1) take a Intellectual Property that has a large fan base
2) get bought out by Microsoft
3) make a game "based" on the IP of #1
3a) Totally ignore the IP of the game
5) Profit! um no
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1) take a Intellectual Property that has a large fan base
It didn't have that large a fan base. It was good fiction and an interesting background, but outside of the pen&paper RPG realm, nothing.
2) get bought out by Microsoft
Probably the best thing they did. They parlayed their strong-in-a-weak-market properties into a leap into the new-potentially-more-profitable-video-game-market, banking on their nerd-cred.
3) make a game "based" on the IP of #1
If you don't make the games, the IP dies. I mean rots further.
3a) Totally ignore the IP of the game
Aha, here is your actual problem with the equation. Imagine you are a game designer. You are handed an IP that was popular in the geek crowd 10 years ago. You pitch a few ideas and the corp you work for picks the multiplayer FPS idea since they seem to be popular. Oh shit. Now you have to make it.
5) Profit! um noThey were dealt a bad hand and did the best they could with it. Considering they got a 66 (average, not great not ( ... )
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