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Op Ed

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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24. Re: Op Ed May 26, 2012, 21:01 Cutter
 
Prez wrote on May 26, 2012, 19:49:
It was a console release too, wasn't it? 3 million units isn't that unrealistic if you factor in Xbox and PS3 sales, since even mediocre games sell a bunch on them it seems.

Still, that is probably setting the bar a little high for a new studio's first game. Not to mention that just on basic principle it seems crazy that selling 2 million units of anything wouldn't even come close to yielding a profit.

That's why I thought it was insane that they built this game for the 360 first and foremost, yet they thought this would somehow draw in PC gamers for it and the MMO?? Antiquated graphics, poor control scheme - couldn't even jump! - recycled generic underwhelming content. They went for style over substance in a big way and the style wasn't that good. Curt was always going on about this 10,000 year history Salavtore laid out. And what the hell good was any of that when you were focused on one moment in time? Just so many bad decisions all around on all levels of this game but they thought they were too cool for school.

 
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