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The tragic end of Telltale Games

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Re: The tragic end of Telltale Games

#31

I don't get how there is not a general insurance system for people losing their jobs unexpectedly which pays out three months of similar or something similar.

In Europe its called "Social Security"

No, it’s not. In Sweden unemployment insurance and socialbidrag are very different concepts. The latter is very meager and has intrusive checks.

Re: The tragic end of Telltale Games

#33
post #25
post #19

Earlier quoted context omitted.

There is "Unemployment Insurance" in America, and companies have to pay into it for their employees by law. Any employee who no-fault loses their job can draw from it. This company used a "cheat" in the legal system in America for labor where they illegally labeled their employees as "independent contractors", which are treated differently under the law. These contractors aren't "employees" and aren't eligible for un…

The employees had to have known they were contractors though.... at least in my expense that is no mystery.

Well then you have to choose between turning down the job for the chance you'll need unemployment insurance or taking the job because you need a job. The rational choice is to take the job regardless.

Re: The tragic end of Telltale Games

#34
post #15

Sometimes you simply got to let the data speak for themselves: https://imgur.com/a/2tR4WVX It's so strange how the prestige around the brand was not correlated to the sells numbers. It so strange how their demise was so unexpected by the press and gaming communities when the writing was on the wall long ago.

Jesus, I knew their sales had been rocky but I didn't realise HOW rocky. I guess the formula they had for games didn't really pay off across multiple instances.

It's similar to how (in general) an industry-wide theme is that episodic titles have significant sales drop-off in later episodes. Sequels do too, albeit less so and less consistently. This is part of why companies selling episodic games (telltale included) try to sell you a whole season up front.

A big notable example is Square Enix's Final Fantasy 13 trilogy (3 games, FF13, FF13-2, and Lightning Returns), where IIRC sales basically halved on each release - so Lightning Returns sold about 0.25x what FF13 did [1]. (FF13 sold well, so this is at least not completely dire).

You can often make this up by spending less money to develop later episodes & sequels, which was true for both Telltale and the FF13 trilogy - but eventually it's not sustainable anymore.

1: http://www.siliconera.com/2013/11/27/lightning-returns-lowes...

Re: The tragic end of Telltale Games

#35
post #29
post #16

Earlier quoted context omitted.

Reading "who believed the company’s refusal to diversify gameplay had led to creative stagnation" makes me laugh. That would be like a Call of Duty developer or Assassin's Creed developer complaining that the company not diversifying the gameplay leads to stagnation. I can see from an artists perspective why that's annoying. But from an investors standpoint, if you have a profitable, winning formula, you use that for…

"Call of Duty" and "Assassin's Creed" are made by different studios and owned by big publishers I think. Activision and Ubisoft offer different games.

CoD and AC are actually good examples because they are two of very, very few franchises that ship a game every 1-2 years like clockwork, and to do this they have multiple studios working on games at the same time. Assassin's Creed Origins and Assassin's Creed Odyssey shipped roughly 1 year apart and this required separate studios working on them, basically in parallel. At various points in time Call of Duty has been rotating between 2 or 3 different game studios, effectively making totally separate games with the same* branding.

* The branding isn't really the same either, since CoD lacks strong continuity - with Black Ops and Modern Warfare basically being different games with only some shared elements.

Re: The tragic end of Telltale Games

#37
post #15

Sometimes you simply got to let the data speak for themselves: https://imgur.com/a/2tR4WVX It's so strange how the prestige around the brand was not correlated to the sells numbers. It so strange how their demise was so unexpected by the press and gaming communities when the writing was on the wall long ago.

Apparently making the same game over and over (with different intellectual property to tie it up) does not pay off.

Can someone explain more about "making the same game over and over"? I don't know anything about these games. Were they all similar, despite being different franchises?

Re: The tragic end of Telltale Games

#38
post #15

Sometimes you simply got to let the data speak for themselves: https://imgur.com/a/2tR4WVX It's so strange how the prestige around the brand was not correlated to the sells numbers. It so strange how their demise was so unexpected by the press and gaming communities when the writing was on the wall long ago.

The gaming press is more press than gaming; they're often people with writing degrees who are disproportionately fond of "literary" games compared to the buying public.

Re: The tragic end of Telltale Games

#39

Earlier quoted context omitted.

Jesus, I knew their sales had been rocky but I didn't realise HOW rocky. I guess the formula they had for games didn't really pay off across multiple instances.

It's similar to how (in general) an industry-wide theme is that episodic titles have significant sales drop-off in later episodes. Sequels do too, albeit less so and less consistently. This is part of why companies selling episodic games (telltale included) try to sell you a whole season up front. A big notable example is Square Enix's Final Fantasy 13 trilogy (3 games, FF13, FF13-2, and Lightning Returns), where IIR…

I can't help but think there's some truth to all the talk about people growing tired of the same mechanics being used in essentially every Telltale game after the first series of The Walking Dead. Going from personal experience, it was a hell of a ride the first outing but it grew pretty samey even when new settings and stories were applied to it.

Re: The tragic end of Telltale Games

#40
post #15

Sometimes you simply got to let the data speak for themselves: https://imgur.com/a/2tR4WVX It's so strange how the prestige around the brand was not correlated to the sells numbers. It so strange how their demise was so unexpected by the press and gaming communities when the writing was on the wall long ago.

Apparently making the same game over and over (with different intellectual property to tie it up) does not pay off.

It seems to work for most AAA games.. In fact they usually dont even bother changing IP

eg. assassins creed series, farcry series, call of duty series, madden series, etc. etc.

Look at the ridiculously popular battle-royale games like fortnight.. They are pretty much clones of each other, and that gameplay has been done (better) decades ago.

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