BennyBlanco
aka IMurRIVAL69
They're blaming streamers
The internal pre-reveal feedback, even from unbiased sources, was quite positive, and where it was negative, it was constructive, and often actionable. People who played the game, including us, had a blast. And since we were an independent, self-published studio built with royalties in mind, many of us were hoping this could finally be the thing that broke the millennial financial curse.
Toxic positivity
We were turned into a joke from minute one, largely due to false assumptions about a million-dollar ad placement, which even prominent journalists soon began to state as fact. Within minutes, it was decided: this game was dead on arrival, and creators now had free ragebait content for a month. Every one of our videos on social media got downvoted to hell. Comments sections were flooded with copy/paste meme phrases such as "Concord 2" and "Titanfall 3 died for this." At launch, we received over 14k review bombs from users with less than an hour of playtime. Many didn't even finish the required tutorial.
In discussions online about Highguard, Concord, 2XKO, and such, it is often pointed out by gamers that devs like to blame gamers for their failures, and that that's silly. As if gamers have no power. But they do. A lot of it. I'm not saying our failure is purely the fault of gamer culture and that the game would have thrived without the negative discourse, but it absolutely played a role. All products are at the whims of the consumers, and the consumers put absurd amounts of effort into slandering Highguard. And it worked.
Blaming Geoff, who looking back graciously gave this game any relevance at all. That whole post is unbelievable cope. Maybe if you made a more unique game people would've cared. It just looked like "another one of those" the instant everyone saw it, and those keep flopping. So what were you thinking would happen?
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