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RampantParanoia2365, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

“a AAA single-player shooter in today’s market was a truly awful idea”

Fucking what? Why? What in the actual fuck?

Blackmist,

You have to remember that they mentally block out the idea that their game was a bag of wank.

Tarogar, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

“potential customer hears about product for the first time after it’s announced a flop”

I mean, a single player FPS… Oh it’s an EA game we are talking about! NEVERMIND.

FontMasterFlex, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

I think EA makes games like this to reinforce THEIR notion that single player games are dead so they can use that as leverage to make more “games as a service”. If they made things people actually wanted to play, they’d find that single player (yes even shooter) games are still just as popular as they ever were and poorly thought out, poorly executed, and poorly marketed games still suck.

dumpsterlid, (edited )

The thing that we all keep missing about this is even though EA sucks because it is an example of late stage capitalism hollowing out everything for profit, doesn’t actually mean the idiots with MBAs from Harvard or whatever running the company are actually making intelligent choices about profit.

The system of capitalism actually perpetuates itself better when things periodically catastrophically fail from wildly incompetent leadership since it keeps worker power from organizing, wipes out competitors that aren’t also massive corporations that can be easily colluded with, and provides a perfect backdrop for the rich to say “sorrrrrry it all broke again, guess we are the only ones that can fix it, so we will maybe take this chance to buy up more of the economy :) “.

So yes in a very real way I think EA functions to devalue the labor of game developers, keep competition of smaller game development studios categorically unable to create products like EA, and serve as a vessel to ritualistically dissect smaller game companies so that companies like EA have an infinite, desperate workforce and consumers have no better choice for video games. Just because these processes are twisted and rationalized under a story about the ruthless, noble pursuit of profit doesn’t make them have any real connection with efficiency or profit. One could perhaps say this all has much more to do with violence than it does profit.

That is the thing about ideologies, whether they have any connection to reality or not is actually not very important at all to the truly successful ones that permeate the way societies think about themselves.

Additionally, anything that can help massive corporations that are strip mining the gaming industry claim the gaming industry is sliding into a tough period where it’s hard to make games that turn enough of a profit to steadily employ game developers, is EXTREMELY useful to companies like EA because they see this whole AI thing as an opportunity to deal a permanent blow to the quality of life and general leverage workers have in the game development industry. Thank god the movie industry saw it coming a mile off, but video game culture is too full of toxic conservative little boys screaming at each other to understand what is about to happen (and is already happening).

It breaks my heart, but what is happening right now will likely deal a blow to the vibrancy of video games as an art form that will reverberate for decades. After all, once a worker exits the game development industry because they can’t find a job it doesn’t matter how passionate they were about video games, how special their talent is, how creative or unique their ideas are… they sure as hell aren’t coming back once they get that a job in an industry that doesn’t hate its workers so much and besides a deep sense of burnout about something you love is truly one of the most awful experiences in the world… not many people are willing to revisit a place they experienced that.

ampersandrew,
@ampersandrew@kbin.social avatar

When a company like this catastrophically fails and Baldur's Gate 3 or Palworld do gangbusters, that signals to others who also want to make money what they should be making in order to make money. Where the money does go, like a Larian or a Pocket Pair, now has profit to spend on growing their studios and making more of what actually works. They end up hiring the talent that was let go. Not all of them; this is less efficient than if the first studio that imploded had instead made something that the market actually wanted, but this is not a situation so dire that the industry will feel it for decades like you say. New studios form all the time from mismanaged large companies that lay people off after making bad bets.

dumpsterlid, (edited )

Look, you are describing a perfectly rational theory for how events could play out in a theoretical universe, but you are just stependously, horrifically wrong if you think this story corresponds to reality in a meaningful way.

The truth is these companies have so much power (money) behind them that they don’t just keel over and die when they fail, they annihilate entire industries, catastrophically derail promising career trajectories for countless workers, structurally give themselves an impenetrable advantage with regulatory capture and most importantly utterly dominate the material reality of being a worker in that industry, even if the worker doesn’t work at the company.

