weight of so  many games desperately jumping aboard at once. Love Live! School Idol Festival 2  Miracle Live’s baffling announcellation (still good) comes off the back of an  apocalyptic year for service games, particularly on mobile, where Square Enix  alone was responsible for killing off, like, well over half a dozen of the  bastards over a period of several months. O
ne can’t help but feel that Square Enix  has played a little role in the newsworthy status of Love Live! School idol festival  2 MIRACLE LIVE! - if they hadn’t already had people confused and amused in equal measure  with the endless parade of service terminations, I dare say the deal with Love Live!  School Idol Festival 2 Miracle Live, while still ridiculous, would not be getting  this much ridicule. It would have been a weird anomaly instead of what it now is - the *perfect*  encapsulation of
that aforementio ned freefall. Love Live! School Idol Festival 2 Miracle Live is proof positive that the videogame industry  is untouchably beyond the realm of parody. In fact, a few commenters have already  pointed out that it sound like a parody you’d see on Hard Drive - a game announcing its  launch and cancellation at once really would have been the perfect gag if satirists  had thought of it before reality did. But no, this is not satire.  It’s just a fucking mess. Love Live! School Idol F
estival 2 Miracle  Live is just one tiny part of a gigantic fucking *mess* almost entirely created by  executive meddling and corporate profiteering. The writing should have been on the wall  over a decade ago when then-EA CEO John Riccitiello complained that historically,  “the game you bought was the game you got.” It’s a quote often forgotten by everyone but me, who likes to trot it out now and again to show  how fucking twisted the executive mindset is, that he thought just buying and  havin
g a videogame was a bad thing. But really, looking back, it  was more than an intellectually offensive dickheaded soundbite.  It was also a horrid portent. Even ten years ago, I complained that  publishers seemed desperate to move away from the fundamental practice of just  making and selling a damn videogame. Y’know, the job you’d expect the makers  and sellers of damn videogames to do. But at least back then, ohhhh back in my  day, you did still expect to get a fully finished game even if it *
was* gonna try and  nickel and dime you when you booted it up. Over time though, what I used to call “patch  culture” made it increasingly okay to finish games *after* they were sold, as more and  more products were shipped in unpolished, unfinished states and fixed up with  patches on or after launch day. “Early Access” only muddied the water further -  initially a rather noble idea that allowed small devs to get funding directly from  players while actively developing, mainstream publishers to
ok the idea  and fucking warped it as they do, producing games like fucking Street  Fighter V that were basically released as a digital socket into which the actual  game could be plugged once they’d made it. Early AAAccess, as I've always liked to call it. Patch Culture and Early Access laid some of the  groundwork, albeit indirectly and unintentionally, for the arrival of the so-called “service” game,  which became the fad of the late 2010s after Ubisoft put that stupid fucking graphic out tha
t  convinced moronic executives that “live services” were magical money circles that spin around  generating forevercash until the end of time. From there, the goldrush happened,  and the aggressive messaging that now, the game you buy is absolutely not the game  you get, its a hollow promise that may or may not be kept depending on whether or  not that promise sold enough copies. It’s just considered okay now to publish  not games but glorified proofs of concept. And now, in the wake of that fr
enzied  rush, games are failing because they can’t stand out from the teeming swarm of games  doing the exact same shit they’re doing. Bandwagoning in the games industry  has always been stupid, as far too many publishers still think simply copying a  successful game will also copy its success, but it was *especially* fucking  shortsighted to try and flood the market with games explicitly designed to  suck up a *lot* of the user’s time and money. You just can’t do that. Time and money is finite,
as  are the people spending it. There was absolutely zero sustainability  in essentially stripmining an audience. I said all this. I said it moments  after Ubisoft’s magic money circle started showing up online. I said it  again when publishers kept talking in interviews about how service games  were the future. I said it when a bunch of games started pivoting towards  services. I said when Anthem happened. Obviously the industry didn’t listen, it  never does, and that’s why we’re now in a worl
d where Love Live! School Idol  Festival 2 Miracle Live announces its shutdown in the very same tweet  it announces its global launch. There’s something deeper at play though than  just me being right about shit yet again. We should never look at things  in isolation. As I like to say, things don’t happen in a bubble. Which  brings me back to my opening sentiment that the entire world of media  has descended into, what was it? [Madness. Madness and stupidity] What we’re seeing in the games indus
