


Even if the sequal suffered it is a really interesting piece of gaming history because nothing quite sums up the desperate times for pc gaming and how the AAA industry treated it. It is sad but it was a lesson Square took to heart. The game died due to circumstances surrounding the era, not due to any fault of its own. Not only were they competing in a slim market, but their major competition was free. This, alongside games as a service rising with the advent of LoL and later Dota 2, the pc gaming market was a shit show to get into. Even had the devs really pushed marketing for the pc, they would have come up short due to lack of market size. 2011 was during the peak of pc gaming decline and had been written off by big devs. The final market for immersive Sims at the time, was the pc. 10 years later you have a bigger market of individuals from a broader demographic, so AA development can justify the costs again.ĭE:HR just did not meet any big market at the time because while it was good, it was in a dry spell long enough for newer gens of gamers to go completely unaware of such game designs. 2010+ was probably the beginning of what we see today with modern gaming. In this era, immersive Sims were not only difficult to get to the market, but also the market was not primed for such games at all. Why bother when AAA devs only had to focus on making more of the same. Indies were absorbing would be AA devs who couldn't find a job in an industry without an established pipeline to get established vets of indie design into the AAA field. On the opposite end, Xbox arcade and summer of indies had just taken off, with games like binding of Issac just barely coming out. The industry was still in its infancy and big players in the market aimed at taking as much of the established market as possible. In its wake was a sea of AAA shooters fighting for top dog spot.

People don't realize that games like thief and even doom were cutting edge software design at their time, and the tech and people designing it would go on to shape other tech industries. There had been a huge dry spell of immersive Sims because of this. Toxic xbox 360 kiddos yelling in the mic.Īt the same time, big players in the industry generally all agreed AA development was dead, because of the prohibitive costs of making a game for a smaller market. 2011 was near the peak of online bro-shooters.
