Black Ops 4: Destiny Clone? As predicted.

On the "State of the Industry" show last night, I was making a point about how moving forward the industry was going to pivot hard into two things:

1. Single player was dead.  Emphasis on multiplayer, online-always, "living games" that could be milked for a 5-year cycle.  Example of a quality one is Rainbow 6 Siege.  A bad one is Destiny 2.

2. Streamer hype = profit. Twitch is their audience connection now and their marketing focus.  Games will be focused on "what streams well" only.  Twitch hype created PUBG and Fortnite. Expect everybody to lean hard into games that cater to streamer hype.

Then I check the news this morning...

Polygon article that I'll save you reading:

Call of Duty: Black Ops 4 won’t include a traditional single-player story mode, according to sources with knowledge of the project’s status. The shift in creative direction will make Black Ops 4 the first mainline Call of Duty to ship without a standard campaign.
When reached for comment, an Activision spokesperson said, “We don’t comment on rumor and speculation. We look forward to revealing Black Ops 4 on May 17th.”
The sources, who asked for anonymity, said that as Black Ops 4’s release date approached, it became evident that development on the single-player campaign wouldn’t be completed. One source said Treyarch has since focused Black Ops 4’s development on expanding multiplayer and the series’ popular Zombies mode. The source described an emphasis on cooperative modes as a potential stand-in for the typical single-player campaign experience.

Image result for psychic 

Fallout New Vegas Prequel Mod "New California"

The dev's say "coming soon", which might mean the end of May... but is that May 2018?

Anyway, it looks quality and should be worth the wait.  One of the endings apparently drops you at the beginning moments of New Vegas.

XBOX Underground

Now, the new WIRED story:

For fees that ranged up to $100 per half-hour, players with JTAGed consoles could participate in death matches while wielding superpowers: They could fly, walk through walls, sprint with Flash-like speed, or shoot bullets that never missed their targets.
For an extra $50 to $150, Pokora and Clark also offered “infections”—powers that players’ characters would retain when they joined nonhacked games. Pokora was initially reluctant to sell infections: He knew his turbocharged clients would slaughter their hapless opponents, a situation that struck him as contrary to the spirit of gaming. But then the money started rolling in—as much as $8,000 on busy days. There were so many customers that he and Clark had to hire employees to deal with the madness.

The Hype