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The Rise And Fall Of Evil Genius Games
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<blockquote data-quote="Abstruse" data-source="post: 9266416" data-attributes="member: 6669048"><p>Bringing the license discussion back on topic, some people seem to overestimate the cost of some of the licenses they chose. One person said that had to have eaten up all their seed money paying for all those. But if you look at all the properties they got licenses to, only two of those franchises are still producing media. There's a Highlander reboot with Henry Cavill directed by one of the John Wick guys that's been in development hell for years and Rebel Moon, but all those other properties haven't had any major movement in years if not decades. The character of King Kong is getting a new team-uo with Godzilla, but specifically the Kong: Skull Island version isn't getting a sequel. That means those licenses aren't going to be nearly as expensive to secure as something that's still hot or has some name recognition because of announced products, like Robocop with the recent video game that's getting rave reviews or Avatar: The Last Airbender which 1) has a fandom who will keep the name going for ages and 2) had multiple announced new projects when the TRPG was announced including the Netflix reboot and a prequel animated movie.</p><p></p><p>Also, licenses tend to cost based on how much money it is expected to earn. That's why a lot of properties that seem a no-brainer for a TTRPGs never get licensed - the rights holders refuse to license it out for the small amount of money a TTRPG makes. There's also a scale involved - the print run for an RPG book is in the tens of thousands of copies, while a video game that sells under a million copies at launch is considered a huge flop. With that in mind, the article reports that the license for Rebel Moon - a major new release from Zack Snyder (who has a rabid fanbase, say whatever else you want about him) that was being heavily promoted and set up to be a big franchise on Netflix - for just $7,500. So how much do you think Universal Soldier cost?</p><p></p><p>That's not to say these licenses can't be made valuable. Alien: Isolation came out after Prometheus left a sour taste in many people's mouths and was a hit by going back to basics with the style and feel of the first two films. Robocop came out of nowhere with a similar aesthetic-first principle that made for one of the best FPS games of last year. Free League's doing well with Alien and Blade Runner, and I assume things are going well with NightFall's Terminator RPG.</p><p></p><p>So unless they were way overpaying for the licenses for properties nobody had heard of outside YouTube Reaction channels in ages, it was a pretty solid idea. Grab as many cheap licenses as they could get and hope one of them becomes a hit. Or the idea of bashing them together within the same system like having Snake Plissken, Eric Draven, and Connor MacLeod all running around on adventures together appeals to people.</p><p></p><p>Anyway, my point is I don't think the licenses were a major contributor to the financial problems here. Between the staff size and the serial starting-and-abandoning projects would have a much higher effect on the company's bottom line.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 9266416, member: 6669048"] Bringing the license discussion back on topic, some people seem to overestimate the cost of some of the licenses they chose. One person said that had to have eaten up all their seed money paying for all those. But if you look at all the properties they got licenses to, only two of those franchises are still producing media. There's a Highlander reboot with Henry Cavill directed by one of the John Wick guys that's been in development hell for years and Rebel Moon, but all those other properties haven't had any major movement in years if not decades. The character of King Kong is getting a new team-uo with Godzilla, but specifically the Kong: Skull Island version isn't getting a sequel. That means those licenses aren't going to be nearly as expensive to secure as something that's still hot or has some name recognition because of announced products, like Robocop with the recent video game that's getting rave reviews or Avatar: The Last Airbender which 1) has a fandom who will keep the name going for ages and 2) had multiple announced new projects when the TRPG was announced including the Netflix reboot and a prequel animated movie. Also, licenses tend to cost based on how much money it is expected to earn. That's why a lot of properties that seem a no-brainer for a TTRPGs never get licensed - the rights holders refuse to license it out for the small amount of money a TTRPG makes. There's also a scale involved - the print run for an RPG book is in the tens of thousands of copies, while a video game that sells under a million copies at launch is considered a huge flop. With that in mind, the article reports that the license for Rebel Moon - a major new release from Zack Snyder (who has a rabid fanbase, say whatever else you want about him) that was being heavily promoted and set up to be a big franchise on Netflix - for just $7,500. So how much do you think Universal Soldier cost? That's not to say these licenses can't be made valuable. Alien: Isolation came out after Prometheus left a sour taste in many people's mouths and was a hit by going back to basics with the style and feel of the first two films. Robocop came out of nowhere with a similar aesthetic-first principle that made for one of the best FPS games of last year. Free League's doing well with Alien and Blade Runner, and I assume things are going well with NightFall's Terminator RPG. So unless they were way overpaying for the licenses for properties nobody had heard of outside YouTube Reaction channels in ages, it was a pretty solid idea. Grab as many cheap licenses as they could get and hope one of them becomes a hit. Or the idea of bashing them together within the same system like having Snake Plissken, Eric Draven, and Connor MacLeod all running around on adventures together appeals to people. Anyway, my point is I don't think the licenses were a major contributor to the financial problems here. Between the staff size and the serial starting-and-abandoning projects would have a much higher effect on the company's bottom line. [/QUOTE]
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