Pawlicker 🔧 on Nostr: cool_boy_mew [migrated to blacksky.co.uk] Nice Mitch Conner Eric Zhang 2: Episode 1 ...
cool_boy_mew (nprofile…r70d) [migrated to blacksky.co.uk] (nprofile…ktpc) Nice Mitch Conner (nprofile…qk9e) Eric Zhang 2: Episode 1 (nprofile…vz6q) >the AAA goldrush happened and a shitload of decent studios died attempting to make a "mature shooter" they weren't ready for
It wasn't even just that. Remember Dead Space 3? The game that really put aside the horror elements to basically make a pure action game with the same creatures as 1/2? Part of the problem was they wanted to sell 5 million copies for a game that would have sold 1-2 million normally.
"In general we're thinking about how we make this a more broadly appealing franchise, because ultimately you need to get to audience sizes of around five million to really continue to invest in an IP like Dead Space."
https://web.archive.org/web/20120702065744/http://www.computerandvideogames.com/353788/ea-we-dont-want-to-pss-off-our-fans-with-dead-space-3/
It wasn't the only one either; just look at the Tomb Raider reboot that had to sell 5 million to break even, and took a while to:
https://www.eurogamer.net/tomb-raider-finally-achieved-profitability-by-the-end-of-last-year
There were other games like Singularity, which was poorly marketed because it was delayed and they didn't want to take out ads again for it.
Rare sounds like a classic Microsoft buyout of the era; buy something people like and ram it into the ground somehow. Skype, Danger, Nokia, etc.
It wasn't even just that. Remember Dead Space 3? The game that really put aside the horror elements to basically make a pure action game with the same creatures as 1/2? Part of the problem was they wanted to sell 5 million copies for a game that would have sold 1-2 million normally.
"In general we're thinking about how we make this a more broadly appealing franchise, because ultimately you need to get to audience sizes of around five million to really continue to invest in an IP like Dead Space."
https://web.archive.org/web/20120702065744/http://www.computerandvideogames.com/353788/ea-we-dont-want-to-pss-off-our-fans-with-dead-space-3/
It wasn't the only one either; just look at the Tomb Raider reboot that had to sell 5 million to break even, and took a while to:
https://www.eurogamer.net/tomb-raider-finally-achieved-profitability-by-the-end-of-last-year
There were other games like Singularity, which was poorly marketed because it was delayed and they didn't want to take out ads again for it.
Rare sounds like a classic Microsoft buyout of the era; buy something people like and ram it into the ground somehow. Skype, Danger, Nokia, etc.