Rogue_Ledr
Banned
FF7 remake confirmed =p
Yeah, that is the PSOne diversity I want.
That and the MGS remake.
FF7 remake confirmed =p
A team of 5-7 people can do an indie game at 39.99. I think that is very doable.When do you think that will happen? Do you realize how tiny of a cut of your $60 game purchase finds its way to the developer? If a handful of guys with no publishing fees, heavy marketing fees, etc try to charge $40 for a game, it better be the best reviewed game of all time.
Yes. Exactly! This would be a welcome result of self- publishing IMO. "Indie" doesn't have to mean low-spec, 2D or otherwise second-rate. My last post was at the end of a page but I'll say it again - what if indie teams can become bit bigger and more ambitious after creating a hit game or two? What if a group of a dozen experienced devs can leave a bigger studio and form their own? I realize its before the HD era but so many great games of the 90s and early 2000s were made by 20 or 30 person teams.I think sooner or later some of the indie dev will grow bigger and their budget and games will be our mid tier games between $15 and $60 games. There's an obvious gap in the middle that no one filled, with more and more option for funding games like kickstarter, it's a matter of time some studio will try to make bigger games in term of budget. Let's say the current crop of kickstarter titles turn out successful, and they want to start a new project? More likely than not, the next project will be even more ambitious and probably require bigger budget.
A team of 5-7 people can do an indie game at 39.99. I think that is very doable.
Promise us JRPGs and 3D platformers.
Actual 3D platformer please. You know, the kind where you die if you miss a jump.
Ok, but it better be an AMAZING game for 7 people to charge me $40 for it. What cut do dev teams get on a $60 game? Like $10-20?
I'm really happy for the indies of today, I really am.
Having said that, I really miss the mid-budget games that were being made throughout the "Playstation era".
Beat'em ups, rpgs, adventure games, action games, puzzlers and tons of crazy, risky shit. All being made by small to mid-size studios who had enough money and resources and took a shot because they could.
Those were the indies of yesterday, and I miss them. Call me pessimistic, but based on the concepts I'm seeing from the indies of today, I don't foresee those games returning.
Wait, wait, wait.Ok, but it better be an AMAZING game for 7 people to charge me $40 for it. What cut do dev teams get on a $60 game? Like $10-20?
I'm really happy for the indies of today, I really am.
Having said that, I really miss the mid-budget games that were being made throughout the "Playstation era".
Beat'em ups, rpgs, adventure games, action games, puzzlers and tons of crazy, risky shit. All being made by small to mid-size studios who had enough money and resources and took a shot because they could.
Those were the indies of yesterday, and I miss them. Call me pessimistic, but based on the concepts I'm seeing from the indies of today, I don't foresee those games returning.
Would like to see someone make a new Jumping Flash game haha
What does it matter how many cut the dev get? You make it sounds as if the dev are not allowed to have too much profit. Pricing really just matter of the publisher strategy on how to sell their game, nothing to do with game quality or budget. Consumer are free to make their own decision whether they want to buy the game at the price the punlisher decide or not.
For example, tokyo jungle is a full priced game in japan, and sell pretty well there, but it's only $15 digital download titles in western market. The game is exactly the same, the publisher decide on the price targeting the different market demographic and it works well for them.
That's what I hope will happen over time. "Indie" games don't have to 8-bit platformers. What if a team of 15 people makes the next Portal or Katamari Damacy?Right, and my point is that is what would take for ME to BUY their $40 indie title. And I personally don't think that is a price that is easily justified for an indie title until it starts to approach regular published game quality.
If it got incredible reviews, then it would become more justified in MY eyes.
Man, PS1 era might just be the most fun and thus overall my favorite generation. Though, it probably is a one time thing, to live and experience that era from beginning to end and being blown away be 3D for the first time and experiencing games like MGS, FFVII, Resident Evil, etc, can never be replicated again. I absolutely cherish those memories.
If that's true, where's the Ape Escape and Legend of Dragoons? The Ore no Ryouri's and the Devil Dice's? The Intelligent Qube's and the Parappa The Rappers/UmJammer Lammy's? I'm not asking for framchise revivals like the rest of this thread. I'm asking for new IPs with as much fresh take on game design as those. Games like Minecraft are in the right direction but not fully there.
Cerny needs to keep a lower profile and start making Knack a fun game. He is on a fast track to become the new Cevat Yerli of PR.
I'll agree when I see an Ape Escape 4.
Not true. A good chunk - certainly more than 10% - are games from small devs. Maybe more like 30+%, and probably a proportion that will grow over its lifecycle.
Man, PS1 era might just be the most fun and thus overall my favorite generation. Though, it probably is a one time thing, to live and experience that era from beginning to end and being blown away be 3D for the first time and experiencing games like MGS, FFVII, Resident Evil, etc, can never be replicated again. I absolutely cherish those memories.
Same here, I don't get all the negative comments it seems to be getting.
I really don't get why people are so offended by Knack. It looks like a fun little game. It's probably the only thing from the launch lineup that I want to play at the moment too... :|
the talk about Knack harder difficulty are for core players make it seems that the different mode will be pretty different. I wonder which difficulty he's been showing all this time.
So, they're relying on indies for this? because that's what the whole article was about. with the title of the article I assumed this was Sony's initiative.
It's easy to say things. I seriously doubt it. Even PS2 couldn't match PS1's diversity imo.
Due to small team sizes the barriers to creating new types of experiences were quite low, and consequently the diversity of games available at retail was quite high. As a result, there was a certain fun factor that was an intrinsic part of the PlayStation DNA in those years.
"Concept-driven titles like PaRappa the Rapper, Devil Dice and Intelligent Cube were well received by the game playing audience and each went on to sell over a million units."
This diversity was lost on PlayStation 2, Cerny explained, because development teams had to get bigger to realise the power of the console. And the problem only accelerated with the arrival of PlayStation 3.
Any number of things could stop devs from publishing first on the XBO: unfavorable publishing policies, XBO demographic not a good fit, bad past experience working with MS, etc. I don't think it's going to be as simple as MS telling everyone to jump and they all just ask how high. Also, Sony still has the options to either Pub Fund a dev or outright offer to publish their game, if they feel the need to secure exclusives, content or timed.If I was Sony, I would at least require parity on Multiplatform releases. I'm all for being open and supporting self-publishing, but if they accept anything, and MS still require timed exclusivity or exclusive content, then what is to stop developers simply publishing first on Xbox one to satisfy MS and still taking advantage of sony's flexibility down the line?