

So - again, in hindsight - the decision to fund looks like a no-brainer. As discussed, high-scope multiplayer titles can be complex and expensive.Įven Fall Guys might have cost between $3 and $6 million to develop, by my wild guesstimate, considering a stated ‘top’ team size of 30, an extended ‘shared’ team of around 50+, a late 2018 development start, and a UK base of development.īut now we’re in the ‘has grossed tens of millions and we didn’t even get the Seasons, extra cosmetics, or a bunch of other platforms’ ballpark. Devolver had to make a decent sized bet on Fall Guys - probably at least 10x the advance of their smallest games. (Side note: the game is published by Devolver, but has in-game currency purchases! Who would have thunk it?)Īnd this was not cheap to make. So I believe they were well positioned to take intelligent lessons from games as a service and bleed it into a high-concept indie(ish) console multiplayer title which solves complex technical problems to get all 60 players interacting at once. Well, Mediatonic is an interesting, well-run and almost unique company which has a background in both indie games (Foul Play, also with Devolver back in the day!) but also console and even mobile F2P (Heavenstrike Rivals, Gears Pop). But what was the ‘special sauce’ here, really?
#Rocket arena concurrent players plus#
Plus it just gets the game out there into the ether in a way that was really important to us as a premium game,” wrote Fall Guys lead game designer Joe Walsh.” Streamers are the way to a players’s heartĪnd that’s my conclusions on why Fall Guys is both a) really great and b) a smash hit. “Really early on we’d talked about launching on PS+ being the dream because it would give us a ton of players at launch and really fill the servers up. “Mediatonic revealed in the Reddit AMA that 2015’s Rocket League was one of Fall Guys‘ inspirations, and confirmed that the vehicular soccer game’s success is part of the push for the PlayStation Plus launch. Which is one of the reasons for the PlayStation Plus launch deal for Fall Guys, right? Very clever.

So for Fall Guys to have worked at a base level, they needed tens of thousands of initial purchases, and then great retention to even get a player base that doesn’t lead to ‘this game is dead’ complaints. In general, no games are more pilloried than a multiplayer title that has a ‘failure to launch’ - for example Cliff Bleszinski and friends’ Lawbreakers (which was also $30 at launch.) Whereas single-player titles can gradually get 50,000 sales without anyone complaining about how many are playing the game right now.
