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Flavor of the Month games Anonymous 03/22/2025 (Sat) 14:20:38 Id: d09ad9 No. 1081937
This is not a "let's bitch about the industry" thread, we have enough of those. Many of these games aren't even necessarily bad, this is more about those games that are huge briefly, then vanish completely. FOTM is the vidya version of a #1 song that's on the charts for a week. Some of these games deserve to be remembered, or at least inspected for why they were so big yet had no staying power. Partially, I'm making this thread because I struggle to remember many of them.
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What happened with this game anyway? Did people just stop playing it? I know with Fall Guys that the Epic Games purchase killed it, but I don't really know what happened with Lethal Company.
Currently, REPO is the flavor of the month. But it's fun for me to look back at these games which all the normalfags rant and rave about, only to find out they've moved on to the next fad a month or two later. Makes me glad that I'm not a normalfag, and didn't spend a penny on transient low effort "co-op" games where the only selling point is "it's fun with friends" Generally, a game is only good if you can have fun playing it WITHOUT friends. Anything under the sun can be "fun with friends" if you tried hard enough. Even gay sex.
>>1081953 Some of these are absolutely not FotM, Balatro is still huge and Palworld pulls five figure players constantly. I don't know about the others. I've seen REPO, I couldn't believe that was real when it popped up on Steam. It's literally "Zoomer Brainrot: The Horror Game".
>>1081953 Buckshot Roulette got some steam due to ecelebs, but it isn't that popular. At least compared to those other ones.
>>1081953 REPO is funny to me. I do not know a single thing about the game but I know about the developers. They used to make these really animation skits back in the day called "Dunderhumor". I stayed subbed to them for like a decade until they one day out of the blue announced they were making a game called voidigo. I didn't buy it because I do not care for roguelikes but I did pick it up during the spring sale. It is really fun. But they seemed to have gained 10X the sucess with REPO. Kinda annoys me that the game with a stupid corrupted Emoji is the more successful game but that is something they would do.
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<Hey, but isn't that still really popular Yes, kind of? If you dig into playercounts you'll find very few "true" flavor of the month games like how most music artists called one hit wonders aren't really one hit wonders. Many of these games retain dedicated fanbases, but they stop being the total phenomenon with 20 articles written a day. >>1081965 >But they seemed to have gained 10X the sucess with REPO. Kinda annoys me that the game with a stupid corrupted Emoji is the more successful game but that is something they would do. This is true for a lot of devs, Housemarque has been around for 30 odd years but their breakout hit was the roguelite Returnal. Slop has mass appeal.
>>1081941 >What happened with this game anyway? The same that happened to Among us. Normies got bored of repeating the same shit over and over again. And then moved to another retarded game about repeating shit kek. Looks like the cycle repeats once again.
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When did this even start? Maybe I was a retardeed kid who grew under a rock, but I didn't notivce people picking up and dumping a game in such a quick period of time until I was a young adult or something. Even when Skyrim came out in high school, kids played it for years, same with game boy emulators and pirated copies of Halo CE.
>>1081980 It's not recent, late 2000s maybe? It started with memey Flash games like QWOP.
>>1081980 I have to assume it started because of youtube and twitch streamers, developers realized they could get a lot of money with games that are very shallow for replayability, and for not a lot of effort, because youtubers and streamers will reach a wide audience making the game look really fun and goofy to play with friends, inspires more people to try it and some with the hope of gaining the same popularity as those youtubers and streamers by hopping on a bandwagon, game gets a huge surge of short term players and when youtube/twitch views dwindle because everyone is burned out on the novelty of it, move to the next dumb thing, repeat
>>1081941 Still going and still getting updates since a dedicated core community stuck around. Dev pocketed most of the money and is living comfortably now, I assume. He's also working on some other games, but no names yet IIRC. >>1081967 Still waiting for the full release. Though a friend bought it for me a while ago. >>1081953 I'd say REPO is much more fun solo than Lethal Company or most other imitators. The monsters have much more clear cues and behaviors, and with the upgrades all "co-op" items become completely manageable solo after a level or two. You also get full benefit from medical kits you buy and don't have to split the upgrades and such amongst your team.
