Quote:
Originally Posted by IanC
But who's fault is it if the sales are low?
Don't invest more resources because the game might not/is not selling well? Well what about investing more resources to begin with, then the game would get 9 out of 10 review scores and guess what... high sales!
In other words; put out a quality product, and people will buy.
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True, but that's limited to all the people who want a
submarine game will buy. Like my summary pointed out, they have to make an educated guess on how many copies will sell, even at the highest quality. They cannot just pour money into a project without expecting a decent return. No one I know would do that with their money.
Quote:
Originally Posted by Méo
However, (although I have no experience in game design) It seems like a U-boat simulation is a very complex project compared to other type of games.
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Exactly, the submarine simulation is inherently a demanding title, and the core audience is very knowledgable and has high expectations, making it tough to achieve the level of sophistication needed.