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43. Re: Obsidian Hopes Project Eternity is a Series Oct 21, 2012, 20:15 Jerykk
 
Bhruic wrote on Oct 20, 2012, 22:26:
Jerykk wrote on Oct 20, 2012, 21:32:
I'm apparently one of the few people who enjoyed AP.

No, you might have been one of the few people who didn't run into serious bugs in the game. The game premise and consequence system may have all been great, but the control system was horrible. I was never able to completely eliminate the problems it had, although I was able to limit them to some degree. But it was an extremely common problem that they never fixed.

That was the crux of my problem with Obsidian. They make some stellar games that often end up with serious flaws that never get fixed properly. I don't mind so much if a game has some bugs as long as they are committed to fixing them, but unfortunately, they weren't.

I'm not sure how the situation will be here, since they should get the majority of profits, and since the game is paid for ahead of time, that should mean they have enough money to commit to fixing the inevitable bugs, but they don't really have a good track record. Hopefully that's because of publisher funding (or lack thereof).

Post-release support is entirely dependent on publishers, especially on multiplatform releases where patches have to go through expensive certification processes. If a publisher doesn't approve a patch, the developers aren't allowed to make one. With PE, Obsidian can do whatever they want so if there's a bug that needs fixing, they can immediately fix it.

It's usually far worse than that for content creators in BOTH industries. Actually if they got $7 per game, they probably are doing OUTSTANDING. Out of a $60 retail console game, something like $15 (perhaps as high as $20) is profit to a publisher. So if they are getting half of what publisher is, thats a good deal.

Unless a game sells extremely well, developers won't see a penny after its release because publishers don't start offering royalties until a game has broken even, which is pretty rare. That's the problem with the traditional publisher model. Devs get paid during development but once they're done, that's it. There's no long-term revenue for them. That means many devs basically survive from project to project and if they can't sign any projects, they're screwed because they have no alternate revenue sources. That's why we're seeing more developers getting into the F2P and mobile spaces, where they own their IP and make money from every sale.

This comment was edited on Oct 21, 2012, 20:21.
 
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