Tomb Raider managed to “cross the line of profitability”. There’s no going back now | PCGamesN

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Tomb Raider

Tomb Raider managed to “cross the line of profitability”. There’s no going back now

line of profitability

Tomb Raider’s crossed the line this time and I don’t know what to do about it. Usually that sort of behaviour is cause to just walk away but in Tomb Raider’s case, the line it crossed, there’s no going back. There will never be a time when that game isn’t profitable because “by the end of last year,” executive producer Scott Amos told Eurogamer, “Tomb Raider is in the black. We’ve crossed the line of profitability.”

“Expectations can get shifted so quickly it's difficult to know what realistic even means anymore,” Amos said, talking about the sales targets for Tomb Raider. Square Enix had suggested the game would sell between 5 and 6 million copies in its first month. It sold 3.4 million copies and was considered, in the light of those targets, a failure by the company.

That doesn’t mean the reboot is the last stop for Crystal Dynamics. "Clearly Square and Crystal are invested in the franchise,” Amos says. “So, despite how it was said, what was said - we had a lot of people scratching their heads and asking about it - we're very happy to say that from a partnership internally, we're committed to it totally. Square Enix talks about it as a key franchise, so we're very happy with where we're at.”

This support allowed the studio to start work on a sequel immediately. “The story of what Tomb Raider was in 2013, that was what we wanted,” said Amos. “We had the world and setting and fiction where we wanted it to be. And that's when we started moving the team over to the next story, the sequel.”

You can read the full interview over at Eurogamer.

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Nomisco's picture
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You have to remember that those targets are set by pencil pushers and accountants. i.e. people who can only see spreadsheets and not reality.

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Gwathdring's picture
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Budgets ARE reality, though. Or at least they way in which they do not represent an arbitrarily naturalist version of reality is no terribly relevant to the current state of our society. The money has to come from somewhere and it has to be made back.

I don't know if the company set it's targets too high the cost of the game, spent too much making the game because they misjudged the audience appeal of it, or wasted money during development (on advertisement, or whatever else) because I don't know enough about their finances. So let's set that part of the discussion aside for a moment. You have a game and you put a large amount of money into it deciding that in order to put that much money into it you need to make a certain amount back in a certain amount of time. If that doesn't happen ... something has to change next time for your game-making process to remain sustainable. You have to meet your targets. You also have to set them well. But waxing poetic about artistry and cynical about accountancy doesn't pay the salaries of your employees, be they "pencil pushers" or developers.

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Shriven's picture
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http://www.youtube.com/watch?v=XeRop_FOuws

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