“I have an opinion that might anger your audience. If you are in love with the game, buy it for the damn full price. You have no idea how many times I’ve seen such gamers: “yes, I bought at a discount or got PS Plus”“
Garvin understands that it is difficult to fall in love with the game in absentia, but the audience should not complain about the lack of a sequel if they did not support the original at the start.
“God of War sold millions of copies at launch and, as you can imagine, Days Gone could not repeat it. Now I’m just talking as a developer. I do not work for Sony, I do not know the exact figures“.
The developer recalls the difficult time when Bend released Siphon Filter: Dark Mirror, and Sony did not pay much attention to protecting against pirates – and then at least 200 thousand copies of the game were simply downloaded from torrents. Garvin was then very angry.
At the same time, the creative director of Siphon Filter confirmed the reasons for leaving the studio – this was not due to the indicators of Days Gone, but because of the “personality” of the developer.
The creation of “Life After” was long (6 years) and very difficult – Garvin himself was crunching all this time. At this time, Bend was in a transition period – from a small team to a studio of 100 people. This is where management problems began to arise.
Leaders are not used to working with such a large team, which is why they periodically break down. However, this was only part of Bend’s problems, since the old managers simply could not cope with the new team – they were used to working differently.
“Reading between the lines, I’ll assume that you were fired because of your character – you used to work with small or medium teams, however, when the budget, the stakes and the team started to grow, your character – at least for Bend – no longer fit. Do you agree?“- tried to summarize Yaffe.
To which Garvin replied without a doubt: “Definitely“.
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