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Concord: How to Lose $200M in 12 Days

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Kenrou

Member
Joined
Aug 14, 2014
"Dive into the shocking $200 million failure of Concord, Sony's ill-fated hero shooter that lasted just 12 days. This video dissects the 10 fatal flaws that doomed Concord's development and launch, from its astronomical budget to its lack of innovation. Discover how a star-studded development team, including Bungie veterans, stumbled in creating a game that failed to capture players' attention. Learn about Concord's marketing missteps, pricing perils, and the unprecedented decision to cancel the game less than two weeks after release. I talk about the pitfalls of modern game development, the challenges of entering a saturated market, and the importance of player engagement. Uncover the lessons learned from this $200 million misadventure in game development."

0:00 The $200 Million Dollar Flatline
2:47 Market Myopia (Chasing Giants)
5:48 The Time Trap (8 Years of Development Hell)
10:32 Budget Bloat (The $200 Million Question)
16:00 Character Crisis (Heroes That Fell Flat)
20:20 Pricing Peril (The $40 Mistake)
24:28 Marketing Malaise (The Silent Launch)
29:40 Studio Stumbles (When Big Names Fall Hard)
33:16 Player Paralysis (Failing to Engage the Audience)
37:51 Innovation Drought (Missed Opportunities in a Sea of Familiarity)
42:38 The Cancellation Conundrum (Too Little, Too Late)
46:58 The Postmortem

 
"Concord EXPOSED, Cost $400 Million! Director Fired, Toxic Positivity & More!"

 
"Concord EXPOSED, Cost $400 Million! Director Fired, Toxic Positivity & More!"

One part that really stands out to me is that they dumped half of that before Sony even got involved.

$200 million is already an insane amount to dump into a new IP. $400 million and 7 years of studio time? Yeah.... That's painful
 
One part that really stands out to me is that they dumped half of that before Sony even got involved.

$200 million is already an insane amount to dump into a new IP. $400 million and 7 years of studio time? Yeah.... That's painful

To be completely fair, at this point, the only thing that makes them different from any other kickstart scam is the fact they actually presented a "complete" product, and "lost" over $400m (not counting advertising and other related costs, so will actually be quite a bit over that). IMHO, the main problem wasn't even the agenda, it was that no one had the slightest interest in it as a game... I mean, over half the people that pre-ordered asked for refund... And by the accounts of the few that actually played it, it was decent, but in a meh kinda way, not bad but not good either, so even if it hadn't had all the backlash, I really doubt it would have lasted much longer :shrug:
 
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