Yeah, I'm a Rivers fan. I love that he shit talks to guys twice his size. I remember during the Broncos game, a Bronco DT gave him an extra shove. Rivers popped up and what butting face masks with him. Also, he has awesome bolo ties.
Which is why I hate Josh McDaniels, he stole away from us the Cutler-Rivers rivalry. It was already so great and it was just beginning. They're the biggest jerks who ever played the QB positions. Let me re-iterate, **** you Josh McDaniels.
38 Studios spent $118 million in the period between its founding in August 2006 and the end of 2011, before it began to take in any appreciable revenue from the release of Reckoning. When the role-playing game finally hit shelves it sold 1.3 million copies. For the company to make back its $28.7 million advance from Reckoning publisher Electronic Arts and begin to receive royalties, sales would have had to surpass 2 million.
Less-than-anticipated revenue from Reckoning and drying investor interest left the company unable to cover massive expenses laid down for research and development on Project Copernicus--$104.5 million as of March. That figure did not surprise National Alliance Capital Markets analyst Michael Hickey, who said a typical high-end MMO game will take "north of $100 million" to bring to market. The studio's six years of work and a development team of 400 (some of its hiring was encouraged by state loan job creation stipulations) raised the stakes for the project's success.
Kingdoms of Amalur's performance is just as responsible as the MMO for their demise.
MMOs are the most expensive kind of games to produce. KoA simply underachieved, Copernicus was a disaster.
KoA didnt underachieve at all. it sold WAAAAAAAAAY more copies (~2 million) than most new IPs of its type sell. the devs simply way over spent developing the game, and had completely unrealistic sales expectations.
38 Studios spent $118 million in the period between its founding in August 2006 and the end of 2011, before it began to take in any appreciable revenue from the release of Reckoning. When the role-playing game finally hit shelves it sold 1.3 million copies. For the company to make back its $28.7 million advance from Reckoning publisher Electronic Arts and begin to receive royalties, sales would have had to surpass 2 million.
Less-than-anticipated revenue from Reckoning and drying investor interest left the company unable to cover massive expenses laid down for research and development on Project Copernicus--$104.5 million as of March. That figure did not surprise National Alliance Capital Markets analyst Michael Hickey, who said a typical high-end MMO game will take "north of $100 million" to bring to market. The studio's six years of work and a development team of 400 (some of its hiring was encouraged by state loan job creation stipulations) raised the stakes for the project's success.
Kingdoms of Amalur's performance is just as responsible as the MMO for their demise.
MMOs are the most expensive kind of games to produce. KoA simply underachieved, Copernicus was a disaster.
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