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pokoko said:
It's a shame but the game was probably just too big and too ambitious. With a new IP, they probably should have scale things down by a good margin, established the franchise, then expanded with the sequel.

People always want to blame the "AAA model" for everything but with Kingdoms of Amalur, I think the studio itself bears most of the fault. Requiring three million copies sold just to break even is too much to ask with a new IP. I'm sure it's well over the 2M mark, which should be pretty good, just not when the game was this expensive to create.

This is definitely all down to the studio.  They formed in 2006, using a $75M loan to start off with.  It took them ~6 years to make the game, which was 3 years too many.  Just another classic case of poor money and time management.

I also agree with your early complaint about it being too big.  I just remember thinking the map was a pretty good size, that was until I realized that it was just the zoomed in map.  Later, the games opens up something fierce.  It's like while developing it they saw Oblivion, and then later Skyrim, release and said "We have to go bigger than we were before."  Which really wasn't necessary.  I think if this game had released in 2009, things would have turned out MUCH better for the game and studio.

Edit: I mean just look at the size of this thing.  Even Dalentarth alone is kinda pushing it for how large a game world should be.