pigwalk
[H]F Junkie
- Joined
- Dec 14, 2004
- Messages
- 8,396
So you're pissed that developers don't design games for freaks with giant godzilla hands?
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How about allowing us to do more than follow a stupid red line (not really a line, but the point still stands)?
My problem with mirrors edge was that it was so short....
Or, you could just do the sensible thing and hook up a dual-analog game pad and play the otherwise vastly superior PC version. Oblivion, Fallout 3, and any other games where the interface is clearly intended for consoles should be played with a gamepad.
Wow, you think oblivion is better with a game pad? I'm playing it right now and the mouse movement is just so responsive compared to so many other games, even ones built for the pc. It was games like bioshock where my hand hurt after half an hour playing because of how laggy the mouse felt that I think of when people say the controls weren't ported well. Anyways, sorry, that's just caught me off guard because of how much I like Oblivions controls.
Oh, and the feel of the mouse at Oblivions start menu is what I would consider laggy.
Dead Space, on the other hand[/B].
Got it for $9, and was SUPER pissed about losing $9.
Piece of crap console port that you cant play with a mouse and keyboard. THATS why it didnt do better. Spend more time (or ANY time) getting the pc port kb/mouse and FOV and other options down, THEN release it.
EA learns from Mirror's Edge mistakes.
Less development time, more advertising.
EA learns from Mirror's Edge mistakes.
Less development time, more advertising.
LOL. I'm kind of scared for the wrong conclusion on sorts of aspects.
But can you really say its the wrong conclusion or blame the publisher? The consumer on average has shown that properly marketed and hyped games sell, and is more a factor to a games success then being well received "critically" or by more dedicated fans.
But can you really say its the wrong conclusion or blame the publisher? The consumer on average has shown that properly marketed and hyped games sell, and is more a factor to a games success then being well received "critically" or by more dedicated fans.
I thought Mirror's Edge was great for what it was. Something about it clicked with me. It was refreshing to see EA/DiCE tackle a rare concept like it, instead of rehashing the same ol' push-marketed redux for the masses. So what if it didn't meet sales? Sometimes you gotta take a chance to break new ground.
And maybe that's the problem with most games today - nobody wants to take a chance... especially when large amounts of money are involved.
When devs shop an idea to publisher, they've got two choices: 1) go with the safe bet or 2) pitch the so-called "crazy" concept with hopes of not being laughed out of the room.
There was probably a time when option #2 was certainly viable. Unfortunately, those days are pretty much gone. Plus, you still gotta put food on the table.
With the rising costs of AAA titles, there aren't too many companies financially in the position to be able to roll the dice and see what happens. These days, you get your bankroll from investors. If the investors don't see some kind of ROI, it's pitchforks and torches at your doorstep.
Sometimes breaking new ground doesn't always work out though. I tip my hat to IO for trying to venture out beyond the Hitman series. Unfortunately, I feel they wasted time and money (not to mention tarnishing their rep) with those lackluster Kane & Lynch games.
The need to explore original ideas is also probably why (finally) Bungie broke free from MS. I know if I were them, I'd have gotten sick and tired of those MS board meetings having the suits ignore any game concept pitched at them that doesn't have the words "Master Chief" or "Halo" in it. Bungie is a great company that has, in my opinion, been shackled to the same game for the past decade. Now that they are freelance once again, I'm anxious to see what they come up with next.
Remedy didn't exactly hit a homerun with Alan Wake either (a triple at best). But, again, they were trying to break new ground there. More than anything, I think hype hurt that game. It did sell well; however, it wasn't the groundbreaking game that everyone made it out to be. It had all the AAA title elements in there, but it lacked a certain charm to it. I don't know what to think about it still. I think Remedy could do better. Having MS put the shackles to them probably didn't help either.
There are probably a dozen other existing gaming companies out there I could ramble on about. When it comes down to it, there is no secret formula for success. I do know one thing: if rehashing the same thing is the only way to make money in the modern gaming industry, then the industry itself is eventually doomed. This is coming from someone who has historically rolled their eyes whenever a thread/article titled "gaming is dead" pops up on the screen.
alan wake failed because they dumbed it down for the consoles and abandon the pc version of it.
they diddntb try anything new on it. it was shit and another console shitty game