charlequin said:
meanwhile, both attempts to pawn the series off on not even B teams, but maybe just A or AA teams, resulted in significantly lower-performing series entries.
There are likely other factors involved than simply who developed the games, but I don't know what specific games you're referring to. Regardless, even if 100% of the assumed sales difference from using a secondary staff instead of the main staff is due to that fact, could letting your main staff focus on creating new sources of revenue for the company end up being more lucrative for the company than keeping them focused on that single series with the assumed increase in sales?
charlequin said:
Then you have bigger problems.
Such as budget or the ability to retain people (which can also be due to budget).
charlequin said:
What happens when your lead designer gets in a car accident or approves a $160 million dollar CGI animated movie while in an opiate haze?
Or if he's abducted by aliens. Or if he's picked for a mission to Mars. etc. You know, it's entirely possible that the secondary team that does the main work on the game might just get pretty good at it over time.
charlequin said:
What list of factors are you rolling into "ROI" here, exactly?
Investment includes budget, advertising, licensing, etc. Basically the costs for creating and selling a game. Return on that investment would be how much revenue the company gets back from the selling of the game.
charlequin said:
How are fanbase expectations related to ROI?
The hardcore fanbase that leads to a game selling 70%+ in its first week begins to have certain expectations of what the game will be, and wants future iterations of the game to improve areas (e.g. graphics in the case of MGS4, movie-like FMV for Final Fantasy) that would typically lead to increased costs for the game compared to previous iterations.
charlequin said:
I don't really see how the examples at this top end are quantitatively rather than just qualitatively distinct from the stuff that shows up in the 50-70% range. The factors that push sales towards day or week 1 overlap pretty significantly even between these two categories; in both cases, it's brand familiarity that's leading franchise entries to move the bulk of their sales earlier in the process.
Again, the frontloaded-ness is really a symptom of the games I'm talking about instead of a cause, and the games I'm talking about are the extremely dedicated, 1st-day purchase, games that happen to typically show up when the 1st-week percentage pushes to the extreme levels of 70%+. These games aren't bringing in significant numbers of new buyers (as indicated by the first-week sales) but still sell very well in raw numbers. These games aren't expecting higher ROI as time goes on without changing the series structure or advertising, since they aren't bringing in new customers. As such, a publisher probably wouldn't want their money-making people spending all their time on a lessening money-making project.
Stumpokapow said:
:lol