'Dead Island' gamers spent nearly 6,500 years playing together
Gamers have played 6,500 years worth of Dead Island together.
Dead Island was a surprising success from a relatively unknown developer, a game that managed to sell more than 4 million copies despite mediocre reviews, a long, troubled development history and a relatively tiny marketing budget.
How did it succeed?
Cooperative gaming.
Specially nearly 6,500 years worth. That's the total time, 56,907,547 hours, that gamers have collectively put into abusing, killing and running from zombies since the game's release, Deep Silver development director Guido Eickmeyer told a gathering at GDC Europe today.
"Dead Island succeeded because it is the most exciting cooperative experience that is on the market," Eickmeyer said.
But that wasn't always the case, he said during the panel.
"We took over the project three years ago," Eickmeyer said, explaining Deep Silver's relatively late role in the Techland developed game. "It wasn't in good shape.
"We looked at it and we felt it wasn't heading in the right direction. Internally, as a team, we sat down and we made an analysis and we thought, ‘What can we deliver?'"
The end decision was to chase the elements of the game that the developer was good at and not to try and improve on things that the team didn't show a particular strength in.
It was that focus that led Deep Silver to not try and match the emotional power and narrative emphasis seen in the Dead Island trailer that had so charged fans of the game.
"We decided we couldn't do a game like that trailer because our resources were so limited," he said. "Doing scripted story games require a ton of money."
Deep Silver saw that the game and the developers had a very sound multiplayer engine and that their use of drop-in, drop-out gaming worked very well, so they built the game around cooperative play instead.
They didn't let it bother them that even they believed the game had "cheesy" characters, story and setting. Ultimately, Eickmeyer said, the important thing is to make a game people can have fun playing.
"It is definitely cheesy," he said. "It's as cheesy as wrestling and Rambo movies.
"You don't want to take yourself too seriously. You don't want to take your title too seriously."
And ultimately, that direction paid off with the game selling more than 4 million copies, much of them past the splash of the game's initial release that moved a million copies.
Now Deep Silver is working on Dead Island sequel: Dead Island Riptide which Eickmeyer promised will be a "Huge coop experience with some new awesome features."
In This Storystream:
GDC Europe 2012: All the talks, announcements, and big reveals
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Aug 20 2012, 12:46p GDC Europe welcomes new high of 2,100 attendees, next year's conference dated
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Aug 14 2012, 9:00p Crysis 3 will punish your PC, but only if you want it to
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Aug 14 2012, 8:25p 'Mass Effect 2' has best completion percentage among Mass Effect, Dragon Age series
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Aug 14 2012, 8:12a Mobile game developers must rely on publishers to thrive
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Aug 14 2012, 7:18a Facebook gamers now number 235 million, 15 percent more than last year
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Aug 14 2012, 6:31a Free-to-play games developers should expect 70 percent drop in users
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Aug 14 2012, 5:59a Capcom reveals 'Remember Me,' a new action IP
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Aug 14 2012, 5:41a 'Lost Planet 3' teases cover system and new weapons
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Aug 14 2012, 4:39a Mobile is the new PC, but not how you think
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Aug 13 2012, 12:52p BioWare director explains the math of day-one DLC
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Aug 13 2012, 12:00p 'Spec Ops' developer doubts a sequel, working on a new game
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Aug 13 2012, 10:55a 'Mafia 2' developers not able to play or test game 'until very late' in development
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Aug 13 2012, 9:56a 'Battlefield 4' to be set in modern era
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Aug 13 2012, 9:47a 'World of Tanks' CEO aims for non-stop crunch for next decade
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Aug 13 2012, 8:58a 'Dead Island' gamers spent nearly 6,500 years playing together
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Aug 13 2012, 8:21a Amnesia: A Machine for Pigs will use lessons learned from the storytelling of Dear Esther
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Aug 13 2012, 7:12a Epic Games buys People Can Fly
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Aug 13 2012, 6:20a 'Neverwinter' to reward quest creators with achievements, Dungeon Master levels
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Aug 13 2012, 6:04a 'Battlefield 1942' was a 'textbook example of over-scoping'
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Aug 12 2012, 12:33p People Can Fly founders leave Epic Games to 'pursue other opportunities'
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Jul 16 2012, 3:49p GDC Europe 2012 loads up panels from 'Goldeneye' to 'Assassin's Creed 3'
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