![]() So we knew exactly what to expect with Switch, and were somewhat disappointed that due to various reasons, only got there when 149 games were already available. We got to repeat a similar success with Xbox One a year later, and saw the exact same dwindling effect on sales graphs. But once a couple of hundred competing games came along, we saw each release sell less than the one before. #TESLA VS LOVECRAFT GAME BETA PS4#Unsurprisingly, the titles we released for PS4 in 2014 sold really well. On PS4 there were 49 games available when we released our first title, so the chances for someone discovering our game in the storefront were great. Every time a new console comes along, there’s a period of low competition among games as there are simply very few around. Jaakko Maaniemi : This is a good question, and ties in with our experience on multiplatform publishing. Is there a reason for this in which you can share? Given the number of games available on Switch already, I doubt that’s going to happen for Switch, but there can be no denying you guys have been knocking our releases left, right and center. Miketendo64: Briefly in 2014, 10tons represented 10% of the games available for PS4 on the PlayStation Network. We haven’t had much time to plan what’ll go down in our 15 th year, but a party to rival our grand 10 year anniversary seems to be in order. The most clear phenomenom across platforms is how the amount of competition is skyrocketing year by year. We’re really happy we now have our feet planted firmly on all major platforms, apart from VR, I think we can take it easy regarding reach expansion for a while.ĭuring my time I’ve seen a lot of things change dramatically, some for the better and some for the worse. We get an unusually wide view of the indie scene, as we operate on everything from Steam to PlayStation to Xbox to mobile, and most recently Nintendo Switch. I’ve personally been with the company for about six years, but from what I’ve seen it’s definitively interesting! Jaakko Maaniemi : 10tons is indeed among the oldest indie developers in Finland. How are you guys enjoying the ride and do you have anything planned next year to celebrate your 15 th anniversary. Miketendo64: First founded in 2003, it’s been a busy 14 years for 10tons. Thank you, and now with the introduction out of the way, we can properly commence with the interview. Before becoming a developer, I worked as a game journalist. As there’s only 10 of us, most get to wear many hats anyway, most typically testing and pitching in in design discussions. I’ve also been a team leader in a handful of game productions, and also the lead designer in Xenoraid. I stay in touch with media, largely handle our social media accounts, do customer service, and most of the non-technical stuff related to distribution. Jaakko Maaniemi : I’m Jaakko Maaniemi and I work at 10tons primarily as PR Coordinator. In typical interview fashion, would you be so kind as to introduce yourself to our reviewers? With more and more games coming to the Switch eShop every week, it really can be a hassle to keep up with them all, but one name that keeps appearing is 10tons!ġ0tons are a video game publisher from Finland that just today released Crimsonland on Switch and with them having so much to offer the Nintendo platform, we felt it was best to have a nice little chat and talk all about their games for Switch, which includes the planned Tesla vs Lovecraft. By Jack Longman 10tons, A Miketendo64 Interview, Interview, Jaakko Maaniemi, Nintendo Switch, November Feature ![]()
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