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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:21
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In the C64 and Amiga days I had a lot of copied games. You shared and traded with your classmates. I gave him something and he gave something back -complete trading mentality-. For the computer geeks it was also a sort of "gotta catch 'em all" -mentality. The more games you had, the bigger the boasts. I was a bit of an exception because i also bought a lot of originals (many also the equivalent of the bargain bin special now that i remember) in those days.
In the present day I only buy PC originals. These days time is a more essential factor for me than price. I don't wanna pay full price AND discover after 8-12 hours I've wasted it all for a turkey.
Last edited by CapTVK on 11-10-2004 at 00:21
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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:21
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quote: Originally posted by Comrade Tassadar
OK, go on; recommend some of them to me 
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I can provides truckloads of freeware games if you want but I don't know your particular preferences. One site I always enjoy is Retro Remakes. Which has a large collection of modern day remakes (some good, some bad, some totally lame). They also hold an annual remake compo. Which, on occasion comes up with a few surprises.
The discussion forums at the site-that-may-not-be-mentioned are also a good start. They have a toplevel thread which gives an overview of the many freeware games available.
Wesnoth, Freedroid and ASC-HQ (Battle Isle) are both well done open source games and are available as windows binaries . Check out Happy Penguin for more.
And remember Open Source games are community efforts. Their success is ultimately based on the efforts we put into them.
quote:
Nono, many "independant" games often ask for money, usually quite a bit of money, in order to purchase the uncrippled version of their product. Often times this is $20-30 and the quality would not justify the cost |
Many independent games are usually aimed at a certain public. Whether the prices charged are fair is up to the player. But you usually get a free "crippled" version to playtest in advance. If we don't like it we leave it at that and move on.
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pg
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Yeah, that is a good point. I always buy a good multiplayer game because I know I'll get my money's worth. Multiplayer is really like a critical feature for me because even if it's bad there will usually be a player effort to fix it. I play multiplayer like 5:1 to one over single player. I don't much like MMORPGs however.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:21
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heres what phil stein posted on quartertothree
quote: However, of course in the long run, developers and publishers have to make money or they will go out of business. And yet, games cost ~10 times more to develop than they did a decade ago, yet sell for probably 20% less, inflation adjusted, than they did back then. How is this possible? Volume. The overall market is bigger, and publishers invest more money in fewer titles (i.e. shooting for blockbusters, rather than 'B' titles). So the average AAA title now, costing $5-15 million to develop, sells a lot more than what would have been a AAA title in the early 90s (costing ~$500K to $1.5M to develop). If you ask why pubs don't just develop titles at $500K to $1.5M now, and reap the big volumes for even greater profits, the answer is that the consumer market now is interested in flashy blockbusters, the Doom 3s, Halo 2s, and GTAs of the world. There's a viable market making low budget valueware - $19.99 PC games that cost $50-200K to develop. But the $1M budget range is too low to attract the attention of the press and generate buzz, yet too high to profitably chase the $19.99 budget market. So overall, the gam market has split into two classes - blockbusters, plus a few low-budget PC games |
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child of Thor
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quote: Originally posted by lord of the mark
heres what phil stein posted on quartertothree
quote: However, of course in the long run, developers and publishers have to make money or they will go out of business. And yet, games cost ~10 times more to develop than they did a decade ago, yet sell for probably 20% less, inflation adjusted, than they did back then. How is this possible? Volume. The overall market is bigger, and publishers invest more money in fewer titles (i.e. shooting for blockbusters, rather than 'B' titles). So the average AAA title now, costing $5-15 million to develop, sells a lot more than what would have been a AAA title in the early 90s (costing ~$500K to $1.5M to develop). If you ask why pubs don't just develop titles at $500K to $1.5M now, and reap the big volumes for even greater profits, the answer is that the consumer market now is interested in flashy blockbusters, the Doom 3s, Halo 2s, and GTAs of the world. There's a viable market making low budget valueware - $19.99 PC games that cost $50-200K to develop. But the $1M budget range is too low to attract the attention of the press and generate buzz, yet too high to profitably chase the $19.99 budget market. So overall, the gam market has split into two classes - blockbusters, plus a few low-budget PC games | |
Well my feeling is that the industry can't complain about what they have created to a greater extent. Since the 90's when the first real leaps in pc power came along(the massive increase in power in the pentiums), and the appearence of dedicated graphics card, it can be argued that it was largely industry driven, the makers of graphic cards and pc componants wanting to encourage users to upgrade every other year etc.
The games industry could have just carried on making very efficiant software(games like Frontier model a whole galaxy - on one floppy disk!!), but decided to play the game, so they decided early on to go down the route of improving graphics above all else(or even at the expense of all else?) - which is the most cost intensive option to take when making a game.
So we end up where we are today with IMHO an industry awash with sexy looking games that get boring far too quickly or are just very short games - all the effort goes into making a game look good.
Is there a way back from here? If there is the games industry doesn't seem to think it has a problem with its current approach(even though more game developers go bankrupt than new ones get created - one of the reasons we end up with just a few very powerfull producers).
And im also not sure taking games into a mainstream market(ie a non-computer game fan one) is the correct thing to do if you want to make cheaper better games?
It might make you more money in the short term, but these customers aren't loyal to your product - when you make enough rubbish they wont be as forgiving to give you the benefit of the doubt next time; they'll just go do something else with their money. We live in a world with plenty of things to waste your money on
Also you run the risk of alienating your past fan-base, who are mostly fairly dedicated gamers. Maybe we're harder to please, but we will encourage the producers to make better and better games, as we actually care about it. 
Last edited by child of Thor on 18-10-2004 at 23:29
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pg
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What I hope happens is eventually graphics reach a peak. A point where improvements are so slow in coming that graphic expenditure levels off. Look at sound, it's not really getting any better for the last couple of years. I hope that is what happens to graphics too eventually because then gameplay, story, style, etc will become the deciding factor when you want to buy a game.
Last edited by pg on 19-10-2004 at 10:31
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