Mad Jack

Why isn't Psychonauts selling well?

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Fear and Loathing in the Mushroom Kingdom.

I didn't read the book nor did I see the movei. Sorry. I'd love to know what this means.

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But what I hear from most of you is the reason main stream game buying public that Majesco was hoping would buy this game, is:

1. They are just a large group of unimaginative, low brow boors who only want to satisfy their base instincts and not have their brain challenged by anything too intellectually stimulating, and they just want to ‘blow sh!t up real good.’

2. Or Majesco marketed the game wrong

3. Or Majesco had troubles with distribution.

So, no one here thinks the unusual concept of a boy with psychic powers joining a summer camp that trains psychic secret agents is the problem with the games' low sales?

No one?

Ok. I just wanted to check.

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Also the presentation. A lot of idiots think that Psychonauts is a "kiddy" game, not mature enough for them. They don't know the deepness and maturity behind it.

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So, no one here thinks the unusual concept of a boy with psychic powers joining a summer camp that trains psychic secret agents is the problem with the games' low sales?

No one?

Ok. I just wanted to check.

That concept is odd, but the game is very compelling, well made, and enjoyed by most people who play it once they can get over the fact that its premise and visual style are non-standard.

Combine all that information and you should arrive at the conclusion that Majesco's #1 job when marketing the game was to figure out how to get people over that hump and make them willing to accept that crazy concept before they had to sheel out the 50 bucks and see for themselves that it was actually enjoyable. Majesco failed to do that.

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So, no one here thinks the unusual concept of a boy with psychic powers joining a summer camp that trains psychic secret agents is the problem with the games' low sales?

I'd agree that it's odd, but the thing is you get to do a lot of universally fun things by way of your psychic powers. Despite the zaniness there's actions you can perform that I think just about anyone could enjoy. The idea of being a psychic can sound cool if you advertise the right way.

Really, I think a lot Schafer games are like that. You go through a really original world and story but in a way and through a character that's easy to like and that you want to get into. As I think you stated earlier, Full Throttle was appealing because you got to play as a cool biker gang leader. An attractive aspect of Grim Fandango was that you got to play as the Grim Reaper, and in this game you're among the paranormally gifted and you can do stuff like set things on fire with your mind.

And what Jake said. I feel somewhat sympathetic for Majesco though because unlike most publishers would have they did their part money-wise, and seemingly picked up this game because they themselves found and knew it was brilliant. I mean if the various interviews are anything to go by they love the game. Do they get extra points for at least having their heart in the right place?

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That concept is odd, but the game is very compelling, well made, and enjoyed by most people who play it once they can get over the fact that its premise and visual style are non-standard.

Combine all that information and you should arrive at the conclusion that Majesco's #1 job when marketing the game was to figure out how to get people over that hump and make them willing to accept that crazy concept before they had to sheel out the 50 bucks and see for themselves that it was actually enjoyable. Majesco failed to do that.

EXACTLY! If Majeco was going to buy it an dfinish it with Tim they needed to figure out a way to market it so mainstreamers could get over the concept hump.

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ALso someone mentioned TV. TV is great place for new ideas and odd ideas because it doesn't cost the viewer any money to watch it. So they are more open to new ideas, as long as they are good. All you have to do is watch a show for 10 to 15 mintes to realize whether it is good or not, regardless of the premise. But as soon as you make them pay money, look out! It better be a movie or game about something they like or forget it. Odd premises can be overcome with good word of mouth, but very rarely.

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Speaking of Sands of Time and Warrior Within, a couple came in and traded both games in. I asked them what they thought of the games and they said they enjoyed both of them. When I asked which they preferred, the woman said "Oh the second one, definitely" and the man said "Yeah, we liked the cutting off heads."

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I work at an independent video store. When the Xbox Psychonauts came out, not only did our distributor not have any, my salesperson didn't seem like she had even heard of the thing. A few weeks after it came out, I found it at a local Video game specialist and bought it retail for myself. It should go without saying, I am posting at Idle Thumbs after all, but I love it.

When the PS2 version came, we were at least able to get that right on time. But even with TV ads, etc. people aren't clamoring for this game. Example: I've never had anyone ask specifically after Psychonauts, but just last Friday I had three different groups of teenage boys ask right after walking in the door if we had copies of Midnight Club 3: DUB Edition in.

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Also the presentation. A lot of idiots think that Psychonauts is a "kiddy" game, not mature enough for them. They don't know the deepness and maturity behind it.

I kind of got that impression too, that it's a children's game, and I've been reading the glowing reviews and dying to play it. (It's not out in the Netherlands (where I am) yet ... or in Britain ... amazon.co.uk won't even have it until September, dammit). Hopefully the European marketing will be a little more effective, because it sounds like a game which deserves to find an audience.

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People just aren't used to REALLY "different" games. I mean, look at Psychonauts. It's a 3rd person game where you enter various minds and try to sort things out. How weird is that? Hopefully the game will sell better in the future, unless a sequel is in the works. :grin:

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Chris, I honestly can't tell whether you're being sarcastic or not...

I was having the same problem.

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