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Razor Blade Games?

Oxygen99 writes "There's a story on the BBC News website regarding the financial impact on game developers of the next generation of consoles. The article states that while the cost of producing games increases exponentially as new technology comes online, consumer prices stay approximately the same, leading to an unsustainable financial environment for many small developers. With many small development teams already hurting from the crippling costs of development for the X-Box, GameCube and PlayStation 2, what happens when the X-Box2 or Playstation 3 arrives? Are the days of small scale game development over? Will we ever see a new Jeff Minter? Will the games industry go down the route of the razor manufacturers where consoles are almost given away with the games?"

347 comments

  1. Pressure = opportunity by TopShelf · · Score: 5, Insightful

    When economic pressures like this get built up, that provides an opportunity for someone to deliver a solution to some of these problems that reduces cost and/or time of development. For example, rather than producing Hollywood-caliber graphics on a custom basis for each game, perhaps that function is better served by standalone companies that create characters and associated animations that game developers can license for use.

    Bottom line is that the demand side will determine what happens here - if the market can sustain higher prices for games, the current trend could continue for a while. If a big-budget game flops dramatically, however, you'll see a restructuring of the process that could result in a major shakeout within the industry...

    --
    Stop by my site where I write about ERP systems & more
    1. Re:Pressure = opportunity by Gherald · · Score: 0, Flamebait

      > For example, rather than producing Hollywood-caliber graphics on a custom basis for each game, perhaps that function is better served by standalone companies that create characters and associated animations that game developers can license for use.

      I don't mean to flame, but that is the most absurd idea I have heard in a good while.

    2. Re:Pressure = opportunity by Cap'n+Canuck · · Score: 4, Interesting

      When economic pressures like this get built up, that provides an opportunity for someone to deliver a solution to some of these problems that reduces cost and/or time of development.

      What you're talking about here is a GDE (Games Development Environment). It SOUNDS like a great idea, but I don't think so. It would mean that every game coming out of the pipe would be the same, homogeneous product, using the same libraries, graphics, sounds, whatever. Blech.

    3. Re:Pressure = opportunity by cavemanf16 · · Score: 1

      If you go read through some of the forums on www.civfanatics.com, you'll see that's just what's being discussed. There are a lot of people who have poured countless hours into producing "add-on" graphics and "mod-packs" for the Civilization 3 game. Over the past 6 months or so, they've been discussing petitioning Firaxis to package and ship a CD or two full of these mod-packs for $10 or so as a financial incentive to repay all the mod workers for their diligence and dedication to the game. (And quite a few people have expressed a big interest in this, as there are far too many mods of large sizes to download them ALL from the internet in any reasonable amount of time - even with a broadband connection)

    4. Re:Pressure = opportunity by Monkelectric · · Score: 5, Interesting
      Agreed! Fundamental business model changes are at hand, but I think they'll be a tad bit different then what you suggest.

      What has been the trend in all entertainment venues right now? Movies? One of the worst years for movies, average drop of is HUGE. Games? Things could be better. Music? Teetering on bankrupcy.

      For whatever reason (bad economy?), consumers are a *little* smarter about what they're purchasing. People are tired of mindless teen movies, boring first person shooters, and bullshit pop music. Now I'm not claiming that every last consumer has wisened up, but that enough are atleast to reduce profits to critical levels.

      We are at a low low LOW for creativity on all of these mediums. Normally, companies expect a ceartin ammount of idiots will buy a shitty product no matter what. But now, people hop on the internet, talk to their friends, and now you only need to know someone who knows someone who tells you a game is bad. "Yea dude, this guy I know bought red faction, its fucking lame."

      I think what is going to happen is a market is going to be created for Independant movies/games/music. independant music is already here. I'm hearing *good* new inovative music and it just takes a little work to find it. I get to reject corpratism, I get to hear *good* music cheaper then I would, and good artists get my money directly.

      A few years from now? I expect independant games / movies should start to show up. However, thats just my hope. It could be that once the economy loosens up, people will go right back to buying shit. But I have hope :)

      --

      Religion is a gateway psychosis. -- Dave Foley

    5. Re:Pressure = opportunity by -brazil- · · Score: 1

      With a broadband connection, downloading a CD or two full of stuff is a matter of a couple of days. No, the bandwidth of snail-mail-delivered CDs is not what people might pay for, it's the convenience of not having to spend time finding mods spread all over the net.

      --

      The illegal we do immediately. The unconstitutional takes a little longer.
      --Henry Kissinger

    6. Re:Pressure = opportunity by SomeoneGotMyNick · · Score: 5, Funny

      every game coming out of the pipe would be the same, homogeneous product, using the same libraries, graphics, sounds, whatever.

      You just described the standing state of Shoot 'em Up Games(tm) for the past two years.

    7. Re:Pressure = opportunity by NightSpots · · Score: 1

      I predict that we'll start seeing a change in consoles to make game development easier, rather than harder.

      Consider, for instance, Infinium Labs' Phantom Game Console. There's no scheduled ship date yet, but having seen and touched one with my own hands, I'm sure they're not vaporware. It's just a small PC, with a 3 GHz p4 and 256 MB of memory, 100 GB hard drive, and high speed internet running on Windows XP (embedded?). The result? Games like Half Life, Quake 3, Doom 3, Wolfenstein already run. There is no added cost.

      Of course, their business model is suspect (once the DRM is cracked, Infinium is basically out of business), but in the mean time, a 3 GHz PC built for games for $400 doesn't sound like that bad of an idea.

    8. Re:Pressure = opportunity by AKAImBatman · · Score: 2, Interesting

      Actually, I think coding is far more of a problem for consoles than graphics. Graphics ARE a big deal, but a good art studio can chuck them out pretty fast. In the future we may even get around to laser scanning real objects. Hire a cheap sculpter, contract with a laser scanning company and BAM!, cheap graphics.

      On the coding side tho, programmers are still expected to build 3D engines from scratch. This is made worse on consoles, because you're usually programming the hardware directly with very few APIs to help you out (i.e. OpenGL). Even with APIs, a GOOD 3D engine is expensive to develop. That's why Id and Epic are able to make a fortune licensing Quake and Unreal engines. Yet you still have very expensive debug cycles. I truly expect to see more advanced languages (such as Java) start appearing on consoles in the near future. Even if we're talking about C# on the XBox, it would be a HUGE savings in development and debugging. Get a few companies leveraging that savings by creating and licensing best of breed 3D engines, and you'll cut development time for games back down to more reasonable levels.

    9. Re:Pressure = opportunity by Anonymous Coward · · Score: 0
      Yea dude, this guy I know bought red faction, its fucking lame

      Aw, man, and I thought I was going to go play it...nevermind. I heard it on slashdot, it MUST be true!
    10. Re:Pressure = opportunity by danila · · Score: 3, Insightful

      I bet many people are thinking about whom they can sue instead. ;)

      But honestly, it's a brilliant idea. :) Some companies have already developed parametric character models. If we are to believe Valve, all scientists in HL2 will look different. And the upcoming Sims 2 will feature even greater variability. Improve this technology a bit, add extra controls, easier tools and you solved the problem of designing new characters. Want an evil villain? Move some sliders (ugly - 70%, evil - 100%, old - 60%, crazy - 80%, smart - 65%). :) A producer of the original system can update this a couple of time, until they can make completely realistic models that can be simplified automatically as necessary.

      The same can be done for other objects. Recently the Driver 3 developers said that their biggest cost is designing the world, even though most of the buildings are still just empty boxes. The solution is similar - create a parametric function-based object called "house" that could be tweaked from igloo to WTC. :) Same with objects. Finally write a world generator that would create a random world filled with these objects. Voila. All problems solved.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    11. Re:Pressure = opportunity by Jooly+Rodney · · Score: 1

      Actually, this already happens, though not quite the way you're describing.

      For example, I don't believe Rockstar wrote the graphics/physics engine behind GTA:Vice City -- they licensed it from Sony.

      It's probably a Good Thing if game companies can outsource or license the technical work required for their products and spend more time/money on the design. So nix on the out-of-house character modeling and artwork, double-plus-good on the out-of-house 3D engine design.

      After all, I think we've all played games that looked great but just plain sucked to play, and as console hardware gets more sophisticated, we can expect to see more of them.

    12. Re:Pressure = opportunity by Aliencow · · Score: 1

      There is a company in Montreal (Can't remember the name) that calls itself a "Virtual casting agency". They have many many 3d models of characters, and you can mix them together to get different ones..
      Their goal is to sell licenses to game makers, and eventually movie makers, when their 3d models are of a good-enough quality...

    13. Re:Pressure = opportunity by mbourgon · · Score: 3, Insightful

      Yeah - except that a lot of this already happens. There's a physics engine (Havoc?) used by a lot of people. AI has been reused. A lot of games already license an engine. Take a look at Gamasutra.com or Game Developer for more details.

      And while I'm at it - this article really overstates things. Yes, it can take more people to develop for consoles. But games can still be built by small groups, and the games can be A titles. It's about not reinventing the wheel - look at some of the mods out there. Built by small teams that have the engine already. Remember, while eye candy helps, it's all about the gameplay.

      --
      "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
    14. Re:Pressure = opportunity by Anonymous Coward · · Score: 0

      It's called middleware, something that was nonexistent in the 1980s and even 1990s. Once upon a time every game engine was unique, affording lots of freedom and variety, but today they are so complex and expensive you basically either buy a DOOM/Quake/Half-Life engine or turn to Havok for physics engines and the like. This means games increasingly look and act the same.

      Unwillingness to spend extra money on each console also means games will be made for the least-common-denominator box, namely the PS2. How many cross-console games actually use Xbox multitexturing, bump-mapping, etc?

    15. Re:Pressure = opportunity by Anonymous Coward · · Score: 0

      I remember reading about how companies already do this, to get proper rendering done of characters. I forget the name of it, but one company specialized in making body parts jiggle on certain characters, and they sold the appropriate code to others.

    16. Re:Pressure = opportunity by DaveCBio · · Score: 1

      It's far from absurd and is a model being applied already in audio and other areas.

    17. Re:Pressure = opportunity by Gherald · · Score: 1, Flamebait

      Wooohoo! Assembly-line music. Why didn't anyone think of this before?