>>1082032 >Still waiting for the full release. Though a friend bought it for me a while ago. I have heard the game is fun, but full of grinding. As OP said these don't have to be bad games, maybe I'll also check it out when it's done.
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>>1081980 These things are incredibly frustrating partially for that reason Every time one of my friends is like "hey let's play this!" I have to decline because I'm not paying irl $ to play a game like twice before they hop to the next thing. Back when games were played for months at a time, it was reasonable. Now it's just a cycle of watching them float by.
>>1081953 Funny enough repo was meant to be a solo horror game that went coop. The modding potential for lethal company has kept my friends playing it once or twice a week, although repo has better win-condition scaling as the session goes on.
>>1081985 Too add more to it, it also feels like things like trends and anime just come and go. Sure it might be because when you get older, time gets slower and you don't pay much attention to pop culture, so it just flies by. But I remember noticing more anime coming and going the moment crunchy roll hit the mainstream in 2015, before that, I can't even remember actually, it's foggy now. For internet memes, they just come and go every monthy too, or even a week, one moment something is pushed then goes away the moment it comes out as a crypto scam. Were fads on the internet longer living? I don't trust my memory anymore
>>1081985 Not just that. Declining attention span and sloppy games that "look" good but have messy systems are also very much to blame. Helldivers 2 is a perfect example of this: >it looks fucking great until you get to the mid to high difficulties and you just get ragdolled over and over again >devs use metric based game balance, if a gun is used by 30% of the players then they nerf it into the ground >nothing to do other than do missions, which does get repetitive So people get baited through advertisement (trailers + talking heads), have fun, drag their friends into it, have fun, play some more, the cracks start showing faster than in chinese infrastructure, people quit and look for The Next Thing.
>>1081985 Nah, FoTM happened on /v/ a lot before those existed. Although I won't deny that youtube and twitch significantly increase the financial success of a FoTM game.
>>1082032 >Still going and still getting updates since a dedicated core community stuck around. Dev pocketed most of the money and is living comfortably now, I assume. He's also working on some other games, but no names yet IIRC. I see, good for them.
>>1081985 Yep. With culture going further into an "instant gratification" mode, driven in no small part by how social media is run, game development hinges more on short-term novelty value than it did in previous decades. Content Creators/Influencers™ and developers sort of have a symbiotic relationship at this point. The former needs the latter for quick-money content, while the latter increasingly leans on the former to boost sales, to a point where paid sponsorships to play videos is very commonplace, due to the potential return on investment. I think it will be interesting to see how games released in the last decade or so will look in terms of influencing the industry or society at large. With so many being so brief in their lifespans of relevance, there's very view that will remain reasonably iconic in the longer term. >>1082166 >Were fads on the internet longer living? I don't trust my memory anymore Generally, yes. In the YTMND era, it was pretty much expected for any high-profile fad/meme to last weeks, at bare minimum. Even sports memes, which are notoriously short-lived, had some staying power (See also: The Zidane headbutt). I think Gak was the first non-sports meme that was born, lived, and died within roughly a 24 hour span. At the time, that was considered ridiculous, but now it's sort of become the norm. So many people try to hop on the bandwagon at the same time for social media clout, that any jokes related to a meme are almost instantly exhausted.
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>>1082166 Yep, you can almost pinpoint when the average shelf life of memes plummeted (around the same time everything else turned to shit) https://yewtu.be/watch?v=k6vHHxWWT0Y
[Embed]
>>1082253 Would it be better or worse for memes/games to have potential life beyond their initial creation? With the power of archival no "content" ever truly stays dead anymore, but that combined with recent mass production of "content" does seem like it's causing a bit of cultural "bloat". I know some of the shit I've saved is probably close to twenty years old now, each with the potential to strike a very precise chord and potentially earn another shot at life if they get posted/shared at the right time, but many others will probably just be gathering dust and be notable only to me and whoever I saved them from.
