I mean do you think a single player metriod style game has a tail? I guess we will be.This forum is really bad about thinking games are a disaster because they didn't sell a bajiliion copies instantly. Some games do have tails and sell well over time.
Alan Wake has one. Plenty of games sell over time with sales, and extra content. Control will have several expansions over the next few months that will be advertised on platforms with bundles and deals. The idea the game will stop selling entirely is silly.I mean do you think a single player metriod style game has a tail? I guess we will be.
remady broke even by the sounds of it, but 505 might have lost money. remady continues to be a prestige studio, aka they make critical darlings, but bombs in sales.
That deal made them more than half the money the first month of game sales made.... I'd say 505 made a genius choice taking that bag of Epic money.
Alan Wake has one. Plenty of games sell over time with sales, and extra content. Control will have several expansions over the next few months that will be advertised on platforms with bundles and deals. The idea the game will stop selling entirely is silly.
I would argue that Remedy would be more valuable to MS in promoting game pass than another publisher who has to rely on traditional game sales. Control was a relatively inexpensive game to make.
by doing the thing that people who love them fear: make a GaaS loot shooterYeah, the Epic deal seems like the only thing that staved off disaster in favor of mere disappointment.
But I seriously have no idea how Remedy pitches their next game in a world where they released a game that did everything right and still flopped. After Quantum Break you could say that they just needed to drop the TV stuff and all that, but now it just seems like the market doesn't care for their style, which really sucks to see.
I don't get the impression Remedy wants to make Game Pass fodder, but it might be hard to get an AAA budget with their recent commercial performances.
Why are some people here happy that the game didn't sell well?
On PC? Epic Store Exclusive. Game had virtually no buzz around it already and was sent out to die on a contrversal platform. I do hope the deal had enough money in it to justify the exclusivity in the end.I wonder why people didn't buy Control, it seemed like a very mass market game (at least for the SP genre).
The game didn't do well anywhere else. I doubt the steam hardliners would have been enough to save the gameOn PC? Epic Store Exclusive. Game had virtually no buzz around it already and was sent out to die on a contrversal platform. I do hope the deal had enough money in it to justify the exclusivity in the end.
honesly the game came out at a bad time. I was prity deep in shadowbringers at that point.The game didn't do well anywhere else. I doubt the steam hardliners would have been enough to save the game
Why are some people here happy that the game didn't sell well?
Also. DLC being Sony exclusive.On PC? Epic Store Exclusive. Game had virtually no buzz around it already and was sent out to die on a contrversal platform. I do hope the deal had enough money in it to justify the exclusivity in the end.
They still have several opportunities to get some money out of this.I mean do you think a single player metriod style game has a tail? I guess we will be.
Control seems like the type of game that will do well in Steam sales down the line.
I bought Alan Wake and Quantum Break shortly after release and I loved both, especially Alan Wake.Wonder if the exclusive preorder and DLC stuff hurt the game 🤔.
People hate games with charts that show which version has what DLC.
not on pc. everything I heard was the pc version was near flawless.
it wasnt that great on all platforms. but yeah basically Remedy don't have any mainstream reputation at all. All of their recent games bombed since Alan Wake and their output is way too slow
legit the selling point of Control is that you'll get to see Alan Wake in a dlc / down the line and thats it. But since its remedy you'll not get a follow up so why would you even bother
It ran flawlessy on Xbox One X except when you pulled out the map.
I think the game is excellent but it's a cult game at best. It just doesn't have the personality or star power to be a hit. It's Remedy game, probably their best though. My personal game of the year for sure, it's odd you compare it to Alan Wake considering Alan Wake's gameplay was its weakest point.
I was just lazy and divided 17M of revenue by $60/copy. If you figure $40/copy on consoles then it's around 450K copies sold. Since they are getting a 88/12 split from Epic on PC then it's kind of difficult to accurately guess the number of copies sold.
What I'm trying to say is that Remedy just don't have mainstream reputation since their Max Payne days. They pander to people who like their almost eerie approach to the medium, but even their try at doing something more appealing kinda failed. (talking about Quantum Break)
They don't manage to create something hitting all the right notes at once, which is a shame given that they got the talent. (well at least it seems like it)
Ah, that's totally right. That's what I meant that it's a Remedy Game. It's for people who like their games, its mainstream appeal is very limited.What I'm trying to say is that Remedy just don't have mainstream reputation since their Max Payne days. They pander to people who like their almost eerie approach to the medium, but even their try at doing something more appealing kinda failed. (talking about Quantum Break)
They don't manage to create something hitting all the right notes at once, which is a shame given that they got the talent. (well at least it seems like it)
You can't sell something between AA and AAA from reputable studio without proper marketing. And studios and publishers need to understand that streamers don't sell games.