    18. Re:Pressure = opportunity by Haeleth · · Score: 1

      "In the future we may even get around to laser scanning real objects. Hire a cheap sculpter, contract with a laser scanning company and BAM!, cheap graphics."

      In the future? Wasn't precisely this done years ago with Primal Rage?

    19. Re:Pressure = opportunity by aldoman · · Score: 1

      I don't think it was ever going too cost $400. The lowest price I can find a P4 on Pricegrabber.com is $390. Let's say Phantom gets them for 20% less, because they buy in bulk. Thats $312 per CPU. Add into that a mobo, a hard drive, windows XP lisences and a high power graphics card for Doom3 or HL2 and you have a BIG LOSS per machine. We are talking $600 per box, at least, not including the cost of distrobuting the box too game retail stores, there slice in the margins etc.

      No rational compay would take that kind of loss per machine - its simply too much. Hell, even $49billion in the bank Microsoft would'nt take that amount of loss, and they really want too get into the home electronics market more than anyone.

      What's too stop me going into that box and just taking the P4 out of it, and putting it in another machine. Or the graphics card, or the hard drive?

    20. Re:Pressure = opportunity by AKAImBatman · · Score: 1

      Correct me if I'm wrong, but weren't those photos? Much like the way Mortal Kombat got it's imagry? Laser scanning can produce true 3D models for use in 3D games. The technology is actually quite mature at this point. I remember back when they were making Terminator 2, they were talking about how they scanned in the cop guy so they could imprint his likeness on the CGI morphagenic metal.

    21. Re:Pressure = opportunity by laird · · Score: 1

      There are already quite extensive infrastructures in place to allow game companies to spend effort only on the the 'content' instead of the engine. The result hasn't been 'cookie cutter games' -- if you look at all of the games using the Quake engine, for example, they have different stories, graphics, characters, AI, etc., even though they use the same graphics and AI engine.

      I don't see the raw software development being the issue with the costs going up. It's going to be the sheer cost of producing larger worlds with more characters, more graphics, more motion capture, more behavioral interaction, ... all stuff that you can't buy anywhere, because it's all by definition unique to your game.

      But nobody says that the point of a PS3 is to have larger worlds with more stuff (though I am sure that Final Fantasy whatever-the-next-number-is will be cool). It could also be used to create very interesting little worlds, where you put your energy into great gameplay and AI rather than sheer volume of content.

      Look at amplitude. It's a great online multiplayer music game with cool graphics, lots of fun to play, and certainly didn't cost $10M to develop.

      Personally, I'd love to see an accurate swordfighting simulator. I fenced (foil, sabre, epee) for years, and I've never seen any videogame even remotely close to a simulation of the subtlety of what you do when you're using a real sword (extend, wait for the opponent to parry, disengage, replace and lunge!).

    22. Re:Pressure = opportunity by Dolly_Llama · · Score: 1
      In the future we may even get around to laser scanning real objects. Hire a cheap sculpter, contract with a laser scanning company and BAM!, cheap graphics.

      You mean like this?

      --

      Somewhere, something incredible is waiting to be known. -- Carl Sagan

    23. Re:Pressure = opportunity by DaveCBio · · Score: 1

      No, it's called outsourcing. Most companies don't have in-house composers or sound designers so it's quite common to hire external contractors. Companies are looking at the same types of procedures to take concept art and turn it into models, animations, compositing for cutscenes, etc.

    24. Re:Pressure = opportunity by AKAImBatman · · Score: 1

      That would be exactly what I mean. :-) As I stated in another post, the technology isn't new. It just hasn't been applied to the gaming industry very much. The movie industry has been using it for YEARS, if not decades! That's much of the reason why I say that graphics themselves are not a big deal. Once it gets to the point of near movie realism (pretty close right now) you can apply the same cost saving measures that the movie industry itself does.

    25. Re:Pressure = opportunity by mausmalone · · Score: 3, Insightful

      I'd hate to paraprhase Dave Perry, since he hasn't had a great track record, but he said that a game developer must have control over every pixel on the screen at all times.

      he was... uh... referring to the decision to use a software polygon engine in the early versions of Messiah, IIRC... but it's a good point nonetheless.

      I've played a lot of games with randomly-generated worlds, and while the variation sounds like a boon, it just ends up becoming tired and boring. Think of Gran Turismo (to pick a popular example). Remember coming out of the roadways at the end of the SS Rt. 5 stage, rising back up onto the highway straightaway. Remember how it felt like you were soaring, as you broke out of a series of tight turns in a confined space and started rocketing down a straightaway at 200 mph in a wide-open space?

      You can't have that in a randomly-generated game... there's no experience.. things aren't planned.. they're just there. There's no personality to it, no cohesion in design.

      Now, I get what you're saying about using random world generator to take all of the extreme effort of crafting a play environment, but then you lose all control over the world itself. The play isn't crafted any more. The world has no personality.

      The only exception I've seen is Animal Crossing, but that's because you contribute to the world's personality so much, that it doesn't matter if the world is a little odd. Your environment doesn't play as big a role in the game as it does in others.

      Now, randomly generated graphics... that's a great idea. How about completely randomly generated trees? Give a few parameters to work off of, and a seed for a random number generator. This way, it'll generated randomly instead of being modeled, and will look the same every time. There's great opportunity for streamlining graphics production, but the actual play environment is an expertly tailored thing, and randomization would only screw it up.

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
    26. Re:Pressure = opportunity by Paolomania · · Score: 1

      You sir, are oh-so-wrong on oh-so-many levels ... or perhaps just a troll ...

      I think coding is far more of a problem for consoles than graphics

      Graphics are precisely the reason games are taking longer and longer to make. The granularity of graphics is getting finer and finer - requiring geometrically more detailed graphics. For instance, doubling the texture resolution used by a game roughly quadruples the artist's work. A 512x512 texture is 4 times the pixel area of a 256x256 texture - do you expect an artist to paint a 512x512 texture of equal quality to a 256x256 texture at the pixel level in the same amount of time? Also consider that games are moving from single-image textures to multi-image textures. Two images at twice the horizontal and vertical resolution is roughly eight times the work. The same increase in complexity applies to geometry - if there are twice as many polygons, someone has to model and shape those polygons; or animations - if there are more bones for more realistic motion, someone has to rig and animate those bones.

      Graphics ARE a big deal, but a good art studio can chuck them out pretty fast.

      This statement shows a basic ignorance of how hard it is to generate good content for a game. It is possible to get art out the door quickly, but expect it to be unpolished, generic, and generally ugly. If you want to see an example of art that was "chucked out pretty fast" go see the game for "Gods and Generals".

      In the future we may even get around to laser scanning real objects. Hire a cheap sculpter, contract with a laser scanning company and BAM!, cheap graphics.

      Scanning physical sculpture has been used in games and will probably contiue to be used. However, I challenge you to find a sculpter that is capable of creating the level of quality needed by today's games who is also willing to work for cheap.

      programmers are still expected to build 3D engines from scratch.This is made worse on consoles, because you're usually programming the hardware directly with very few APIs to help you out (i.e. OpenGL).

      No. Most games today utilize a 3rd party 3D engine. Also, consoles are not just bare-hardware programming like twenty years ago. Console development kits come with basic APIs to abstract the programmer somewhat from the raw hardware.

      I truly expect to see more advanced languages (such as Java) start appearing on consoles in the near future. Even if we're talking about C# on the XBox, it would be a HUGE savings in development and debugging.

      Changing to some fancy object-oriented, garbage collecting language of the moment is definitly not what game dev platforms need. For optimization and efficientcy purposes, the programmers need alot of control over their game. Also, coding in one syntax instead of another will not save you an order of magnitude of time. You also seem to imply that profiling and debugging tools do not exist for languages other than java and c#, which is ludicrous.

      To summarize:
      IHBT
      IHL
      HAND

    27. Re:Pressure = opportunity by Anonymous Coward · · Score: 0

      Yeah, right, because Grand Theft Auto (made with Renderware) is just like Airblade (made with Renderware).

    28. Re:Pressure = opportunity by Anonymous Coward · · Score: 1, Informative

      Point taken about Dave Perry. He's a twat.

      I fail to see what you're arguing here though. Perry said pixels and you're saying randomly generated graphics is a great idea. Meanwhile, the guy you're answering wasn't talking about randomness or graphics at all.

      He was talking about parametric modelling and you're assuming he's talking about driving them with random numbers but I think he means as a design aid, not as a design replacement. You still have artists designing the parametric model, and you still have artists setting the parameters for each instance of the model. This input is definitely crucial.

      Still, your point about autogenerated worlds is true. I think the solution, though, is to apply design time where its needed and let the computer fill the irrelevant details in. The problem with previous systems has been that the program designer decides what's relevant and what isn't and this cannot change from place to place in the game. In a cave scene, you may decide the rockface isn't relevant, or you may decide the rockface is the focal point of the area. That's a critical decision, but then other details are incidental.

      There was a good paper in this year's SIGGRAPH about parametric models for buildings. It's an interesting read.

    29. Re:Pressure = opportunity by InferiorFloater · · Score: 1

      That's exactly it. The mod community is a hotbed of innovation. Games like Counterstrike or Natural Selection innovated in ways that large, for-profit teams are hesitant to try. Or look at Garage Games[garagegames.com] for an interesting approach to encouraging independent development of games. Or, if you're looking for straight-up bizzare games, check out like Mister Mosqito or Stretch Panic or some other wacky Japanese games that were brought over here as budget titles. You're gonna have to look hard, though, as most publishers are more interested in trend-chasing than innovation.

      Bottom line, the large publishers in this business are *extremely* risk-averse - games cost a lot to develop, and the people funding them want to mitigate their risk. It's short-sighted, and keeping games from wide acceptance as an art form, but until the market shows a desire for something richer than the next GTA, it's the way things are.

      --

      ---------
      Get back to me when my brain starts working.
    30. Re:Pressure = opportunity by danila · · Score: 1

      We seem to agree that computer-generated semi-random objects (trees, individual houses, cars, etc.) are good.

