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Late: Why Did Criterion halt GCN support?

Suburban Cowboy said:
In other words, the only thing being added to the next burnout is online. If GC version doesnt have online people will realize how shallow of a sequel the game is.
Err...what?
 
HomerSimpson-Man said:
Criterion was with Accliam before Burnout 3 and now they are a part of EA. I'm sure if EA gave them the time and resources to do a GC version also, they would...
I doubt its EA. All their other games, racers included are multi platform. Note Burnout fits right in with the GCN demographics.
 
Drinky Crow said:
1. The Nintendo audience consist of little kids and jaded fatasses, the former of which play whatever their parents buy them -- usually family-friendly Nintendo fare -- and the latter who don't buy games to play them but to make a smug ideological statement of preference on messageboards.

2. The GC is underpowered and couldn't handle a game as visually complicated as Burnout 3+.
:lol :lol :D
 
Don't get me wrong... I own a Gamecube... and it's got some great titles.

But I'm also a game developer who's developed several multiplatform games... and lemme tell you:

- Can't effectively compress alpha textures... so anthing transparent takes up a lot of space in RAM

- Forced to use ARAM for specific types of assets... so you have to juggle your RAM

- Ridiculously small disk ! Have to reduce cut-scenes and streamed data !

- No built-in blur function, must downsample which looks like shit next to Xbox and PS2

- No online strategy in any way shape or form

- None of the face buttons on the controller are pressure sensitive like the PS2


I could go on, but this is a good start :)
 
Q: Will the GameCube version have some advantages over the PS2 version?

[Alex Ward] The disc that it comes on is a lot smaller.


:lol
 
honestly, some of the dropped support for the cube this gen was a bit baffling.. do you think there was a political/underhanded business reason for much of the dropped support?
 
quadriplegicjon said:
honestly, some of the dropped support for the cube this gen was a bit baffling.. do you think there was a political/underhanded business reason for much of the dropped support?
Maybe Sega´s CEO can tell...
 
quadriplegicjon said:
honestly, some of the dropped support for the cube this gen was a bit baffling.. do you think there was a political/underhanded business reason for much of the dropped support?


Bob White said:
B-but.....I thought the only mistake nintendo made this gen was bad advertising?!

It was the Illuminati. Don't tell anyone.
 
Ikaris said:
Don't get me wrong... I own a Gamecube... and it's got some great titles.

But I'm also a game developer who's developed several multiplatform games... and lemme tell you:

- Can't effectively compress alpha textures... so anthing transparent takes up a lot of space in RAM

- Forced to use ARAM for specific types of assets... so you have to juggle your RAM

- Ridiculously small disk ! Have to reduce cut-scenes and streamed data !

- No built-in blur function, must downsample which looks like shit next to Xbox and PS2

- No online strategy in any way shape or form

- None of the face buttons on the controller are pressure sensitive like the PS2


I could go on, but this is a good start :)


then could you explain to me how res evil 4 looks so good. mr developer. :lol :D
 
ThunderEmperor said:
then could you explain to me how res evil 4 looks so good. mr developer. :lol :D

Er, that's a bit vague isn't it? That's pretty much asking why game A looks as good as it does compared to game B,C,E which can be applied to all the consoles especially games designed only from one system in mind to multiplatform games.
 
ThunderEmperor said:
then could you explain to me how res evil 4 looks so good. mr developer. :lol :D

He develop multiplataform titles that's why the reason that he gave are more oriented to port games of other plataforms, RE4 is a game developed purely based on the GC hardware
 
Ikaris said:
Don't get me wrong... I own a Gamecube... and it's got some great titles.

But I'm also a game developer who's developed several multiplatform games... and lemme tell you:

- Can't effectively compress alpha textures... so anthing transparent takes up a lot of space in RAM

- Forced to use ARAM for specific types of assets... so you have to juggle your RAM

- Ridiculously small disk ! Have to reduce cut-scenes and streamed data !

