Art Vandelay
Prophet
Plus crpgs have usually been slow burners, rather than quick sellers, I'd imagine it selling well in the long run.
Wouldn't count on it...
Plus crpgs have usually been slow burners, rather than quick sellers, I'd imagine it selling well in the long run.
Seems like they've sold at least 200,000 units. That's more than D:OS had in the same amount of time: http://www.rpgcodex.net/article.php?id=9519
Divinity almost certainly had a larger development budget than Pillars, though it's true that they did not do nearly as much traditional marketing.
Divinity almost certainly had a larger development budget than Pillars, though it's true that they did not do nearly as much traditional marketing.
You mean, from the company itself?
Not necessarily. If there's one thing Dragon Age: Origins proves is that issues with the UI are a matter of comfort, the game can always be made piss easy on top of any other adjustments.Until PoE goes on the console....
That sounds ... difficult.
Divinity almost certainly had a larger development budget than Pillars, though it's true that they did not do nearly as much traditional marketing.
You mean, from the company itself?
The budget? Yes.
I mean, use common sense. Larian developed their own engine from scratch. They began work on the game all the way back in late 2010, or early 2011 at the latest (source). It has multiplayer support. It has an editor. It has a seamless 3D world with all sorts of simulated interactions and physics effects. And they're in Belgium, not a cheap country by any means. Of course it cost more to make than PoE did.
And it's already approaching profitability, Larian boss Swen Vincke told Eurogamer. Divinity: Original Sin cost around €4m to make, following a successful Kickstarter that raised just under $1m. [source]
Not known already, no. The true D:OS budget turned out to be 4.5 million euros btw: http://www.pcgamer.com/how-divinity-original-sin-almost-bankrupted-larian-studios/
But that budget overlaps with Dragon Commander as well
Larian initially had 1.5 million Euros to spend on Divinity: Original Sin and hoped to build it on a budget of 3 million. In the end, the studio spent 4.5 million Euros.
This cuck thinks that beating a mobile game company and Literally Whu of WRPG developers (I had never even heard of Larian before D:OS) is some kind of achievement from the third biggest WRPG developer of the 2000s These are people who made the sequel to Fallout 3 and worked with the South Park and Star Wars lisences, they try to compete in sales with the peoplle who made Skyrim and Mass Effect. Selling a few thousand copies more than the company who was previously known for such hits as "Super Stacker" and "Shape Shape" is not a victory, it's an embarrasment.I am of course super-pleased that the max concurrent users is more than twice as Wasteland 2's max and almost twice as much as Original Sin. Urquhart showing Fargo and Vincke how it's done.
Seems like they've sold at least 200,000 units.
That's true, but PoE also didn't have 'Early Access backers' like WL2 and D:OS.To put some perspective on things I think the initial kickstarter number of backers should be taken into consideration to see how the game is doing.
And it got 3,98 million on Kickstarer (+their own backer thing), while Original Sin got 0,94. And PoE got more advertisement and press visibility. Even people like Angry Joe covered Pillars of EternityDivinity: Original Sin had 19,541 backers.
Pillars of Eternity had 73,986 backers.
And it got 3,98 million on Kickstarer (+their own backer thing), while Original Sin got 0,94. And PoE got more advertisement and press visibility. Even people like Angry Joe covered Pillars of EternityDivinity: Original Sin had 19,541 backers.
Pillars of Eternity had 73,986 backers.
So before PoE outsells DoS by 4:1 margin, it hasn't even broken even. The ratio would need to be even higher for it to be considered a bigger success than Divinity.
But that budget overlaps with Dragon Commander as well
Source?
Logic.The same people made both games.I don't see why and where different budgets will be spent.They don't have other studios,developed the games simultaneously and no different personal ,as I see in credits all the same names to the corresponding roles
I would suspect that a large number of those initial concurrent players come from backers so it's hard, in my opinion, to judge just how well the game is selling.
Most of that probably coming from cities. Still, the game seem to be selling well. Pillars boxed copys were sold out at several german online retailers including amazon (at least for a while).Paradox Interactive has announced that Obsidian’s Pillars of Eternity and Colossal Order’s Cities: Skylines have collectively generated $18.5 million in revenue within the past three weeks. Earlier, it was Cities: Skylines that held the honour of being Paradox’s fastest selling game but Pillars of Eternity very nearly topped it.