The Economics of a 2D Adventure Today
Grumpy Gamer
OCTOBER 18, 2004
Note: I wrote this in 2004. In the days before Steam and Kickstarter, but most of it is still applicable, but a lot has also changed. Someone recently submitted a question asking what it would take to build a classic 2D point-n-click adventure today and would it be a viable business? The internet is filled with classic adventure fan sites centered around the LucasArts and Sierra games and a common thread is always how much people would like to see new ones being made, and why isn't it being done
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