Why Do Games and Game Studios Fail?
LukeG writes "This new article discusses the reason behind games and their developers failing, noting the distance of those selling the games, from those that buy them as one possible cause. Doomed games such as Bablylon 5 come under the spotlight, while the ubiquitous Duke Nukem Forever is also touched upon." For me, this article brought to mind the twin disasters of Fallout Tactics and the Farscape based game.
But I think it can best be summed up with the following words:
Because the games suck.
You'd almost think a 'net company would know
Why Websites Fail. It appears to be slashdotted already.
You're using her as bait, Master!
You'd almost think a 'net company would know
then I wouldn't call that a failure.
the ubiquitous Duke Nukem Forever is also touched upon... This is the first time I've heard of something that doesn't exist yet, and that probably never will, being ubiquitous.
Real Daleks don't climb stairs - they level the building.
is to add more frogs.
134340: I am not a number. I am a free planet!
My guess is games and game studios fail because of something us in the industry call 'sucking'. This is a very hard to describe phenomenon, and can be caused by a number of factors. One common factor is the 'movie tie-in' in which a game is based on a (usually crappy) movie and thrown together in about 6 months. Examples of games which exhibit 'sucking' include:
"Daikatana"
"Blood 2"
"Disney's Lilo And Stitch Interactive Pop-Up Book" (or whatever the heck they call the tie-in for that movie)
"CowboyNeal, Space Crusader"
We here at the Fullashita University Interactive Media Department have devoted years of time and careful study to this phenomenon. We are currently in the process of developing 'anti-sucking' technology, based on a scientific phenomenon we call 'Gameplay'. This 'Gameplay' has proved to be extremely useful in protecting against 'sucking' in most of our tests.
- Kevin Gadd, Head Researcher, Fullashita University Interactive Media Department
using namespace slashdot;
troll::post();
Daikatana used the Quake 1 engine, and came out long after Q2 (and 3?)
That was a case of a development company trying to behave like rockstars while they're supposed to be engineering software.
Since its an IIS server and it clearly can't handle Slashdot, could someone post the content here?
How kind of someone to take the time to tell them that...
Now there's a game that lives up to its name.
Computer Science is no more about computers than astronomy is about telescopes. --E. W. Dijkstra
"John Romero's Shampoo Budget"
This isn't as much "normalization" as it is "don't take so many drugs when you're designing tables."
Strippers
Read jack phelps dot net
Actually Harry Potter HAD to be derivitive or the purists would have gone nuts....
Good post though, otherwise....
It's Christmas everyday with BitTorrent.
Since I am, much to Carmack's chagrin (ha ha), in possession of the Doom3 alpha leak, I can tell you this: the only thing that Doom III has going for it are the models -- with normal maps, they look fucking amazing -- and the real-time lighting on the worldmaps, a leap forward for rejecting built-in lightmaps.
Even on a Radeon 9700, 20-40fps is the best you will get save for a few scenes which are the rendering equivalent of looking at the ground.
The rest is just a blatant ripoff of Resident Evil with a bit of Half-Life thrown in.
Sooo...you're basing your opinion on how a game will be when it's finished on a never-to-be-released alpha build...
>okay, back to drinking my microbrewed beer... made from people
>more concerned with making the best beer possable, instead
>of making the most profits.
Eww! I don't care what concerned them while they were alive, I don't wanna drink beer made from people.
Russ
Information doesn't want to be anthropomorphized anymore.