Look at Uber, remember years ago when Uber keeled over and died once it became apparent that Uber wasn’t profitable unless drivers are exploited to an extreme degree? Then all those workers went and worked for other ride sharing companies that ran more effective businesses and treated their employees more humanely (in retrospect the by now well documented extremely sexist and toxic culture of upper management at Uber alone doomed it from the start)… The market solved the problem by rewarding rideshare companies with better technology and business models than Uber. I remember in California, Uber could have blocked legislation that was going to improve the lives of rideshare/gig workers immensely but they realized that the consequences of drivers and riders seeing Uber openly shit on their face and spend massive amounts of money to keep drivers from getting a tiny, measly amount more money and control over their work environment would spell utter disaster so they refrained. The wisdom of the market!

Wait… the exact, precise opposite of all that happened while Uber ran for years at a massive loss as a venture capital superweapon ripping millions upon millions of dollars into a gaping black hole and completely devastating the taxi industry without providing a truly humane or long term viable alternative for most workers or cities?

sigh do you really not understand what is happening right in front of you?

ampersandrew, (edited )
@ampersandrew@kbin.social avatar

No, this is the reality. The likes of Activision, EA, Ubisoft, and Take Two rule the industry by market cap, but that's because their games notably sell to the type of person who only buys a few video games per year at most. If they utterly dominated the material reality of the industry, how on earth could Baldur's Gate 3 or Palworld even happen? How could Hades or No Man's Sky, made by former EA devs, happen? Your view of reality is quite overly pessimistic. How can you even measure some of the claims you're making?

dumpsterlid,

How can you even measure some of the claims you’re making?

I don’t know, my ideas are so wild and I am pulling them totally out of thin air. It isn’t like there is a massive amount of scholarly work on this topic, a pre-existing history of legal cases pertaining to these issues that have caused society defining laws to be passed in most major countries and many political movements that explicitly attempt to define and critique these processes at our fingertips on the internet waiting to educate and inform us.

And you know, the funny thing is I really for once was feeling a little optimistic about this kind of material existing for me to read and educate myself with but I guess in this case my pessimism was well founded.

ampersandrew,
@ampersandrew@kbin.social avatar

You slipped in an edit while I was responding, and I think the gist of it is that you and I fundamentally don't agree, especially not the hyperbolic flourish you used. I think you'll continue to see plenty of great games come out in the next decades, because people still want to buy games and other people still want to make them.

dumpsterlid,

If you are only concerned about this from the perspective of having enough good games to keep you personally occupied and not a step further to the experience of human beings working in the industry (beyond the narrow range of game companies you directly buy from) that makes the art you love, then yes you and I fundamentally disagree and I would never want to be misconstrued as making the kind of argument you are making.

Also thank you for complimenting my flourish :)

ampersandrew,
@ampersandrew@kbin.social avatar

There will continue to be games to play because people will continue to make them. A bad experience in one place leads to a new studio designed not to repeat it.

space,

That’s why AAA+ is failing and indie games are getting better than ever. It’s insane how good the tools and engines have gotten. Making games had become much more accessible than ever.

dumpsterlid,

Making games had become much more accessible than ever.

Making music has become MASSIVELY more accessible than ever, but you know what? It’s just a hobby now, capitalism has destroyed making and recording music as a livelihood unless you manage to get a handful unicorn jobs.

Just because it is easy for a company to enter a market doesn’t mean that structural, toxic issues with that market magically are nullified as problems. Gamers as a category seem to have a REALLY hard time wrapping their head around this.

HobbitFoot,

Part of it is that modern games are getting too expensive to make, especially with all the assets to the fidelity given by current technology.

c0mbatbag3l,
@c0mbatbag3l@lemmy.world avatar

I doubt it, this kind of logic is the same as “medical costs are insane because modern medical tech is expensive.”

It completely ignores the entire economy all functioning under advanced technology to create and produce advanced goods more cheaply with the technology that costs money. It’s also mismanagement in the same way the movie and TV industry has seen, they don’t want to hire writers cause they don’t want to pay them, so instead they just spend hundreds of millions on reshoots because having a writer being paid 60k on staff 24/7 was too costly apparently and some suit got a promotion for “saving” that money.

