How much did Duke 3D: World Tour sell?
#1 Posted 01 December 2016 - 06:27 PM
#3 Posted 01 December 2016 - 11:18 PM
Hell, I own three copies of it.
#5 Posted 02 December 2016 - 07:51 AM
#6 Posted 02 December 2016 - 04:09 PM
#7 Posted 03 December 2016 - 07:20 AM
http://vgsales.wikia...ideo_game_costs
Quote
Leading on from this, an Ubisoft executive gave a breakdown of the company's average development costs per game - with a DS title costing between 500,000 to 1,000,000 euros ($785,000-$1.57m), PS3/Xbox 360/PC titles averaging 12 million to 18 million euros ($18.8m-$28.2m) to create for all 3 SKUs, and a Wii game expected to cost 5 million to 6 million euros ($7.8-$9m) to develop.[4]
I would assume that the cost of making WT was closer to developing a game for the DS. Even so, big companies just don't make games for cheap.
#8 Posted 03 December 2016 - 03:56 PM
#9 Posted 03 December 2016 - 07:52 PM
They could have done just about anything else and it'd be more profitable. Outsource a remake of Duke3D on the scale of Reloaded, a kind of reimagining expanded game that carries the same themes, basic environments, and style. Port the games that haven't been touched since their original releases like Time To Kill and Zero Hour. Do a small Manhattan Project style side-scroller in UE4, hell after Rad Rodgers get Interceptor to do it. Of course all of these ideas wouldn't occur to Gearbox because that'd require at least a fragment of brain power.
On the other hand this sort of promotion could well be leading up to a new Duke game all together. It isn't exactly uncommon nowadays for developers to have little tie-ins, re-releases and other small scale titles done prior to an announcement of a AAA style game but if what they've done so far is a reflection of where they're going I'd rather not have it at all.
#10 Posted 04 December 2016 - 12:50 AM
Matthew, on 03 December 2016 - 03:56 PM, said:
I don't think lack of content was the problem. Don't forget that there are thousands of free maps on the internet, a fair number of which are at least as good as the maps in WT. Besides, if they built it up more to be a full-sized game, then it would have been reviewed as a full-sized game, which would perhaps put it in a more negative light than a simple bonus episode.
#11 Posted 04 December 2016 - 01:12 AM
#12 Posted 04 December 2016 - 01:54 AM
brullov, on 04 December 2016 - 01:12 AM, said:
Hmmmm... I feel that some of levelord's older work feels more rushed than his new maps... Movie Set and Rabid Transit in particular comes to mind.
Anyway, I agree that they shouldn't have put the effort into the new renderer as we already have eduke32... Instead they should have given us more maps... at least 3 more so the episode would have the same size as all the other official Duke episodes (minus LA Meltdown off course).
This post has been edited by axl: 04 December 2016 - 01:55 AM
#13 Posted 04 December 2016 - 10:11 AM
brullov, on 04 December 2016 - 01:12 AM, said:
Disagree. The more I play the maps, the more I realise how wonderfully crafted they are. Levelord always had been the second banana, but his maps here are much more detailed, better thought out, than let's see... his E3 maps. Also Allen did a great work with Golden Carnage as well, it's just every bit as good as his best original levels, sometimes I felt it was made in 1998, when he first envisaged a level for the upcoming DNF, and created it for DN3D first.
There were a few nitpicks of course, like the badly placed machine ambience sounds in Red Ruckus, the one-way teleport in Bloody Hell, the problematic path of Reconcars in Golden Carnage, and the lack of backtrack openings in Tour de Nukem, despite 2 obvious places were there, but they are jus nitpicks, not game breakers at all.
This thing should have been released for an advanced EDuke32 with the improved Polymer, and the addition weapon/monsters, of course without the ugly mishaps of the coding. Randy would be hailed by the fans if he did this in the right way, although on the long term, this thing will be remembered positively, and probably the new maps might inspire new user levels or episodes as well.
This post has been edited by Nancsi: 04 December 2016 - 10:12 AM
#14 Posted 04 December 2016 - 10:32 AM
Sales for Play Station up to 5. Nov. 2016
http://www.vgchartz....ld-tour/Global/
Sales for XBox 1 up to 5.Nov. 2016
http://www.vgchartz....ld-tour/Global/
and current sales from Steam
http://steamspy.com/app/434050
Total 42000 units.
#15 Posted 04 December 2016 - 11:02 AM
#16 Posted 04 December 2016 - 12:29 PM
I hope the latter makes enough to warrant another one; maybe not necessarily Bombshell related, but something brand new.
This post has been edited by HulkNukem: 04 December 2016 - 12:29 PM
#17 Posted 05 December 2016 - 11:29 AM
HulkNukem, on 04 December 2016 - 12:29 PM, said:
I hope the latter makes enough to warrant another one; maybe not necessarily Bombshell related, but something brand new.
As for WT:
zero in, zero out
#18 Posted 06 December 2016 - 06:01 AM
Hank, on 04 December 2016 - 10:32 AM, said:
Sales for Play Station up to 5. Nov. 2016
http://www.vgchartz....ld-tour/Global/
Sales for XBox 1 up to 5.Nov. 2016
http://www.vgchartz....ld-tour/Global/
and current sales from Steam
http://steamspy.com/app/434050
Total 42000 units.
That said, I think it's a reasonably safe assumption to make to say that Devolver Digital did a lot better out of Megaton Edition than Gearbox did here.
#19 Posted 06 December 2016 - 10:40 AM
The Kins, on 06 December 2016 - 06:01 AM, said:
That said, I think it's a reasonably safe assumption to make to say that Devolver Digital did a lot better out of Megaton Edition than Gearbox did here.
True. They say so in their methodology brief.
http://www.vgchartz....methodology.php
My post was simply to suggest another game gone down the sewer.
As for Devolver, humbly disagree. They did not try to make a new episode. Sure, Gearbox failed here, but even including my own sardonic comments about them, I do respect them for at least trying, and hopefully fixing up their blunders in due course.
This post has been edited by Hank: 06 December 2016 - 03:39 PM