pokoko said:
Nem said:
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. |
That wasnt because of the single player game. It was because of the MMO they were developing sideways. The game was supposed (or so they hoped) to make them stay afloat for developing both.
Their plan was always to make an MMO. They made the single player game to recoup from the debt they were contracting.
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I'm not sure what you mean. I know the MMO has a lot to do with the studio going under but it's been said that Kingdoms of Amalur needed to sell three million copies for that game to break even. It lost money, which certainly did not help the studio at all.
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As i said, thats because they meshed together both. The assets used on KoA were all assets that were gonna be used for the MMO aswell. When you play the game, you can see all those MMO elements. The game pretty much plays like a single player MMO.