Someone made a better version of “the day before” with a few grand in purchased assets and a couple months using UE5. If you were creating your own resources instead of buying them and you had an actual vision then you absolutely can make a game for less than hundreds of millions that will return that money back to you. How much did pal world take in? How much is helldivers 2 currently making? What were their production costs?

Just because some inept studio run by corporate bean counters can only churn out tech demos for millions of bucks doesn’t mean that’s the actual standard for cost and production of gaming.

CileTheSane,
@CileTheSane@lemmy.ca avatar

It’s only expensive to make if studios decide to make them incredibly expensive. There are plenty of high quality indie games made by a single person.

The problem here is they went all in on “THE BEST GRAPHICS EVAR!!!” And it flopped because of the lack of story and gameplay. The lesson here is to not make it incredibly expensive to develop by focusing all efforts on graphics, and instead focus on gameplay and story and people will tolerate much less flashy visuals.

guacupado,

Games are getting too expensive to make because they’re adding extra shit that no one cares about, not because of the cost it takes to make a decent game. Too many admin managers in charge at companies and not enough artists or engineers at the management level.

Mr_Dr_Oink,

Case in point. Baldurs gate 3.

Single player (with optional co op multiplayer) but massively successful.

Not to beat a dead horse. Its just the first example that came to mind.

A huge amount of very successful indie games are single-player and even other AAA games.

They talk about the genre being dead but they forget that most games dont charge you to play them anymore. They make money through in game purchases selling cosmetics and battle pasees.

These game genres could be described as dead by the same criteria if they cost actual money.

guacupado,

Its just the first example that came to mind.

Uh, in this case it’s a single-player, shooter, from a brand new IP. I’m probably just commenting just to argue but I don’t think Baldur’s Gate 3 is a good comparison at all.

Mr_Dr_Oink,

I think you might be, haha.

But in the i terest of a fairer comparison, i had a quick google and found this game “atomic heart,” a generally well received game with high ratings and the following from Steam Revenue calculator

“We estimate that Atomic Heart made $55,756,625.68in gross revenue since its release. Out of this, the developer had an estimated net revenue of $16,448,204.58.”

New ip, single-player, shooter.

Comparatively, immortals lost money and tbey apparently laid of 45% of the staff who made it to avoid losses.

space,

No, AAA+ blockbuster games are dead. The 150 million budget is insane. Spending that much on a game, you end up having to minimize the risks and having to cater to the widest audience possible.

If you split that budget into maybe 2 larger and a few smaller games, you don’t put all your eggs in the same basket. You can take more risk, experiment with new mechanics and ideas. You can target different types of players. You can give a chance to smaller, lesser known writers who might have potential.

rustydrd, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
@rustydrd@sh.itjust.works avatar

The development cost was around $85 million, and I think EA kicked in $40 million for marketing and distribution.

Apparently, $40 million doesn’t buy you much in today’s market, because I’ve literally never heard of this game until now.

p03locke,
@p03locke@lemmy.dbzer0.com avatar

Probably spent it all on cable TV ads, where their audience ain’t at.

Or just blow and hookers.

ShaggySnacks,
@ShaggySnacks@lemmy.myserv.one avatar

“I’m telling you, the cocaine and hooker market is ripe for a AAA single player FPS game.”

Zahille7,

I saw one YouTuber that I follow play it. It looked kinda interesting from his video, but he also has the same criticisms.

Decoy321,

It was actually quite fun! I rented it off Gamefly and enjoyed it for about 30-40 hours. It’s basically an action-adventure shooter like Metroid. It’s a decent game, not groundbreaking, but definitely doesn’t deserve the hate people give it.

joe_cool,

It has Denuvo, and runs like crap even on $1500 hardware.

I don’t know what kind of sales they expected when they don’t test it on lower spec PCs.

noobdoomguy8658,

We should expect more of that with the upcoming UE5 titles. The devs that have devoted to releasing those seem to have very hard time optimising - they’ll likely expect us all to just own 4090s and still run their game with DLSS ultra performance or other fake frames.

