> Don't those numbers teach you anything. Sims *don't* sell. If you can find
> a recent racing sim that has done good numbers on initial ship then I'll
> send you a prize* of some sort...
> Trans-Am was canned because it was a marginal title and these days the
> shell out from completion of the game to the time sales reciepts come in is
> as large or larger than the cost of developing the game.
Wasn't GP2 a sim?
That sold over 1,000,000 copies, according to the sticker on the box.
It's probably true that most people aren't particularly interested in
the finer points of setups, but I'm sure they would at least like to
think that the Formula 1 simulator they were running was pretty
true-to-life in terms of driving skill compared to the real cars.
Whether they could actually hack it if it really was realistic is
another matter, of couse! ;-)
I guess GP2 shows that to be successful a good sim has to have good
gameplay as well, with a range of driving aids to suit all abilities.
> *Offer probably only applicable within 25 metres of my house (I may change
> my mind, I'm like that)
> >211,000 copies of Driver sold in, what, about a month and a half? Think
> >back to that article about the top ten games that never sold. 12,000
> >copies of SBK. 25,000 copies of F1RS. And now we hear GPL sold about
> >36,000 copies. How did GT interactive do it? Marketing? A dead-on
> >concept?
> >whatever it was, congratulations to them. It's more money in the pot to
> >ressurect Trans-Am.
> >Stephen