![]() ![]() Are there really not enough gamers that want to play that kind of game? Is it genuinely that it's the power curve on Steam is so steep indeed and if you don't hit the big sales at launch, you are doomed to tiny sales. We just wanted it to make its money back which is probably about 50,000 players. We never expected it to sell millions of copies, that was never the plan. People might say the game wasn't very good they might ask why we'd move away from our core audience with Prison Architect. I can't give you anything more insightful as to why it didn't do well. That's just the environment we are in now. “The other one is that with the current standard people expect from games – so much comes out, most of which fades into oblivion. The working theory for us is that potentially a lot of players watched the YouTubers and consumed the content that way. It's about exploration and the environment rather than there being a huge amount of skill. I wonder if that's because Scanner is a single playthrough experience there's not a huge amount that you do, there's not much player choice. We absolutely did not experience that with Scanner. ![]() We assumed there was this magic 1:1 mapping between YouTube sales and video game sales. #SCANNER SOMBRE STORY SERIES#If you have one of the big channels running a video series on you, I'd see a spike in sales. Spending money outside of YouTube was really ineffective. “The marketing campaign was strong and I wonder if this was the problem because the only thing that we had ever found that moved the sales needle for Prison Architect was YouTubers. Now there are other games that have given us a lower score but we accept them. #SCANNER SOMBRE STORY PC#We have 80s from the likes of PC Gamer – if they're saying your game is 80 per cent you know you have done well. If you look at its review scores, they're a little bit divisive. “With Scanner, it's very difficult because everything kind of went well. “We've had flops in the past, and I've always been able to point to things that I thought were the problem,” managing director Mark Morris tells PCGamesInsider. To put it lightly, the exploration-focused Scanner Sombre absolutely bombed, with the game selling 7,500 copies in its first three months on sale. The studio’s previous release had sold in the region of two million players and generated well over $19m in sales.īut Introversion’s next project was anything but a financial success. In my opinion, there is nothing wrong with a sale or a bundle.After the success of Prison Architect, the success of developer Introversion Software’s following title was something of a sure thing. ![]() ![]() 99 is worth to one, must decide everyone for itself. Whether a play time of approximately 3 hours 9. Even less would be a pity and more could have become monotonous in the long run. The playing time is appropriate and I don't think it should have been much longer. The sounds and the music also fit well into the overall concept. Everything is so simple and colourful and yet the game manages to create a constriction in confined spaces and tunnels and a depressing loneliness in the wide caves and caverns. After almost 3 hours I finished the game and can say:- The story is quite thin- Horror it's also not- The content consists of walking and scanning- It's very straightforward and if you scan everything well, you can't get lostThe list sounds quite negative, but now comes the great BUT! the atmosphere that is conveyed here is really great. In the end, I decided to give the game a chance. I found the screenshots very colorful and the description was also not very tempting. I wasn't sure if this was really a game I could enjoy. I received Scanner Sombre from a bundle and left it lying around for a long time. ![]()
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