Comments on: Game publishers sweat console change
More game companies may drop out of business as new consoles push up development costs.
More game companies may drop out of business as new consoles push up development costs.
January 2, 2010 6:00 AM PST
January 1, 2010 12:16 PM PST
January 1, 2010 9:20 AM PST
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I think these companies are looking for the cheap way out. For me, a game needs to be fun. Period. I don't care about fancy graphics, because after playing for 10 minutes you forget about all that, and it is the substance of the game that realy matters.
It will be a shame to lose smaller development companies, as innovation will be exchanged for polygon count.
My 2 cents . . .
I've played with the physics settings of many racing games and just some small tweaks will make a world of difference. There were some real sweet tweaks that coule be made to Midtown Madness to make a car have super-glue traction for example.
They certainly won't use the AI engine from NBA Shoot out 2010 for the Grand Theft Auto title that follows it to market.
The bad news is they do already re-use a lot of code, it just isn't as structured as it needs to be so that the work can be salvaged quickly and put to use again in a new product.
These days, for the same purchase price, were buying games that 20 or 30 developers have had a hand in.
So unless Microsoft, Sony and Nintendo want the console business to stagnate, innovation to die, as people finally get tired of the constant stream of RTS, FPS, TPS games continually flooding the market - they will have to create systems (and development kits) that every day joes can code for.
If it wasn't for the fact that systems like the Amiga or the Atari ST enabled sometimes just one person to create, in a few months, a blockbuster game, then companies like Electronic Arts would not exist.
The next generation Sid Meier or Peter Molyneux will never be seen unless the creators of these boxes make it possible.
So instead of just designing a console with the most powerful graphics system, dolby 9.1 and gigabit broadband capability - they need to worry about who can realistically (i.e. in 2 years or less) produce a game for it.
The only way for this to be possible is if development kits can be bought to run on PCs (or Macs for that matter) for under $100. Because by nature bedroom programmers do not have $1000s to spend on systems and software.
Remember that nearly every genre you love today was invented by a company that started out as a group of penniless programmers on sub $400 computer systems.
industry already. Why would any developer want to write
inflexible code? I find it hard to believe that developers don't
have a toolset that gets pulled from and added to with every new
game. Is this really true?
I'm a huge fan of the Command and Conqure series, and C&C, C&C2, Red Alert, and RA2 all use the same game engine with ever updated graphics and new options pasted on.
Beyond same franchise we also see Unreal Tournament game engine being used in multiple titles by other developers. It is the engine used for the US Army game "America's Army Operations" for example. The biggest asset for the new Doom 3 is the engine and they are already seeking to license it out to other first-person-shooter titles for re-use.
What you are going to start to see is more cross-licensing of portions of titles. Rockstar games could profit from competing titles like Streets of LA and Driver 3 by licensing their game engine to those titles. They could also tap the resources of those developers for improvements to the game engine and incorporate in upcoming releases that would shorten the development life cycle.
They're not saying every game is going to be the same. It's like building a hotel along a one way train track that one train will ever go down. Once it's passed, do you go chop down all new wood?
How long before they realize that the only way to develop games that are complex to point of insanity is to stop the one shot sale approach. Online games are not just profitable they are the future of the entertainment industry as a whole. No Artificial Intelligence will ever replace the feeling of human players competing and cooperating with each other, at least not in the next 20 years.
How can you afford to support bug fixes for a software application that has a billion lines of code? Online-based games that have monthly fees not only ensure that support is actually a profitable business model, but also allows new content to attract new game subscriptions.
How can you develop a sequel when every magazine and online review gives it bad marks when the graphics engine is not vastly superior? This reusable code concept isn't new by any measure of the word; it's been done since the inception of computer programming. The problem is that every game title has to be rendered consistent throughout, if you use a graphic from your WWII FPS in your Fantasy RPG you better believe that it will look a bit off.
The key thing here is that the online game will lengthen titles' lifespan from three months to three years. If you don't believe me check out an online game site and look at how many people are playing these titles, some of them are over three years old and have tens of thousands of people playing at any given time!
The online game market is getting very cutthroat and players attention spans for the games are getting shorter. The moment they feel they arent getting their 14.99 a months worth they are gone when back in the EQ days they stuck it out through the borind times as well as the fun ones.
My advice is that if you intend to make an online game you better spend some time and money on it making sure at no point in the game playing experience is it going to be boring or frustrating, dont expect it to be an instant hit and under no circumstances should you EVER let a player violating the rules off with a warning in order to preserve your cash flow. Thats a death sentence.
Theres nothing more frustrating for a online gamer than to spend 49.99 on a game then $19.99 monthly for 2 months when you realize you hate the game and all you can do with it is use it as a coaster, you cant play it again one day if you get bored without significant hassle and you cant use memory editors to modify it for fun.
If they like it theyll love your company if they dont like it they will hate you there is no middle ground - beware.
- Evolution
- by October 14, 2004 1:44 PM PDT
- This is just like any industry, survival of the fittest. Game devopment is going in a new direction and the old dinosaurs need to evolve or go extinct. In the other hand, the physics ARE an important creative aspect. Its the difference between that Thrasher game that came out about the time as THPS 1, one of them bombed and the other went to the top. Same thing for racing games, nobody ever said "Lets go play Ridge Racer Revoloution instead of Need for speed 3!". But, be real it takes way to long to make new stuff and I have to admit games, lately anyways, are REALLY lacking in intelegent gameplay with a few exceptions, KOTR was killer, I couldn't believe they put math problems in that game. Overall, I think this is going to be a good thing, a new era a new outlook on gaming if we're lucky.
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