      As for the levels, I can give a few examples. Worlds in Civilization, Colonization and UFO/X-Com were simply excellent. There was also an excellent map generator for Warcraft 2. Of course, creating an algorithm to generate a believable world (especially large realistic 3D worlds) is not simple. But it can (and will eventually) be done and meanwhile there can be a variable degree of automation. Imagine making a car simulator where you can generate a world with a single mouse click and then create a race track with a single mouse drag. :) The rest would be taken care of by the world-generation engine. Then you can tweak as much as you want, but only where you need it. Imagine finishing the project under budget. ;) With computer-assisted level generation it might be possible.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    31. Re:Pressure = opportunity by AKAImBatman · · Score: 1

      Right. Okay, let's take it from the top.

      Graphics are precisely the reason games are taking longer and longer to make. The granularity of graphics is getting finer and finer - requiring geometrically more detailed graphics.

      That's why scanning them is so much cheaper than painting them.

      A 512x512 texture is 4 times the pixel area of a 256x256 texture - do you expect an artist to paint a 512x512 texture of equal quality to a 256x256 texture at the pixel level in the same amount of time

      Nope. I expect him to SCAN them.

      It is possible to get art out the door quickly, but expect it to be unpolished, generic, and generally ugly. If you want to see an example of art that was "chucked out pretty fast" go see the game for "Gods and Generals".

      I'm not saying that it's a super-speedy process. I'm saying it's pretty fast relative to development time. Characters are some of the hardest because of the individual detail assigned to them. Environments can thankfully reuse textures that game characters cannot.

      Scanning physical sculpture has been used in games and will probably contiue to be used. However, I challenge you to find a sculpter that is capable of creating the level of quality needed by today's games who is also willing to work for cheap.

      It isn't too hard. Think about this for a moment. There are multiple types of sculpting. For a space game I might have someone put together kit-bash models of starships, or I might have someone carve wood models (fairly easy with the right tools). There's also clay work and chiseling as options. Whatever works best for your models, use it. The detail doesn't have to be to the level of a fine work of art since the scanners won't be able to pick it up (at least at a resolution used for games which is still WAY below true to life). And remember, our sculpter is *relatively* cheap when compared to the cost of CGI artists.

      Also, consoles are not just bare-hardware programming like twenty years ago. Console development kits come with basic APIs to abstract the programmer somewhat from the raw hardware.


      "Somewhat" is the key word here. You've got barely better than DOS/BIOS abstraction. That's hardly the level of abstraction available to PC games. And I perfectly well realize that 3D engines are currently purchased. My point is that a new breed could emerge that would be cheaper to develop. This cost saving could be passed onto game companies.

      Changing to some fancy object-oriented, garbage collecting language of the moment is definitly not what game dev platforms need. For optimization and efficientcy purposes, the programmers need alot of control over their game.

      *cough*bullshit*cough* Programmers should be relying more than ever on hardware and driver APIs (OpenGL, DirectX, etc.) to be doing their job for them. The problem is that there is too much detail to micromanage. SO STOP MICROMANAGING! There are only so many man hours that can be thrown at a project. Eventually you have to say, "Ok, I'll take the slight performance hit for giving up direct control". And the languages don't have to be "fancy, object-oriented, and GCed". Even bounds checking and lack of memory pointers would save HUGE amounts of time in debugging. GC then prevents most forms of memory leaks for you, and OO is Nice To Have (TM) for purposes of good, reusable (and thus cheaper) code designs. I suggested Java, simply because that's the most likely next candidate.

      Also, coding in one syntax instead of another will not save you an order of magnitude of time.

      Syntax has nothing to do with it. Inherent design limitations of the language/platform do. C/C++ programmer spend 90% of their time debugging the garbage that their programs have spewed all over the memory architecture. Most of these errors are due to typos or someone who didn't get enough sleep. Languages like Java (and many, many others before it) prevent these types of problems by maki

    32. Re:Pressure = opportunity by CaseyB · · Score: 1
      The best real-world example of this is probably Diablo. Others disagree, but I think the Diablo games suffer greatly from their randomized dungeons. I find it difficult to immerse myself in a world that is so obviously created with the roll of the dice, rather than handcrafted by an artist.

      I agree that at the right level of granularity (the construction of objects that aren't obviously unique in their construction, like trees) than randomization is a good way to avoid the "tiled" scenery problem.

    33. Re:Pressure = opportunity by swdunlop · · Score: 1

      Unfortunately, the larger publishers will never blame their own fad-chasing, demographic hunting marketers for their failures. It will be the fault of p2p piracy, emulator fans and other online minorities that don't exist strictly at their request.

    34. Re:Pressure = opportunity by AltaMannen · · Score: 1

      Regarding reusing AI, I can't really figure out what the large gain in using middleware would be (or in reusing AI between two different genre games). I'm not counting finite state engines as AI middleware, since that leaves the actual AI programming to the middleware user.

      There are a few portions of AI that are fairly universal, such as pathfinding and driving logic, and those are useful in specialized games. But I have not seen any complete AI solution that for example can make characters in a game autonomous agents, and I haven't seen a game design where that would be even desired.

      If anyone has an example of useful universal AI that doesn't result mindless background pedestrians (which are fun but not a part of gameplay) I'd like to know what that would be.

    35. Re:Pressure = opportunity by Deusy · · Score: 1

      "Shoot 'em Up Games"? What are they?

      I'm new to the gaming... I thought there was only 'games' and that they were all the same. A bit like wallpaper really!

      (I once heard the term 'FPS' but somebody explained to me it was 'Frames Per Second' simply used out of context.)

      No wonder people still play sport!

      --

      Free Gamer - Free games list and commentary

    36. Re:Pressure = opportunity by leshert · · Score: 1

      This is already being done, but in a different way. Game developers are starting to barter their bench time out to other companies (as PopTop did for Age of Wonders). This is good for both parties: the recipient doesn't have to increase staff during the "crunch" period when more content is needed more quickly, and the contractor gets some payoff during the usual revenue lull between releases.

    37. Re:Pressure = opportunity by DonGar · · Score: 3, Interesting

      Having looked into starting a gaming company personally, it's already really, really hard to do. Especially for consoles.

      It requires millions of dollars investment to produce the first game. Our estimates were $3 million of the game we had in mind (for the PS/2 using a from scratch engine).

      There are a variety of ways to get money, but it's definatly not possible to do it nights and weekends, or in a garage. A lot of this is the control that the console makers have over every aspect of the game release.

      They get to decide if you CAN release, and they get a big chunk of every game sold (bigger than the developer). The result is that you are forced into only doing blockbuster style games with heavy development costs. No $10 cheapies that are simple but fun are allowed. Nothing that doesn't fit into the model they are working with.

      The most common way to get funding (and distribution) is to go through one of the big game labels. You sign contracts similar to the record industry. They fund your development, and you have to pay them back out of your sales. They are also conservative on what they will back, and don't like it when you try something new. After all, if you are trying something different, you might fail and not be able to pay back the 3 million you owe them.

      Development companies often lose money. They are usually happy to just pay everyones salary during the development cycle, and then break even. Only with a mega-hit can you hope to really make money on the game.

      Low end independant PC games on the other hand can be totally different, and are much more interesting to me.

      --
      plus-good, double-plus-good
    38. Re:Pressure = opportunity by Anonymous Coward · · Score: 0

      GTA3 and Vice City

      Are based on a N64 Game called Body Harvest.

      Just thought you'd like to know

    39. Re:Pressure = opportunity by Hast · · Score: 1

      One such physics engine is Havok which is featured in games such as Half Life 2, Grand theft auto 3 and Deus Ex 2. Though they often use eg only the physics engine most parts of a standard game engine are present in Havok. (Graphics, sound, physics and AI at least.)

      Considering how powerful computers and consoles are getting there is less need to have everything custom made for a game. Often you can buy or licence an existing engine and save a lot of development time and effort. (And money.)

      Id software and other companies have been making quite a lot on licensing engines. And when you think about it the entire mod community is based on the idea.

      So I wouldn't say that the idea is a bad one, I'd just say that it's already been done for quite a while. ;-)

    40. Re:Pressure = opportunity by Eccles · · Score: 1

      C/C++ programmer spend 90% of their time debugging the garbage that their programs have spewed all over the memory architecture.

      Nonsense (and I say that as someone who has been a professional C/C++ programmer for 10 years), and even more nonsense for console games. For consoles, with their limited and fixed amount of memory, you don't do dynamic allocation. You allocate fixed arrays as large as are ever needed, and reuse for the same purpose.

      --
      Ooh, a sarcasm detector. Oh, that's a real useful invention.
    41. Re:Pressure = opportunity by AKAImBatman · · Score: 1

      Who said anything about dynamic allocation? I've done plenty of C/C++ myself, and problems like using "i" instead of "j" for a loop inside a loop can be deadly. While a bounded language will catch the mistake and slap your hand for it, C/C++ will happily read/overwrite incorrect memory locations.

    42. Re:Pressure = opportunity by crazyphilman · · Score: 1

      You seem to think that having everyone using the same graphics, sound, and game engine is a bad thing. To the contrary, I think it is a liberating thing which will free developers up to concentrate on storyline and the actual art behind their games. For example, doing your own graphics engine could take years, time in which you could have released several games and gotten a lot of exposure. Using a pre-existing, GPL'ed game engine gives you a hell of a head start, and lets you focus on building your maps, your meshes, working on your AI... It's a godsend.

      When you look at the game engines that are being made available open-source, don't think "everything will be the same", think "now everyone is a potential game developer" and realize what that means. The imaginations of zillions of gamers could potentially be put to use, creating many new truly twisted games for you to play. The fact that they're all using, say, Ogre or the Quake II engine with modifications is irrelevant. What matters is the gameplay, the art, and the unique, twisted point of view of the developer, because that's what you're going to remember, not "wow, look at that volumetric fog, it's different from game X's volumetric fog"...

      At the end of the day, does it really matter whether one game engine is different from another? What do you care, if the graphics are good enough to support the fantasy, and the gameplay is interesting and fun?

