I wonder if there is still going to be a Concord episode in the upcoming animated videogame-themed TV show “Secret Level”. A month ago, this was confirmed, but at that point, it wasn’t decided yet whether Firewalk Studios would be closed.
If the work was already done to make the episode I think it should still be included. The artists and animators for it shouldn’t suffer because the thing their story was based on flopped.
“Certain aspects of Concord were exceptional,” Hulst continued, “but others did not land with enough players, and as a result we took the game offline. We have spent considerable time these past few months exploring all our options [and] after much thought, we have determined the best path forward is to permanently sunset the game and close the studio.”
But why? Did they actually think it was going to cost more money to keep the servers running than it would bring in? What’s the opposite of the sunk cost fallacy?
Matchmaking took upwards of 10 minutes. Maybe they could capture a core audience but all that waiting would alienate even more people. Increasing the wait time even more. They could have invested more money and re-release it, but how much money would it take to overhaul the game. And there is no guarantee, that a 2.0 would be played more. So giving it up is probably the best solution, not burning even more money. Keep in mind, it costed about 400 million $ to make.
These companies really need to learn the private server model. How is your game ever going to get up enough players to be popular when you’re financially incentivized to bail as soon as possible? Put up some public servers for players to hop on, put out a private server, and let people do their own thing. You can still monetize DLCs or even go the route TF2 went and release paid items and loot crates.
People are still playing TF2 and still spending money in the item shop. They definitely wouldn’t be if Valve had bailed on it entirely the first time they had a slump in their playerbase.
That’s kinda a weird take, since the private server model was the only model until 10 years ago or so. Companies definitely know it. It’s just not financially efficient comparing to benefiting from economies of scale with hosting. Plus you don’t lose a ton of money or piss of players if you over or under estimate how popular the game will be.
Had they gone with private servers here, they would have lost even more money than they already have. The problem here is they spent too much money on a game no one wanted to play, chasing a fad that ended before it launched.
An opportunity cost is the opposite of a sunk cost apparently: https://money.stackexchange.com/questions/46042/what-is-the-opposite-of-a-sunk-cost-a-sunk-gain
lmao, to think this game costed four times as much as APB is crazy. That game was the definition of “publisher throwing money at a single project until something fun comes out” and it was fun. How do you not accomplish that at four times APB’s budget?