Having sales trickle in over time, instead of being a big payoff will lead to the game franchise no longer being supported, since it won't justify the staff used to make it. G3 changes this and decouples a lot of interactions from the actual game play - weddings, office elections and court hearings are merely cut scenes that 'just happen' without your character needing to be in a specific place. Letting an indie game or a relatively unknown game slide under the radar, even if it's an amazing game, tends to result in most of the purchases of the game being at steam discount prices. 1) in G2, a lot of player (coming from guild 1) hated the fact, that you had to run across the map all the time to not miss any appointments. This way, people other than die-hard fans might be anticipating the release, and most games live or die based on the first months sales. Once they get a reasonable estimate of when the game can be released, they will announce that as soon as possible, and it will most likely be a year or two later. When Host leaves the Game, there is Host Migration to next best PC, so even when the Host and all other Leave you could keep playing with AI and also save and load. With a game like the Guild 3, the following is nowhere close to Fallout. Really good, Ai plays for lacking Players at start then during Game new Players can connect and take over from AI, and when Players leave AI also takes over. They knew that as soon as they announced it, the fans and news sites would do most of the initial publicity work for them. Fallout did it in 6 months because they knew the demand and the following was there. Short release windows don't happen with relatively unknown game series.
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