Curt Schilling’s Role-Playing Game Supposedly Needed To Sell 3 Million Copies To Not Fail

Curt Schilling’s Role-Playing Game Supposedly Needed To Sell 3 Million Copies To Not Fail

Kingdoms of Amalur: Reckoning needed to sell three million copies just to break even, Rhode Island government Lincoln Chafee told reporters today during a press conference about the game studio run by Curt Schilling that has all but collapsed.

“The game failed,” Chafee said. “The game failed.” Chafee was struggling to explain to reporters how 38 Studios, a company founded by a star ballplayer and wooed by the state with multi-million dollar loans could suddenly turn into the poster-child for government-financed debacles (read all about the sad 38 Studios saga). What would have spared the company? Chafee: “The experts are saying in the three million range just to break even.”

Reports of the game’s sales have ranged from a little over 400,000 to just over a million (the latter figure, Schilling himself claimed beat the projections of the game’s distributor, EA).

Chafee’s press conference kicked off late afternoon with the governor and his lieutenants seemingly unaware that all employees of 38 and its affiliate Big Huge Games were laid off today.

“If the company’s not going to be profitable and can’t give us the confidence [it can get] on solid footing, then we have to deal with the ramifications,” Chafee said. “Industry experts tell us this is very, very expensive and it’s not only the cost of producing the game, but then maintaining it once it’s released, and then tens of millions of dollars to market it. I think the Red Sox lost Babe Ruth because the owner invested in a play called No No Nannette. And the play failed and he had to sell Babe Ruth. This is very very similar. The game failed. That was integral to the success of the company.”

Chafee claims he was hands-off with 38 and understood them to be in fine financial shape as recently as last month before things went sour. His team said today that in discussions with Schilling yesterday, layoffs were not discussed.

To express how far he kept from 38, Chafee adde: “I didn’t meddle. if I did meddle there wouldn’t be all this violence. All this horrible sexism in games.”


  • This sucks so much man… it wasn’t even a bad game, it’s just another example of how successful bloody handheld 99c games are compared to console games. Three million copies to break even?! What the hell!

  • If it was cheaper, say $10 or so, then I would have got it. It looks like a generic fantasy RPG, and if it’s not distinguished from other games then why should it cost so much?

  • I have heard good things about the game, but it’s a New Franchise & New Developer (first ever title).

    At no point should 3 million units have been the break even figure, that is just borderline insanity! Not everything has to sell millions of copies people, less than 5% of titles probably would, budget your games properly, if it then actually sells millions then it’s a fantastic bonus.

  • The game was okayish and it certainly didn’t help going up against Skyrim and Mass Effect 3 which were far superior games compared to Amalur

    I found the game had too much padding. It felt like a MMO except you are playing by yourself. The side quests weren’t that exciting and were just simple fetch/kill this unit type quests. It quickly became a grind and I skipped most of them

    The voice acting was sub par for a game of this scale. Too often it sounded like the same voice actor done most of the characters and most of the lines was spoken really really slowly. I ended up skipping most of it and just read the subtitles instead.

    3 mill units is a lot of sales. Especially when there are better games out there on the market

  • I loved this game, it despertaly dservered a sequel, too bad guys, congrats on everyone who worked there, they did there best

  • Now I feel bad! I was going to buy the game but decided against it because I already had too much to play. It’s a shame to see it failing, but really, they spent too much money on their first game and set expectations way too high. Did they even have any sales projections? Did they line up with expected costs? It seems like very bad management was also to blame here.

  • such a great game. Still playing it.
    Go get it if you haven’t already people. it’s well worth the sticker price.

  • this sounds like THQ levels of mismanagement, over-inflated expectations and spending too much on marketing, to the point that even if the game sells well, it still won’t turn a profit

  • I’m really curious what they did that was soon expensive, the graphics looked like a licensee on wow’s engine.
    The story line was standard and the quests were typical of many mmo’s.
    It’s not like it had the depth of skyrim or anything.
    Yes I know its long, but most of it is just grind quests and fetch quests.

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