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NEWS: Deep Insanity: Asylum Game Shuts Down in October After 1 Year




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BlueAlf



Joined: 02 Jan 2017
Posts: 1512
PostPosted: Wed Aug 31, 2022 2:31 am Reply with quote
I guess this never really took off.

I was pretty interested with it due its Shin Megami Tensei vibes.
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zztop



Joined: 28 Aug 2014
Posts: 646
PostPosted: Wed Aug 31, 2022 2:56 am Reply with quote
I've always wondered why some mobage out there don't last very long; like only 1 year or several months at best before shutdown. Compare with others like Granblue Fantasy, King's Raid or Fire Emblem Heroes which are still running to this very day.
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WANNFH



Joined: 13 Mar 2011
Posts: 1708
PostPosted: Wed Aug 31, 2022 3:53 am Reply with quote
zztop wrote:
I've always wondered why some mobage out there don't last very long; like only 1 year or several months at best before shutdown. Compared with others like Granblue Fantasy, King's Raid or Fire Emblem Heroes which are still running to this very day.
Because the mobage market has been overabundant for years with dozens of new titles coming every month without any significant gameplay diversity among them, cause publishers are thinking of them as easy cash burners made only around the gacha services and MTX. Of course, most of these games actually never take off to be competitive and lose the interest of auditory pretty fast just because of how literally the same they are, making publishers drop the support and closing the servers pretty fast.

So yeah, it's not some mobage don't last very long, it's actually most of them not really last that much and 1 year of support is the norm, while the examples above refer rather to survivors in this market who still bring enough profits to last for years.
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SHD



Joined: 05 Apr 2015
Posts: 1752
PostPosted: Wed Aug 31, 2022 4:17 am Reply with quote
Also, I have a suspicion that a lot, if not most, of these mobage are basically just quick cash-grabs and are not intended to last long. Basically:
1. get a bare-bones mobage engine for cheap
2. pay an illustrator for some sweet chara and world illustrations and a writer to slap some story on them, make it look cool but don't put a whole lot of effort into it, basically keep it cheap
3. get some big-name or at least up-and-coming seiyuu
4. target people who are mostly interested in the aesthetics/illustration/seiyuu
5. utilize gacha to squeeze as much money out of users as possible
6. once revenue stream is slowing down wrap it up and move on
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Nachtwandler



Joined: 17 Mar 2014
Posts: 532
PostPosted: Wed Aug 31, 2022 9:59 am Reply with quote
I can understand this mixed-media projets failing (though, I liked some of them like Release the Spice). But it bothers me when they have quite popular and plan to use a mobage to both get more money for it and boost its populariy but sill fail (looking at you Princess Principal).
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BlueAlf



Joined: 02 Jan 2017
Posts: 1512
PostPosted: Wed Aug 31, 2022 7:12 pm Reply with quote
Now that you guys mention it, I always felt bothered why they made Deep Insanity as a mobile release. For me, it always felt like it would work better as a console project instead.

Another sign there's something really messed up in Square Enix's management.
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xTrailer45



Joined: 16 Feb 2022
Posts: 33
PostPosted: Thu Sep 01, 2022 6:44 pm Reply with quote
How 3 gachas closed almost at the same time hahahaha Laughing
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Iron Maw



Joined: 29 May 2008
Posts: 492
PostPosted: Fri Sep 02, 2022 2:43 am Reply with quote
BlueAlf wrote:
Now that you guys mention it, I always felt bothered why they made Deep Insanity as a mobile release. For me, it always felt like it would work better as a console project instead.

Another sign there's something really messed up in Square Enix's management.


I mean if that case then pretty much every video game company's management is messed up.
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