Behaviour Interactive – Deathgarden, Hooked On You, Flippin Misfits: No Game Gets the Same Success as Dead by Daylight

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It’s a question that I’ve been thinking about for a long time, but I’ve always wanted to wait before we have a debate with you, I wanted to wait for the right moment, and I think it’s come.

Behaviour Interactive, for those who don’t know, is a company that has been in the video game market for over 30 years, but has achieved worldwide success with Dead By Daylight, an asymmetric horror game in which four survivors must collaborate to escape from the killer, a simple mechanics as much fun, especially if then to these assumptions are added collaborations with the most famous killers (Myers, Krueger etc.).


Dead By Daylight was immediately a hit, so much so that Behaviour Interactive acquired all the publishing rights from Starbreeze to manage on their own what was becoming a game known by all in a very short time, and helped a lot the first collaboration with a horror icon of the 80s after only three months or so after the release of the game on Steam, that is the collaboration with Halloween, which was presented, among other things, with a trailer that for me is still among the most beautiful ever among those created to present the new Chapters of the game:


From Halloween onwards, the game began to grow in an incredible way, came numerous other licenses in just as little time, as Krueger, the Pig from Saw, Leatherface, and the users continued to increase, because a similar game, within the industry, it did not exist, and it was that novelty that attracted all those who came to know it (including me).

With the game continuing to grow, even at the development level you had to have an internal organization that allowed you to clearly understand how and when new content would be released, then comes the first roadmaps of the game, in which it is clarified the time of distribution of each single DLC (ie every three months), and above all, begins what is now considered an event expected by the whole community every year: the livestream of the anniversary of the game, in which are revealed the news coming inside Dead by Daylight:
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Soon, those three months between one content and another become a month and a half, thanks to the development of the Archives that went to fill one of the most obvious shortcomings within the game, the fact that to advance in the bloodweb to unlock new perks, you had to play a lot of games, because the items were so expensive, and the webs were so big, so you needed a lot of bloodpoints to advance in it. So new challenges come with archives, and also new aesthetic objects, charms:
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With the arrival of new ways to make blood points, there are also other optimizations to the game, such as the decrease in blood points that it takes to complete each bloodwebs, the removal of the loss of each perks after each prestige of the characters, graphical updates, and totems, followed by the boon totems, which were used to give more diversity to the gameplay that has always made simplicity its strength, despite the fact that there are many within the community to ask for a more layered gameplay, with objectives to do in addition to simple generators, here were then born the totems and its variants:
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Dead by Daylight becomes a worldwide hit, thanks to the many collaborations with equally pop products such as Stranger Things, Resident Evil, and many others, followed by numerous free weekends and discounts.

The game therefore makes a lot of money to Behaviour Interactive, which are then invested by enlisting new developers and creating new games, but unfortunately, none of the new games has had the slightest success of Dead By Daylight.


After the asymmetric horror multiplayer in fact, was released Deathgarden, a game that, for those who like me played it, knows very well the structural problems it had, despite a brilliant idea of the bottom: maps that, unlike Dead by Daylight, exploited verticality, with the possibility of climbing on objects.


The game was a 5vs1 in which five runners had to escape from the hunter who was equipped with firearms.

Deathgarden’s problem was in trouble, if you didn’t save most of the survivors, they all lost, no matter what you did in the game, plus to save the survivors who were trapped by the killer, it needed the help of three survivors who needed to be coordinated, something overly complex.

To escape you had to load some towers around the map, in which, however, the killer could place turrets and traps that were activated as you approached, making you die with a few shots, and the perks that could be equipped did not improve the situation:


They tried with a reboot of the game also changing its name, then born Deathgarden Bloodharvest, here finally you give much more importance to the performance of the individual player, not being no longer necessarily connected to what others do, the towers have become "deposits" of blood that must be loaded by taking the blood around the map and then going to deposit it in these columns scattered around the map, even save the runner becomes easier, the game returns to be played but the user will return to drop after a while, dying permanently:


After Deathgarden is released a spin-off of Dead by Daylight, developed by Psyop and published by Behaviour Interactive, a dating simulator called Hooked On You, but after a short time, decrease and almost zero users of this game, that had started with a launch of about 4300 people (the game is only available on Steam), and currently the peak that reaches daily are about 20 people:
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Finally, a few months ago are announced many new projects coming from Behaviour Interactive (with also the hooked on you game):


And one of which was released some weeks ago, even at a very low price, but this was also unsuccessful, with the few users who purchased it complaining about the absence of a progression system, and with the game already being discounted:
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It is quite particular the situation in which Behaviour Interactive is currently in terms of new products launched on the market, because, although there are no official documents on sales and sales expectations of each product, It is quite obvious that all games after Dead By Daylight did not have the same success.

Dead By Daylight could have totally cannibalized the "company" making it recognize only as the company of that game them, and therefore attracting only fans of that game them, forgetting that Behaviour Interactive has been active for a long time?

Their successful game kills all competitors who try to create new asymmetric multiplayer horror, but apparently, even the same company’s games.

But above all, if it is only recognized for Dead by Daylight, then what will happen to the company when this game also stops being played? It is probably for this reason that new projects have been revealed, to make people understand that Behaviour Interactive are not "Dead by Daylight", but a company that produces video games of all kinds.


What do you think about that?

Let’s talk about it.
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