zaku567
KueoKueo
zaku567

They didn’t partner up with Activision....

Yea, in the past, less than a hundred thousand units sold was big because there weren’t millions of gamers, ya know? The original Donkey Kong, the first game featuring Nintendo hero Mario, sold only 60k copies in a month.
You act like the user base not expanding is a fault of the game company!? Gamers are so

To answer two posts above, neither publishers nor demand sets budgets on a new project. The project is scoped based on how much money the company has and how much investors or outside publishers are willing to invest. Just as an FYI.

Now, to your main response, Taku-Man.

I’m gonna have to correct you. A lot of game

As I read these posts, I find myself at the conclusion that you might be applying some (a lot) of your preconceptions from general software development to that of the game industry.

Let me preface this with this: Yes, there are a lot of transferable ideas and “best practices” between game dev and non-game dev software

FQA on DLC is generally pretty fast even for a 3rd party developer that has a “fast pass” (For Sony/MS, this is generally called Rapid Patch).

Most of the QA pass would have been handled by the 3rd party developer’s internal QA and on a game such as this, I can’t say the test plan would be too terribly complicated to

To be fair, when it comes to League/SC2....Korea, in specific (excluding 2011 and 2012 League Worlds), has been so dominant simply due to how they treat the game and the infrastructure they have built up around the industry.

We can complain about is being a snoozefest, but we have only ourselves to blame.

Overwatch....isn’t a MOBA?

You know that most anyone can go in and datamine what skins look like, their animations, etc. It may not be official.....but that’s how it is. Riot also usually has a wealth of information about skins coming out, esp. lately. As someone who has only spent money on skins, the “grind” you speak of in no way bars you