      I fired up Quake II last night, just to play around a little, and it STILL rocks all these years later. Think about it. ;)

      --
      Farewell! It's been a fine buncha years!
    43. Re:Pressure = opportunity by crazyphilman · · Score: 1

      Wow... I didn't realize consoles were so tough. I think I'll stick to Linux and Windows games, myself. Here's how I'm looking at game development, as an independent:

      First, I'll spend a year or so of nights and weekends familiarizing myself with a good graphics and sound engine (still looking at different projects, although I like Ogre and Crystal Space, and a lot of the projects based on the (GPL'ed) Quake II source look really good).

      Next, I'll spend some time figuring out how to customize the work for my own stuff, playing around with small sample levels and such.

      Finally, I'll use third-party shareware tools to build an actual game. I'll do all the graphical design and photography myself, do my own animation and etc. The only thing I can't do is background music. Maybe I'll hire a local band to make me a soundtrack, or trade them the exposure for the rights, I don't know. I'll cross that bridge when I come to it. If worse comes to worst, I'll skip the music entirely, or do something deliberately corny with a keyboard.

      When the game is ready to roll, I'll sell it online for twenty bucks (plus 5.00 shipping and handling). It'll include the entire game development system, including whatever shareware I have the rights to pass along, and I'll sell it as a game development environment with all source code for my work (GPL'ed of course). Not only will users be able to play the game (and hopefully have a kick-ass time), they'll be able to start rolling their own games and jump into the market with me. I figure, the more the merrier! The more games they make, the more games I can play, too, so it's all good.

      It's all about small scale development. 5,000 units = 100,000 dollars gross. Minus taxes, that's 50,000 bucks -- more than enough for a programmer, especially in this market. And, it's all gravy, on top of my current job's salary.

      What surprises me is that with all the programmers who are hurting in the current job market, more people aren't throwing their hats in this ring. Game programming is like a gift from God, sent to help us after the death of the IT industry. Why look a gift horse in the mouth? We should all be working on homebrew game engines, passing them around, and helping each other build a cottage industry. Think of it as a sort of high-tech hippie co-op. Only with railguns. And, LUDICROUS GIBS! ;)

      --
      Farewell! It's been a fine buncha years!
    44. Re:Pressure = opportunity by NanoGator · · Score: 1

      "You just described the standing state of Shoot 'em Up Games(tm) for the past two years. "

      And 3/4ths of the games made for the original Playstation.

      --
      "Derp de derp."
    45. Re:Pressure = opportunity by Mac+Degger · · Score: 1

      Spoken like someone who hasn't really looked into the real effort involved in modeling, texturing and animation.
      To do those things well takes skill and talent, even when shooting for something not entirely up to AAA title standards. Even worse, your stuff has to at least hit a minimum standard of quality and style to be accepted/bearable, no matter how fun your game logic is.

      Not to put you down, but considering the time it takes to model, skin and animate just one model means you won't have time to program.

      And if you do want to do everythiong yourself, I just hope you have five years (minimum!) to spare in which to code everything, learn how to model/skin/animate/make music and sound and then apply those skills to your project.

      No mattre what people say about gameplay (and they are right when they say that without it your tittle goes bust), gameplay without a modicum of style/quality in the artwork just doesn't cut it anymore. Nethack just isn't as fun as it used to be; without the new frontends I doubt that many would still be playing it.

      --
      -- Waht? Tehr's a preveiw buottn?
    46. Re:Pressure = opportunity by Mac+Degger · · Score: 1

      Uh...I believe that Rockstar games used the Renderware engine to make GTA3...which AFAIK doesn't use Havok, but it's own proprietary physics module.

      --
      -- Waht? Tehr's a preveiw buottn?
    47. Re:Pressure = opportunity by Mac+Degger · · Score: 1

      Acouple of points:

      -What in hells bells makes you think a skilled sculptor is cheaper than a CGI modeler? They're gonna cost about the same...talent is always expensive.

      -even photographs (actually, especially photos) need to be touched up. Just ask the guys who did Max Payne how much using photosourcing is a pain in the arse.

      -scanning is not something which gives you a good game model. It needs to be cleaned up (a hell of a lot), unneccessary polys need to be removed and others need to be added...and the model still needs to be made fit to work with the game. The process works great for ovies, 'cos they can deal with the rendertimes, but games have to be realtime.

      As for your main intent, you are correct; the whole games process needs to be higher level...and that includes outsourcing as well as higherlevel logic for for example dialog trees (with their reactions to different types of people), filling up a city with people and content (auto-content generation) as well as AI and many other aspects. But it's gonna take a while before thjose tools are developed and ready for implementation.

      --
      -- Waht? Tehr's a preveiw buottn?
    48. Re:Pressure = opportunity by mechugena · · Score: 1

      I guess you haven't listened to any pop music recently! Personally, I can't stand that shit, and would rather listen to static.

    49. Re:Pressure = opportunity by TheLoneDanger · · Score: 1

      The instant I saw "I'd hate to paraprhase Dave Perry", I knew what you were going to quote. I'm not yet sure if that's a good (or healthy) thing. I believe that randomly generated trees have shown up before. The question then is how important is it that the tree is the same every time you see it? In some games where objects are persistent to a certain extent (say you drop something and it stays there, this is happens more in PC games), it can be jarring when they suddenly disappear (I left items in my office in Deus Ex and was pissed when they vanished.) But those are items that you actually effect. If there isn't any real way to interact with the tree and if it doesn't really affect gameplay other than providing scenery then I don't think players will really notice. For example, who really pays attention to trees on the side of the road? On the other hand, a tree in a shooting game would block line of sight, and so a randomly generated tree could affect gameplay and level design. I agree that the developer should be in overall control, but if the player can't do anything that surprises the developer, then it probably isn't very interactive gaming. It's a balancing act between controlling the gaming experience and letting the player create it themselves. Most games go with giving the player the illusion of creating their own experience. This works fairly well since most casual gamers really don't have the either the creativity or motivation to create their own unique play experience and it's difficult to give players really well designed tools to do so. (By tools I mean game actions generally, like Mario's jumps, flips, kicks etc. in Super Mario 64).

      --

      "But I trust in the people's capacity for reflection, rage and rebellion." -Oscar Olivera
    50. Re:Pressure = opportunity by Hast · · Score: 1

      That's correct, I got my engines confused. OTOH it helps to prove my point. That creating and selling engines is already quite common.

    51. Re:Pressure = opportunity by Planesdragon · · Score: 1

      "Shoot 'em Up Games"? What are they?

      Games where you run around with a gun, and a lot of ammo. Asteroids, Gladius (sic), et al. It's a class genre.

      I'm new to the gaming... I thought there was only 'games' and that they were all the same. A bit like wallpaper really!

      Games, like movies or music or novels, are easily divied up into "genres" for the sake of marketing. I.e., if you like a movie of a particular genre, you might like other movies in that genre.

      Wallpaper probably goes into broad catagories, too--stripes, patterns, solids, etc.

      I once heard the term 'FPS' but somebody explained to me it was 'Frames Per Second' simply used out of context

      The "FPS" genre means "First Person Shooter." Like Doom, Quake, Wolfenstein.

    52. Re:Pressure = opportunity by I(rispee_I(reme · · Score: 1

      Here you go, then.

    53. Re:Pressure = opportunity by Deusy · · Score: 1

      Look up sarcasm in the dictionary.

      --

      Free Gamer - Free games list and commentary

    54. Re:Pressure = opportunity by crazyphilman · · Score: 1

      Let me see if I understand your argument: "Waaah, it's too hard for one person to create a game, so don't bother trying, just live your little life and never try to be anything more than what you are". That IS what you're basically saying, right? If so, man, I feel sorry for you. Instead of making excuses for not doing something, why not try your hand at it? You might surprise yourself.

      Let me tell you a story. I used to know two roommates, back in college. One was a pretty cool guy from Chicago, with a can-do attitude who was basically taking the world by the balls and making something of himself. The other was this doofy Irish kid who had zero self esteem, and I mean ZILCH (probably because he was the middle of seven kids). As an example, he'd been a "bar-back" (basically a bartender's assistant) for two and a half years, watching bar-back after bar-back get hired, then promoted and never doing anything to change his fate. We'd tell him "Come on, man, you've been there two years already, you should get out of there" and he'd say "If all I can do in life is be a bar back, at least I'll be a good one" and keep scrubbing the floor. The man was a doormat.

      Ok, back to the story. Roommate number 1 was Bob, number 2 was Mike. Now, Bob was always coming up with some new way of making something cool happen for himself. We'd compare notes, and before too long, Mike would chime in with "You can't do that!" to which Bob would say, "NO, YOU can't do that. I'm doing it!" And he would go out and do it.

      You're being Mike. Be Bob.

      --
      Farewell! It's been a fine buncha years!
    55. Re:Pressure = opportunity by crazyphilman · · Score: 1

      By the way, just to clarify:

      First of all, ID Software released the entire Quake II source GPL. Which means we're totally free to use that as inspiration in creating a new game, as long as we don't use the copyrighted Quake II game data (e.g. their artwork, sounds, level designs, etc). So, if you think that the Quake II engine is good enough for your game, and I think it's world class, you've already got the hard part out of the way thanks to John Carmack and ID Software. You can study the source code, learn how it works, and use it as a base for a new, different game. Which is what they WANTED you to do with it. All you have to do is release all your changes GPL'ed as well. And, who wouldn't? The GPL is a Good Thing. Ok, moving right along...

      So you can use QuakeII as a base for your new game, which saves you a whole lot of wheel reinventing (Thanks, ID, we love you). What does this leave? The modifications to the game engine to support whatever changes in gameplay you're looking for, level designs, character designs, sounds, and animation. Storyline, certainly.

      All of these things are FUN to build. It's very hobby-worthy material. Glorious, in fact. All the tools you need to build these things are available as shareware, with a very reasonable licensing fee if you like the tool (YES, I've done my research -- did you think I was just playing at this?). One person who really likes what he's doing can build a game in a year or two using the collection of tools that are available, right now, for free, on the web. This is NOT like sending up a space shuttle, ok? There is plenty of room for independents to get busy and start building fun stuff.

      Here's the fun part. As an individual hobbyist just tinkering in my home lab, I have NO OVERHEAD. NO COSTS. It's just me and whatever strange things I can pull out of my head. And, the beauty of all this is, I can turn my fantasies, my weird future predictions, and my conspiracy theories, into a great game I'll enjoy playing -- then turn around and sell it to other people like me. For me, the sale of 10,000 units is a king's ransom; for commercial companies that level of sales is death. Getting the picture yet? All I have to sell is a single unit for the endeavour to be a success, because even one unit sold is profit.

