The game Enslaved underperformed expectations, and I believe lost money. Vanquish looks like it also underperformedm as likely did Bayonetta. What these games have in common is a lack of multiplayer online component, where you can find others and replay with them. End result is that companies are less inclinded to do single player, high-production experiences. It looks like a possible situation where they aren't going to break even, and will shy away from doing that. Some exceptions will manifest themselves, but the norm is to have such games quickly go budget, even if well done. This is particularly true at $60 a pop. Alan Wake very likely fell into the same boat. 5 years in development, high production value, but underperforming what people thought, despite "being so good". Even now, top selling single player only games don't end up reaching the same level as multiplayer.
With this being said, I am interested in seeing what others think could help games get more "bang for the buck" so that they aren't traded in, and don't hit the bargain section faster, and also end up doing much larger sales. I would say, BESIDES throwing in multiplayer. Anyone have ideas? Seems like procedurally generated content in game (like Borderlands) helps some, as does the RPG angle, but anything else?