STALKER 2 will have the janky soul we expect from the series, but this mostly, mostly due to engine choice and apparent attempts to visually impress the player. Or the investors.

guacupado,

but definitely doesn’t deserve the hate people give it.

I don’t think it’s getting hate. I think it’s getting indifference because no one knows what it is.

DrQuint,

Nah, I’ve seen hate. But mostly from people who hate Wesdon-Like quip writting and, well, women-haters who can’t handle the characters being ugly (and they are ugly, admittedly), so I just dismissed the hate.

HawlSera, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

Maybe if you market it at all so that I’ve actually fucking heard of it that’ll help?

guacupado, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

EA is a truly awful idea. I’m curious if their sports games are the only thing keeping them in business.

HawlSera,

Well that, The Sims and the Star Wars license…

FunnyUsername, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
@FunnyUsername@lemmy.world avatar

This guy’s a tool, Atomic Heart was fantastic and I’d love getting more games of that calibur every year

WeLoveCastingSpellz,

do you reccomend atomic heart? I haven’t played it due to the supposed russian propaganda (about the war)

dylanTheDeveloper,
@dylanTheDeveloper@lemmy.world avatar

There’s no propaganda, the studio is in Russia and the game was released shortly before the special military operation by coincidence. They wanted to release it on Defender of the Fatherland day since that’s a pretty patriotic day which fits the game pretty well but Putin also wanted to release revenge on that day so now it’s all muddled.

I’ve played it and the game feels more like a parady similar to Fallout so if you count fallout as propaganda then Atomic Heart is also propaganda

WeLoveCastingSpellz,

Sounds kinda up my alley then, I am gonna give it a look

joe_cool,

Only bad thing really about it is Denuvo (properly implemented it doesn’t make the game run like garbage, but I still like to run my game whenever I want without online verification and excessive load times). I might buy it when it’s DRM free on GOG and discounted.

WeLoveCastingSpellz,

Oof it that is a dealbreaker, I am politically against dwnuvo. I will either check for a crack or wait for GOG aswell

FunnyUsername,
@FunnyUsername@lemmy.world avatar

Without any spoilers, i thought the overall message of the game was VERY anti-russia. But you really need both ends to get the full picture.

cyberpunk007, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

I would eat up a single player story driven fps no problem.

acosmichippo,
@acosmichippo@lemmy.world avatar

exactly. maybe you guys just made a shitty game and can’t accept that.

Archelon,

Doom (2016) and Wolfenstein TNO both proved that AAA single player story-driven fps can be hugely successful.

They just need to, y’know, not be shit.

MilitantAtheist,

Thanks!

Paradachshund,

These studios can’t quite wrap their heads around that last part.

RizzRustbolt,

But… The Formula!

Poem_for_your_sprog,

Doom eternal was amazing.

I never even heard of this, but I wouldn’t buy it anyways because EA.

n3m37h,

I’ma just go back and play through Mass Effect series again

Fish,

Cyberpunk 2077 exists, though it may not be the best example.

cyberpunk007,

I enjoyed that one

DragonTypeWyvern,

Eventually

RampantParanoia2365,

It’s excellent. Seriously a great RPG after 2.0.

RampantParanoia2365,

I guess Cyberpunk was a truly awful idea. Who knew?

rainynight65, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

Unlike many people in this thread, I actually have heard of the game. The makers of a podcast I follow loved it, and had the head of the studio on their show for a pretty frank interview, too. When I learned that there was a free demo, I decided I would give the game a try some time.

And in light of the overwhelming negativity in this thread, I did so last night. And what can I say? I spent an hour and change going through the prologue, the training and the first battle sequence, and I really enjoyed it. Movement and shooting slinging magic are great fun, with a diversity of spells available pretty much from the get-go. Just shoot, or throw a massive armor-breaking spell at a wave of enemies, or use a lash to pull a remote enemy close and whack them. I wouldn’t have know what to expect from the ‘CoD with magic’ premise but it’s really enjoyable so far.