- No built-in blur function, must downsample which looks like shit next to Xbox and PS2

- No online strategy in any way shape or form

- None of the face buttons on the controller are pressure sensitive like the PS2


I could go on, but this is a good start :)


This yeah, but the main thing that it takes LOTS of thread pages for Nfans to understand:
GAMECUBE ISN'T WHERE THE MONEY IS AT.
Unless maybe you want an half baked shitty 3 months port?

So why is the Xbox is receiving a version? -- racing games sells good on Xbox.
 
Game politics. The thought online matters more than it really did for the game. It wasn't a matter of sales. Really, just game politics. Like, Free Radical and the publisher could have ditched Timesplitters 3 on the GC because it wasn't online, but they didn't because it's not their perogative. Burnout 1 and 2 sold well on the Cube and I believe one of the versions actually outsould the Xbox one. I mean, I like the Burnout games, but the ports of the games took months and months after the initial release to come out. Thus the company itself was killing of all hype and vibe the original had and killing their own sales. Which is amazing since it's a renderware game, supposedly making porting easier? Right. Black was originally PS2 exclusive, Burnout has been a ps2 first release game, Criterion is a Sony favoring company. Politics, perogative, convenient excuses. Welcome to mainstream gaming.
 
ThunderEmperor said:
then could you explain to me how res evil 4 looks so good. mr developer. :lol :D
Think about your question long and hard for a second.

Finished? Do you see why it was foolish to ask something like that?
 
Wyzdom said:
This yeah, but the main thing that it takes LOTS of thread pages for Nfans to understand:
GAMECUBE ISN'T WHERE THE MONEY IS AT.
Unless maybe you want an half baked shitty 3 months port?

So why is the Xbox is receiving a version? -- racing games sells good on Xbox.
While this is usually the case... it simply wasn't for Burnout. BO1-2 sold almost identically across GC & Xbox.
 
Leatherface said:
You sound just as bad as everyone else now. This must be sarcasm...right?

Nah, I think he actually tells himself this enough that he believes it. Believe amirite???

But uh, if someone could give some actual sales numbers for Burnout on all three systems that would be terrific. I think a lack of online play is a great reason, as it seems like (judging from the jump in options in Burnout Revenge) they consider it a very important part of the game.

i.e. It's just Nintendo's fault. Simple as that.
 
Ikaris said:
Don't get me wrong... I own a Gamecube... and it's got some great titles.

But I'm also a game developer who's developed several multiplatform games... and lemme tell you:

- Can't effectively compress alpha textures... so anthing transparent takes up a lot of space in RAM

- Forced to use ARAM for specific types of assets... so you have to juggle your RAM

- Ridiculously small disk ! Have to reduce cut-scenes and streamed data !

- No built-in blur function, must downsample which looks like shit next to Xbox and PS2

- No online strategy in any way shape or form

- None of the face buttons on the controller are pressure sensitive like the PS2


I could go on, but this is a good start :)

Next thing you're going to tell me is that the PS2 is a better overall console than Gc.....that's not an excuse.....
 
ThunderEmperor said:
then could you explain to me how res evil 4 looks so good. mr developer. :lol :D

Complete Different games, doing entireley differnt things.

jarrod said:
While this is usually the case... it simply wasn't for Burnout. BO1-2 sold almost identically across GC & Xbox.


Criterion have hard numbers, we only have fragments of NPD and Chartatrack sales. We know nothing.
 
Bluemercury said:
Next thing you're going to tell me is that the PS2 is a better overall console than Gc.....that's not an excuse.....
Of course it's not...but if your base platform IS PS2 and you are porting to other machines, it could become much more of an issue.
 
etiolate said:
Game politics. The thought online matters more than it really did for the game. It wasn't a matter of sales. Really, just game politics. Like, Free Radical and the publisher could have ditched Timesplitters 3 on the GC because it wasn't online, but they didn't because it's not their perogative. Burnout 1 and 2 sold well on the Cube and I believe one of the versions actually outsould the Xbox one. I mean, I like the Burnout games, but the ports of the games took months and months after the initial release to come out. Thus the company itself was killing of all hype and vibe the original had and killing their own sales. Which is amazing since it's a renderware game, supposedly making porting easier? Right. Black was originally PS2 exclusive, Burnout has been a ps2 first release game, Criterion is a Sony favoring company. Politics, perogative, convenient excuses. Welcome to mainstream gaming.

