Rygte: Prince of Persia: The Lost Crown får ikke nogen efterfølger grundet lavt salg

Præcis hvor mange eksemplarer der er blevet solgt ved vi dog ikke.
Tekst: Magnus Groth-Andersen
Publiceret 2024-10-23

Prince of Persia: The Lost Crown havde efter al sandsynlighed et budget der var en del lavere end andre etablerede Ubisoft AAA-projekter, men selv med det in mente lader salgstallene til at være tilpas lave til at de ikke ønsker at prioritere udviklingen af en efterfølger.

Youtube-bruger Gautoz har angiveligt talt med adskillige repræsentanter fra Ubisoft Montpellier, og disse peger alle i retning af at de febrilsk har forsøgt at få grønt lys til at udvikle en efterfølger, men at ledelse har afvist dette. Dette betyder så også, at siden lanceringen er holdet bag stort set gået i opløsning, og er blevet rykket ud på andre projekter.

En af disse udviklere har udgivet et ret dybdegående svar, som vi indsætter her i sin helhed. Det skal dog siges at dette ikke er bekræftet af Ubisoft selv, så tag det med et gran salt.

"You have to understand that internally, the writing was on the wall a few weeks after the game launched at the beginning of the year. By Spring, it was pretty clear - just a few patches, a DLC, and that was it. The more optimistic folks in the core team repeatedly pitched a sequel project, but then it turned into a struggle to get the green light for two DLCs, hoping to change the bosses' minds. But it was obvious that the decision had been made quickly, especially with the need for help on other projects with better sales potential. Ubisoft usually has a sales curve like a blockbuster—big launch, but this time, it started lower than expected. I've heard a justification that honestly drives me crazy as a gamer: if you let them make another one, it'll eat into the long-term sales of this one. I've always thought the opposite; with a good sale on the first one, you could actually boost sales. The production of Prince of Persia: The Lost Crown wasn't exactly an issue—far from it, actually. For instance, there was crunch, but we're talking about a production with a really strong collective spirit, which is pretty different from how Ubisoft usually makes games with 80 to 100 people fully loaded on development, which is pretty small in comparison. It's a classic big Ubisoft project, but it was a blessing to try out different organizational models. Some teams, like the gameplay team for example, were set up almost horizontally with a lot of listening and consultation. People felt like they really had a say in the project's direction. Plus, it's worth mentioning that the Prince of Persia team had often allowed people who were totally burned out due to too much time spent on Beyond Good and Evil 2. Somewhere along the way, it also helped some people get back on their feet after tough times in their careers. So these days, the big office reorganization at Ubisoft Montpellier is kind of wiping away the last traces of that team."

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