Fez dev attributes poor sales to end of Xbox life cycle

Polytron’s Phil Fish has said that critically-acclaimed Fez was hurt by its long development by coming onto the Xbox Live Arcade market in its twilight years, when sales have slowed down.

“The fact that the game took so long to come out I think ultimately hurt it,” he said.” I think it would have done better if it had come out two or three years ago rather than now, because things are kind of slowing down on Xbox Live Arcade – it’s the end of that life-cycle.”

According to Fish, the biggest part of the long development was not really knowing where he wanted to end up when he started – something which took four years to figure out. The fifth year was spent getting it ready to ship.

“It was about four years before we knew what the finished product would look like, and then it was just about finishing it… I could have kept working on this game forever – there was a lot of stuff I didn’t manage to put in there – but at some point, when you’ve been working on something for so long, you have to set limitations for yourself, and tell yourself that it’s done.”

Despite the setbacks, Fish is really happy with the final product, especially since there almost was no final product. Without the backing of Monteal studio Trapdoor, Fez may never have made it out of development.

“It was a great help to have that sort of fostering, to have this studio that was looking out for us… Doing it alone for so long, I was going mad, particularly with all the business responsibilities that I had no idea how to handle.

“Trapdoor basically saved Fez – Fez was about to die. There was a three or four month period where I thought that it was never going to come out. We were going to dismantle the company, and get a regular job, and our dream was going to die. But the Trapdoor came along and saved the day.”

Source: Gamesindustry

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Fez dev attributes poor sales to end of Xbox life cycle

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