      Now expand on this. More people like me get the same idea and start turning stuff out. THEN, we get the nice cottage industry I was talking about. Are we competing with "real" game companies? Of course not. No one is going to buy our stuff *instead* of a commercial game. But they will probably buy it as a fun thing, after they've got the commercial game they wanted.

      It's not a zero sum game, there's no barrier to entry, and you're looking at the whole situation in the wrong way.

      And, THAT is my full response. Again, be Bob -- don't be Mike.

      --
      Farewell! It's been a fine buncha years!
    56. Re:Pressure = opportunity by Mac+Degger · · Score: 1

      What you don't seem to realise here is that I already am involved in the mod scene; I know exactly what I'm talking about. Go have a look on jk2files.com...one of the battledroids (the first one available, back when there where only about 5 models made for the game, 40.000+ downloads worldwide) is mine...the one made by MacD. Not my only work, just the most downloaded.

      So, having established that I know what I'm talking about, artwise (and believe me, I know something about engines too...NWN is fun :)), lets get down to time.

      Because that's what my post was about. If you want to do a game, there's a minimum of polish needed to it, gameplay wise, game logic wise, art wise and documentation wise. If you're not gonna shoot for that, you might as well not bother posting here because you obviously aren't shooting for a public release.
      Seeing as you mentioned quake 2 (might as well go for quake 3 actually, as that will be gpl'd shortly after doom 3 is released), you gotta realise that to do all that (make the models, levels and textures, develop and test gameplay, write documentation, code) takes time. If it's a solo project, we are talking years. Literally. And that's if you don't have a day job. It'll take twice that at least if you have a job...assuming you're not re-dev-ing the actual gameplay, let alone doing something innovative.

      By the time you're done, your game will be hopelesly out of date...the gameplay probably won't stand up to the standards of a decade hence (which will be fully featured and make use of the latest in AI, auto-content generation and natural dialog trees etc) [unless of course your game is completely original...can happen, but the odds are against you], the gfx most certainly won't, same for the special effects and the sound. As I've said before...one of the few reasons games like nethack are still played is the new gfx frontends made for it...but die-hards aside, it's a game which is not played anymore.

      Again, I am not saying 'don't do it'...I am merely stating that unless you do all this for pure personal pleasure and not as something you want to have the public enjoy, do it in a team or don't bother, because people won't pick it up if it's that outdated.

      And that is why mods nowadays are done in teams: very few people are great at coding, sound, modeling, level design and texturing. I'd even say that no-one is, not at everything at a high standard.
      To get something out which people will enjoy it has to come out while the game you made it from is still in circulation (quake 2 is a good example...don't bother starting with quake 1 now, unless you don't mind just ten people picking it up). This means getting everything done on a reasonable time frame...which per definition means having multiple people on the project, working on different aspects of the mod...which you want to do anyway if you want each part to have a good standard.

      Again, I'm not saying 'don't do it!'. I'm saying that unless it's for personal pleasure (and not pleasure in the fact that many people enjoy yourt game) you want a team working on the game.

      Anyway, I do agree with you on the fact that open source game engines are a godsend. That's also the direction most innovative gameplay will come from (and very maybe even some innovative technology). However, I'm saying that to make something worthwhile for the public, you need a team of skilled, dedicated people working with you.

      --
      -- Waht? Tehr's a preveiw buottn?
    57. Re:Pressure = opportunity by crazyphilman · · Score: 1

      Well, before we get started, let me say that I found your attempt at expert status very amusing. Listen, just in case this has escaped you, building a modified character for a videogame doesn't make you John Carmack, ok? You're just some hobbyist. So your opinions are of entertainment value only, alright? There. Glad we could clear that up.

      Now, moving right along, the rest of your post is utterly and completely full of shit. Do you really believe this crap you're pedalling? Do you think Carmack would have listened to you if you'd gone to him in '92 and told him that he could never build Doom on his own, and shouldn't bother trying, except as a hobby thing he should never show anyone? I think he would have beaten the crap out of you before you finished talking, but then, I don't know him, so who knows. Maybe he would have just laughed. Or: do you think Wozniak would have believed you if you told him that computers are only built by engineers in laboratories? Do you think ANYONE is going to fall for this wimpy, defeatist nonsense? My GOD, man, listen to yourself. You sound like an old lady. A CONSTIPATED old lady. With PILES.

      Or, more accurately, you sound like one of those broken-down old blue-collar guys who've been in some shit job for twenty years and try to crush the spirits of their college bound kids because they can't bear the thought that their kids are going to escape Allentown, or whatever other blue-collar hell the old wreck is haunting.

      Fuck, you're depressing.

      Never mind my advice. You're not being Mike, you ARE Mike. You're doomed. Well, in reply to your pathetic attempt to tell me I can't do it, from the Bobs of the world, to you, I say: "No, YOU can't do it! I'm doing it!" And, you can't see it, but I'm giving you the finger.

      --
      Farewell! It's been a fine buncha years!
    58. Re:Pressure = opportunity by Mac+Degger · · Score: 1

      I never claimed expert status. All I said is that I have a clue about how engines work and and what it takes to build 'em...and more importantly fill 'em.
      How do I know? Because I actually have worked with quite a few different engines, put models in them, played around with the game logic. A hobbyist, yes...but what are you and what have you done?

      And just fyi, Carmack didn't build Doom by himself...he coded the engine and only the engine. He needed quite a few other people to add content to that engine. I'll go one further: without those people, Carmack would have shit...he'd have a few lines of code which did displayed some planes on screen. He needed others to add gameplay and content to make a fun game.

      As for what I sound like...I sound like someone who knows his shit...as befits someone studying applied physics with a computer engineering minor, after finishing my Mechanical Engineering degree. I sound like someone who knows what to do to get the result I want, and like someone who has done exactly that before.

      You on the other hand sound like someone who sticks his fingers in his ears when he hears something he doesn' like and screams: "Nah-nah! I can't hear you!".

      --
      -- Waht? Tehr's a preveiw buottn?
    59. Re:Pressure = opportunity by crazyphilman · · Score: 1

      Blah, blah blah. You're turning out to be a real schmuck. Let me help the cold water of reality wash over you, physics boy, and fill in a few details they apparently didn't teach you in all those colleges you wasted all your money on:

      1. Physics and mechanical engineering have absolutely nothing whatsoever to do with computer science. Zilch. Nada. Zip. And, I've studied both, so get the idea that you're impressing me right out of your head. Minoring in something means you have a couple dozen credits in it -- you haven't studied it in depth, so your computer engineering minor doesn't impress, either. You DON'T know your shit. You've just convinced yourself you do, and you need to pull your head out of your ass before you run around Slashdot proclaiming that you're the high priest of "you can't do that".

      2. I, on the other hand, have a degree in COMPUTER SCIENCE and over 165 credits (I lost count, I'd have to check out my transcripts and count 'em up), not counting corporate training. I've been working as a senior-level software developer for five years, and worked part time while in college (that's another few years). I've worked in several languages, C, C++, Java, Perl, Visual Basic, Vax Basic, UniBasic, MASM, all the boring web crap like HTML, Javascript, and XML, and a few Unix scripting tools, I know Linux, FreeBSD, VMS, and Windows, AND I do hardware and can write my firewalls by hand under Slackware AND FreeBSD. I've built projects with tens of thousands of lines of code, SOLO. I'm working on one right now that heavily uses web services and .Net, and will probably come in around 25,000 lines. SOLO. Just to put it in perspective, the whole Quake II project came in between 50,000 lines and 100,000 lines according to some web page I came across. And, that had a whole team working on it. So, fuck YOU very much, I'm in my element. By the way, the 25K line project is going to take me exactly two months of coding. I'm fucking FAST. Which is why they assigned it to me.

      Now, I don't usually spend my time spanking little know-it-all shits like you, but you really ought to go STFU now. You're throwing down with the wrong guy, pal. I'm strictly top-shelf. So when I say I can pull off what I'm talking about, you'd best believe it.

      Now, beat it, you've finally gotten on my nerves, you arrogant little fuck.

      --
      Farewell! It's been a fine buncha years!
    60. Re:Pressure = opportunity by Mac+Degger · · Score: 1

      Wow...you must have done your studies a long time ago in a place where the education level stinks. In Delft, the Netherlands, mechanical engineering entails a hell of a lot of computer science. When they expect you to roll your own rudimentary finite element analisys program, you do kind of have to know something about programming.

      Not only that, but in Delft I was in the first year where they implemented the computer engineering minor. Meaning that they basically do what they always did; in the first year you go two thirds/one third for physics/specialisation, then you specialise and get more than half of your credits from your specialisation.
      Which in my case goes equally to digital systems, mathematical structures and programming (started on java, then went to c/c++...hey, I wanted the lowlevel control on the chips I got to build).
      Not only that, but I helped implement a few programs for the rapid prototyping tools during my working study.

      So not only did you not have enough info to mouth off, but you weren't smart enough to even ask...or go into dialogue, or even refute any of the points I made. Which you still haven't adressed (not even a single one!), appart from comparing 'the whole quake II project' to some corporate stuff you've done.

      And even that is irrelevant to the point of proving me right; in those lines of code, you have no levels (let a lone a fun level design) and no artwork (no models, no textures, no sounds). What's even funnier though is the fact that it takes people who specialise in writing game engines many more months to get a feature complete game engine, even when they base it on an existing one...and you say you can do it, tweaked and all, fully functioning with bells and whistles and ready for the artwork and AI to be imported, in two months. Uh-huh.

      Anyway, not only have you told me that you have no single experience in game programming whatsoever (and trust me [or not]: games are very different beasts than spreadsheets), but also that you can't read; all I said was that based on my experience you need a hell of a lot of time to make any kind of (3d) game which meets the minimum standards of today's games.

      And not a single thing you've said contradicts that.

      But then again, a top-shelf guy like you who starts a pissing contest (only to end up wetting himself) should have figured that out.