>>1082247 I've actually found that light armor with the 30% reduced enemy detection radius is one of, if not the best in the game. It significantly reduces your ragdoll issue because enemies simply spot you less, and for most melee enemies you can just outrun them with your superior stamina/speed. My friend always runs heavy armor because the higher defense, and he dies about 10 times to my one, and the one is almost always because I wasn't paying attention and went into a bad spot. Pair that with sentries and recoilless rocket launcher, and you can shit the sentries out to be a distraction while you blast the targets weak spots, all while they don't even know you're there. Then shit out another sentry if you're being chased and and need an out. The ragdolls for falling off small cliffs and Dark Souls 2 shockwaves type attacks are bullshit though I agree.
>>1082290 That completely makes sense, and it's gonna get a heckuva lot worse That difficulty must be rooted somewhere in instinct.
>>1082290 Sometimes dead things are best left off dead. The shift in culture simply makes takes a lot of the magic out of stuff that was of its time. Take WoW Classic, for example. With the advancements in communication and knowledge compared to WoW in the Vanilla era, a lot of the appeal of the original game wasn't there, nor could it be. MMORPGs in general don't really mesh terribly well with modern culture, due to being more of a "Slow burn" type of genre, compared to the more pick up-and-play style of modern gaming. Same goes for memes. A number of older ones are very much a reflection of their era, and wouldn't really work through the lens of modern sensibilities. Once in a while, a bridge between the old and new does form, but they're not super common.
>>1082166 I’ve noticed this too. I don’t know why it is, but I think it’s a vicious cycle of attention spans getting shorter, social media algorithms changing to suit them which causes them to get even shorter.
>>1082445 Theres more stuff to watch than ever before so it makes sense.
It's a few things. >1: Women started using the internet Women don't like things, they like fitting in. They'll pretend to like things just to fit in. This is why it's long been a stereotype for them to say that something is "so last year" or even "last season." >institutions have done their best to feminize men More men act like women. This has consequences. See above. >third worlders got on the internet They don't play real games. They play quick cheap games which are likely to have far less content. Thus you'd get bored faster with them. Also, of course they can't be the most complex games, as they don't have the language skills or even IQ for that. >games started taking way too long to develop One dude in this thread referenced Skyrim like he's nostalgic for it. What are you talking about? That game just came out. I mean, where's Elder Scrolls VI? V is the newest one, so it must have just come out. Same with GTA V. Oh, those games take forever to come out? You know which games don't? Quick memegames that barely have enough content or quality to hold your attention for a week. And of course there have been other things mentioned, like social media and streaming changing how things are promoted. Distribution, too. Back in the day you might not even know about a game until it was out and you saw it on the shelf at Blockbuster or whatever. Maybe it was out for a while, and your buddy told you about it. Popularity might be more of a slow burn. It took time for info to disseminate. Now people are "hyped" years before a game releases. Then it releases and it's shit, so everyone forgets about it, but for that one day when it first game out, their "hype" paid off.
It's those damn internet celebrities fault. Pewdiepie, markplier and the worst of all penguinz. Those fuckers started this shit in the early 2010's. The only thing those people attracted are people who only play videogames just to fit in with the crowd, also known as sheep.
>>1083115 You're a barrel!
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>>1081985 >>1083115 Meme games have been a thing well before streamers and the rise of ecelebs, this is an "old man yells at cloud" reaction. You could arguably pin the start of FOTM back to the 1980s, there were plenty of arcade games which were popular for a single summer.
>>1083172 You missed the point, of course 'meme games' have existed for a long time, the difference is that developers used to make games like that because they were fun but goofy not really with any replayability, but they could get their foot in the door of some industry with something to show off, these days it's because a dev can get several thousand people to buy their game just because a streamer plays it, like I can see the appeal to playing among us with a group because it's like trouble in terrorist town but without RDM and fags ready to ban you at the slightest itch, but it will get stale without a drip feed of updates for new content or mods then you have whatever shotgun roulette is supposed to be, which I don't see the point in playing more than once, like a lot of the 15 minute horror games that are just slapped together unity assets and a skeleton pops out
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>>1083172 put it AWAY honey
>>1081963 >I've seen REPO, I couldn't believe that was real when it popped up on Steam. It's literally "Zoomer Brainrot: The Horror Game". But it's funny though


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