
In March 2020, things were about to change – but not in the way they were expected to. EA has released 9 large expansions already, yet 12 are expected until the end of The Sims 4 lifecycle.Įven though this strategy keeps current users feeding them with each DLC, it doesn’t do much in the way of attracting new ones.
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Instead of releasing a new game every two years (like most AAA game sequels), they were keying on setting solid foundations with a solid base game and then update and add new content with expansive (and expensive) DLCs. They’ve always controlled the Life Simulation genre they’ve created and aren’t going anywhere, anytime soon. The Sims is pretty much alone in its own market, there’s not much of a competition to worry about (until now with the upcoming Paralives). Instead, Maxis and Electronic Arts opted to keep releasing mostly cosmetic but expensive DLCs. Why are people playing it again? What changed in The Sims 4 and how come that this dinosaur is not yet a fossil? What led to this resurgence of the stale-genre game? Who plays it and how? The rise of an oldieħ-year-old games are considered old by videogame market standards.Ī sequel was due for some time now, but it never came. Devolver: Behind the Scenes.The 7-year old game is apparently making a comeback.What does the failure of Onlive teach us? – article.Germany launches a € 40 billion plan to try to recover from its great green energy failure.Cameron confesses to having feared the failure of ‘Titanic’.A new thermal plant adds 1.1GW more of coal to the great German ‘green failure’.
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The success of Prison Architect is somewhat offset by the failure of Scanner Sombre. The goal has always been to recoup the cost, but Morris and Delay doubt that they will. So a smaller project like Scanner Sombre was more engaging than another, bigger game. On the one hand, there was a kind of “burnout” after all the years spent developing and supporting Prison Architect. You should have done Airport Architect or Parkitect.’ But there’s a good and legitimate reason why we didn’t, “explains Morris.

“People will mock us and say, ‘You have Prison Architect. Neither the quality nor the reputation of the studio saved the title from failure.

It also doesn’t help that Scanner Sombre has mostly positive reviews. Morris adds that with sales of around $ 50,000 you could be in the top 15 percent, which is “pretty crazy”. “Our sales numbers, bad as they are, put us in the top 25 percent of all Steam games at the time,” says Delay. On the first day of sales, the game made it into the top 10 sales charts on Steam, which, given the overall sales figures, suggests that it doesn’t take many sales to find a spot. I mistakenly assumed that this would allow a minimum number of people to watch our next game, so I thought that numbers like that would be impossible, “he explains. Our last game was over two Sold a million copies. However, the title only sold 6,000 times on Steam in two months: “It’s not that I’m arrogant and think we’re the best people in the world or something. I didn’t think it was possible,” says Introversion’s Creative Director Chris Delay.ĭelay and co-founder Mark Morris hoped that the success of Prison Architect, which had sold over two million copies by July 2016 and generated around 25 million dollars in revenue for the British studio, would have a positive impact on the new Sombre scanner project. The last Sombre scanner released by Introversion (Prison Architect) was a failure for the studio. Scanner Sombre: Introversion’s newest game was a failure
