Draugoth
Gold Member
Partner closely with the wider programming team to define and champion technical requirements and standards for Mm’s new IP.
Partner closely with the wider programming team to define and champion technical requirements and standards for Mm’s new IP.
Two reasons:Sometimes I wonder why Dreams didn't hit, though.
For the love of god make a normal game this time.
I was WAY too complicated for smooth brains like myself to make anything. It was literally just a full graphics engine.Sometimes I wonder why Dreams didn't hit, though. Like, Roblox is huge, as well as community created content in stuff like Minecraft and Fortnite. It's essentially that but with more power and customization available, and is extremely well made. They had the right idea at the right time, when other similar stuff took off, and it just didn't stick.
I was WAY too complicated for smooth brains like myself to make anything. It was literally just a full graphics engine.
On the flip side, I used to LOVE Far Cry's map editor and was able to use it with relative ease.
Dreams needed a PC release and then it may have had a chance.
Right, exactly. Collin Moriarty actually brought this up a few times on his podcast. It's pretty pointless to just make a game on Dreams when there is no real way to monetize it or anything. It would have been cool if you could submit your created game to PlayStation to sell on the PS Store or something along those lines.I guess too that if you're going to invest that much time and effort in to figuring out how to use the tools and make something, why not learn Unity or UE4 and make a real game you can put on to Steam, or make something in Roblox and trick some kids into buying some microtransactions so you can make some money.
It didn't have online multiplayerSometimes I wonder why Dreams didn't hit, though.
Sometimes I wonder why Dreams didn't hit, though. Like, Roblox is huge, as well as community created content in stuff like Minecraft and Fortnite. It's essentially that but with more power and customization available, and is extremely well made. They had the right idea at the right time, when other similar stuff took off, and it just didn't stick.
It was very clever don't get me wrong but you need a game to build on. Like LBP, Super Mario Maker, Halo with forge, Trackmania etc.I hope they make another game creator, but with a much simpler tool set. I don’t know why they don’t just use a character creator like RPGs use rather than the sculpting nonsense that made it really difficult to get a good result.
And don’t even get me started on the level design aspect. Even the tutorials were mind blowing in their complexity.
The only element that I really got into was the music editor, which was relatively easy to use and easy to get great results from with a little patience.
I’ve liked their games. Tearaway is great fun.
I have no idea why this studio is still up. Others took a bullet for way less.
I have no idea why this studio is still up. Others took a bullet for way less.
Right, exactly. Collin Moriarty actually brought this up a few times on his podcast. It's pretty pointless to just make a game on Dreams when there is no real way to monetize it or anything. It would have been cool if you could submit your created game to PlayStation to sell on the PS Store or something along those lines.
Lbp was successful 15 years ago. Now in terms of talent, I'd say they are more creative than talented. They take forever to release games that interest very few people and don't sell.Others don't posses their talent, or a franchise as successful as Little Big Planet.
Small studio size means their lack of production isn't as expensive to float for Sony. Tearaway and Dreams are generally considered well made by critics. Plus, I think Little Big Planets success helped give them a longer than normal rope.Lbp was successful 15 years ago. Now in terms of talent, I'd say they are more creative than talented. They take forever to release games that interest very few people and don't sell.
well, they apparently revived their blog for a total of 3 posts last september:
https://www.mediamolecule.com/blog
other than that? while the front page of their website says 'we're expanding!', the 'show me the jobs!' section is blank:
https://www.mediamolecule.com/careers
oddly enough, the most detailed section of the website is the 'our kitchen' page. mmm, tasty:
https://www.mediamolecule.com/about/kitchen
& that's about it. quite the little studio, alright. what is it they do, again?...
Sometimes I wonder why Dreams didn't hit, though. Like, Roblox is huge, as well as community created content in stuff like Minecraft and Fortnite. It's essentially that but with more power and customization available, and is extremely well made. They had the right idea at the right time, when other similar stuff took off, and it just didn't stick.
Mm have never made a great game, and their concept of making a gamified game dev tool and having the community make the bulk of the content has proved to be flawed every time they've tried, especially with how easy actual game dev tools are to learn and use these days.
But we've lost a lot of studios in the UK, so I really hope this new IP isn't just more of the same from them.
Small studio size means their lack of production isn't as expensive to float for Sony. Tearaway and Dreams are generally considered well made by critics. Plus, I think Little Big Planets success helped give them a longer than normal rope.
That said, I think Sony reviewed all their studios projects recently and generally thought this one had decent promise. If this flops they might be cooked. I doubt it will.
Honestly...it's a miracle these guys are still open.
I'm quite surprised they haven't been shut down. I'm glad they haven't, just surprised.
I have no idea why this studio is still up. Others took a bullet for way less.
Why? All their games have been profitable and they normally win several awards with each new game. Plus they are a relatively small studio with a good part of their staff being juniors who started there their gamedev career, so it should be cheap to fund.
Do you have any numbers or sources ?Why? All their games have been profitable .
Adding it to Plus did not change its success and revitalise any hype one bit, ie offering it to millions had zero effect, so I doubt proper f2p would have really mattered.Two reasons:
1. Complex dev tools that had to be used with controllers, which made for a robust but cumbersome experience
2. Not F2P.
Honestly...it's a miracle these guys are still open.
Dreams was profitable? That's surprising.
Higher ups from their studio mentioned in multiple interviews that all Media Molecule games were profitable. In this case Media Molecule publishes publicly their profitability in this website of the UK government, as I remember because they receive some public grant:Do you have any numbers or sources ?