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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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47. Re: ahuh? May 28, 2012, 11:15 Slashman
 
Most successful games don't require high end hardware to run. See all Blizzard titles for examples of this.

Blizzard makes games that can run on your grandma's PC because they hope that your grandma will give those games a try. And unfortunately, that's exactly what happens.

Making games that scale up and down equally well is time-consuming and difficult though. Because the idea is that the game looks and performs decently at both ends of the hardware spectrum. It's really much easier to make a game that performs well on lower end hardware and add in a few features that high end hardware can utilize rather than looking to monopolize the full power of top of the line rigs.

The things is that even the next generation of consoles aren't looking all that impressive on the hardware front. And very few developers are making games aimed squarely at the PC market. And even when they do, they seldom want to target the high end hardware segment. You're not going to find a Hard Reset or Serious Sam 3 popping up every day.
 
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