Or you can just buy a PS2, and own the system that has all the games anyway. Then you won't have to say such dumb things like "Welcome to mainstream gaming." It's a lot better that way!

Also, it's prerogative.
 
Ninja Scooter said:
you guys act like Criterion is the only one cutting back or quitting on GC development. Why are people singeling them out?

Because they were one of the more unexpected ones.

And besides, they cut support when they finally had the concept perfected.
 
Amir0x said:
Or you can just buy a PS2, and own the system that has all the games anyway. Then you won't have to say such dumb things like "Welcome to mainstream gaming." It's a lot better that way!

Also, it's prerogative.

no it's oh snap!
 
etiolate said:
Game politics. The thought online matters more than it really did for the game. It wasn't a matter of sales. Really, just game politics. Like, Free Radical and the publisher could have ditched Timesplitters 3 on the GC because it wasn't online, but they didn't because it's not their perogative. Burnout 1 and 2 sold well on the Cube and I believe one of the versions actually outsould the Xbox one. I mean, I like the Burnout games, but the ports of the games took months and months after the initial release to come out. Thus the company itself was killing of all hype and vibe the original had and killing their own sales. Which is amazing since it's a renderware game, supposedly making porting easier? Right. Black was originally PS2 exclusive, Burnout has been a ps2 first release game, Criterion is a Sony favoring company. Politics, perogative, convenient excuses. Welcome to mainstream gaming.
Welcome to the strong arm tactics of "NES days" Nintendo. OK, Sony isn't THAT bad...
 
typhonsentra said:
Because they were one of the more unexpected ones.

And besides, they cut support when they finally had the concept perfected.

why was it unexpected? Didn't the head of Criterion always talk shit and take little jabs at Nintendo, even when they WERE developing for gamecube? You gotta figure that first chance he gets to jump off that ship, he's gonna take it.
 
Prine said:
Criterion have hard numbers, we only have fragments of NPD and Chartatrack sales. We know nothing.
Well, from any available data, the GC & Xbox ports of the first 2 games performed basically identically. And Criterion haven't ever stated otherwise iirc.
 
Criterion had no issues with making a GC version of Burnout 1 and 2, and the sales were there to back it up. It's odd that once EA picked up the game from Acclaim the GameCube version mysteriously disappeared. If I had to distribute the blame here, I would say it's 60% Criterion and and 40% EA that Burnout 3 or Revenge isn't on the GameCube. I would bet a dollar that Online has something to do with it in Criterion's case, though EA was willing to put NFSU on the GC, which is online on other systems (different developer, though).

Black is a different story, since it's target demographic apparently falls outside the stereotypical range of the GameCube audience.
 
dark10x said:
What do you mean by "blur", anyways?

What you'd use to do either do depth of field, a motion / gaussian blur, etc...

The Xbox has something on the hardware to do this, whereas you have to do it in a roundabout way on the Gamecube.

Yes, Wind Waker had depth of field. It you look close, you can see it doesn't look that great, not as good as it would look on Xbox.

This is NOT A BIG DEAL, of course... it's only blur. But it's the truth.

ThunderEmperor said:
then could you explain to me how res evil 4 looks so good. mr developer. :lol :D

As HomerSimpson-Man said, it was created on Gamecube, for Gamecube. If its your first SKU, of course, it will look great.

Without a doubt, the PS2 version of RE4 will lose a few features that the GC version had. The truth, however, is that most companies develop with PS2 as their main SKU, mostly because they got a lot of PS2 TEST units first, then Gamecube kits later.

Bluemercury said:
Next thing you're going to tell me is that the PS2 is a better overall console than Gc.....that's not an excuse.....

OK, well how about I list what Gamecube does better than PS2 ?

