luj1
You're all shills
Games are not supposed to be totally realistic, they're supposed to be fun.
He will never understand
Games are not supposed to be totally realistic, they're supposed to be fun.
If I were an evil overlord I'd give the heroes a chance because otherwise it'd be boring.I read that more as an "If I Were the Evil Overlord" joke, i.e. if Sawyer designed a death trap dungeon in the real world he would get rid of the nonsensical stuff we see in games. Games are not supposed to be totally realistic, they're supposed to be fun.
The hallmark of aging, single Gen X men that work in "entertainment" like Sawyer is that they want to suck the fun out of everything they used to enjoy and to ruin it for you, too. Star Wars was cool? Sure, but making Luke lame and gay is MORE REALISTIC!!! D&D was fun? Yes it was, but it would be better if your sword of ogre decapitation +5 was balanced against ogres so you can't instakill them.If I were an evil overlord I'd give the heroes a chance because otherwise it'd be boring.I read that more as an "If I Were the Evil Overlord" joke, i.e. if Sawyer designed a death trap dungeon in the real world he would get rid of the nonsensical stuff we see in games. Games are not supposed to be totally realistic, they're supposed to be fun.
Seriously, if you're an immortal 300 year old wizard who unlocked the most powerful magicks in the world and oppresses several nations, what you need the most is entertainment. And what's more entertaining than watching heroes try to brave your cool deathtraps?
I admit to not understanding your point here. Are you saying you think games should be totally realistic? That games should not be fun?Games are not supposed to be totally realistic, they're supposed to be fun.
He will never understand
Literally the only people who would be impressed by good cRPG systems is in this forum.Sawyer does not seem to be making games that he would enjoy playing, but he seems to be making games that the people he's trying to impress would enjoy talking about over a soy latté and avocado toast
True, though I had Pentiment in mind when I wrote thatLiterally the only people who would be impressed by good cRPG systems is in this forum.Sawyer does not seem to be making games that he would enjoy playing, but he seems to be making games that the people he's trying to impress would enjoy talking about over a soy latté and avocado toast
Nobody in the real world cares about that nerd shit.
I admit to not understanding your point here. Are you saying you think games should be totally realistic? That games should not be fun?Games are not supposed to be totally realistic, they're supposed to be fun.
He will never understand
I don't think Pentiment did very well financially, it got some good reviews but almost no one else talked about it, sales must have been abysmal.Grounded and Penistent were both succesful and noticeably both were made without old guard involvement.
that's 4 to 6x more than TOWGrounded has 2-3 thousand concurrent people playing it on steam, I have no clue if that's sucesful or not
I don't think Pentiment did very well financially, it got some good reviews but almost no one else talked about it, sales must have been abysmal.Grounded and Penistent were both succesful and noticeably both were made without old guard involvement.
Grounded has 2-3 thousand concurrent people playing it on steam, I have no clue if that's sucesful or not
~152.4 k by VG InsightsI don't think Pentiment did very well financially, it got some good reviews but almost no one else talked about it, sales must have been abysmal.
A 150-200k sales is pretty bad for a game that was in development for 4+ years and had a decently sized team, even getting assistance from Microsoft after they acquired Obsidian. Indie games routinely sell more than that.~152.4 k by VG InsightsI don't think Pentiment did very well financially, it got some good reviews but almost no one else talked about it, sales must have been abysmal.
~152.7 k by PlayTracker
~243.0 k by Gamalytic
~260.0 k by SteamSpy
That's pretty good for what it is, especially since it's also on gamepass.
Pentiment's core team was 13 people (scaling up from an initial two). Sawyer compared it to Night in the Woods which was released in 2017.A 150-200k sales is pretty bad for a game that was in development for 4+ years and had a decently sized team, even getting assistance from Microsoft after they acquired Obsidian. Indie games routinely sell more than that.
~329.0 k by Gamalytic
~514.7 k by VG Insights
~846.9 k by PlayTracker
~1.17 M by SteamSpy
Whatever Schafer was communicating, fans adored it. Monkey Island sold “north of 100,000, far south of 1 million,” Grossman says. “Back in those days, a few hundred thousand was a giant smash hit.”
Emphasis on "back in those days." The Secret of Monkey Island came out 34 years ago. It took about a year to develop, not 4+ years like Pentiment. It was also more of an actual game than Pentiment, with an inventory and verb system, things which Pentiment lacks.What do you think a narrative adventure made by up to a baker's dozen would have to sell to be successful? Here's what a pro said:
Whatever Schafer was communicating, fans adored it. Monkey Island sold “north of 100,000, far south of 1 million,” Grossman says. “Back in those days, a few hundred thousand was a giant smash hit.”
Not according to the credits. I noticed 3 different people are credited for "Particle Beam" for some reason, which suggests development wasn't terribly efficient.Pentiment's core team was 13 people.
Particle Beam were contractors obviously. Cost cutting.Not according to the credits. I noticed 3 different people are credited for "Particle Beam" for some reason, which suggests development wasn't terribly efficient.
A 150-200k sales is pretty bad for a game that was in development for 4+ years and had a decently sized team, even getting assistance from Microsoft after they acquired Obsidian. Indie games routinely sell more than that.~152.4 k by VG InsightsI don't think Pentiment did very well financially, it got some good reviews but almost no one else talked about it, sales must have been abysmal.
~152.7 k by PlayTracker
~243.0 k by Gamalytic
~260.0 k by SteamSpy
That's pretty good for what it is, especially since it's also on gamepass.
Well, let's math it... Started with Sawyer and Kennedy, Obsidian art director, then grew to 13 people during development [1], let's lowball it to an average 60K a head [2] over 4 years, round it down to a cool $3 million, plus studio overheads and marketing, could go upwards of $3.5 million. The game's RRP is apparently twenty bucks, take that most generous 260K units from SteamSpy, that's $5.2 million minus Gabe's 30% cut, you get $3.6 million revenue. This is all rough speculation but, yeah, it probably didn't do gangbusters.What do you think a narrative adventure made by up to a baker's dozen would have to sell to be successful? Here's what a pro said:
Would require more precise math since 4 years is an overstatement:This is all rough speculation but, yeah, it probably didn't do gangbusters.
A game that shipped? 3 years (Pentiment): 9 months in pre-production and ~27 months in development
I don't have any numbers but I'm going to assume that more people played it through Game Pass and since the game was relatively low budget, its financial performance wasn't really important, tbh.
No.By 'company-wise' I meant you and the devs who made the game: did you have an X number of copies purchased (Not GP) that made you think: "we don't have to reach this, but if we do, it would be neat"?
Sawyer's full 200K plus as little as 50K for Kennedy (since she's presumably doing other things) for 3 years, plus the other 11 staff at a low average of 60K each for two years - that's $2m plus your overheads (studio, VO, marketing etc.), upwards of $2.5m versus that optimistic $3.6m take. I'm not saying the thing flopped, just that I doubt it made Feargus break for an early Christmas. That tracks with Microsoft not giving a shit, a couple hundred grand up or down won't even bleep their radar, not on an asset like Obsidian which has bigger fish to fry for 'em.Would require more precise math since 4 years is an overstatement:
Sawyer also claims the budget was so low that MS didn't care if it made money or not https://twitter.com/jesawyer/status/1706353632952848531A game that shipped? 3 years (Pentiment): 9 months in pre-production and ~27 months in development