![]() So maybe we will reach that point in a couple of games :) But it takes time (as it did take Larian many years). We chose that project over other projects we could have done for several reasons that are of course internal.īut yes, you are very right: We hope that one day we can be as independent and successful as Larian is now :) That would be living the dream. Of course a lot more could have happened, but that's always true if you dont have a lucky hype or a AAA marketing budget.ģ) With the points mentioned above: It wasn't necessary, since that wasnt the problem. It gained traction after release mostly, but it has gained traction. Shadow Tactics was a success for us and our publisher, though. As outlined in the article you posted.Ģ) We tried that. It was the decission to say we pour everything we have into ST and make it the best game we can AND follow up deals not manifesting. The amount of languages could never have forced us to go out of business. (It still is a huge pain with some languages, but that was mainly one of our guys that had to fix a couple of bugs after the release for quite some time). Once the tech for that is setup its not THAT much work. And all those people plus a couple of new faces are now working on Desperados 3 :)ġ) That doesn't really make the scope explode. The core team is still the same as it has been since our company was founded. We burned all those papers together in a ceremonial event after getting celebratory drunk in january :D Our CEO managed to get that follow up deal in the later parts of December 2016, so nobody was actually let go and only one person chose to leave the studio at that point (for different reasons, though). Those people would have been let go in January 2017 if it wouldn't have been possible to secure a follow-up deal. The fact that deals didnt work out for after ST lead to a situation where we had to file terminations for everyone that wasnt part of the console version. ![]() I have full faith Mimimi can end up like Larian and bring them selves back up to make an amazing sequel. ![]() ![]() If you know the story of Obsidian and Fallout NV - you know this is not a Job you generally like to do. They are not Bankrupt and are producing Desperados 3 for THQ, which is not their own unique IP meaning it is publisher funded and licensed. They might have cut the game in half and with a cliff hanger - in order to justify a sequel for higher value.( something similar Firaxis Did with Xcom 1. Going viral through social media and interacting with commando communities etc.ģ. They should have setup different marketing routes then the traditional advertisements. Honestly the biggest selling point is going to be English, German, Japanese ( They have to do German since that is where they setup )Ģ. They over localized - they shouldn't have supported 13 languages. With that said, I do believe there were some core mistakes they madeġ. Meaning a lot of the "core" staff are not part of the studio ( whether they were rehired after the game sold I don't know )īut essentially at that time they cancelled all future projects and invested everything into this. Shadow Tactics almost bankrupt the company and most of the people who worked on it were let go.
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