To y'all here claiming Telltale made a mistake making a Minecraft game: it was one of their top hits. Kids asked their parents for it and played it on their eggsboxes.
https://twitter.com/joeparlock/status/1043225636788158465
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Don't underestimate the pure unfiltered power of adolescent autism.
I'm not sure if I buy that. It looks like it moved ~2 million units (let's say 2 million x $20 = $40,000,000) which was broken up by by however much they paid to license Minecraft (a property that microsoft valued at $2.5 billion) which is an unknown number but some estimates get up to $10,000,000 [25%].
Development was alleged to start in 2013 (with pre-development and negotations starting in 2012) for a late 2015 release that didn't release the final episode until late 2016. That's a nearly three year window for a studio with near 300 employees. Although it's probably not every employee was working on this game, TellTale's release schedule would indicate otherwise as the two games preceeding it were wrapping up as this one started. Only two games launched inside of the Minecraft window; a small 3-episode Walking Dead spinoff and Batman (near the end of Minecraft).
Even if we're conservative and assume the team was 150 people, that's likely ($50,000 in salary * 150 employees * 3 years) getting us to $22,500,000 which is a bit conservative considering that the average employee there likely made more than $50k and they may have had more than 150 working on it at different times.
Another thing to account for is what they spent on bigger name voice actors like Patton Oswald, Matt Mercer, Corey Feldman, Peewee Herman, and fucking
Billy West (the most expensive voice actor who doesn't own a show or do a Simpsons Voice). With so many voiced lines in the game this probably cost them another huge chunk of change (I'd guess around $1 millon per episode, or $8,000,000 but it could be more or less depending on who appeared in what episode - they still had
Billy West narrate that shit though). It's even more baffling if you consider the target audience is children who probably don't watch much Futurama or give a shit about who the voice actors are.
This also excludes any more money spent for advertising the game either directly (TV or print ADS) or indirectly (via "Influencers" and "Game Journalists").
TL;DR - On the surface it seems successful - but it looks like that a lot of poor management (team size, development time, expensive voice actors, and an expensive licensed IP) took a big win and either made it a tiny win or a decent loss.