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1. The projects that fail are often cancelled rather than bad releases, because they go so far off the rails that they are not even functioning, saleable products. When a film production goes wrong, you still have footage, you can still use post-production and editing work to make some sense of it and fit it into a 120 minute package - a Hollywood film typically doesn't get released with e.g. cuts shown in an unintended order, actors speaking out of sync, or visual effects accidentally shown upside down. A game that goes wrong is more like broken software, and does not function even on that kind of technical level.

2. There are plenty of games that fly under the radar, and the press will give them one review to lament their failure and then a follow-up when the studio closes and there's a massive layoff. Stories about failing games don't get traffic like stories about popular, beloved games. This has only become more true with the onset of digital storefronts.

So if you don't look, you only see a stream of hit products.




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