      So please qualify your rebuttal with some arguments based on anything but 'I code soooooo fast' (and making arguments based on authority; good god...did you never take logic?).
      Oh, and it would be nice if your argument would adress my points, instead of trying to discredit me personally. If you're right (which your arguments should bear out, according to you) I'll be discredited anyway.

      --
      -- Waht? Tehr's a preveiw buottn?
    61. Re:Pressure = opportunity by crazyphilman · · Score: 1

      Ah, fuck you you pansy bedwetter. Go lick a dog's ass 'til it bleeds.

      --
      Farewell! It's been a fine buncha years!
  2. I hope they start giving away the consoles. by mikeophile · · Score: 3, Funny

    It's too hard to make Beowulf clusters from old Gillettes.

  3. Nope - vis a vis Bookwork by cspenn · · Score: 5, Insightful

    Smaller shops will likely continue to innovate, especially in new markets like cell phones and PDAs, where compactness of code and short development cycles pay off quickly. You will not likely see Doom XXVIII on your Samsung NPH-3500 phone, but you might just see Bookworm coming soon.

    Don't be fooled into thinking that consoles and PC are - forgive the pun - the only game in town.

    1. Re:Nope - vis a vis Bookwork by torpor · · Score: 1


      Too true.

      Almost the same sort of thing is happening in the synthesizer world; where once it was predominantly a hardware-driven market, it has now been separated into exclusively-software, and/or exclusively-hardware.

      The software guys are facing all sorts of headaches on the whole 'plugin' system front, and that has been a fairly active technology field in this realm for a while, in terms of computer-years. Though, it is very difficult to turn a profit in face of cracks.

      I equate it with a similar 'razor or blades' choice conundrum, and the solution is to see razor-blade for what it is: totally arbitrary.

      The only thing that matters is how well does the product work. Small shops can make good products too, and will continue to do so even in light of being forced out by those who would make razor-blade market scenarios ...

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    2. Re:Nope - vis a vis Bookwork by Anonymous Coward · · Score: 0

      Don't be fooled into thinking that consoles and PC are - forgive the pun - the only game in town

      {pedantic}wordplay{/pedantic}. That was *not* a pun.

  4. To some extent ... by dzym · · Score: 1
    "consoles" are already given away with the games. Tiger Toys sells (used to sell? I haven't seen a Tiger box in awhile) those cheap plastic handhelds with cheap LCD stickmen games.

    I doubt we'll ever see the day when something like the PS2 or XBox is given away alongside a game, at least during the period of prime profitability for the console. They're simply too expensive to produce to be given away.

    Unless they're being obsoleted, I suppose, and then bundled into cheap bargain bin packs.

    1. Re:To some extent ... by Anonymous Coward · · Score: 1, Informative

      they already did that.. you got sega gt and jet set radio with xbox for the same price as without.

  5. The theorem is simple by imperator_mundi · · Score: 2, Informative

    Increased maturity of a market => less place for little player.

  6. Movie industry parallel by MagPulse · · Score: 4, Insightful

    I see the game industry moving along much the same path as the movie industry did. Today, independent films are still made, movie enthusiasts support them, and they are a great way for individuals or small groups to get noticed and get on large projects that make real money.

    I am hoping that moviegoers are getting saturated by the overly formulaic movies they're being given, and will shift the focus back to smaller budget films that are more original. But I don't see anything fundamentally wrong with the movie biz right now. For those that crave original, small-budget films, there's no shortage of them.

    1. Re:Movie industry parallel by TheOneEyedMan · · Score: 4, Insightful

      The number of books published by small presses dwarfs the number if independant films. A major reason is that they are far cheaper to produce. To the extent that games aer like movies and not like books, there will be far fewer of them. In any case, the independent films only start that way. By the time the beauty pagent ends and a few of them have been chosen for mass distribution, the average member is far more commercial.

      --
      Reality is that which refuses to go away when I stop believing in it. --Phillip K. Dick (remove SPAM to email)
    2. Re:Movie industry parallel by imperator_mundi · · Score: 3, Insightful

      The parallel holds just partially... the technical aspects of doing movies don't change as fast as the videogame developement methods... I mean camera operators are not required to re-learn filming techniques every 3 or 4 years.

    3. Re:Movie industry parallel by jayayeem · · Score: 2, Insightful

      The problem with this parallel, is that advancing technology has made it cheaper to produce professional looking movie, by using digital cameras and editing suites. It has actually reduced the number of people needed to make a movie.

      With games, the advancing technology has made it more expensive to create a professional looking game. A professional looking game requires more people today than it did 10 or even 5 years ago.

      --
      I metamoderate, therefore I am
    4. Re:Movie industry parallel by taverngeek · · Score: 1

      The parallel is a good one because indie films do not compete with studio films on the basis of special effects. Indie films are rarely the eye candy of studio movies. The strength of indie movies is that it can be different and sometimes results in a terrific movie. But that there is a still a huge difference between playing around with a camcorder and making even a low budget indie movie.

      The parallel suggests that it will never be cheap to make a console game, but that there will probably be independent game producers releasing games with strong story lines that lack the latest graphics and other features of the games from the major producers.

    5. Re:Movie industry parallel by YllabianBitPipe · · Score: 1

      Your parallel makes sense, but remember that we are in the early days of the video game industry. Take a look back at movie making early this century, when it was just about to go mainstream. There was a long period when the big studios monopolized all movie making and stars, directors, etc. all had to sign with a major studio. We're at the beginning of that phase in the videogame industry. The posts above referring to how technology recently has made movie making accessible to the mainstream, is right on, but I'm afraid we're several decades shy of that happening in the video game industry. Right now I think we're on the verge of a huge power grab where a few major video game studios (EA, Sony) monopolize the whole industry, get totally loaded, and compete to get talent (stars). Budgets will go sky high, video games will become mainstream entertainment, we'll see a huge golden age.

    6. Re:Movie industry parallel by Mooncaller · · Score: 1

      Games are more like books. All a game writer needs is a computer with some appropriate tools and a target platform set up for development. The movie industry needs a lot more hardware. If the cost of the development tools, target, and liscensing becomes signifigant, game programmers will abandon the consoles in favour of PCs. Game writing is probably best done as a team effort, like most programming tasks. Even though a book has a single author on the title, a team was involved in producing it. In either case, the number of people is far smaller then the numbers needed to make a movie.

    7. Re:Movie industry parallel by Minna+Kirai · · Score: 1

      Games are more like books. All a game writer needs is a computer with some appropriate tools and a target platform set up for development.

      By the definition of "game" as the authors of the original article were thinking about it, that isn't true. There has been a kind of fork in game development over the past 6-10 years.

      In 1994 or so, "garage" games could still be popular. 10 talented guys working for 9 months could publish Doom or some other blockbuster title.

      But since then, computers have gotten more and more storage space and output A/V quality. To make good use of all that power, you need large, high-quality artwork resources, and lots of them. (Look at how Everquest can't even run with 512 meg of RAM- yet it's graphics aren't top-quality). The cost to produce a game that can sit on a store shelf has ballooned to where it's comprable to Hollywood films.

      No single author or small team can produce a game that'll earn money on the console or PC market.

      Now, there has been a divergent path for game developers which has become more prominent in the past year. Web-based (flash, java, or small downloads of native binraries) have become popular and somewhat profitable (often advertising-supported). That category is still open to bootstrap programmers.

    8. Re:Movie industry parallel by PainKilleR-CE · · Score: 1

      In 1994 or so, "garage" games could still be popular. 10 talented guys working for 9 months could publish Doom or some other blockbuster title.

      I could be wrong, but I don't think Doom took 10 guys to make. There are 12 guys working on Doom 3 (might even be less now), and most of that is for the artwork. The major engine work was done in a few months. Most of the actual development (as opposed to art and level design) since then has been optimization for graphics cards and drivers, many of which didn't even exist when the engine was written.

      But since then, computers have gotten more and more storage space and output A/V quality. To make good use of all that power, you need large, high-quality artwork resources, and lots of them. (Look at how Everquest can't even run with 512 meg of RAM- yet it's graphics aren't top-quality). The cost to produce a game that can sit on a store shelf has ballooned to where it's comprable to Hollywood films.

      The biggest problem in art a few years ago when it came to games was making things look good with low numbers of polygons. Many artists have maintained that it's easier to develop high-polygon models for current engines than it was for low-polygon models on past engines. The real killer is the detailed textures and the complex level design that is becoming more common. Furthermore, a game doesn't have to be huge to get someone recognition. A small developer trying to break into the industry may want to cut back on their ambition a bit and try to develop a good game first and foremost. If one title that took 6 months to build brings in enough money to build profit and fund the development of a good game that takes 9 months to build, then eventually you'll be the one with the huge budgets. The other problem is that the news tends to focus on the big-budget titles, which, sometimes more often than not, tend to be crap that just had too much tied to it. Enter the Matrix will probably never make it's money back, but look at what they did to make it in the first place. Do we really need a Hollywood film crew working on a game? No.

      No single author or small team can produce a game that'll earn money on the console or PC market.

      This is just false. Both the PC and console markets are full of small teams that are being funded by large publishers to develop games in 6-18 months. Some of the titles are budget titles, but just as often they're full-fledged titles. Nintendo doesn't pump out a lot of first party titles by having everyone work on 1 title, instead they have a large number of relatively small teams that each work on a single title. The development teams on Microsoft's 1st and 2nd party titles for the PC and XBox aren't always large teams, either. Most people are getting confused between publishers and developers here, I think. Even a multi-million dollar title isn't always developed by 60 people. Id might take 3 years to put out Doom 3 where some other team can put out a game with a similar level of content in 18 months, but that's because id has only 12 people working on the game and knows that those people will do the job well, and they can afford to do it (without someone like Eidos rushing the game out the door like the latest Tomb Raider, or like Activision did to Quake 2).

      Now, there has been a divergent path for game developers which has become more prominent in the past year. Web-based (flash, java, or small downloads of native binraries) have become popular and somewhat profitable (often advertising-supported). That category is still open to bootstrap programmers.

      Most of those areas, though, require fairly specialized development skills that don't port well to the other development platforms, and limited art budgets. The latter of those is the really big difference between the low-budget titles and the high-budget titles. Art is also what slows down (or stops cold) a lot of open-source game developers. The Doom 3 engine still looks like crap if you load up the textures from Quake, and a handful of coders got the Quake engine up to the level of loading and displaying Half-Life's resources in a fairly short timeframe.