The voice acting is very good, and while the facial animations are a bit uncanny valley, I am enjoying the snarky dialogues and matching facial expressions. Gina Torres has presence, and the rest of the cast so far blends in fine.

I will definitely spend some more time with the demo, and if it doesn’t annoy me too much, I might just buy this. And that seems to be the feedback the devs got from many people - once players actually get their hands on it, they actually enjoy it. According ton the studio head, sales have picked up towards Christmas, and they’ve been getting a lot of conversions from the free demo.

hswolf,
@hswolf@lemmy.world avatar

I think the problem is just that, the game is… okay, not bad or good, just okay, unremarkable and forgettable.

If you want good sales you need to do something innovative and interesting, or something cliché but really well done.

Taking a look at Doom 2016 (also a single player shooter) we can see the core gameplay: Shoot demons, Pick up ammo, Shoot more demons. But it’s crafted so masterfully that you spend dozens or hundreds of hours doing just that.

Now with this game that I actually forgot the name mid comment, It’s… well you get the ideia.

rainynight65,

If you want good sales you need to do something innovative and interesting, or something cliché but really well done.

Or a recognisable brand. Starfield got panned and still sold oodles.

Taking a look at Doom 2016 (also a single player shooter)

Case in point. Doom has a lot riding on its name and legacy, and many people will buy it just because of that.

steeznson, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

This game was the most AA shit I’ve ever seen. In the PS2 days it would have got a 7.5 average from most reviewers then it would have had a not-insignificant number of people pick it up.

They are delusional for thinking a UE5 asset flip is a AAA game.

ExfilBravo,

Wait for the “Body Cam” games to flood the market with their UE5 asset flips. Its all shit.

Draedron, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

I would love an AAA single player shooter. If it is done well and fun. So no chance EA could do it

reverendsteveii, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

I play a lot of single player shooters. One thing they all have in common is that I know they exist, which I’m thinking could potentially be part of the problem with this one. Based on reactions in this thread it seems like a lot of people are in the same position I’m in, where the first they hear of the game is when it’s being pronounced a flop. I’m getting big The Producers vibes.

Blackmist, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

I had to look up a video to realise this wasn’t the “I guess that’s something I do now” game.

Looks like a confusing mess of a game tbh. When a game’s failure is blamed on it being released close to fucking Starfield, you know it never had much going for it.

TheBat, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"
@TheBat@lemmy.world avatar

The what of what now?

EdibleFriend,
@EdibleFriend@lemmy.world avatar

Literally the first I’ve heard about it as well. Maybe should have tossed a bit of that money at the marketing department.

Buddahriffic,

Disagree. The fact that I’m only hearing about it now that it’s flopped is a good thing because I might have given it attention before. Well, probably not because it’s EA.

I just hope that companies that aren’t EA don’t take what they say about single player games at face value. EA games probably need friend group hype to succeed at this point. Or maybe that’s just wishful thinking that there are many others like me who want to avoid anything from that company and thus would only play when pressured by friends.

But if EA does fail, there likely will be a period where they try to talk about it like experts and will just say, “oh, gamers must not like x genre anymore”, when gamers really just don’t like overproduced garbage games that are clearly tuned to sell MTX rather than be fun.

echo64,

They did, 40million of the budget went to marketing

EdibleFriend,
@EdibleFriend@lemmy.world avatar

Oh. Oh dear.

TwilightVulpine,

What did they do with the two bags of chips after someone pocketed 39,999,990 dollars?

twoface_99, do games w EA flop Immortals of Aveum reportedly cost around $125 million, former dev says "a AAA single-player shooter in today's market was a truly awful idea"

The issue is not the genre “single player (shooter)” itself, but that these big companies just churn out the same generic bullshit and then act surprised when no-one plays it.

AAA studios just don’t have the balls anymore to take a risk and develop something unique. And this is their downfall.

Titanfall 2, Metro Exodus, Ghostwire Tokyo, Doom (to name a few) are all excellent first person shooters. All of them have something unique about them that makes them worthwhile.

