Wanted to push this up … because I'm interested in opinions on that by those who are playing it right now …
I didn't knew all of that, too few sells, bankrupt, and death of the series.
It's quite sad but the reasons aren't obvious. A first point is I think the spread released with delayed release in some countries is a difficult art to master. I feel it's an erroneous approach because it diminished a lot the effect of the game release.
I'm sure they had very good reason to do that but it's still not a good approach if you don't have a powerful com army at your service in different countries to support and push separate and delayed releases.
The second point is it's just too ambitious for a first game team. I think the team behind is important and its fame can help a lot a game release. So a game mainly pushed by a dev team should not be too ambitious for the first game of the team. The point is to built first an aura of fame among the fans before attempting something more ambitious with a much bigger cost.
The comparison with DAO is extremely difficult because it's just too different worlds, even if the games have a quite close approach and also if obviously Bioware borrowed some of the best idea.
A much more pertinent comparison is The Witcher. Here too we have probably a too big target for the first game of a dev team. But beside to be very well achieved and despite probably a bit more significant flaws than Drakensang, they achieved some singular design points making the Witcher a quite unique game in the whole RPG history. Drakensang only targeted a very solid design with no flaws and many good points but also nothing so unique beside the use of the Dark Eyes background and rule set.
Clearly has already stated here the Dark Eyes isn't really a marketing argument apart in Germany, because even if in past it got a good distribution in some other countries, in all those countries this trademark has just disappeared during too many years and the old fame has mostly vanished in those countries.
So it ends with a solid RPG with many good points but no amazing characteristic or singular feature that the marketing could exploit well, for professional or for fans. On this base, a too ambitious budget that should have stick to German market base to build some fame first. Also I'm not sure it's a good idea to target German language for first games of a team, English language seems a lot more pertinent, I wonder is this would really killed the game in Germany if the game had a mood and feel of a sort of mildly indie game.
More and more computer gaming is looking on how making games with much lower budgets and Drakensang is to be add in the stacks of example that big budgets are a difficult approach.
I know that all of that is pure arguing and this could be part of the main causes of the final failure, or not, or pure bad luck, or anything else.