The Finals has reached their highest player count in nearly a year with their latest season at nearly 30,000 concurrent players on Steam
Still a great FPS
Want to start playing THE FINALS, but feeling intimidated? Not to worry! Cashout mode now has a Bot mode, perfect for those who want to get started, or get back into the game after a long break! Test it out now in S11 | Galaxy Masters! 🔥
Missed the full reveal? Watch it here: https://t.co/qBlE29rt76
Video games will never be taken seriously as an art form because neither the industry nor the audience treats them as art, and the audience is the larger part of the problem. Games are treated as products to be made fast, sold loud, consumed, discarded, and replaced. That is why Call of Duty and FIFA sell in the billions, not because they endure, but because they are disposable and familiar.
This has nothing to do with graphical fidelity, art style, music, voice acting, or budget, even though players insist otherwise. For most people, “artistic merit” means how flashy, pretty, and expensive a game looks. Spectacle is mistaken for depth, and production value is confused with meaning.
Games are not built to be evergreen because the audience does not want evergreen. The people who revisit old titles, engage deeply with systems, or approach games patiently are a minority. Most want the new release, the hype cycle, and the spectacle, then move on as soon as something shinier appears. This is the same reason Avatar makes a billion dollars per film yet leaves almost no cultural footprint. Audiences want stimulation for a few hours, then the exit.
Art requires patience and trust, and games demand both. They ask players to learn systems, accept friction, and think. The audience rejects this. Anything slow, strange, or uncomfortable is dismissed as boring or pretentious, so risk is punished not just by publishers, but by players themselves.
Because of this, metrics replace meaning. Engagement time, retention, and monetisation become the measure of success, because that is what the audience rewards. Art asks what something is saying. Products ask how long you stayed logged in. Games suffer most here because their greatest strength, player agency, is treated as an inconvenience rather than an opportunity.
Legacy is impossible without permission to fail, and the audience does not allow failure. A bad novel does not kill literature. A bad film does not kill cinema. A bad game can kill a studio, because players demand perfection, constant novelty, and infinite support while rejecting experimentation.
So the ceiling stays low by choice. Not because games cannot be art, but because an audience trained on disposability, spectacle, and instant gratification will not tolerate sincerity, patience, or risk. What survives is not what lasts, but what sells loudly and disappears quietly.
Now that everyone has seen how much love and attention to detail Embark puts into their games with Arc Raiders ~ let me remind you that now is one of the BEST times to check out THE FINALS
🚨 We’re GIVING AWAY 3x Kansas City Pioneers @reachthefinals Bundles 🤠
To Enter:
🐴 Follow @PioneersGG
🐎 Retweet + Like this post
🏇 Tag your Finals duo
Winners selected in 72 hours 👀
#KCPWin🐴 #AlfaActa🗡️
🚨The Battle Aces Beta is LIVE! 🚨
The battle for humanity’s future is back—and now you can bring 3 friends with you!
This beta includes major updates:
• 4 new units: Blaster, Shade, Guardian Shield & Advanced Mortar
• All units unlocked
• Daily login rewards
• New cosmetic-only progression system
• Enhanced UI & a visually updated 1v1 map
• Tons of quality-of-life improvements
No grind. All glory.
Full details 👉 https://t.co/3TVlSPPu2P
See you Aces on the battlefield!