CamHostage
Member
Custom versions of games was easier when development costs were low enough to justify that kind of approach. These days, it's far easier and cheaper to just downgrade the console assets for mobile platforms. Building essentially, an entire game from scratch just doesn't really work any more.
Also consider timing. Back in the day, when games ran a year or so in development (give or take a lot of exceptions...) you could hire an outside studio partway into production, after all the pre-production is done and you have an idea of what the product line will be, and they could go off with some concept art and a few producer contacts for checking in or getting assets they need, and they could go make the product they pitched/were pitched on a timeline. Today, it's years of development for something good (especially an RPG, which isn't something that easier development really speeds up because there's so much writing and designing that just has to be done by people,) so by the time 2K knows they have a product that they're confident should have a "The Outer Worlds Portable" spin-off, it'd be a long time before that game was ready for market. If they rush it, it might turn out to be crap (it might still turn out to be crap even if they do give it their full support, and as Dane points out, many of these spin-off games were hard crap but we've mostly forgotten about the ones that sucked and only have good memory of the ones that stood out. A bad game with a big license could potentially be a negative for the brand,.) If on the other hand they did give it a lot of time, the spin-off may totally miss the interest window.
And at the end of the day, a portable spin-off would be it's own game, which may help and it may even be great, but doesn't completely solve the problem of giving The Outer Worlds to people who are interested in playing The Outer Worlds.
We're getting used to having the games we want where we want to play them, even on cellphones. The idea that Switch could do what the Wii/DS did of creating a market that had the names you know but with their own special versions of those games (which didn't really work too well back then either ... Tony Hawk Sk8land and NFS Nitro were worth owning but didn't make any Nintendo gamer I know of not feel like second-class citizens when looking over at THUG and NFS Shift,) that just may not work for the market today.
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