      --
      -PainKilleR-[CE]
    9. Re:Movie industry parallel by genghisbahng · · Score: 1
      Problem with this analogy is, independent film budgets can be much smaller than "mainstream" film budgets and still look as good/be as entertaining (if not more). Take $100 million for the average "blockbuster" film. Compare it to films that are made for 10% of that cost or even less. Blair Witch Project. El Mariachi. Countless others. They can still deliver a compelling experience which is competitive with the blockbuster.

      Games on the other hand, have an intrinsic need to look good. Period. And that takes time/talent/effort, all of which costs $$$. PC titles have more room for independents since the lack of licensing fees lowers development cost. If you're making console games though, there's not a whole lot you can do for 10% of the budget of the big boys. A puzzle game, maybe. But I don't think there's much of a hope for "low-budget" console games, unless Sony/MS/Nintendo cut specific breaks on the licensing side to drop the costs.

    10. Re:Movie industry parallel by Gutzalpus · · Score: 1

      What about games like Snood?

    11. Re:Movie industry parallel by Minna+Kirai · · Score: 1

      I could be wrong, but I don't think Doom took 10 guys to make.
      Yep, you're wrong.
      1 John Carmack
      2 Michael Abrash
      3 John Romero
      4 Sandy Peterson
      5 Dave Taylor
      6 Shawn Green
      7 Adrian Carmack
      8 Kevin Cloud
      9 Robert Prince
      10 Paul Radek

    12. Re:Movie industry parallel by PainKilleR-CE · · Score: 1

      right on, so subtract 5 or so, add 7 or so, and you get the Doom 3 staff.

      At least id isn't bloating as fast as I thought they were when I read that 12 people were on Doom 3.

      --
      -PainKilleR-[CE]
  7. SDK by gsparrow · · Score: 2, Interesting

    How much does it take to get started developing on these systems?

    1. Re:SDK by Anonymous Coward · · Score: 0

      The problem is beyond that. It takes time and money. Creating an engine from scratch takes years (and longer each step as more expertice is needed in several fields). Buying engine technology is not cheap.

      I could get an SDK for those systems, but what do I do next?

      It all depends on if the customer is willing to go for less graphics and more innovation - can they see trough that?

    2. Re:SDK by macrom · · Score: 2, Interesting

      Not only does it take good money, but I know at least Sony and Nintendo want you to submit business plans, have financial and corporate backing, have already entered talks with a publisher, have a design for a game and also have some code maybe running on a PC to show for it. They don't let just any Joe Shmoe with money call up and order a dev kit. Things may have changed, but this is how I understood it to work a few years ago.

      On a side note related to this, I really wish Sony would resurrect the Yaroze program. It was a great way to get into Playstation development. I would be interested to hear how many people broke into the industry, either as individuals or companies, through that program. Maybe it was such a small number that Sony decided it wasn't worth it.

    3. Re:SDK by yerricde · · Score: 1

      If you have to ask, you can't afford it.

      At this stage, if you want to develop on consoles, your company has to have made a name for itself on the Microsoft Windows DirectX platform. Come back once you're solidly in the black.

      --
      Will I retire or break 10K?
    4. Re:SDK by iansmith · · Score: 3, Interesting

      Take the PS2 for example.

      For starters you need a $15,000 development station.

      Then you need to licence the SDK for an amount Sony will decide.

      Then for each game you need to spend about half a million dollars to get it approved and tested by Sony. They can reject you for any reason and make you pay to have it tested until they are happy.

      Then you pay Sony $8 for each game you sell, plus the costs to produce the special CD's the PS2 needs.

      Then do the same with Microsoft and Nintendo.

      Don't forget several programmers, artists and people to figure out the maze of licencing procedures for each console.

      Making console games is in no way something a single person can do, sadly. The consoles are VERY tightly controlled.

    5. Re:SDK by NightSpots · · Score: 1

      For the XBox, you're looking 6 figures.

      For the Phantom, you just have to buy a copy of Visual Studio...

    6. Re:SDK by Anonymous Coward · · Score: 0

      -1 Wrong:

      Then you need to licence the SDK for an amount Sony will decide.
      You need approval for your game from Sony in order to buy the development kit - this is to prevent the PS2 market being flooded with crap. Once you have your kit, all the Sony tools are free. (but not as good as the third party tools from Sn Systems.)

      Then for each game you need to spend about half a million dollars to get it approved and tested by Sony. They can reject you for any reason and make you pay to have it tested until they are happy.
      The testing procedure is paid for by the license fees per disk. Again this is a hurdle to prevent crap being released on the market - or would you prefer publishers to be able to publish buggy games in order to hit their deadlines ?

      Then do the same with Microsoft and Nintendo.
      Your first game doesn't have to be released on all three consoles - why not just target one.

      The consoles are VERY tightly controlled.
      Because there are already too many professional games companies making games for the market to support - it is not in anybodies interest in the market for amateurs to flood the market with sub-standard crap.

    7. Re:SDK by dackroyd · · Score: 5, Interesting

      -1 Wrong:

      Then you need to licence the SDK for an amount Sony will decide.
      You need approval for your game from Sony in order to buy the development kit - this is to prevent the PS2 market being flooded with crap. Once you have your kit, all the Sony tools are free. (but not as good as the third party tools from Sn Systems.)

      Then for each game you need to spend about half a million dollars to get it approved and tested by Sony. They can reject you for any reason and make you pay to have it tested until they are happy.
      The testing procedure is paid for by the license fees per disk. Again this is a hurdle to prevent crap being released on the market - or would you prefer publishers to be able to publish buggy games in order to hit their deadlines ?

      Then do the same with Microsoft and Nintendo.
      Your first game doesn't have to be released on all three consoles - why not just target one.

      The consoles are VERY tightly controlled.
      Because there are already too many professional games companies making games for the market to support - it is not in anybodies interest in the market for amateurs to flood the market with sub-standard crap.

      --
      "Free software as in beer, copy protection as in racket" - Telsa Gwynne
    8. Re:SDK by Anonymous Coward · · Score: 0

      it is not in anybodies interest in the market for amateurs to flood the market with sub-standard crap.

      rather it is in everybody's interest in the market for professionals to flood the market with sub-standard crap.

    9. Re:SDK by Anonymous Coward · · Score: 0

      Hah! Don't forget to mention all the crap already coming out. SpongeBob games could be awesome, but they want to go for the cheap buck. Seems like they let anyone produce a game to make a quick buck.

    10. Re:SDK by Anonymous Coward · · Score: 1, Insightful

      "it is not in anybodies interest in the market for amateurs to flood the market with sub-standard crap."

      Heaven forbid the market makes that decision. I feel better knowing Sony saves me the thinking.

    11. Re:SDK by demonbug · · Score: 1
      Because there are already too many professional games companies making games for the market to support - it is not in anybodies interest in the market for amateurs to flood the market with sub-standard crap.


      Yeah, leave that to the professionals! Seriously, I've had a PS2 for a year and a half or two years now, and there are only four games for it that I have played with any regularity (I think I own five). Looking at the offerings for the other consoles it looks about the same - three or four games for each that I might actually want to play. Despite their rigorous quality controls, there is still 99% crap out there for the consoles, just crap for different reasons (i.e., not usually buggy, just totally uninteresting).

    12. Re:SDK by Aadain2001 · · Score: 4, Insightful

      I think you forgetting a great market that moved away from this kind of mentality and has not collapsed under a pile of crap games: the pc game market. Sure, they have crap games out there. But they don't survive. The good games become popular and the companies that make them produce more games. The setup of the pc game market does not prevent a 15 year old super coding genious from producing the Next Great Thing in his basement while still allowing for large companies like Blizzard et. al. to produce greate and not so greate games in mass. The console world can take a page from the pc game market and let the consumers decide what is a good game and what is a bad game.

      --
      Space for rent, inquire within
    13. Re:SDK by soft_guy · · Score: 1

      But I want to see "Chase the Chuck Waggon" for PS2!

      --
      Avoid Missing Ball for High Score
  8. Give us more, and make it hurt! by Wvyern · · Score: 3, Interesting

    There will always be a high demand for the latest and greatest games/consoles from the pre-teen to the post-teen age groups. The thing is, we have gotten a taste, starting with Pong, and will never get enough until you jack us straight in, and get a virtual reality that is more than a messy abortion. Addiction is a word that comes to mind, and people will do anything to pay for their addictions.

    --
    "Sheep just follow the easiest path and run from scary noises and intimidating creatures." - Me
    1. Re:Give us more, and make it hurt! by Anonymous Coward · · Score: 0
      get a virtual reality that is more than a messy abortion.

      I had to think about that for a while... where's the fun in a messy abortion? Eventually it did dawn on me that you weren't talking about performing a messy abortion in virtual reality. Sometimes you get a metaphor too many...

    2. Re:Give us more, and make it hurt! by kfg · · Score: 4, Insightful

      Those of us who are older may have a slightly different point of view though. The only games that I play regularly now are years old, Grand Prix Legends, Red Baron 3D, Age of Empires. Throw in a bit of replay of Grim Fandango. Not to mention the classics like Asteroids.

      None of these require the latest screaming system to play, yet they all still represent the Best of Class.

      I havn't purchased a game in years, not becasue of cost. Not because of lack of interest. Simply because I haven't been presented with a game superiour to those I already play.

      It wouldn't take much to grab a few hundred more bucks out of my pocket, but the latest gee whiz bang twist to the same tired old formula isn't going to do it for me.

      Give me games instead of technology and I'll buy them.

      KFG

    3. Re:Give us more, and make it hurt! by radish · · Score: 1

      What is interesting is that when those games were current they did require the latest hardware to run (look at Asteroids, they basically had to invent the arcade machine to run it). The thing about old games is that whatever their actual qualities, like old music they invoke memories, a feeling of familiarity. It's that which you can't replace. As much as you like Asteroids, and as much as I like the retro cool (and used to play it back in the day) - it bores me to tears after 10 minutes now. Give it to a 14 year old kid and I really don't think he'll swap it for DOA Beach Volleyball ;)

      Sure there's a lot of dross out there now, but there are also some seriously good, genre defining titles which will be fondly remembered (and played) for years. Think of C&C, Warcraft, Quake 3 (even Doom or Wolfenstein), GFA3, etc. Except for the last one, none of those require much in the way of hardware to run (by todays standards) but are still great fun and will stand the test of time.

