GamesFPSConcordThe eagerness to grave dance on unpopular games has become a bad habitWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
GamesFPSConcordThe eagerness to grave dance on unpopular games has become a bad habitWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
(Image credit: Firewalk Studios)

Sony hero shooter Concord launched late last week, and its Steam concurrentshaven’t yet topped a thousand. The dramatically low turnout has already earned it the title of biggest flop of the year on social media, and if you caught any of the discussion on Reddit, TikTok, and other platforms over the weekend, you mostly saw people gloating, posting screenshots of SteamDB concurrency charts and tacking on a generic dunk, or claiming “it rules” that we can all see a big game fail.
My guess at the real reason for all this grave dancing is that it feels like a victory over FOMO.
My guess at the real reason for all this grave dancing is that it feels like a victory over FOMO.
That jubilation over Concord’s low turnout—it apparentlycracked the top 50 best sellerson the PS Store over the weekend—derives to some degree from an I-told-you-so sense of justice: the idea that out-of-touch, creatively bankrupt executives are cynically chasing trends, and that the rest of us would’ve had the common sense to avoid releasing a Concord, a Marvel’s Avengers, aSuicide Squad, a Gotham Knights, or that perplexing Gollum game. But it’s not actually that easy to know why one game succeeds and another doesn’t.
The devs at Firewalk Studios, many of whom are ex-Bungie, have made a game in the genre they have experience in and released it without the free-to-play monetization we so often complain about, which isn’t a cynical or underhanded thing to do. But concurrency numbers have, in some situations, acquired a moral quality: If you release an unpopular game, everyone is suddenly morally justified to shame and embarrass you, whether it’s because all big budget games are bad, or live service games are bad, or you did too much woke—pick one.
My guess at the real reason for all this grave dancing is that it feels like a victory over FOMO. If the new $40 game sucks and no one is playing it, I can safely go back to whatever I was playing before without worrying that anyone’s having fun without me. Beating up on unpopular games is also a way to passively farm a satisfying sense of vindication: If I never paid attention to a game that fails at launch, it affirms the correctness of my judgment and the immaculacy of my taste without any effort on my part.
When a struggling game has a high enough profile, as Concord does, the reasonable impulse to crack a joke about its Steam concurrents gives way to that sort of thinking, which then gives way to a shit-talking free-for-all that turns the developers into cartoonish corporate stooges and totally warps the reality of the game.
Battlefield 2042 became one of these dogpiles back when it launched, and to make their point its detractors started copying and pasting a giant list of features from previous Battlefield games that DICE was accused of “removing,” including features I don’t remember anyone liking in the first place. (I never saw anyone use Battlefield 1’s fortification building system, but it became a must-have feature as soon as it could be used as a bludgeon.) I don’t think the mistake DICE made with Battlefield 2042 was not making a list of every discrete feature that’s ever been in a Battlefield game and then putting them all into one game, but through the warped lens of Reddit and other platforms, that’s what the conversation became.
Above: It’s not clear where this “$300 millions” figure has come from.
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The reflex to cheer for Concord’s failure as if it were obviously deserved only produces resentment and misunderstandings.
The reflex to cheer for Concord’s failure as if it were obviously deserved only produces resentment and misunderstandings.
Dramatic post-launch turnarounds do happen, and maybe updates and a sale can get Concord some momentum. Or maybe there just isn’t enough oxygen available to a game with Concord’s particular characteristics in late August 2024, a period that’s includedone of the fastest-selling games ever on Steam, a World of Warcraft expansion, great new games likeTactical Breach Wizards, and now Valve’s own hero-based MOBA-shooter hybrid. DICE went on a years-long Battlefield 2042 overhaul campaign after its rough launch; it’s possible Firewalk will stick with it.
Either way, the reflex to cheer for Concord’s failure as if it’s deserved only produces resentment and misunderstandings, creating an environment where everything is deemed obvious and real analysis is drowned out in favor of sharable quips, surface-level observations, and hyperbole. (These are not theugliest character designs you’ve ever seen, Reddit—get a grip!)
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