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CaptStubing I think you must read my post again.
Let me repeat: Profit is a relevant concept. 1.000.000 euros might be nothing for multi-billion Microsoft corporation and thus not find a reason to make a product with such profit, but on the other hand it might be the dream of many-many...many people in the world. I guess there must be more than 6.000.000.000 (yes, six billion) people in this earth that would dream of making a million euros out of 10 years work. Therefore I guess you understand that there will always be room for those who have the skills to make a flight simulator. It's the skills that are missing from the gaming industry to produce a new flight sim, not the small profit that comes of them. Closing this post, I will agree that there is not much room for bad flight simulators. And that's why game companies do not risk their money on them easily. They know they can publish a bad sports game (I really wonder what kind of creatures buy EA's sports games lol), or a bad RTS game and sell millions of copies, but they also know they can't sell a bad flight sim. |
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You might not know this but in the gaming industry Developers ie OM games in this case very rarely fund their own projects and products. Some have back in the day but there is quite a bit of risk to building a game for a couple years and then trying to get it to sell. In short Publishers fund the games. They typically have the IP that will drive a game. Developers often pitch ideas based upon some technologies they've developed and or past games they've had success in developing. Publishers will then Fund the project and the developers just like with any project march to their orders. This isn't always the case but its a pretty commmon approach these days. There are a few exceptions. ID and Valve come to mind. These guys have the horsepower to go to their Publisher and tell them they are working on a sequal to say Quake or Halflife respectively. Thats why when they are asked for deadlines etc they don't typically answer. This may be happening with IL2but I sort of doubt it. With all that said I used WOW to illustrate two points. 1. Just how small our community really is. Even if IL2 and all their Products sold 600,000 copies it's a drop in the bucket compared to the Volume of Product sales and Revenue for WOW. 2. Publishing Giants such as UBI and Vivendi Games look at those successes and they will and dictate what a developer like OM can produce. There is a reason why OM can pitch the idea to a UBI and they listen given his success with the IL2 series however it doesn't mean UBI will listen. His numbers are tiny in comparison to other Genres and Game types. |
The only thing I wanted to point out with a lot of work and a maybe not so good example is that your equation (your point 1.) is wrong as you initially put it. ;)
A market for a massive-multiplayer-game like WoW CAN never be the goal for a game that was originally intended for an offline-game with multiplayer-ability. Just as a tactical shooter like Rainbow6 can never compete with games like Quake and Unreal, though these genres are a lot closer related than Roleplaying and Flightsimulation. Any trial to create a chimera of both is doomed to fail (RB6 Lockdown/Vegas, for example). As you posted, Flightsims are a niche-product. That's not as bad as you may think, though, considering that UBI saw the potential of IL2 pretty soon and secured their rights on the SoW-Engine. |
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