PS5 Horror Quantum Error Isn't Out Yet, But It's Already Making a Profit

Gamernyc78

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Gamernyc78

Gamernyc78

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Don't know how it's selling but damn n starting off rough.
 
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Doncortez77

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It is likely that the game had a low budget and was developed with a small staff. I came across an article mentioning that the game was created by four brothers. Although I have no plans of purchasing this game, I hope that the developers can accept constructive criticism to improve their next release.
 
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Gamernyc78

Gamernyc78

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It is likely that the game had a low budget and was developed with a small staff. I came across an article mentioning that the game was created by four brothers. Although I have no plans of purchasing this game, I hope that the developers can accept constructive criticism to improve their next release.
I hope so too but damn the game is just a travesty. No Mans Sky was a very small dev studio too and they turned things around but didn't score this low but we shall see. 47 is just broken low and just being four ppl isn't a good excuse. A few small studios even got 90 metas.
 

Doncortez77

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I hope so too but damn the game is just a travesty. No Mans Sky was a very small dev studio too and they turned things around but didn't score this low but we shall see. 47 is just broken low and just being four ppl isn't a good excuse. A few small studios even got 90 metas.
Ember Labs had a staff of 39 members and they did an excellent job with their first entry, Kena Bridge of Spirits. Hello Games, on the other hand, has a staff of 37 (including 35 developers and 2 admins). TeamKill media, which had a staff of 9, received a grant from the Epic Games fund but should have invested in hiring more staff to polish their product. It is not a good practice to brag about making a profit before the game releases as it is universally perceived as bad. This may discourage people from investing in their next game. I hope they learn from this experience and improve their output for their next game.
 
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Gamernyc78

Gamernyc78

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Ember Labs had a staff of 39 members and they did an excellent job with their first entry, Kena Bridge of Spirits. Hello Games, on the other hand, has a staff of 37 (including 35 developers and 2 admins). TeamKill media, which had a staff of 9, received a grant from the Epic Games fund but should have invested in hiring more staff to polish their product. It is not a good practice to brag about making a profit before the game releases as it is universally perceived as bad. This may discourage people from investing in their next game. I hope they learn from this experience and improve their output for their next game.
Hello games grew after No Mans Sky it was a handful at first then a little over a dozen when No Mans Sky launched...

"Development and Production began with Sean Murray from Hello Games laying the groundwork for the concepts of No Man's Sky. In 2011, The prototype began development with three other team members joining Murray . Before its release, No Man's Sky was backed by a team of 17 people, listed in the chart below [2].

As a dozen developers in a leaking shed, we borrowed our neighbour's internet and created one of the biggest selling new IPs in video games – No Man's Sky. The success of No Man's Sky has given us a nice office and a whole bunch more freedom to expand creatively.


They were very small, I remember the convo and Q/A they had when it released.
 
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