KDC2's development budget was ~$40 million
KDC2's development budget was ~$40 million
One steam comment mentioned they're basically using the same engine as
before, that would certainly help, and probably lower system requirements as >well. Sounds like both these game require large time commitments, which
puts me off of looking into them more.
rms
But as important, KDC2's success proves that not only are
single-player, non-'live service' games still popular, they're also financially viable. You/don't/ need to make a $500 million game to be successful. KDC2's development budget was ~$40 million, and it looks
as good as anything Ubisoft or Electronic Arts shits out. Is it a bit smaller? Is the gameplay perhaps not as refined? Maybe. But I'd rather
a dozen 'slightly imperfect' games released per year to one of EA's
mammoth annual blockbusters.
[Meanwhile, EA is suggesting that "Dragon Age: Veilguard" might
have been more successful had it been released as a live-service
game. Because the lack of 'shared world features' in DA:V was
what held it back, right?]
TL;DR: live service games are a very smart move... but the triple-As
really need to diversify. But they don't, which is why they're having problems and why mid-tier publishers are making a comeback.
More, some companies -- with Ubisoft and Bethesda being the most
obvious examples-- have am entire process for how they develop and
sell their games. It's why their games often look so much the same;
it's not just the re-use of their engines, but the entire development
process --from the pre-dev visualizing, to how the assets are built,
to the back-n-forth between programming and game-dev-- is a tested,
almost assembly-line methodology. It's not fixed in stone, but changes
are costly and... well, why bother if people are going to buy the end
product anyway?
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