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And then what actually happened was that by the time it hit Steam, all the hype was dead and the game performed so badly a SECOND time that it went 50% off within its first week.
That kind of failure would be a lesson that even the greediest of penny pinchers wouldn't forget. I doubt even Gearbox is dumb enough to risk a repeat of that nonsense. BL as a franchise is in a bad spot and if they can't hit it out of the park with a 4th game then its probably dead for good, so you can expect them to try and go fairly safe with their decisions this time around.
Borderlands 3 sold well beyond expectations, Epic Games has revealed.
Speaking to PC Gamer in a new interview earlier this week, Epic Games Store general manager Steve Allison revealed Borderlands 3 had surpassed sales targets. It's apparently "just crushed, like, well beyond the expectations of the developers and the publishers," Allison said.
Black Myth Wukong, a brand new IP from a completely unknown dev, has sold 4.5 million and has only been out a day. Palworld, also a new IP albeit a knockoff, sold 7 million in its first 5 days.
Borderlands 3 was the 3rd entry in what was at one point one of the most powerful IPs in gaming. The franchise that quite literally birthed the looter shooter genre. 5 Million for a game with that kind of backing is ♥♥♥♥♥♥♥ abysmal no matter how you spin it. And if you actually look at the articles from when it launched and the aftermath of said launch, you find out that in spite of what the EPIC STORE MANAGER who would obviously be trying to paint the sales in the best way possible stated, the OPPOSITE is true from the mouth of the team itself.
As per Eurogamer's report on the matter of the bonuses:
"That's according to a report by Kotaku, whose sources say Gearbox employees will no longer receive the high royalty bonuses promised throughout development. The news was apparently broken yesterday by CEO Randy Pitchford, who said developers would now receive much smaller bonus checks than the ones expected (which in some cases were supposed to go into the tens or hundreds of thousands). The reason given was that the game had been more expensive than anticipated, combined with significant company growth and off-base sales projections. The increased expense was likely caused by a technology swap between Unreal Engine 3 and Unreal Engine 4 mid-way through development, along with a 2K deal which meant Gearbox needed to first recoup both Borderlands 3's $95m (£76.6m) budget and the DLC budget (for a combined total of nearly $145m or £112m) before the studio could receive royalties."
If you haven't noticed, just about every single followup game nowadays surpasses those that game before it exponentially. That's because in the time between the last entry and the modern ones the gaming audience has grown EXPONENTIALLY larger. When BL2 launched in 2012, the gaming industry as a whole was worth around $68 billion. The gaming industry in 2020, when BL3 launched on Steam, was worth $159 billion, well over double what it was 8 years prior. And even the year prior when it launched on the EGS it was worth $151 billion; still well over double. Saying "its the best selling one in the series!" is hype nonsense that means nothing. Friendly reminder that Diablo 4 is the best selling game in the Diablo franchise, and the most profitable game in the franchise is Diablo Immortal. Both of which are the most disdained games by the collective community OF the franchise. This phenomenon will ALWAYS be the case until we hit the point where the gaming industry plateaus in potential audience growth.
Borderlands 3 was eventually profitable, but that profitability took well beyond its first year to achieve and the Epic Games deal neutered its efforts severely. That is why the franchise seemed to slow down so drastically after 3 dropped and we ended up getting filler ♥♥♥♥ like TTW instead of leading into a proper follow up. It was too expensive and didn't make nearly as much money as they were expecting it to. For a game with a name as powerful as Borderlands behind it, that's pitiful.
Perhaps I used the term "failure" too flippantly. I didn't mean to imply the game didn't become profitable in time. Just that it radically under-performed compared to what they were anticipating, and that remained true throughout its life-cycle. Over the past 4 years on Steam, its only sold 4.1m copies, and thats with the price being slashed as low as $6.
A Borderlands game should have performed substantially better, objectively so.