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shikamaru317 said:

It is truly sad how many devs now have us port begging for games on Xbox. It shouldn't be this way, as a developer or publisher you are supposed to be capable of doing your own darn market analysis to see if a port is viable. Spoiler alert, most ports will turn a profit on Xbox unless it's either a very small indie dev with very limited development resources or a super niche genre JP game like visual novel or schmup, basically everything else is capable of making a profit these days due to the reduced porting costs brought about by Xbox and Playstation switching to PC based consoles starting with XB1/PS4, and moving even closer to PC with XS/PS5. On a small indie it probably only takes a 2-4k sales to turn a profit on the port, a bigger indie more like 10-30k sales, a AA probably 40-60k sales, and a AAA probably 150k sales at most in most cases, the more it sells over those rough break even margins the bigger the profit on the port.

A double-A Souls-like such as Phantom Blade Zero should easily be able to clear that break even point, as popular as the Souls-like genre has become, pretty much all of these Souls-likes that have reviewed even decently have sold alot of copies. 

Exactly this, I think the devs behind the Atelier series said the same thing last year. Like what metrics are they using to gauge demand from xbox. Amount of mentions? Spamming? And every time someone brings that up, they just reply with ask for it. 



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