- S3TC texture compression... even though it doesn't compress transparent textures, they are smaller than palletized textures, in most cases, but don't necessarily look better in all sitautions. (think GIF versus JPEG)

- More capable at advanced material effects (multi-texturing, per-pixel specular, etc...)

- ARAM (even though its frustrating to have to use it in a special way, its super-fast RAM)


I'm sure there's a few other things... if developers want to pile on, go ahead.

Fair is fair... they both have advantages, but porting from PS2 / Xbox to Gamecube can be a horrorshow... and that's all I'm trying to say :)

So Criterion might have not been able to fit all of what they want to do on Gamecube without sacrificing quality.

Trust me, when you port a game from PS2 or Xbox to Gamecube, you have to sacrifice quality. It's the sad truth.

If the game looks EXACTLY THE SAME on GC as it did on PS2 / Xbox, it probably means that the PS2 / Xbox versions are not pushing their respective hardware to 100%.
 
Ikaris said:
What you'd use to do either do depth of field, a motion / gaussian blur, etc...

The Xbox has something on the hardware to do this, whereas you have to do it in a roundabout way on the Gamecube.

Yes, Wind Waker had depth of field. It you look close, you can see it doesn't look that great, not as good as it would look on Xbox.

This is NOT A BIG DEAL, of course... it's only blur. But it's the truth.



As HomerSimpson-Man said, it was created on Gamecube, for Gamecube. If its your first SKU, of course, it will look great.

Without a doubt, the PS2 version of RE4 will lose a few features that the GC version had. The truth, however, is that most companies develop with PS2 as their main SKU, mostly because they got a lot of PS2 TEST units first, then Gamecube kits later.



OK, well how about I list what Gamecube does better than PS2 ?

- S3TC texture compression... even though it doesn't compress transparent textures, they are smaller than palletized textures, in most cases, but don't necessarily look better in all sitautions. (think GIF versus JPEG)

- More capable at advanced material effects (multi-texturing, per-pixel specular, etc...)

- ARAM (even though its frustrating to have to use it in a special way, its super-fast RAM)


I'm sure there's a few other things... if developers want to pile on, go ahead.

Fair is fair... they both have advantages, but porting from PS2 / Xbox to Gamecube can be a horrorshow... and that's all I'm trying to say :)

So Criterion might have not been able to fit all of what they want to do on Gamecube without sacrificing quality.

Trust me, when you port a game from PS2 or Xbox to Gamecube, you have to sacrifice quality. It's the sad truth.

If the game looks EXACTLY THE SAME on GC as it did on PS2 / Xbox, it probably means that the PS2 / Xbox versions are not pushing their respective hardware to 100%.

WHY DO YOU HATE NINTENDO
 
Same reason why Atari, despite GOD: DAMM selling 500k on the GC and 50k on the Xbox, announced an exclusive sequel for Xbox: they didn't want to bother making a game online for the cube.
 
What you'd use to do either do depth of field, a motion / gaussian blur, etc...
Ah, that makes sense. Those effects are far less common on the GC and, when they are present, they tend to look like crap next to similar PS2 or XBOX games.

That might explain why Twin Snakes was so lacking in this department. They barely used any sort of post processing filters despite the fact that MGS2 and 3 make better usage of those effects than most games on the market.

Do you know how the DC compares here? I've never actually seen ANY DC game pull off depth of field or any similar effects. At best, there have been a few games with ultra simplistic motion blur (similar to what you'd see on PSX).

Another question...

In the Burnout Revenge thread, we were looking at the sunglare effects in the game. From the common "sunlight" effect to the appearance of sunlight on surfaces (kinda like bloom lighting). How are these effects achieved? They really weren't ever seen prior to the PS2...but they've become very common today. I've always wondered how they work.
 
GaimeGuy said:
Same reason why Atari, despite GOD: DAMM selling 500k on the GC and 50k on the Xbox, announced an exclusive sequel for Xbox: they didn't want to bother making a game online for the cube.

Save the Earth was on PS2 as well.
 
Trust me, when you port a game from PS2 or Xbox to Gamecube, you have to sacrifice quality. It's the sad truth.

