Orion: Prelude makers want devs to stand by their (possibly awful) games
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
If I started selling a product I'd been dreaming about making for years and everybody absolutely hated it, I'd probably flee to Tibet and join a monastery. Somehow the creators of Orion: Dino Beatdown/Prelude overcame that instinct, overhauling their tragedy into a surprising success story through three years of work. And not because they don't look good in orange robes.
You may have seen this surprisingly frank video from Spiral Game Studios, which begins with a sizzle reel full of sick burns from critics about the original version of the game and ends with a feel-good effusion of recent user reviews. It got us talking in the GR+ group chat, so I asked Spiral Games' David Prassel and Chris Gunderson what would have happened if they'd run off to Tibet with me instead (or maybe just started making a different game).
"I wouldn't like who I would have become if I started making choices like that," Prassel said. "I wouldn't be proud of the game, I wouldn't be proud of the team and the fans would remember us as the people that released 'that crappy dino game.' They would either forget about us entirely or rightfully attack any future title we would attempt to put out."
Gunderson said they probably would have moved on to a sequel instead, or a "pure multiplayer" version of what Orion: Prelude looks now, with no co-op mode, duels, or open world to explore. But it still would have been a sequel to that crappy dino game, and "it would have been difficult to stay focused, attract any new talent or have any players trust us at all." Jumping ship would have left the 45,000 people who bought Orion: Dino Beatdown when it debuted in May 2012 justifiably angry, though sales had trickled to less than 800 units three months later.
Three years later, Orion has sold more than 2 million copies, and Prassel believes it's because they spent the money from early buyers on making the game, well, actually worth buying. Permanently dropping the price from $9.99 to $.99 didn't hurt, either. He thinks the price cut was one of the best decisions they ever made, and it helped create a bigger, better player community.
But selling the game cheap isn't enough to make customers happy. That's where Prassel's call for developers to keep supporting their games, even, no, especially if they're awful, comes in.
"Both me and Chris come from a modding background and it was always 'the norm' to support your projects and community as much as you could," he said. "We were surrounded by this mentality and it just sort of rubs off on you and I am very happy that I was able to experience that culture and way of thinking.
Weekly digests, tales from the communities you love, and more
"We've been working on this project for the better part of a decade now and watching it go from where it started to where it is now is just incredible. I don't think there has ever been anything like it and I hope it encourages developers to stick with it and I hope that it encourages fans and gamers to demand more from them."

I got a BA in journalism from Central Michigan University - though the best education I received there was from CM Life, its student-run newspaper. Long before that, I started pursuing my degree in video games by bugging my older brother to let me play Zelda on the Super Nintendo. I've previously been a news intern for GameSpot, a news writer for CVG, and was formerly a staff writer at GamesRadar+.


