I wonder if some of these long dev cycle flops that have happened are because they’re long development cycles.
Like, this game may or may not be any good at all, but I would assume the logic was reasonable when they started work on it 8+ years ago.
I wonder if the push for everything having to be RTX-enabled AAAA live service games is kneecapping them, simply because it takes far far too long to make and bring to market.
Or it was just a flaming pile of junk, but I kinda think there’s maybe more going on than just that with some of these releases.
I heard Concord was originally designed to have an entirely different art style, but some top-down decision came to make it yet another hyper-realistic shooter. That’s why the character designs are so weird, they’d be more at home in their original retrofuture/art deco stylized world.
Got an article on this?
I just heard it on a podcast, but it seems some of the concept art is way different from the final designs.
Glad I haven’t heard anything about this game, lmao
I am one of the few people who was actually excited about the game since its gameplay trailer. I’m glad the game does not work on Linux and therefore didn’t wasted my 40 Euros. So even if I want give them my money, promote the game for free and play it, I can’t.
That few? Don’t you mean “as many as”?
Now there’s one or two hundred millions and 3-8 years of a lot of people’s lives down the drain
it was 8
Do you think they see it the same way? “life down the drain”?
They still worked, got experience, got paid, worked on something, maybe even well and satisfactory even if overall direction and combination isn’t.
I don’t think calling it “life down the drain” is fair or good. As if that were all that mattered in their lives.
As someone who works in gamedev, I’m sure that some of the people there are passionate about it and it is gutwrenching to see your work fail so hard. I’m sad for every project that launches after years of work and fails to get any attention or sales, and I’m definitely sure there’s someone losing sleep due to that.
I never worked in super-large projects, but I did work for a AAA studio and even there, you got people invested into the project.
From how I’ve seen it, you wouldn’t work in gamedev unless you are passionate about it, because you can get drastically better pay for the same job in other, more business focused, industries. So, if all you cared about is money, you have better options.
Maybe if the game was anymore more than an uninspired mess, it would have sold some copies.