It's not the sad truth. The truth is that most developers now have core technology groups that twink their respective engines, clients, ect. This way they are able to reuse many of the same assets with minor changes, visual upgrades/downgrades depending on the platform. One of the things introduced this generation (to major third party games) is concurrent development. No longer do they finish game X for playtform Y and then port game X to platform Z. They are developing the game for both platforms.

The reason Criterion stopped GC development is due to the lack of online support. If Nintendo would have had any online platform this generation there would be many more games.
 
GaimeGuy said:
Same reason why Atari, despite GOD: DAMM selling 500k on the GC and 50k on the Xbox, announced an exclusive sequel for Xbox: they didn't want to bother making a game online for the cube.


To be fair, the port for the Xbox cost far less to develop so they didn't need the huge number of sales. Nintendo blew it by not having any online support.
 
I dont think it has anything to do with the cube's hardware. I have all three current consoles and from what I've seen, the cube is more than capable of outperforming a PS2 and nearly neck and neck with the Xbox.

I agree that there have been some shocking cancellations in the Gamecube's lifetime. Why didnt Namco put Soul Calibur 3 on Gamecube? In America SC2 sold best on Gamecube. That just doesnt make sense considering how close Nintendo and Namco have been in the past.

I never believed Criterion's reasoning behind cancelling BO3. No online? Majority of the people that bought this game probably dont use the online features. If you look at the numbers, online gaming is hardly mainstream.

I suppose its politics but what is the problem exactly? Maybe its just another sign that Nintendo still marginalise third party developers. At the end of the day it all comes down to the bottom line.
 
Ikaris said:
What you'd use to do either do depth of field, a motion / gaussian blur, etc...

The Xbox has something on the hardware to do this, whereas you have to do it in a roundabout way on the Gamecube.

Yes, Wind Waker had depth of field. It you look close, you can see it doesn't look that great, not as good as it would look on Xbox.

This is NOT A BIG DEAL, of course... it's only blur. But it's the truth.
So you think Criterion would have a hard time doing a perfect port?
Aren't other GC titles using Indirect texturing with good effect to do the blurs.
 
- The market isn't there. The GCN fanbase is deadset (literally) on buying Nintendo-only stuff; good or bad. 3rd parties did'nt strive on the platform this time around compared to Nintendo's past consoles.
- The storage media; 1.5 GB compared to 5 GB+.
- It seems like Nintendo is ashamed of marketing 3rd party product. Honestly, it'd be a wise decision next generation to bend over backwards whilst preparing the KY jelly, so I don't doubt that marketing has something to do with it.
- And Criterion just did'nt find the GCN platform all that intriguing anymore. Just like Rockstar, most American devs, and some Japanese devs who found the GCN a sinking ship.

It's no big deal, really. Nintendo gets to start all over with Revolution. Will it yield the same results? I don't know. But it's my belief that the industry, including their customers (the gamers), are fickle. They'll flock to the next big thing right away... but that's just my belief anyway.
 
Amir0x said:
Or you can just buy a PS2, and own the system that has all the games anyway. Then you won't have to say such dumb things like "Welcome to mainstream gaming." It's a lot better that way!

Also, it's prerogative.

...

PS2 doesn't have all the games. Are you dull enough to try to lure me? You understand exactly my point and I know that, so I'm not even going to troll with you.
 
JavyOO7 said:
- The market isn't there. The GCN fanbase is deadset (literally) on buying Nintendo-only stuff; good or bad. 3rd parties did'nt strive on the platform this time around compared to Nintendo's past consoles.

Again, how does this add anything to the argument? Burnout 1 and 2 sold fairly well on the Gamecube so your point about the Gamecube audience is moot.
 
typhonsentra said:
Again, how does this add anything to the argument? Burnout 1 and 2 sold fairly well on the Gamecube so your point about the Gamecube audience is moot.

But Criterion saw it differently. They certainly see something that we don't. Alot of publishers from 2003-2004 basically gave up; they did'nt believe in Nintendo's business model.

It's not politics neither; in a perfect world I don't doubt that developers would develop for all platforms but just can't.
 
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