130°

Why It’s Hard To Make Successful Game Franchises

GamerFitNation: Game franchises are hard to create because they typically happen spontaneously. Sequels and franchises are about creating another game that is placed in the same world, but they continue the story or tell a different one. The problem is that sequels and franchises are created from successful games, and it can sometimes be hard to predict what games are going to succeed.

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thekhurg3949d ago

In my years of gaming it always boils down to the quality of a game, not what game fad is currently going on. If they stop releasing rushed garbage to the stores they'll no longer be wondering why it's so hard to make a successful franchise.

levian3949d ago

In my eyes, single player games are suffering because they feel the need to add multiplayer to justify $59.99.

A lot of single player franchises are suffering in sales, but I think what needs to happen is short 10-20 hour single player liner games need to be priced differently. Same with games that are only online (a game like Titanfall. If they were to be say $39.99 there would be more incentive for people to buy it, and not regret it, or trade it in.

IMO I think the only games that should sell for $59.99 are games with really long play time, like Skyrim or other open world games. Of course, I'm sure most games out there disagree with this, but that's just my opinion.

UNGR3949d ago

Most developers these days lack creativity. They take the CoD mold and think they'll rule the world. Hint hint developers, use your imagination and I'll buy what you got to sell, clone something and I'll beat you over the head with it.

Shadonic3949d ago

Which is why Halo is now only at about 30,000 people daily while COD the game they seem to have taken most of there new additions from sits at about 200,000 +. They sold me a reskined COD with actual story telling and no aiming down sights and false promises ( still waiting on the classic playlist we were promised months before the game released)

UNGR3949d ago

Exactly. Halo 3, and Halo 4 is the difference between 30,000 or 300,000 people playing your game 10 months after launch. And Halo 3 held it's numbers well after 2 years. Halo 4 tanked in numbers back in January now it's just devote fanboys playing. Originality is key next generation, I don't care how good your game is if you carbon copy someone else's game formula you won't see a penny from me.

Theyellowflash303949d ago

It is, that's why I respect Nintendo so much. They have multiple hit franchises:

1. Mario
2. Pokemon
3. Zelda
4. Metroid
5. Donkey Kong
6. Animal Crossing

It's hard to make huge franchises that can stand the test of time and selling millions, but Nintendo has done just that.

ShaunCameron3949d ago (Edited 3949d ago )

Kirby
(Super) Mario Kart
Super Smash Bros.
Pikmin

Yes indeed, though the verdict is still out on Pikmin.

Theyellowflash303949d ago

True, that's how many great franchises they have. You could even include Kid Icarus Uprising in there. The 3DS games sold well over one million units on the 3DS.

admiralvic3949d ago (Edited 3949d ago )

I don't see how you can consider Kid Icarus one, since that series has 3 games and a gap of roughly 19 years between the 2nd and 3rd game. By the same token you would have to consider Punch Out, Mother, Star Fox, Yoshi's Island, Mario Party and to a lesser degree the Mario Sports games too.

admiralvic3949d ago

It's all random with no real rhyme or reason.

Prior to Modern Combat, Call of Duty was a story driven series that was only moderately successful. Now a days it's the top selling game, which seems to happen like magic.

Some games get little to no sales, yet still somehow magically get a sequel. A great example of this would be No More Heroes, which even got a HD port too.

In the end, sometimes the right combo of things happens and a series becomes successful. You don't need good graphics, amazing storylines, quality gameplay or anything definable to hit that point. I mean, look at Earth Defense Force! It just sort of happens, which is great, but you can constantly question why some things got popular (EDF) and other things did poorly (Spelunker HD).

CoolBeansRus3949d ago

A game that runs smooth and has a good set of rules can sell a lot. It's hard now-a-days because the amount of people it takes to make a game and the expense that goes into them is immense. There is a lot of pressure on companies to make their money back that's why there is a call of duty every year, keep the pockets full.

Trago13373949d ago

Simple, overblown budgets and not enough marketing.

90°

10 Most Overlooked RPGs That You Should Play Now

Many overlooked RPGs lie dormant in the catalogues of gaming, but players can pick up their swords and shields with these amazing JRPG hidden gems!

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thenerdstash.com
130°

Syndicate Reboot Servers to Close

Electronic Arts has announced a number of server closures in the coming months, including Apex Mobile and the 2012 Syndicate reboot.

