mario's time machine
independent day
Wayne's world
bebe's kid
the terminator
quite a list.
That said; Prototype was a terrible game. I hated it.
You just can't trust publishers anymore. Even if you make a game that makes profit, if it's not ENOUGH profit, then your company doesn't qualify for survival.
"but it's a hollow gesture when it's as much our fault as anyones that this keeps happening."
Wait what? how is Activisions over the top greed and insane "success benchmarks" our fault?
Because the situation that has lead us to this point isn't something that happened overnight. For years we soaked up all the most epic, set piece driven, huge budget blockbuster. Now that we're actually buying less games, we keep turning a blind eye to the shit happening around us.
We bicker and argue about the semantics of whatever, when the truth of the matter is, and has been, fairly clear. Publishers drove their entire business models to AAA games, let the middle of the market fall to pieces, built up DLC as a means of propping up this failing business model rather than curbing costs, and despite the fact it has been causing the software market to contract for years, we seem to refuse to accept any liability for it. We've actually been speaking with our wallets for years, what do we do now that no one has been listening?
It's not just an Activision thing, this stuff is damn near industry wide. We're watching less games being made for more money, with a greater emphasis on DLC/digital services meant entirely to prop up the fact that costs are still rising despite release slates are being chopped, and most of us either don't seem to notice or just don't care. It's a race to the bottom, and gamers in general seem to be celebrating it.
That's why some of the blame lands on our shoulders. We watched the AAA model choke the market and we didn't care about the long term effects any more than the publishers did.
It's cheaper and less risky to just take developers and money to established franchises. I mean, how many developers are working on CoD these days? Isn't it something like 5 or 6 dev teams?
@Phil
You and me both.
@Pencoin
The consumers are not completely to blame, but we definitely bear some of it. I don't know what consumer base you're thinking of, but its abundantly clear that the gaming consumer base is wildly apathetic and fiercely protective of the industry in almost a cult like fashion.
Fuck. You. EA.
Honestly i'd really wish the industry crashed right now so we can purge this crap and start rebuilding, not even kidding.
Bizzare Creations
Neversoft (not dead, but severely truncated)
Raven Software (Same as in Neversoft)
RedOctance
Z-Axis
7 Studios
Seriously, Activision is toxic.
As a gamer, I'm not terribly upset by this. Even going back before Activision bought Vivendi, they never really put out any really great software. Activision didn't buy Radical. They bought their parent company and tried to do something with the team. It failed. Games are fucking expensive to make, and if the software isn't profitable I can't blame ActiBliz for closing the studio.
That's what a publisher is supposed to do! A BAD publisher takes their cut WITHOUT putting out the cash to really market a game. Activision clearly tried hard to make the Prototype games sell. Gamers simply weren't interested enough.
Seriously, according to some of you, publisher doesn't market the heck out of a game = game failed because the publisher didn't back it. Publisher does market a game = game failed because publisher's expectations were too high. Sounds like publishers just can't win :/
Fuck Activision
Yeah, I use the word "we" loosely.
@lastdual
There's a limit before you start seeing a lessening ROI. When you spend many millions of dollars trying to make a game a larger hit than it is, and very possibly bigger than it even can be, then how is it not your fault when it blows up in your face?
Activision didn't market Singularity, and it "flopped". It would have been just as bad if they had spent way too much marketing it, and they didn't sell enough to cover all that overhead. It doesn't need to be one extreme or the other because both extremes are equally as bad. In an industry that is drowning in its own bloat, it stands to reason that overmarketing something that has never proven to be a mass market hit is even worse than barely marketing at all.
These days, instead of doing that they just gut the fucking studio or crank out DLC constantly.
Gaming was provably better the previous two generations. This generation will be known as the one where the games themselves had moments of brightness, but the industry as a whole went to the dogs.

"Now that we're actually buying less games... software market contracting"
so it's our fault because we buy less games?
well firstly the market isn't contracting, it's expanding. we spend more money on more (different) games year after year. the "middle section" of the market isn't abandoned at all, there are plenty of games doing fine and if Prototype 2 had been marketed as a "mid market" game it's success wouldn't have been seen as a failure.
this April was a bad month for the industry, yet Prototype 2 was the best selling game, so how you can blame the consumer for radical's demise is beyond me.
That said, I rented Prototype 2 and it felt like a poor mans inFamous so I took it back the next day and promptly forgot about it. Not at all surprised it failed really.

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