Hmm, I suppose it becomes a high risk, high reward type of situation. Crank up the dev team size, do a massive marketing blitz, and churn it out as quick as the team can. There's the potential to make huge profit and reach much higher numbers due to increased marketing and mindshare if it succeeds, but if it fails you're in a pretty bad spot. I suppose that's why one screwup can have a studio shut down or an IP dying off.
Wonder what Battleborn means for Gearbox and 2K. Huge budget and marketing campaign and the sales were completely lukewarm as Overwatch ate its lunch. Only `~100-110k Steam owners according to Steamspy, and Amazon charts and UK sales numbers paint a very grim outlook for sales on the console side as well. Quantum Break as well, and I'll be honest I don't see Microsoft continuing to work with Remedy after Quantum Break.
Fortunately I don't care for either of these companies, but it makes me a bit uneasy to know there's not enough people out there who enjoy the games that I do to have them made, or to have them be successes if they are made. It's much safer to churn out another derivative sequel, another open world MMO-lite, another climb-the-radio-tower open world game. Shit sucks.







