P.T. was great, but it was free.
Would a $60 product in the same vein have been even remotely popular? Nope. I'm not really even sure if I would have enjoyed the P.T. experience if it was multiplied 20 times its size and bloated up to 15-20 hour game.
It left a great impression precisely because it had a novel concept and did not overstay its welcome. Plenty of other indie-horror games on the PC have benefitted from similar circumstances (novelty, low-cost, short-length).
The fact that Konami was touting celebrity-involvement and big production budgets makes me think the final product would have been far more boring, commercial, and conventional. You don't start casting big name actors if you're planning on going against the grain and generating something for the small niche of horror enthusiasts and fans of obtuse impossible puzzles. Part of what made the stupid obtuse puzzles fun was that we were all suffering through them and collaborating to solve the mystery. We were also laser focused on a few short sections of the game. Once the game became an expensive product you have to pay for, that sense of community involvement would disappear. The community would be 10 times smaller, and everyone would be focused on different puzzles since we would all be at different places in the game.
Would a $60 product in the same vein have been even remotely popular? Nope. I'm not really even sure if I would have enjoyed the P.T. experience if it was multiplied 20 times its size and bloated up to 15-20 hour game.
It left a great impression precisely because it had a novel concept and did not overstay its welcome. Plenty of other indie-horror games on the PC have benefitted from similar circumstances (novelty, low-cost, short-length).
The fact that Konami was touting celebrity-involvement and big production budgets makes me think the final product would have been far more boring, commercial, and conventional. You don't start casting big name actors if you're planning on going against the grain and generating something for the small niche of horror enthusiasts and fans of obtuse impossible puzzles. Part of what made the stupid obtuse puzzles fun was that we were all suffering through them and collaborating to solve the mystery. We were also laser focused on a few short sections of the game. Once the game became an expensive product you have to pay for, that sense of community involvement would disappear. The community would be 10 times smaller, and everyone would be focused on different puzzles since we would all be at different places in the game.