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High stakes of this generation: 1.5 million sales not successful.

Story here.

This was moderately... wow. Before, selling a million copies of something was a big deal. "Good job! Amazing!" As a firm reminder those days are gone. As David Jaffe said:

"Let's put it this way: it's really, you're at a whole new level, and it's not scary in the sense that I want to get out of it, and walk away from the problem, but it really is amazing to look back at, say, Twisted Metal 1, and go, "OK, we were selling that for 49 bucks, and that cost about $800,000 to make." And we sold 1,000,000 copies, and we were just like, "Hell, this is great!" And now you look at selling a million copies of a title that's going to cost 10, 15, 20 million (to develop), and you're like, "Man, I hope the low end is a million copies!" Because if it ain't, you're screwed!"

Well, we know know however much Eidos put into Tomb Raider this last go round, 1.5 million in sales wasn't enough to meet their sales expectations. Did they break even or acheive any sort of profitability? Not sure. But not meeting expectations/sales goals is seldom a good thing.