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| [May 26, 2012, 1:40 pm ET] - Share - Viewing Comments |
Massively - Learning from the 38 Studios disaster.
It's said that Kingdoms of Amalur: Reckoning needed to sell three million copies for the studio to break even on its investment, but we all know that's not practical because even the best games rarely reach that number quickly enough to pay back a government loan less than three months after launch. Bethesda and Blizzard aside, selling three million copies of a game to break even is quite a risk for any studio. That's literally gambling on the livelihoods of hundreds of people working on that project. You can't take risks at that level of investment, which is exactly why small indie studios are thriving right now. People don't care as much about pretty graphics and realistic voice-overs as they did five years ago. People want to have fun. The end.
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| 14. |
Re: Op Ed |
May 26, 2012, 16:24 |
Fion |
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I agree Deqer. It didn't help that the whole setting and storyline in the game is just so damn generic. All this huge talent from a variety of industries and they went with a typical 'evil elves trying to take over the world and you, a nondescript soldier must become the ultimate hero to defeat them.'
There were interesting parts, like the fateweaving was an interesting mechanic, but other than that it was all so.. done to death by other games over the years. (Not to mention that's also the storyline for every single Bioware game every made. As good as their games can be, the storyline is identical in every single game..)
Still, I do recommend the game, especially if it's like on a steam sale for $10 or something. It's quite fun, the combat is some of the better 'action rpg' combat I've seen and the monsters are fun to fight. |
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