[23/08] SE: we would like to turn Eidos' games into "persistent online experiences"
First, some good news for fans of the reboot Tomb Raider game that came out this year:
4 million sold worldwide is an astonishing figure, and any medium-sized developer and publisher would kill to see their game reach to these lofty heights. Unfortunately, this is still 2 million short of the 6 million figure that the publisher was hoping to shift. Though it's fair to congratulate them for 4 million sales, this affirms yet again the haplessness of the management and the ability to read and understand the current market.
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In other, perhaps worse, news, Square-Enix have clearly stated their commitment to a new strategy that has recently been popping up in recent days in the industry.
The Eidos side of Square-Enix list their franchises as:
-Hitman
-Tomb Raider
-Deus Ex
-Sleeping Dogs
-Just Cause
While they state that not every Eidos intellectual property will turn into what they term a "persistent online experience", Sleeping Dogs and Just Cause have been cited specifically by name for their potential in extracting longer-term player engagement.
Oh, here's the good part:
A persistent online experience where players can expect longer-term involvement in a game that is not conventionally structured with a simple beginning, middle and end. Yet something that is not quite an MMORPG. So basically, something like Bungie's Destiny, and TitanFall.
I hope people enjoy having to be perpetually online, ala Diablo 3 and SimCity style!
Gamasutra blog
First, some good news for fans of the reboot Tomb Raider game that came out this year:
The 2013 Tomb Raider reboot was received amazingly well. The team at Crystal and the broader team at Square Enix worked tirelessly to deliver on the promise of a modern reinvention of the franchise. We now sit in a great position where the decisions we made and the willingness to embrace a new direction resulted in the fastest selling game in the history of the franchise and the most critically acclaimed title ever produced from the studio.
Tomb Raider remains one of the biggest selling releases of 2013 in many major territories with more than 4 million units sold worldwide so far.
4 million sold worldwide is an astonishing figure, and any medium-sized developer and publisher would kill to see their game reach to these lofty heights. Unfortunately, this is still 2 million short of the 6 million figure that the publisher was hoping to shift. Though it's fair to congratulate them for 4 million sales, this affirms yet again the haplessness of the management and the ability to read and understand the current market.
Gamasutra blog
------------------------
In other, perhaps worse, news, Square-Enix have clearly stated their commitment to a new strategy that has recently been popping up in recent days in the industry.
The Eidos side of Square-Enix list their franchises as:
-Hitman
-Tomb Raider
-Deus Ex
-Sleeping Dogs
-Just Cause
While they state that not every Eidos intellectual property will turn into what they term a "persistent online experience", Sleeping Dogs and Just Cause have been cited specifically by name for their potential in extracting longer-term player engagement.
the neon lit Hong Kong of Sleeping Dogs and the tropical playground of Panau in Just Cause 2 - all worlds that tens of millions have enjoyed spending countless hours exploring. Oh, and there is also the depth and beauty in the worlds created by our colleagues in Japan!
Oh, here's the good part:
And for me, this is where the future starts. We see the opportunity for some of our games continuing beyond a traditional beginning, middle, and end. We can have them become extendable and more persistent - with an opportunity to build and grow across games. To design in a way to keep our games alive for years instead of weeks. I’m not talking about an MMORPG – although the concept is similar - I’m talking about creating persistent online experiences built on the foundations of the games we are well known for. Now, this doesn’t apply to every game, there is no one solution that works in every case, but as a wider goal it’s certainly something which some of our franchises are incredibly well suited to and something I want to explore further.
A persistent online experience where players can expect longer-term involvement in a game that is not conventionally structured with a simple beginning, middle and end. Yet something that is not quite an MMORPG. So basically, something like Bungie's Destiny, and TitanFall.
I hope people enjoy having to be perpetually online, ala Diablo 3 and SimCity style!

Gamasutra blog