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w M w
from London (United Kingdom) on 2002-08-25 08:23 [#00363914]
Points: 21427 Status: Regular
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These guys are game makers that seem to have a philosophy of aesthetic over bullshit, like autechre. It's interesting that often one single brain makes a piece of music (aphex twin) but it takes a big team to make a game sometimes... maybe doom2 was so good because the team was small and therefore closer to a single brain with ultimate control over creation?
http://www.gamasutra.com/features/visual_arts/19980123/kclo ud.htm
I love gamasutra, I've been searching for this for a long time. It's search engine is even powered by google :P
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w M w
from London (United Kingdom) on 2002-08-25 08:48 [#00363949]
Points: 21427 Status: Regular
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from http://www.gamasutra.com/features/19971031/
One of the results of technology leveling out is, it's an even playing field and easier for competition to spring up. The big threat is that it may turn into... well, like music or film (industries) where there's a few giant powerhouses you have to align yourself with or you're nobody. We think there is time in this industry to save ourselves from the mistakes made in other entertainment industries, and that independent developers will be strong.
Go schematic!
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w M w
from London (United Kingdom) on 2002-08-25 09:09 [#00363987]
Points: 21427 Status: Regular
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"You've been in the games industry since the DWANGO days. What have you experienced as the top three pitfalls (gotchas) in this industry?"
Anything to do with making money off multiplayer gaming :-). Seriously, it is people getting into this closet culture and forgetting that the rest of the world is not part of it, forgetting that you are ignoring 99% of the population. It is very easy for people who are in this culture not to see outside. Also, developers trying to be their own business representatives. Business people from publishing and distributing companies look at them as lambs to be led to slaughter. Developers need to find someone they can trust who is a competent business person, who has an idea of what a good deal is, or who can do the homework to find out. The reason I'm here is because I see these guys for what they are, and only want to do things in this business that benefit the developers and our side of the industry. Developers shouldn't believe all the happy talk at the start of relationships. It amazes me that some proven developers out there are working for royalty rates that are a fourth of ours. Maybe one day we'll start our own publishing company and do things right, treat developers with respect.
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w M w
from London (United Kingdom) on 2002-08-25 09:43 [#00364009]
Points: 21427 Status: Regular
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Lotsa music analogies (this is kinda like how some genius made, say, "reaktor" and then lotsa people cloned it's effects by using it... though I don't know much about reaktor or anything) or maybe how "modplug tracker" is a clone of "impulse tracker" to make music etc
you could even say that Unreal One was an attempt to make a Quake clone. The game was very successful on it's own because it wasn't just a clone, it added a lot of new features to the genre, some really nice new visual effects, a lot of new editing tools that the community picked up on… It was adding a lot of things. You see a lot of clone games come out now that don't add anything to the genre, and just subtract by not having as good artwork, and not having as good gameplay, and being rushed out to market. The PC market has always been sick like that.
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w M w
from London (United Kingdom) on 2002-08-25 09:47 [#00364012]
Points: 21427 Status: Regular
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If every publisher was required by law to drop 80% of their games and only focus on the remaining 20%, I think that you'd see a lot more games coming out. I think that you'd see the industry sales increase overall even with far fewer games coming out because those games that do get completed would be a lot better. But, you know, publishers don't do it that way. They're always out for the quick buck. Every publisher has at least one major success, and they say, "Oh wow! Look at all this money we made from this one game. Now, if we make five more like it, we'll be making five times more money!" That's the big thing about the game business: it's not scalable at all. Development teams aren't scalable. A team that's created one good game isn't going to be able to split into two teams and create two good games. They're probably going to be able to create two mediocre games, or something like that. It's this lack of scalability that nobody seems to realize and recognize formally. It's very weird because companies like Id Software have always been focused on staying small, and making a good game, and have been able to do well repeatedly, game after game after game. It seems like a lot of companies don't look around and notice that. They just think: "We can be more profitable by becoming bigger." Just the opposite happens.
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qrter
from the future, and it works (Netherlands, The) on 2002-08-25 18:10 [#00364401]
Points: 47414 Status: Moderator
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well, it seems to me the teams that make games are quite small.. I think there are about 6 people or so working on Unreal Tournament 2003..
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pachi
from yo momma (United States) on 2002-08-25 19:12 [#00364456]
Points: 8984 Status: Lurker
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i heard john carmack was constructing a rocket (??)
i think doom3 is supposed to have a new engine as well
i think id should make a new original game tho, instead of resurrecting classics & fitting them w/ new "clothes" imo
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w M w
from London (United Kingdom) on 2002-08-25 21:08 [#00364607]
Points: 21427 Status: Regular
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I'm upset sorta that they're making doom3's fighting gameplay just one or 2 monsters at a time.... one of the main reasons i liked doom2 was the chaotic ever changing strategy since the monsters moved randomly sort of.
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