try  is just one part of an overall descent into mayhem that’s occurring across  entertainment, as our media becomes more contrived and convoluted to access  across countless subscription services, just wait until they start offering packages,  movies are being yanked out of circulation just weeks after release, and finished productions  aren’t being released *at all* because the world’s gone so fucking bananas it can be  more lucrative *not* to sell your product. [This is crazy] This is why I’v
e not been so quick  to laugh at Love Live! School Idol Festival 2 Miracle Live as others  have, although I have done a bit. Because if we pull the camera back to focus  on the entire landscape of entertainment, the most horrifically bizarre thing about Love  Live! School Idol Festival 2 Miracle Live is how its situation is NOT all that bizarre  anymore in the context of a landscape that includes HBO relaunching itself about a dozen  times, or Animaniacs being on Hulu instead of something owned
by the literal Warner Bros., and  of course everything involving the DC Universe. Hell, patch culture's even threatening  to come to movies. Remember Cats? Sorry I made you remember Cats. The world of entertainment has gotten more  confusing than that time I watched Naomi Watts wanking and crying in Mulholland Drive and  tried to wank over it but ended up crying instead. [Zilla] Relatable! [Steph] Focusing just on games  does an injustice to the scattered, anarchic horror show going on across al
l of  media, and how it all informs each other. The concept of personal ownership of the  things you buy is becoming more and more muddied by subscriptions and streaming,  and that’s being further compounded by mere access itself being a fleeting privilege  rather than a reliable fair expectation. There’s not much fundamental difference between  a movie being pulled from Disney Plus and an online-reliant game shutting the servers down.  Different instruments, same tune. As much as I despise the
whole “live service” fad and have  reveled in games like Babylon’s Fall failing as hard as they deserved, I'm tempted to give  celebration pause when I consider how disturbed I am when a TV show or a movie is yanked,  even if it’s something I don’t entirely like. Of course, a major difference is the “live  service” fad was vile in general, motivated as it was by false promises and financial predation,  and that’s why I chose my words carefully and said “online-reliant” games earlier. because thi
s  could happen to other games, ones that aren’t unfinished pieces of shit but nonetheless would  become all but useless if they went offline. One of my favorite games last year was Karmazoo, but if the online shut down tomorrow,  the remaining game would be a husk. We needn't hypothesise though. Looking  back over the past several decades, looking at, like, the proper old Star Wars  MMO or, like, the first Aliens vs Predator, we've seen what happens to online  games once their servers go offlin
e. Now a lot of shutdowns in the past have  come down to age. They just get really old and then the support goes away, which  brings up its own discussion about what the statute of limitations is on that sort of  shit, but we'll get into that another day. The normalization of access revocation  couldn’t have come at a better time for the companies that seemingly profit  off it, running as it is alongside the redefinition of what buying something means. And of course, the coinciding but  not coin
cidental things couldn’t have come at a worst time for  the rest of us poor fuck imps. One thing I will give the bastards is  that I’m kind of impressed by the gall. With all the subscriptions, all the in-app  purchases, all the self-serving services, the entertainment industry wants us to invest  in their products more than ever, yet the incentive to invest anything, either emotionally,  intellectual, or financially, couldn’t be lower. Why invest your heart into a TV show when Netflix  will jus
t cancel it after a season or two? Why invest thought into a  movie you might not be quick enough to see before it's yanked from  distribution for whatever inane reason? Why invest financially into a videogame’s  economy when said game, and everything you bought, could become thoroughly  meaningless at the flip of a switch? The fucking nerve of them. Sort of... I guess video game executives are being  their best selves, just not giving a fuck. Though of course an executive's best  self is still
among humanity's worst. We should talk about games dying of old  age, so to speak. Games I mentioned where the online access was just taken away because  it was so long since the game had been out and, you know, we should talk about the statute  of limitations and what that means for games. Karma Zoo, one of my favourite  games of last year, as I've said, will be sort of unplayable one day. At least,  you know, getting the actual point of the game, because it is a small game and it's a wonderful
  game, but not one that exploded mainstream, the playerbase for that will just  dissapear one day, and then that's that. Owning games in perpetuity is something that's  always been on shakey ground, when we consider that games often can't be played in perpetuity,  and will become increasingly less likely to be so. So that is something we definately  need to think about, but until then, thank god for me and... we'll see you next week.

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