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Thief Production Issues?

A post on Polygon calls the state of the Eidos Montreal's upcoming Thief reboot into question, saying they've learned from "anonymous sources familiar with the studio" that the project is suffering from inflated production costs and staff departures attributed to "corporate politics, creative confusion and a lack of publisher oversight." They say that the team has had to spend a lot of effort on creating press demos, and that "many programming tricks" are required to run their demo, going so far as to say "the vertical slice doesn't load inside Thief's current heavily modified version of Unreal Engine 3," which is hard to understand (it makes it sound like the demo doesn't actually run). They say that Square Enix is growing concerned with this situation, noting that a portion of the recent GDC demo video was to be released to the public, but a source tells them this plan was scrapped because Square Enix was unhappy with the quality of the footage. They conclude noting the game is still slated to be shown off at E3 this June.

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33. Re: Thief Production Issues? Apr 27, 2013, 14:43 netnerd85
 
Jedi Master wrote on Apr 27, 2013, 14:21:
Yet LG collapsed. Why? Because they could program good games but didn't have a clue how to run a business. Many simmers remember Flight Unlimited with fondness, too.
There's more to running a developer than making great games. If you make a great game but need to see "100 million copies" to turn a profit, it's still a failure. So LG did.
Not really... as long as you aren't stupid it's not that difficult to run a business.

So if you use 1 million to make a game (cheap game ) you need to make 3 million. 1 million to cover your costs (lets pretend there is no interest) and 2 million for the next project. Then you need to make 6 million. Gamers are "kunty", they won't settle for the same 1 million dollar game the second time round.

It's just that people don't think that way. It's easy to lose focus of that extra money you will need later on.

What happens if your budget of 1 million goes over? You need another half a million. But the game can't go up in price to cover that. You just need more sales, but your projections don't cover that. You're losing money already by going over the development budget. You freak out, you ship the game before it's done, it's half ass, no one buys it, OMG! you have no money... it's all gone, no future projects.

And that is... kinda... not really... how it works lol

If you listen to rich people you'd realise it doesn't pay to be smart, it pays to be a "kunt".
 
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