Big Wrangle
Guest
The game's subtitle turned out to be pretty accurate.
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Well, that is just poetic justice because Paradox was much better, but they fucked them in the ass, so now they have a second rate publisher. They made their own bed.
Roguey, post something.
Hardly anybody is streaming the game on Twitch or watching the streams. Nobody is freaking interested in this game... So sad.
It was certainly foolish to change publishers (or better said screw Paradox over), but I am still so surprised that so many gamers who played PoE are refusing to buy the sequel (for full price). I was expecting diminishing returns, but this is just appallingly bad. I despised PoE and even I am dismal, because this is a terrible omen for oldschool (RtwP) RPGs.Well, that is just poetic justice because Paradox was much better, but they fucked them in the ass, so now they have a second rate publisher. They made their own bed.Versus Evil is quite bad at marketing, that much is known.
True,there is still hope. That is why i am happy that this game failed,popamole consolisation shouldn't be tolerated!this is a terrible omen for oldschool (RtwP) RPGs.
I have a feeling Kingmaker and Black Geyser will sell better (relatively). I'm also imagining Beamdog's game will also be RTwP.
It's like saying that Broken Age or Torment: NumaNuma didn't sell because of "nostalgia" while some other games like Deponia or Divinity sold in the millions,
They've already made 5 million with the game before it even shipped. If they manage to sell around 300k copies in the first few weeks they've made profit with the game and after that they've covered what ever money they put into the project. Everything after that is just "bonus".
1. Budgets change and projects can and will go over budget.
2. You're forgetting the marketing expenses
Aren't the marketing expenses usually paid by the publisher? In that case it would be Versus Evil, not Obsidian
Do you seriously think that one million people bought PoE because of nostalgia? Maybe the backers, but that is about it.Sequels of A where nostalgia is now not a factor in the sales because that nostalgia wave has already come and gone in the first game.
You are using a vague concept which you blame for poor Sales of specific products and invoking it over and over again as opposed to and instead of trying to do any actual analysis based on said specific product, ask for opinions or even try at an actual guess. For instance, get away from video games and into movies. There are a lot of Remakes or Reboots of old movies, but do you think it would be a good analysis to blame "nostalgia fatigue" for various of these either succeeding or failing? For instance the 2016 Ben Hur Remake or GhostBusters Reboot?It's like saying that Broken Age or Torment: NumaNuma didn't sell because of "nostalgia" while some other games like Deponia or Divinity sold in the millions,
A. I'm talking about games specifically trying to ape older games. We're tlaking PoE, TTon, MIghty Number Nine, etc.
In addition:
B. Sequels of A where nostalgia is now not a factor in the sales because that nostalgia wave has already come and gone in the first game.
I don't know anything about Deponia, but DOS was not trying to ape anything specifically. It was its own game. My point is that PoE2's low sales are partly due to Nostalgia fatigue, as in "ok I saw poE and it didn't really do it for me like BG2, so meh".
Also, no where in my post have I said this is the only factor. I was merely talking about it as one factor in the context of poor sales of PoE2.
You are using a vague concept which you blame for poor Sales of specific products and invoking it over and over again as opposed to and instead of trying to do any actual analysis based on said specific product, ask for opinions or even try at an actual guess.
Do you really not believe that there could be any other more visible factors regarding the game and character design, storytelling, lore/world building, gameplay, memorability/distinctiveness or other that have any influence, or might be a lot more important in said failure?
Also, no where in my post have I said this is the only factor. I was merely talking about it as one factor in the context of poor sales of PoE2.
Do you really believe that some obscure and hard to pinpoint "feeling of nostalgia" determines these games Sales solely instead of things like content, quality or marketing and every time a product remaking or harking back to another one fails it's just something something nostalgia?
invoking it over and over again
That's not how steamspy works. Like at all.It dropped bellow 100,000 sales,this is your refund dataYou guys shoud look for data about refunds..
https://steamspy.com/app/560130
Fuck you mustawd.,i was waiting for Deadfire to go under DOS 2 and post the chart.
