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Op Ed

Polygon - The Confessional: It took two years to cancel Singularity, and ten months to fix it.
The press claimed that Singularity was released without fanfare and left to die without proper advertisement. The game was actually given a decent marketing push, at a non-trivial cost to the publisher, but it was geared toward a release date that had come and gone. Activision was already paying several dozen developers to work many more months on the project, and they weren't excited about footing the bill for a second marketing effort for a title that was already facing long odds for success.

This extra development time wasn't just a decision, after all. Time is money, and money buys time: Raven had 70 developers working on Singularity for between six to 10 months. That's around 500 development months, at a cost of around $10,000 per dev-month. If you want to kill your chances of getting decent publicity, force your publisher to give you an extra $5 million to finish the game.

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