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Either that or they want their backcatalog to look like a Hieronymus Bosch painting.
Push things out to make quick cash. That only works once or twice before people stop giving them money.
Sure, some people will still buy but it's looking like Deep Silver have shot themselves in the foot with regards to a few people.
I think it's interesting how clueless these European publishers are.
CD Projekt are decent enough. They haven't tried to screw their players over "yet". I say "yet" because while they have been good to us that play their games so far, things can always change.
I don't imagine that MOST developers go out of their way to screw people over. Usually support is lost because the team that made the game is disolved, the publisher says no or the game already cost them more than it's made them.
It would be nice if they could send one or two people over to fix things up more often, but I really don't think that's a case of any particular nationality.
/sadface
It's kinda how the publishers like it, most of the time anyway. Most people have always thought the publisher and developer were one in the same, or that it was some team affair or something.
Afterall, most games start up with a series of splash screens that are like OMG THIS HUGE NAME LOOK AT THIS FANCY INTRO AND THIS NAAAAAAME (and then a little screen full of 80 odd symbols and logos with all the middleware and codecs and studios involved and then maybe the developer a bit bigger in a corner somewhere).
It's not always that way, but generally the publisher comes first and has the larger, fancier and more memorable splash screen.
As a result many kids through the late 80's and early 90's thought every friggin game ever was made by Nintendo or Sega thanks to their hardware splash screens on game's starting up.
To be fair, during the early 80's on my 2600 I thought every game was made by "please insert cartridge".
My console was so stiff I had to take a running leap to hammer it in. If I just placed it in nothing happened.
Crazy, may have been one of those knockoff systems with shoddy manufacturing.
I had and still have the Sears Tele-Game console, it never had any problems like that. Or really any problems come to think of it... But I guess that's what happens when the hardware is LESS capable than some of today's toasters in a very literal sense, nothing really to go wrong that isn't a physical defect.
It's an amusing console though, I found that a number of incompatible cartridges actually do work if you pop the cartridge open and stick the board inside into the console. You certainly don't see that with modern hardware.
More than likely. My brother got it off someone he worked with on the cheap. It worked ... sometimes. But I was only a youth then so it didn't bother me too much.
If a Deep Silver exec steps in and decides to make the game "appeal to a wider audience" they mean producing a totally different game, abandon existing fans opinions thinking many will just buy it anyway. DS then hide from view when the game launches.
It's a very short sighted approach though - fans get burned the first time, then become very wary of future titles. As DS seem to be building a reputation for this, it's not going to help their upcoming titles.
It's even worse in situations like this where the IP is handed to DIFFERENT developers and the publisher is still dead set on controlling th project.
Sacred 1 and 2's devs were long defunct and separated by the time Deep Silver handed the IP off to a new company.
I think the biggest issue is honestly how often publishers do retain rights to franchises. Especially when they essentially initiate a hostile takeover of the developer, take all their property rights, make demands to change the series, said changes cause the game to be a pitiful failure so they CLOSE the original creator's studio and hand the IP to a new studio to start the cycle again.
That happens almost constantly. Publishers REALLY need to let developers keep the rights to their creation, it makes them work all the harder on it being that they know its theirs and theirs alone. Taking ownership of an IP away from them just means that now not only are they working on someone else's world technically, but they don't have final say on anything so they're less likely to run with what they believe it needs.
These days more than ever the difference is becoming more obvious with indie development teams creating massively successful games that, while simple, show all the heart they put into it and how much harder they work to keep it supported. Not always, there's money grubbers in the indie market as well, but the difference is when they screw up their entire operation goes down as opposed to them just closing a studio and moving on to their next prey.
They got a taste of success (money) and have fallen into the trap of trying to make quick money at the expense of their products since they now have brand recognition. Most game developers do this and Valve is the king of it. Sadly it works because gamers by in large are terrible consumers.
All you can do is move on and not let the natural cycle of business worry you.
Sad but very true.
A lot of gamers will throw money at just about anything.