Alberts
International Coach
- Joined
- Apr 4, 2014
- Online Cricket Games Owned
What killed the series was that they stopped making them...
Bit of a stream of conscious coming, but...
Patches, in those days, cost huge amounts of money on console and were only ever generally done if something incredibly serious was wrong with the game. Like category 1 bugs only (basically things that make it unshippable: repeatable hangs, progression issues). The only bugs in AC09 by industry standards (but not here) were category 3 at best: *maybe* the run-out issues were nudging a category 2. Even without the turmoil at the developer I doubt a console patch would have been sanctioned (or even remotely arguable). By IC10 launch I had moved on, but I suspect a similar story applies - the only serious issue was apparently the online issue, but knowing how many online players there were on AC09 I suspect that there was not enough evidence for them to justify fixing it, especially as that was around the time that Codemasters pulled out of all games other than racing: there was no long-term benefit for a large short-term cost.
It was such a shame. Like I said before, you want a revolution/evolution/revolution/evolution model: every 2 years you get a MAJOR update, and an interim version focussing on polish and improving what is there. I feel that 2011 would have been very, very good and the one I really wanted to make.
As developers we desperately wanted to do it: we spent many late nights in the office working after-hours on those PC patches, including live-patching into PC members computers when they had issues to try and fix them, but that was because there were a few dedicated people basically doing it because they wanted to, rather than employed to.
For me, the saturation point for sales of a cricket game is probably about 300k. Using AC09 as the example (we had ideal market conditions; good point in the hardware cycle, huge marketing, ideal license, positive reviews, releasing simultaneously to the Ashes series (which was a very good one!) etc etc) I think that's about as good as it gets.
Maybe there's an updraft in PC sales now Steam is more established, but I don't think massive. And the above isn't including the Wii version (which doubled that number) because I think we just hit the Wii at exactly the right time and hit a completely different, casual audience: that would be an incredibly difficult thing to repeat.
The PC version of IC10 was not "held back" for any other reason other than AC09 did not sell enough copies on PC to justify even printing the disks. It was SHOCKINGLY low.
The problem with the PC release of Ashes Cricket 2009 was probably that you already sold versions of the game to those who really wanted it, and they couldn't justify buying another. I actually dug out my version of AC09 today just to see if I could find it.
You say you just about hit saturation in the market, are you implying that you don't think that cricket games are economically viable if IC11 wasn't on the cards? Or do you mean that other issues prevented it?
Again, from my own experience, the people I know who bought AC09, but not IC10, gave the reason that they didn't think it was justified when the first wasn't fixed. Things might have been different back then, but my memory of events has most games I know getting patched at least 1-2 times per iteration, although it must have been expensive for a smaller company.
In terms of market saturation, I just don't see how that could be expected from AC09. Niche markets have been booming in recent years. Something like FM 2014 has sold something of the order of 800,000 units and is now considered quite a major series. Europa Universalis 4 has sold over 300,000, with the impressive Crusader Kings supposedly now being a central series for Paradox now on the bad of the modding community spreading word about it.
With the potential size of market available there really shouldn't be a reason that given support, community engagement and robust after market support and balance that a cricket game series can't build a reputation and make itself a nice stable market share.
It will be interesting to see how it goes for Big Ant in the future, but the key for them needs to remain community engagement. In doing so they will be able to build a name, reputation and a solid fan base, exactly like so many other successful games that some would class as niche markets.