Iluvcheezcake
Prophet
Play 'n' forget.
Like Tyranny
Like Tyranny
Consoletards are not their main audience, they don't even know this game exist.It’s the logic of trying to please two incompatible audiences at the same time. They inserted this handhold retardness to please their main audience, consoletards, and now promised to implement the option to turn that of to please grognards. When they say that “none of the crisis encounters were ever designed with the objectives element in mind” what you should read is “the publisher force us to implement these idiotic screens to please consoletards", which is not true by the way.
The funny thing is that I've yet to see a single consoletard who even know about this game's existence.Fuck fargo. Fuck techland. Fuck consoles.
No console ownere wants to play a game like this, why do they even bother?
The funny thing is that I've yet to see a single consoletard who even know about this game's existence.
Hopefully, this port will fare terribly, even more than the WL2 console versions did. Not that it would do much good, since I don't think Fargo would learn his lesson even after that and would probably double down on the consolization of his next games to achieve better scores, but it would still be satisfying to see it.
I would care little too if I was a millionaire who can turn to crowdfunding to pay for his next trophy wife whenever he needs the extra cash. Still hope he gets something back at him for his douchery, tho.Yeah, I think Fargo is incapable of learning. And at this point in life just doesn't care.
The funny thing is that I've yet to see a single consoletard who even know about this game's existence.
PoE had commercial success because there is a market on PC for that kind of games. On consoles on the other hand it's much smaller, you only need to look at D:OS which has been an incredible commercial success and the PC version totally smashed both consoles combined sales (like 4:1 sales). Source: Swen's own interview with the Codex (in which he said the game was over 1.5 mil overall, and just on Steam the game is 1.2 mil, although it was maybe about 1.1 mil at the time) at last Gamescom, Steamspy and basic maths.But they don’t need to know about the game’s existence or even play it after they bought it. All they need is to buy the game at release under the influence of game journos and don’t ask for refunds. That’s all. Most people who bought PoE never played BG2 in their lives, and never will. That’s how perverse the system is.
I don't know what you think I'm arguing for, but I'm not trying to say that they would've sold as much as they did without all the nostalgia and good words from both the community and the press.You just need to look at the insignificant percentage of players who actually finish PoE or DO:S to realize that the numbers of sales don’t reflect in any way the actual size of the PC game community. It’s a mixture of market gimmick and opportunity. If these game journos drop the ball at some point or simply stop caring about these new cRPGs when novelty wears off, no publisher in the world will keep these sales up.
therefore they go the easy route of "casualize and simplify every game system"
Grogs in Numenera, LOL
Butthurt about health bars aside, I'm pretty sure Torment's combat system is actually more complex than the Numenera PnP rules.
Both Swen Vincke and Brian Fargo consider their games' console sales to have been good.
therefore they go the easy route of "casualize and simplify every game system"
Grogs in Numenera, LOL
Do you know what game system you're talking about here? If they made it more simple it would cease to exist. Butthurt about health bars aside, I'm pretty sure Torment's combat system is actually more complex than the Numenera PnP rules.
Of course, it's very rare that devs openly admit when things turned out differently (aka worse) than they expected.Both Swen Vincke and Brian Fargo consider their games' console sales to have been good.
So let's say, they earned 8 dollars out of every 50 dollar sale after expenses and such, they sold 300,000 copies on consoles roughly. According to your numbers.Except making those console ports cost money and time, there are royalties to pay to Microsoft and Sony, it's harder (maybe it even costs a bit, iirc) to update the game with patches, and in general they get less out of a single copy than what they get out of a PC one, so it's not like a neat +25%.
I mean, it probably generated a small profit so it's okay, but it's a minor market that doesn't deserve much attention aside from being an afterthought to try and gather some more money. And it's how Larian is approaching it, apparently, unlike inXile.
Yeah, I said they probably made a profit albeit small compared to PC version, but we're talking about the guy who took down Interplay and tried to save it by going after consoles, only managing to make it die sooner and depriving us of a good Fallout 3. It's not like he hasn't make bad business decisions in the past, especially concerning consoles.If they didn't make a decent profit off WL2 console sales, it seems unlikely they'd be trying it again.
Now make the same estimations for the 1.2+ milion copies sold on Steam, on which they get about 70% of the consumer price, do the maths and compare.So let's say, they earned 8 dollars out of every 50 dollar sale after expenses and such, they sold 300,000 copies on consoles roughly. According to your numbers.
That means, they earned in those 300,000 sales on consoles, 2.6 million dollars. Or roughly two and a half times what their initial kickstarter campaign brought in JUST from those console sales. And that's with a craptastic lowballed percentage profit. It's more likely they earned around 10 dollars or even 12. But for the purposes of this 8 was enough to demonstrate the point.
I wasn't making a claim that it was significant, I'm making a claim that it is more than insignificant, especially if you consider that the potential 2.4 million they took home from the console versions would pay for a year of 60 developers at a wage of 40k USD per year. Which may or may not be over paying, but lumping numbers like this is easier than it is to go in and see what Larian's wages are for the average tester and developer. And calculate a number from that.Yeah, I said they probably made a profit albeit small compared to PC version, but we're talking about the guy who took down Interplay and tried to save it by going after consoles, only managing to make it die sooner and depriving us of a good Fallout 3. It's not like he hasn't make bad business decisions in the past, especially concerning consoles.If they didn't make a decent profit off WL2 console sales, it seems unlikely they'd be trying it again.
Now make the same estimations for the 1.2+ milion copies sold on Steam, on which they get about 70% of the consumer price, do the maths and compare.So let's say, they earned 8 dollars out of every 50 dollar sale after expenses and such, they sold 300,000 copies on consoles roughly. According to your numbers.
That means, they earned in those 300,000 sales on consoles, 2.6 million dollars. Or roughly two and a half times what their initial kickstarter campaign brought in JUST from those console sales. And that's with a craptastic lowballed percentage profit. It's more likely they earned around 10 dollars or even 12. But for the purposes of this 8 was enough to demonstrate the point.
That's monetary expenditures only. They're also squandering the goodwill and interest of their PC audience. If they sell 10 copies on console and lose 100 PC customers because their games got too childish, they did a dumb.If you think about it logically, rather than with a strong anti-console bias, it does in fact make sense, to put things on consoles, from a business perspective. The expenditures on average will be made up with dividends by the point where they matter.