Hyperreality,

Goes to show that making a good game is still more art than science.

Hell, make a broken or buggy game, if it has the special something it'll still likely become a classic.

Eg. Fallout New Vegas or Vampire: The Masquerade - Bloodlines.

Damage,

Titanfall 2

Titanfall 2 had one of the most acclaimed single-player campaigns, with it being only a few hours long and mostly a showcase to get people on multiplayer, and it was still enough.

vexikron,

Quite seriously I am actually looking to attempt to solo indie dev a sort of fps/tactics/management hybrid FPS that would at least start out as single player, and titanfall 2’s gameplay is something I am drawing inspiration from.

My basic idea is: What if you had the squad management and mission planning depth of basically Xenonauts, but you actually played out the missions in first person, with combat systems and load outs and player (and enemy) capabilities that resembled titanfall2’s mix of athletecism and gunplay?

Im in very early stages, but yeah basically titanfall2/xenonauts hybrid with (this is likely the hard part) procedurally generated, 3d levels, strung together with a kind of narrative generation engine, something sort of like rimworld’s system that simulates world conditions and then generates certain events based off of them, but also responds to certain specific things you do or do not do in mission, or what missions you choose to embark on over others.

Probably Im gonna focus on core gameplay systems and not really worry about graphics or assets at all until I can get any of this to an actual working concept level.

ampersandrew,
@ampersandrew@kbin.social avatar

So like Rainbow Six 1-3's mission planning mode?

vexikron,

Probably similar in many ways, but ideally I would like to make it as or more in depth with other features from something like xenonauts.

Youve got resources such as vehicles of differing kinds you may choose to deploy or not, but you have to store them somewhere and also be able to repair them. All this comes from pools of funding from at first probably just completing a mission according to guidelines, but some things take maybe an R&D program or just outright raiding a rival faction or something.

Maybe you want to go a more special forces type route and have a few exceptionally well trained / equipped soldiers and leverage things like helicopters to do infil and exfil and leverage the element of surprise.

Maybe you want to act more like a conventional military and go with larger numbers with decent equipment and a wider array of possible vehicles and support systems.

Maybe you want to focus as much as possible on gathering intel before missions, maybe you want a more intelligent active battlefield info you can access in mission via various sensors.

So… what I am aiming for is something that eventually allows for a more broad array of mission profiles and sort of map archetypes, which, depending on many factors, will have surprises that may occur, like an enemy force having the ability to call for reinforcements that maybe you did not know about, and might force you to withdraw.

Or maybe some missions will take place with a relatively high number of civillian AI running around and your org you work for/run will suffer massively if you just go scorched earth.

I dunno, these are all ambitions at this point, and Im going to focus on at the very least getting a functional combat prototype done first, and then testing out how well that and what I can make combat AI actually do actually works.

Its possible I’ll find some kind of thing that really works well, or really doesn’t work, and change scope significantly.

So far all I have really figured out is that a near future setting would seem to work best with the scope of either my minimal working concept, or a more extended version of it.

???

ampersandrew,
@ampersandrew@kbin.social avatar

Best of luck. But yes, there's a good chance your scope is too large, so definitely start small.

vexikron,

Oh hey Im surprised that all even posted, my connection crapped out right as I hit send.

But uh haha yeah.

My one saving grace is I have a lot of time on my hands.

But I expect it to take probably at least 6 months before I even have what Id consider a working combat prototype with a variety of different weapons and Ai routines, and maybe a barebones model of a procedural map generator.

Im guessing that me soloing a whole project like this could take 3 years, but if I can get a prototype working, I might have enough money to pay for some 3D assets to speed up dev time a bit.

Almost certainly not enough money to hire anyone lol, and I really really do not want to do kickstarter or early access and deal with the community and possible total failure.

Im the exact opposite of a PR person.

yamanii,
@yamanii@lemmy.world avatar

Titanfall 2 also bombed, even a good game can flop if your marketing sucks or if you release it next to other massive hits.

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