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Roger Renfro's avatar

The bit with retroactive lessons is interesting. It's always frustrating to see all these armchair analysts breaking down why a game succeeded and they just list its features. "Halo succeeded because it was a first person shooter. Make more first person shooters" and in the next video "Fez succeeded because it's not a first person shooter, make more platformers". This is how developers seem to think, too.

Great article.

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Bruno's avatar

Well, I took the "make more astro bots" not as doing astro bot clones but middle market games that have a reasonable turn around and development cycle.

One thing about the budget of Concord that I didn't see mentioned (and to be fair, it would be weird/hard to mention there) is that there was a big emphasis on doing weekly story vignettes that would "take advantage of Sony's infrastructure for character models and motion capture", which could reasonably inflate the budget of the game. To what extent, I wouldn't try to guess.

Besides that, I do think that Concord going pay to play in a genre completely strangled by free to play games did a lot to hurt the game's discoverability. They had a few beta tests coming up to the release, but they didn't light the world on fire, either, so maybe people's mind were already made up by then.

Lastly, I don't think Sony was expecting a GOW: Ragnarok level success, but I do think they thought that they had a hit in Concord at some point, they had a 10+ minutes feature in one of the State of Play streams, much bigger than you would think if it was going to be just a "modest success".

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