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Video Game Industry Thread: Master Chief -- script delivery boy
Posts
Jealousy... rising...
I'm not counting previous failures.
Sadly, Virtual On is nearly impossible to play without one of those or the Dreamcast version. I have Virtual On for the DC and it is is Godawful with a regular controller.
It's a shame that, for all of its cutting edge features in other areas, the Dreamcast's controller was at best average for its time and at worst somewhat retrograde.
I played the saturn version for years with a standard (model 2) saturn pad and never had a problem. The twin sticks are a huge upgrade, but I don't think the game is unplayable without them.
As for the dreamcast controller, it basically was the Sega Saturn 3D pad:
They even have a detachable input port in the same spot, at the top of each (the controller cord detaches on the saturn version, revealing a VMU-looking slot). The saturn pad is better, though, except for the actual analog stick. The DC analog stick blows the saturn's away, which feels more like an analog nub attached to a self-centering trackball. Beyond that, every bit of the saturn pad feels better.
On the subject of the twin sticks and virtual on, I always thought that a Dragonball Z game made using those controls would have been awesome. The way I play Virtual On basically looks like a dragonball Z fight anyways - lots of dashing left and right in the air, throwing rapid fire small fireballs on the go, stopping to unleash big charged fireballs, etc.
Just like how the saturn SDK has always had support for 4 additional analog axises that didn't exist on the actual controller (until the 3D pad came about), the dreamcast SDK has support for 2 additional buttons not on the normal DC controller - Z and C. In fact, most 3rd party controllers mapped those 2 additional face buttons to Z and C, and some games, like Marvel vs Capcom, will even read those buttons normally (i.e. if you press a button mapped to Z on a controller, it'll read as Z on the options menu).
The main problem with the Dreamcast pad is simply the fact it has only one stick. Sony set the new standard with the DualAnalog/first DualShock. After that, any controller without two sticks was obsolete, pure and simple. And all the other systems of the Dreamcast's generation came out with controllers that had two sticks.
But yeah, a couple more face buttons wouldn't have hurt a bit, either. I also feel the triggers needed to be about half a inch farther toward the top of the controller as my hands start to cramp up, but that may be just me.
Cliffy B: Video gaming's equivalent of Rob Liefield.
Heh, not even close. Epic can design feet and don't have an obsession with pouches. Plus, you know, that whole conistant artstyle thing.
Also, you should feel bad about trolling with that the crysis gameplay comment when you know better
When games go on sale, how little money does the developer get? For example, I recently bought Solatorobo off of Amazon for ~$15, and it is really fun, but I have heard that there probably won't be a sequel due to poor sales in America, which really breaks my heart, and I am wondering if my contribution was actually much of a contribution at all? Or did the developer get nothing, while the retailer recoups their cost? I traditionally have held the opinion that, with games, I vote with my dollar, and when I am not buying my standard Mario/Zelda/Pokemon fare, I try to find developers that do interesting but less marketable games, so this is actually of some importance to me.
So the developers are paid no matter what the game sells, but any future games hinge on whether their games make the publisher any money.
While that means you buying it at a discount didn't hurt the company itself, the issue comes when the game doesn't sell enough that those copies sit on shelves long enough to be discounted to that level: a copy that isn't sold is a copy that isn't getting replaced by the retailer. Poor sales aren't about getting low returns on the games, it's mostly about not selling copies at all.
Cliffy A did artistic games and was very humble.
Cliffy B shot him in the fucking face.
Kindly edit your post and add in a quote of Smrtnik's insightfully lucid question so that I may report the exchange for awesome in a neat, self-contained package.
I don't sadly. I heard this from the Idle Thumbs podcast, it was either Nick or Chris who pointed it out, but they don't pull shit out of their ass with regard to quoting people. I'm still not sure if it was Cliffy B who said that of Mirror's Edge but it fits his M.O. He's like the college frat boy video game developer.
Then again I actively dislike Mirror's Edge so whatever.
It just seems pretty petty to point to a guy who is known to make a very specific type of game, and make it well, as "everything that is wrong with the industry". That's a load of crap. Just because you don't like his style or personal brand of gameplay, doesn't make him the epitome of problems in the industry.
In fact he has little to do with the actual problems in the industry, that are more related to executive decisions than anything to do with an individual developers game designs. There's a reason some games are referred to as "gears of war clones" and whatnot. CliffyB didn't go and force everyone to copy what he did; what he did worked well enough to make other developers and companies try to copy his success.
You might not like the constant hammering in of the buzz cut tough space marine; but apparently customers do, and its an easy go-to as a theme. This, as a problem, doesn't lie on him, and it's pretty petty to try to assign blame to him.
It feels really weird defending cliffyb because I don't really care for the guy that much, but that is due to his massive ego and generally coming across as a douche. I just think that things being said are pretty unreasonable.
There you are sir, since you asked so politely.
Another old series coming back. Is this just a massive coattails thing? The Double Fine thing, Wasteland, Shadowrun... lots all at once. I worry about overloading these revivals enough that people stop caring.
Although as much as I love Space Quest, I'd punch several babies for a new Quest for Glory so long as it allowed imported save games...
Xbox: UnbreakableVows | PSN/Wii U: UnbreakableVow | 3DS: 1521-3241-9354
God I hate that man.
It's not SpaceQuest (at the moment). They don't have the license yet and there seem to be other problems that came up judging from comments.
This cheered me up.
And this is important since usually devs don't actually have any other kind of income. So, if they don't have any other contract work as soon as the project ends they are basically screwed already, No safety net.
I recently replayed sf3 after beating fft on my psp and i had forgotten how different the two srpgs are. i much prefer shining forces emphasis on grouping and positioning over fft's emphasis on stats and army building. i cant wait.
I dunno, chases are exciting. That's why playing chase is so fun when you're a kid.
I have a tumblr.
Check it out.
http://startupgrind.com/2012/04/exclusive-electronic-arts-set-to-lay-off-500-employees/ Oh man, remember that brief period when everyone liked EA again?
Thats called PR
Also
I can't help but laugh. Then be sad. Then laugh again. Seriously what budget fuckery makes 13M sales of a full price game *disappointing*.
EA: how to be successful and screw up at the same time.
It probably would have matched it if it didn't use Origin and was sold on Steam. But hey, it's not like activision uses steam to sell it's Call of Duty games, right?
Didn't Syndicate barely sell 200,000 copies or something similar? That's a failure. Selling 4 million plus units, that's not a failure unless you have seriously stupid expectations. Minding, this is EA.
you can basically matrix it up if you want to