MadLad398d ago

What online functionality did Shadows of the Damned even have?

kevco33397d ago

My thoughts exactly! Some kind of score chart I've forgotten about?

coolbeans397d ago

Syndicate's big saving grace will soon be erased for good. I'll give *some* credit to EA in keeping servers up for 10+ years.

mastershredder397d ago

Oh yeah, an actual cyberpunk game. I have fond memories of the old bullfrog Syndicates.

IamTylerDurden1396d ago

Syndicate was a fun and high quality late PS3 fps that got swallowed in the sea of fps at the time. It was short and it didn't innovate but it had good visuals and fun combat. Starbreeze i believe. Rip Torn and Rosario Dawson.

130°

Rock Band Doesn't Need Plastic Instruments to Work

TheGamer Writes "Harmonix has proven plenty of times it can make Rock Band work without instruments."

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Christopher485d ago

I mean, yeah, but was anyone saying otherwise? The fact is people liked the plastic instruments rather than pressing buttons on a controller. They enjoyed the simulated experience.

isarai485d ago

"Work"? No, but to be good? It's absolutely necessary. Not having the accessories is like playing a lightgun shooter with an analog stick sure it works, but one experience is completely unique and fun as hell, and other is torture trying to make do playing in a way it was never meant to be played

LucasRuinedChildhood484d ago (Edited 484d ago )

"trying to make do in a way it was never meant to be played"

I disagree. The accessories were a fun gimmick (and very marketable) but they were added AFTER the genre had been well established with games like Frequency and Amplitude (both also made by Harmonix).

The gameplay formula is different on a controller - there's a focus on switching lanes and contributing to all of the instruments.

Never played Frequency, but Amplitude and Rock Band Blitz were really good. I would love to get more of that kind of game. It's basically a different part of the genre, and stands on its own.

isarai484d ago

The insurmountable difference in popularity between Amplitude and Rock Band proves my point

LucasRuinedChildhood484d ago (Edited 484d ago )

Popularity isn't proof of quality. If it was, then Harmonix wouldn't be making music for Fortnite now. lol. Our disagreement wasn't over which one is more popular. Amplitude and Blitz just aren't "torture" to play.

Rock Band 4 and Guitar Hero Live failed to revive their sub-genre, and Rock Band 4 caused Mad Catz to have to file for bankruptcy. Doesn't mean that instrument-based music games are bad.

It does mean that there's too much overhead and risk for anyone to take a gamble on a big budget game that needs instrument accessories now though.

For the genre to thrive, for now, it needs to do so without the instrument accessories. That's just a fact, unfortunately.

VR games like Beat Sabre (a new sub-genre) and traditional music games make more sense and are more viable right now.

LucasRuinedChildhood484d ago (Edited 484d ago )

*"If quality is always proved by popularity, then Harmonix wouldn't be making music for Fortnite now."

Yi-Long484d ago

I think CHEAP plastic instruments is THE reason why the instrument-genre ‘died’.

People invested in buying the game AND the peripherals, so the guitar, the dj-set, the drum, whatever, and the experience was absolutely fantastic. Great fun, great music, etc.

But then the instruments would break. A button would stop working, or your hits wouldn’t register, and that kind of hardware failure would end in you not being able to play the game as intended, and thus you not getting the scores you deserve.

So, now you had a great game, but a broken instrument, and nobody is gonna buy a new plastic instrument every 3-6 months in order to keep playing the game.

A solution would have been to release better quality instruments (obviously), at a slightly higher price, so you could have kept the new games coming and the genre alive, but sadly, that didn’t happen.

dumahim484d ago (Edited 484d ago )

The only issue I ever had with any of the hardware was the drum pedal on the original rock band set stared to crack in half. The reason I, and other friends I know who played, lost interest is they weren't putting out new tracks that we were interested in anymore. I think earlier this year I looked through the releases for the last 2 years or so, and there was maybe 3 songs I would have bought.

slayernz484d ago

Yeah I had this happen too with my drum controller, I ended up attaching a metal strip to it which fixed it up nicely.

sinspirit484d ago

Can it work? Yes. Does it compare? No.

monkey602484d ago

Bust a Groove, Gitaroo Man and Parrapa the Rappa were such good games. Neither needed any extra peripherals

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