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sales2099 said:
Bristow9091 said:

We have no idea if it "bombed almost immediately"... not to mention first week sales weren't as high as they could've been since it had been in early access for quite a while too, I bought it MONTHS before the official release and put in a solid 200+ hours before launch day, lol. As for the learning curve being too high for mass appeal I'd argue that it's the complete opposite... there's more to Dreams than making an entire fleshed out game, you can paint pictures, sculpt, make music, animate, make videos, or just make memes... it's ridiculously user friendly, the only thing I see people complain about is the controls feeling weird while creating, but after a couple of hours it all comes naturally. 

Sure we don’t know but that in itself doesn’t bode well. No Sony PR touting its sales reception, and it’s a $40 game. First week sales by your own admission weren’t high and usually sales drop more in week 2, etc. Overall it wasn’t marketed well. 

I’m not knocking your experience with the game, merely it’s profitability. Whatever numbers it’s pulling I don’t think it was worth the 6 years in development. They gotta pick a new genre imo 

It had good critical reception so I think they still have credibility. And the tool can be used to create a lot of indie games for Sony.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."