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Message started by MoshfieldAsylum on 08/17/16 at 05:55:41

Title: Newest Jaffe Interview
Post by MoshfieldAsylum on 08/17/16 at 05:55:41
http://venturebeat.com/2016/08/11/veterans-show-how-to-do-a-game-publishing-deal/

What do you all think of this gem of a quote?  ;D

"I’ve seen a number of teams, ones I’ve been on and ones I’ve been peripheral to, who don’t seem to get that your marketing and your support from the publisher toward the end is in direct relation to how good your game is. All the marketing in the world won’t help a game that doesn’t have a commercial hook and doesn’t have good execution. I don’t think a lot of developers get that. It’s very easy to fall into a mentality of, “We’re doing a game with Sony. Uncharted had this and that and the other. Why didn’t we have collector cups at Subway?” Well, it’s because Twisted Metal isn’t as potentially lucrative as Uncharted. Just fucking deal with it. That’s Sony’s choice to make."


Title: Re: Newest Jaffe Interview
Post by Magnum on 08/17/16 at 11:36:39
That's funny.  I can't super size my meal at Subway either.

Last I checked, the commercial for the game I purchased never dictated how the game play was.

If I get that collector cup at Subway, will the network errors go away? Ohhh wait....   

Title: Re: Newest Jaffe Interview
Post by Muddeh on 08/23/16 at 02:42:54
What a load of shit. Aside from it being subjective what makes a game "good" to begin with, it all really comes down to money, and if the publisher believes they will make a return on investment for putting funds into marketing and support. Every time I've logged into Steam the past week, promos for no No Man's Sky pop up and are shoved down my throat. The game is getting utterly roasted, but it's clearly turning a massive profit nonetheless.

The Twisted Metal reference is pretty hit and miss as well, since Sony did invest a lot in various promotions and marketing up until release, but support by the time the game went live vanished. They neither dropped it early, nor committed to milking out what they could out of it. It could have been patched into a far better product, or at least tweaked quicker, but it didn't happen, and Sony shot themselves in the foot. There were a number of factors involved, but it is sound to say that Sony's own perception of it not being as potentially lucrative was a primary reason the game struggled to generate revenue past launch.

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