It is amusing how many people have some kind of fate that PoE will come back from this and selling less than 100,000 copies is profitable for them. Guys do you even have any idea how much expenses there are in making and selling shit?! It is not just you make something and take 60 bucks per copy. There are taxes,steam cut,publisher cut,investors cut and a lot other shit. I would be surprised if they get even at 300,000 copies let alone 100,000.
That's not the point at all. People that have been following Obsidian thought that PoE2 was the big hit, their own BG2 if you will. The game that would sell even more than the first one. It didn't, with steamspy working or not. Sure, you can expect the game to sell more eventually, but that hardly justifies the investment, nor is enought to keep the studio afloat.I mean, all of the other games did (including Banner Saga 2 and Blackguards 2 for example). Even Tyranny sold 300k on Steam eventually.
With all of the added brand awareness PoE has plus positive reception, why would it be the sole exception of basically every game that didn't have big lifetime sales?
I'll say it again, the Chinese localization for DOS2 just came out this week, that's the reason why it gets a big bump on sales and numbers of people playing. Right now it's the second best selling steam game in China, just below PUBG.
There has been enough Chinese players on steam to make a big difference for this kind of games(relatively niche cRPG) already.
That's not the point at all. People that have been following Obsidian thought that PoE2 was the big hit, their own BG2 if you will. The game that would sell even more than the first one. It didn't, with steamspy working or not. Sure, you can expect the game to sell more eventually, but that hardly justifies the investment, nor is enought to keep the studio afloat.I mean, all of the other games did (including Banner Saga 2 and Blackguards 2 for example). Even Tyranny sold 300k on Steam eventually.
With all of the added brand awareness PoE has plus positive reception, why would it be the sole exception of basically every game that didn't have big lifetime sales?
The heavy investment and expectation of the fans would suggest otherwise.It's not immediately obvious to me that this was a tent pole game, at least not to the extent they can't wait for DLC + console releases to boost the revenue stream.
Obsidian did this before. No need to waste precious resource and hours on this. This is pure Feargus.A console release might make sense if they are trying to get comfortable with the console market for their future games.
The heavy investment and expectation of the fans would suggest otherwise.It's not immediately obvious to me that this was a tent pole game, at least not to the extent they can't wait for DLC + console releases to boost the revenue stream.
No, you are wrong. Fans know a lot. They spend more time than developers playing their games and talking with other players. They have an intuitive understanding of what is happening and whatnot. It is foolish to ignore fans feedback like they did. Your core supporters are reliable, the potential sales od acidental buyers on steam, which can become refunds in twenty minutes, are not. The haters are important too because they are too diligent picking flaws, they provide feedback. Seriously, if it is already hard to make cRPGs with feedback, it is pratically impossible if you don't take feedback seriously. Regarding investment, the amount of money on fig, the VOs, the port, the size of the game, the smaller number of backers all prove that it was a massive investment.Fans don't have any perspective when it comes to sales. Neither do haters.
I'm not sure what a heavy investment is either. Even if they equaled what they raised on Fig I doubt that's 20% of the money they made on Pillars of Eternity.
Speaking of investment, doesn't bad sales = bad news on the crowdfounding front? I mean I assume they'll be using fig again for another future game. I doubt investors will be as ready to open their wallets after PoE2's performance.
No, you are wrong. Fans know a lot. They spend more time than developers playing their games and talking with other players. They have an intuitive understanding of what is happening and whatnot. It is foolish to ignore fans feedback like they did. Your core supporters are reliable, the potential sales od acidental buyers on steam, which can become refunds in twenty minutes, are not. The haters are important too because they are too diligent picking flaws, they provide feedback. Seriously, it is really hard to make cRPGs after playing everything the game has too offer, and it is even harder if you don't take feedback seriously or think you can imitate other studios without the proper expertise. Regarding investment, the amount of money on fig, the VOs, the port, the size of the game, the smaller number of backers all prove that it was a massive investment.Fans don't have any perspective when it comes to sales. Neither do haters.
I'm not sure what a heavy investment is either. Even if they equaled what they raised on Fig I doubt that's 20% of the money they made on Pillars of Eternity.