A lot of it had to do with when it's released and what's out in the marketplace, what's its competition.
Sentiment: NEGATIVE
For over ten years or so game music has developed into a very large market.
It's competition that forces companies to get out of their complacency.
It was very early, and we were still like beta or alpha stage, and so we started receiving a ton of download. The server became overloaded, and that's when I realized that this had a huge market.
So much of selling a film in the industry is about creating a fulcrum where all the pressure comes to bear, and something seems suddenly valuable and approved by an audience. It's amazing how people could pick up tons of films on the cheap, but they don't because they wait until everything is laid out for them.
Everything's changed. The technology is the big thing changing now, the way movies like 'Alice' or 'Avatar' are made. And technology on the other side, the audience side. Word spreads so fast now on a movie, with the Internet, and piracy is something coming down the line like in the music industry.
There's tonnes of room for more people in the tech market, and there are lots of content gaps that have still not yet been tapped into.
Seems like it's going to be really hard to make money at it, and, therefore, really hard to get any great games done. Much like Flash games, the audience is huge, but the content isn't likely to be good enough to have people pay for it.
Games take years to make, and it's important that when we launch, it can't just be a great launch catalog and then a desert for a really long time. To be honest, for a lot of developers, they'd rather not be competing at launch with all this other software.
I think that with piracy and tighter funds being around, people are realising that the game to play is to try and win people's respect with bold film making and then win a special place in people's collections, rather than just having the biggest opening weekends.
We also had good software in the key categories and more focus on the gameplaying capability, so more of the marketing effort was targeted at game customers.
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