D&D 5E How badly did Sword Coast Legends damage the brand?

Valdier

Explorer
All my friends that don't play D&D love Sword Coast Legends... they play it constantly. The people that play D&D all nerd rage over expectations that were never promised. That said, the most recent patch notes and upcoming changes, likely mitigate any complaints anyone could have about it.
 

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Celtavian

Dragon Lord
How would anyone on here know? We don't have access to their sales and return numbers. We certainly won't know anything about brand damage this soon after release. If they start laying off people again and reducing staff, then likely sales and thus brand have been damaged. If they don't, then things are status quo. D&D fans wait and watch and find out after the fact what's going on with the game financially.
 



hawkeyefan

Legend
I'd say the initial reaction has maybe been slightly damaging. I mean, as an intro to the brand, SCL does a pretty poor job. So perhaps it's enough to convince someone who may have tried the tabletop game not to do so.

But the game may improve with time, so perhaps that will change.

I would say though, it was probably more of a missed opportunity than anything else. So although the number of players that SCL might drive away from DnD is small, I would think the numbers that a well received game might have brought to DnD would be more.
 

Nagol

Unimportant
This is a brand that survived not one, but multiple theatrical bombs and even more direct-to-video turkeys.

A single poor-to-mediocre game will barely send a ripple.
 

I'm only peripherally aware that Sword Coast Legends exists.

I don't think I'm unique.

The Dungeons & Dragons name is much bigger than the Sword Coast Legends name. I think it'll be fine.
 


Valdier

Explorer
Basically they released a D&D video game that wasn't a 100% translation of pen and paper and a lot of people nerd raged. It is more of a hybrid turn-based/real time video game adaptation that plays fairly well with a few quirks and additions that are being added/fixed.
 

Isn't it too soon to even know how good did it sell?
How would anyone on here know? We don't have access to their sales and return numbers. We certainly won't know anything about brand damage this soon after release. If they start laying off people again and reducing staff, then likely sales and thus brand have been damaged. If they don't, then things are status quo. D&D fans wait and watch and find out after the fact what's going on with the game financially.
SteamChart gives a clue:
http://steamcharts.com/app/325600
No more than 5k people playing in a 24-hour span. Someone playing with the Steam API also pegs the number of keys "sold" as 50k. But that includes people who bought the campaign version, which includes 5 keys.
So not that great.
 

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