You can't market a title like that like you would a AAA-game; the marketing costs for AAA-like marketing are so high that you have to have a much better return from the game that your average boxed title can do (most AAA-games yield additional returns from MTX, so they can afford to pay a lot more more in marketing, because the average return per customer is much higher, or they can subsidize the costs by other things like moving more consoles etc.) or you have very strong brand where the advertisement is much more effective (not something that's applicable for a game like Control). I hear the "next no marketing" argument so often, but almost always it has nothing to do with the publisher not knowing their work, but the economics of the games and marketing industry these days. The advertising costs are being driven up by games that get 100-200€ back per customer, and if you aren't doing the same, you can't compete in the same advertising spaces.To be fair, it had close to 0 marketing. 505 Games seems pretty bad with that.
You can't market a title like that like you would a AAA-game; the marketing costs for AAA-like marketing are so high that you have to have a much better return from the game that your average boxed title can do (most AAA-games yield additional returns from MTX, so they can afford to pay a lot more more in marketing, because the average return per customer is much higher, or they can subsidize the costs by other things like moving more consoles etc.) or you have very strong brand where the advertisement is much more effective (not something that's applicable for a game like Control). I hear the "next no marketing" argument so often, but almost always it has nothing to do with the publisher not knowing their work, but the economics of the games and marketing industry these days. The advertising costs are being driven up by games that get 100-200€ back per customer, and if you aren't doing the same, you can't compete in the same advertising spaces.
If it was fully ineffective, the publishers would not be doing; they have a lot of analytics to work with than indie developers and having some experience from that department, if something is not ROI positive, it's going to get dropped soon. Yes, not every marketing campaign is going to work, but when it comes to marketing Dunning-Kruger effect is massive when people seem to have the idea that they know marketing a lot better than professionals who we've been working on it for a long time. You say publishers are "wasting money on marketing that has no effect" yet I see no data in front of me - but from experience I know that these publishers actually do work with said data. I've seen plenty of influencer campaigns that have also been massively effective, so one anecdote of an indie title, isn't enough for me say that it's a waste of money (and also a ton of poor influencer campaigns, it's too broad of marketing tool to say it's only good or only bad).Marketing is expensive for sure. But many publishers and developers are wasting money on marketing that has no effect. I don't know how many times I saw indie developer say how paying "bigger" streamer to play the game resulted very low amounts of sales.
Next time Remedy please don't make these 'Sci-Fi cinematic experiences' Remedy especially the ones inspired by quantum break. I've had enough of those. Maybe they should make something that goes back to their roots and also is popular among their fans?
As a remedy fan i've been totally off with their choice of work Post Alan Wake.
A cinematic movie like gaming experience with umm big known voice actors from TV shows further giving it a cinematic tone?
But well I said 'Sci-Fi Cinematic experience' and not just purely a cinematic experience. I really don't like these two things bonding together in a game.
Quantum Break and Control are recent examples of Sci-Fi Cinematic experiences. Not the use of FMV or returning VAs from previous Remedy games here but more like having the game feel like a cinematic sci-fi movie with lots of cutscenes and the gameplay having also a very cinematic feel? I personally don't mind the gameplay having a cinematic feel since max payne has this embedded into it also but when all these things mesh together to create this sci-fi experience, i really really don't feel like touching it.I guess I just don't see how it's more movie-like/cinematic than any other third-person shooter with cutscenes. Is it the use of FMV or returning VAs from previous Remedy games? I don't really remember any of the VAs being from big TV shows.
Quantum Break and Control are recent examples of Sci-Fi Cinematic experiences. Not the use of FMV or returning VAs from previous Remedy games here but more like having the game feel like a cinematic sci-fi movie with lots of cutscenes and the gameplay having also a very cinematic feel? I personally don't mind the gameplay having a cinematic feel since max payne has this embedded into it also but when all these things meh together to create this sci-fi experience, i really really don't feel like touching it.
Also I guess Control didn't have these VAs i was talking about but Quantum Break certainly had the MC and the antagonist as one of those.
If I was a publisher it would take a LOT for me to invest in anything Remedy presented to me. That's not because of game quality : Their games just don't sell.
I mean, their games seem to be pretty good overall, get good MC scores and are received pretty well by the consumers, so is the fault really with them or is it something else with the market or that they are failed by poor marketing? Seems like Max Payne did better than Alan Wake did better than Quantum Break did better than Control. Would they do better with a big publisher like Sony who suits their style of game and could put more marketing in?
I wonder why people didn't buy Control, it seemed like a very mass market game (at least for the SP genre).