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> spending hundreds of millions on a failed product Where are all these failed products though? I can name Mass Effect: Andromeda and basically nothing else in
by TillE 9y ago
> spending hundreds of millions on a failed product
Where are all these failed products though? I can name Mass Effect: Andromeda and basically nothing else in recent years. Hollywood has far more big flops.
Big-budget games are almost guaranteed some degree of success. If you follow the proven formulas and don't mess up, the game sells.
- flohofwoe 9y agoIf big budget games would be a guaranteed success you wouldn't read about studio closures and layoffs every few months. Also you never hear about failed products, a game that you know about is more likely to succeed because obviously it was marketed well. Usually failed games sink without a trace and are forgotten within days or weeks.
- ben_jones 9y agoI think you would find quite a few in the MMORPG space, other then that you're probably right - big budgets are usually reserved for "sure things" such as rehashing popular franchises like COD, Battlefield, etc. Then again Star Citizen probably has its day of reckoning coming.
- watwut 9y agoProjects get killed in production pretty often. Also, if you go through releases on steam, there is a lot of stuff that is unlikely to earn enough money. A lot of bad publicity and public fights is not only way to fail, often simply nobody cares.
- jsnell 9y agoMass Effect Andromeda isn't even in the discussion when it comes to the largest commercial flops. It probably sold 2-3 million copies in the launch window. (But yes, bad enough that they thought it best to suspend the franchise and even kill the DLC). From last year, Agents of Mayhem was really in a league of it's own for AAA games. It had Steam sales numbers of ~20k a month after launch, so <100k across all the platforms combined. From the year before that the most high profile flops would probably be Battleborn or Evolve.
- annywhey 9y ago1. The projects that fail are often cancelled rather than bad releases, because they go so far off the rails that they are not even functioning, saleable products. When a film production goes wrong, you still have footage, you can still use post-production and editing work to make some sense of it and fit it into a 120 minute package - a Hollywood film typically doesn't get released with e.g. cuts shown in an unintended order, actors speaking out of sync, or visual effects accidentally shown upside down. A game that goes wrong is more like broken software, and does not function even on that kind of technical level. 2. There are plenty of games that fly under the radar, and the press will give them one review to lament their failure and then a follow-up when the studio closes and there's a massive layoff. Stories about failing games don't get traffic like stories about popular, beloved games. This has only become more true with the onset of digital storefronts. So if you don't look, you only see a stream of hit products.
- cecilpl2 9y agoI work in game development. In my experience for every big title that makes it to shelves, there are several more that never see the light of day. Some of those were axed early on in development, but I have personally worked on a game that was cancelled after spending at least $10M. Publishers know when to cut their losses.
- jknoepfler 9y agoif you google "AAA game flops 2017" you will get an endless series of listicles naming multi-million dollar flops from last year alone.
- drawkbox 9y agoDuring the MMO rush due to WoW successes there were lots like Tabula Rasa, Star Wars Galaxies [1]. Curt Schilling was even part of one that entangled Rhode Island state funds at 38 studios for Copernicus. [2] Cheyenne Mountain, where I worked for a while on Unity games, unfortunately never released Stargate Worlds MMO and burned through 10s of millions, I think 60-70 million by the end. The main problem was warring design teams, new tech not ready for primetime and builds not happening early and often and really Unreal wasn't the best for large MMOs back then (UE3). A recent article "Confessions of an Unreal Engine 4 Engineering Firefighter" highlights not using continuous builds as being a big problem in failed games [3] > Make Builds and Test Them: Imagine a game has a 2-year development deadline. Imagine the first playtest happening 1 year and 9 months into development. This happens. Make regular builds of your game and playtest them, even starting from week one. If you are a serious game development company, you probably should have an automated build pipeline of some sort. Pro-tip: Automation is cheaper and more effective than human labor. Large games like this are generally smarter today taking it to market with smaller teams and getting funding and alpha/beta feedback all along the way. Fortnite for instance has been in development with available builds for Epic using Unreal Engine 4 almost since inception and became a better game for prototyping/early and often releases. [1] https://www.pcgamer.com/the-biggest-mmo-failures-in-history/ https://www.pcgamer.com/the-biggest-mmo-failures-in-history/ [2] https://en.wikipedia.org/wiki/38_Studios https://en.wikipedia.org/wiki/38_Studios [3] https://allarsblog.com/2018/03/16/confessions-of-an-unreal-engine-4-engineering-firefighter/ https://allarsblog.com/2018/03/16/confessions-of-an-unreal-e...
- EamonnMR 9y agoI don't know the story behind it, but fortnight was adapted into a PUBG type free-for-all mode which seems to have helped its popularity. Being able to jump on a trend like that so quickly shows impressive flexibility. They didn't need to make a whole new game to cash in, the ROI is probably crazy.
- drawkbox 9y agoYeah I would say Fortnite was influenced by Overwatch and PUBG and maybe even Splattoon, but originally probably started out as Epic's Overwatch type game that Blizzard was successful on.
- meschi 9y agoDuke Nukem Forever
- deleted 9y ago[deleted]
- once_inc 9y agoDiablo 3 did pretty poorly because of an un-fun system. No Man's Sky was a flop, a horrible flop. Both games have been heavily changed and built upon to make them fun and worth their price.
- pandaman 9y agoEvery AAA studio closure takes down a AAA game in development, e.g. Visceral's unnamed SW game as of couple months ago. A few recent released AAA flops: MoH:Warfighter, Sea of Thieves, Titanfall 1 (and 2?), Battleborn, For Honor, Prey, Lawbreakers, Paragon etc. etc.