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Topic: Which First Party Exclusive Do You Think Will Sell The Most

Posts 41 to 46 of 46

Octane

How long did Japan studio work on TLG again? That game wasn't a huge success either. I don't think they really care. If Dreams wins a bunch of awards at the end of the year and if it sell 1+ million, I think they're satisfied, even though they technically lost money on the project. That being said, Media Molecule isn't a very big studio, so that could not only explain the long development time, but that also means they're not as expensive as Santa Monica for example.

Anyway, Dreams can be a big hit if they market it the right way.

Octane

Fight_Teza_Fight

@KratosMD Dreams was first demoed in 2013 during the PlayStation meeting & got it's first teaser trailer in July 2014. This game has been cooking for a long, long time.
I do feel like it needs to do well.
1 million for a game that took 5 years to make can't be good enough.

Like I said though, I expect the game to do well.

It seems to me like Japan Studios has more leeway than the other studios. Their games don't sell well, but it almost doesn't matter.
Heck they worked on Knack 2, before the project was even green-lit by Sony!

Edited on by Fight_Teza_Fight

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Octane

@KratosMD I don't think they have to compensate for the Vita's failure. At least, that wouldn't be fair. If they got assigned to work on a game for a system that barely sold a couple of million units, it's not their fault.

Anyway, I think Sony's glad that they're working on something different and unique. And it's a VR game too. With the potential of selling creations made in Dreams as separate games on the PS store.

Octane

BAMozzy

All games may have very different sales targets - Dreams is no different. It may have to sell a lot less than something like Horizon:Zero Dawn because Sony doesn't spend so much on the marketing - although that game also had a lot of other areas for income with merchandise.

We don't know how much Sony has invested in this game and how many copies it would need to sell to be profitable and therefore a success - maybe not a 'massive' success but a success none the less. Not many games need to sell in excess of 5m copies to be profitable....

Point is, Sony may be happy if Dreams sells 2-3m and therefore MM has made a 'successful' game and won't be shut down.

A pessimist is just an optimist with experience!

Why can't life be like gaming? Why can't I restart from an earlier checkpoint??

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madcow78

I personally think Dreams fate is up on the very hands of the first users, as if they are capable and with plenty of free time, it can turn into a hit not like Minecraft but could sell some millions of copies.

For what I can speculate if everybody try and make the new MGS, the new HZD, the new Half-life and so on, Dreams will just fail, as those are things impossible to achieve. I remember the similar game (Sparks???) made by MS ended badly as the users tried to copy / ripoff AAA games. Instead, if the Dreams users try to create simple games as tributes of things, charters and story we love, it will have a chance.
For example, if I buy it, I will try to design "Heroin Hero" a non-existing video game from an episode of South Park.

madcow78

BAMozzy

@madcow78 A number of games have had tools for creating additional games - even levels but that doesn't necessarily help either. Its great if you have a lot of creative people but how is that going to entice potential buyers when there is often no coverage of their creations. At most, you may get some developer (or wannabe developer) finding something that someone else created and inspiring them to make some indie or even AAA game based on the concepts.

Little Big Planet had a lot of user created content as did games like Trials - not just new tracks either. Doom too has user generated content (not on Switch) and of course you mentioned Project:Spark but these have hardly been a 'big' selling point for those that may not have been interested in the base game. Separating the wheat from the chaff is another problem with these games. Having 1m+ user generated offerings may only yield 1% that's 'decent' and even less that's exceptional and/or creative (by creative I am not referring to artistic creativity but also including game-play and/or concept). What's the betting that a lot will try to create their own 'Battleground' and take on the Hunger Games but of the thousands that may be created, how many do something that stands out and do something better than any others (inc Professionals - like Fortnite or PUBG). Then of course, how will those who dismissed the game at launch will buy it because of 1 or 2 user created content - that's assuming they even get to hear about these.

Point is, the user generated content is usually more for those that want to get more out of the base game but if people aren't interested in the base game, then you won't get people buying it for the user generated content.

A pessimist is just an optimist with experience!

Why can't life be like gaming? Why can't I restart from an earlier checkpoint??

Feel free to add me but please send a message so I know where you know me from...

PSN: TaimeDowne

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