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

    4. Re:Give us more, and make it hurt! by lp_bugman · · Score: 1

      Not allways. Most new age games are 3d Based games. And while they look great playability has dimish!

      I just found a Super Nintendo in the dumpster. Pluged int and got Super Metroid. I never played it before. And still it has me all sucked in to it. Now I'm finding out that I realy don't like the new games. I like side scrollers ans 2d shooters.
      And a lot of people think like me. Just go to ebay and try to get "Radiant Silver Gun" is runing now for about 200usd a copy. This is a "Sega Saturn Game".

      I can give you more samples of realy great (and expensive) old 2d games
      * Metal slug
      * Ikaruga
      * Mars Matrix
      * Guadian Heroes
      * Panser Dragon II
      * Megaman
      * Catlevania IV
      * Super Mario Brs (all).


      Let's stop there. My point been that some of us are not happy with the curreng crop of games (the only FPS i realy like is Wolfestein Enem. Territory with is free) I for once play old games (that I never played before) just because that's what I like and not because any twisted memory

      --
      BSD licensed software can't be stolen....
    5. Re:Give us more, and make it hurt! by RichardX · · Score: 1

      Don't forget Bangai-o - one of the finest shmups in recent years, and proof positive that games don't always have to be 3D (though don't get me wrong, I'm not about to give up my copy of GTA:VC either)

      FWIW on the subject of 2D games, my Dreamcast still sees regular use for it's great library of 2D fighters - Capcom VS Snk, Marvel VS Capcom 2, Guilty Gear X, KoF, etc.. call me strange, but I've just never really got into the 3D fighters as much.. they usually seem to look pretty nice, but they rarely play as well, at least to my mind.

      --
      Curiosity was framed. Ignorance killed the cat.
    6. Re:Give us more, and make it hurt! by Anonymous Coward · · Score: 0

      call me strange, but I've just never really got into the 3D fighters as much.. they usually seem to look pretty nice, but they rarely play as well, at least to my mind.

      You need to play more Soul Calibur. Although it's the only 3D fighter worth playing, it will shit all over your 2D fighters, no question. There's so much depth and stuff to learn, it will make Capcom vs SNK et al look positively flat.

      The only problem is, you need good humans to play against to find that out (but that should be true for any 2D fighter as well).

    7. Re:Give us more, and make it hurt! by Wvyern · · Score: 1

      "Those of us who are older may have a slightly different point of view though." LMAO...guess that all depends, I am 38, no spring chicken, but not ready for a walker yet.

      --
      "Sheep just follow the easiest path and run from scary noises and intimidating creatures." - Me
  9. Consoles are already given out by gorbachev · · Score: 0, Insightful

    All video game consoles are sold at loss. The business is already exactly like the razor blade business.

    --
    In Soviet Russia, I ruled you
    1. Re:Consoles are already given out by Gherald · · Score: 2, Funny

      Not sure if you were trying to be funny or not, but in (pretending?) to miss the point you've sure made a good one of your own.

    2. Re:Consoles are already given out by bludstone · · Score: 2, Informative

      Will you people PLEASE stop perpetuating this rumor.

      The only consoles to be sold at a loss were the Dreamcast and the XBox. The XBox is no longer sold at a loss.

      --

      no .sig
    3. Re:Consoles are already given out by d60b9y · · Score: 1

      In true Slashdot style, I haven't checked my stats bu tI thought that it least the PS2 was sold for a nominal profit having recouped most of its design cost when it was undesputed market leader. In stark contrast to the Xbox which makes a loss on each box sold (IIRC)

    4. Re:Consoles are already given out by nelsonal · · Score: 3, Informative

      XBoxes are still sold at a loss (remember that retailers do make a profit on those units figure MS gets less than $150 per X-box). I'd guess that the cost of a unit is around $200, it was $300+ when introduced. The whole program, including games sales (which are quite profitable) generated almost $1 billion in losses for MS this year (ending in June). Many consoles are sold at a loss initially, since the manufacturer knows that eating a few months of losses might give them a year of profits on the back end, when a better console might still be sold, so they tend to pack the best stuff they think they can resonably get away with at the time.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    5. Re:Consoles are already given out by Sosetta · · Score: 1

      This is patently false. The Gord speaks on this, and many other truths of the Console Industry here.

    6. Re:Consoles are already given out by gorbachev · · Score: 1

      "I thought that it least the PS2 was sold for a nominal profit"

      Hmm, I didn't know that. Couldn't Google anything real quick either.

      How about GameCube?

      --
      In Soviet Russia, I ruled you
    7. Re:Consoles are already given out by SuperLiquidSex · · Score: 0

      Yup, retailers sure make a profit on them. When I worked at Fry's we bought them for 299.90 and sold them for 299.95. Whopping 5 cents profit. When the price dropped to 199.95 we were buying the new ones for 199.00 so we were almost making a buck on those ones. Thats some profit there.

      --
      Oops....you'll know what I'm talkin about in a bit.
    8. Re:Consoles are already given out by miTTio · · Score: 1

      It's true, when I worked at CompUSA in college, we made under two bucks of profit on the PS2, less than a buck on the xbox and cube.

    9. Re:Consoles are already given out by benzapp · · Score: 1

      I can BUILD a similar system for nearly the price of an XBOX. We are talking about a DVD drive, a celeron processor, a geforce 3, 64 megs of ram, and a 10 gig hard drive... How could Microsoft, with the means to obtain the lowest possible prices, NOT be able to put these things together for that price?

      If you know for a fact the Xbox is being sold at a loss, then what is the cost of one of these units. What WOULD Microsoft have to sell them for to generate a profit?

      $200 is just not at all reasonable. Have you added up the price of these components? How did you come up with this number???

      --
      I don't read or respond to AC posts
    10. Re:Consoles are already given out by NanoGator · · Score: 1

      And the Playstation 2, despite what the 'Facts of Gord' says. I think it was Next Generation that published an article on that. Sony needed to be selling 3-4 games per console in Japan when it launched, but instead people bought the machines to use as a DVD player. The launch games sucked and there was concern that Sony was going to find itself in trouble.

      --
      "Derp de derp."
    11. Re:Consoles are already given out by scot4875 · · Score: 1

      You forget:

      A motherboard, a case/power supply, controller, cables, labor, packaging, shipping, advertising...

      --Jeremy

      --
      Jesus was a liberal
  10. Free market by nuggz · · Score: 1

    Well if a company can't make a game profitably, then maybe they shouldn't make games.
    Then some companies will go out of business, and we will be left with enough to supply the demand.

    Myself I'm just waiting for torcs to evolve a little bit more, then I'll be happy.

  11. Golden age died along time ago by msgmonkey · · Score: 3, Informative

    The days of the 8-bit micro was the golden era when it came to small developers(otherwise known as geeks in bed-rooms/garages/basements). You'd have the same person doing the coding, graphics and sound and still have something that did n't look amaturish compared to the big guys. You just cant do that these days, and especially so because graphics and sound have much more prominence then playability did back in the day.

    I still remember those 1.99 games being available at my local newsagent. Ahh let the nostalgia begin :)

    1. Re:Golden age died along time ago by DNS-and-BIND · · Score: 1
      Today, the graphics are the main thing that gamers and more importantly, game reviewers look for in a game. If the graphics aren't whiz-bang and utterly spectacular, the game doesn't sell. I've seen countless gems of games with great ideas, sizzling execution, and mediocre graphics get savaged by reviewers. Not because the game itself was bad, but because the game didn't fit the preconceived notion of what a game should be. Meanwhile borefests like Tony Hawk are highly praised and widely imitated. "Look, you can change his hat color!"

      P.S. "a long" is two words.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    2. Re:Golden age died along time ago by AntonyBartlett · · Score: 1
      Similarly nobody can expect to write sucessful Operating Systems in their bed-rooms/garages/basements any more either.

      In other new, Linux continues to go from strength to strength.

    3. Re:Golden age died along time ago by Dicky · · Score: 1
      P.S. "a long" is two words.

      Well, maybe... but on my systems (x86 and UltraSPARC), it looks like 32 bits to me... so that's either one word or half a word.

      Sorry - had to do that :-)

      --
      Paranoia isn't an infectious condition, it's a way of life
    4. Re:Golden age died along time ago by msgmonkey · · Score: 1

      Linux has had thousands of people contribute to it. Where would Linux be without the army of people contributing device drivers for example? Linus would still be sitting there coding them all instead of co-ordinating and concentrating on the core of the kernel.

      My point was that one person can not do it all now, which was not the case in the 80's.

    5. Re:Golden age died along time ago by AntonyBartlett · · Score: 1
      Absolutely!

      My point was that there are still opportunites out there for bedroom coders, whether it be in gaming, OSes, or whatever one could wish. No end to the golden age, but you wont find it where it was before - new ground must be broken.

    6. Re:Golden age died along time ago by Mike+Hawk · · Score: 1

      For the record it was those very 1.99 games that killed your so called "golden age". The market got saturated with crap-ware, the bottom dropped out of the prices, the bubble burst.

      All the measures taken by Sony and MS were invented by Nintendo for the NES to protect against this exact thing from happening again.

    7. Re:Golden age died along time ago by bluGill · · Score: 1

      Really? Instead of saying that, pull up an emulator and some old games. I have about 100 atari 8 bit games on my computer. All but about 10 are not worth playing. The emulator does fine, the problem is there is no game play, and the graphics suck.

      The good games have good graphics, limited by the hardware, but still fairly good, and they have good gameplay. MULE wouldn't win awards today for graphics, but they are good compared to the other games, and there is gameplay. Ditto for miner2049er, Star Raider, and a few others. Good games. Enough effort went into the graphics to support the gameplay.

      Of course ZORK has the best graphics of any computer game (well adventure gets really good too...), but they run on a much more powerful graphics engine so I don't count them, and besides I no longer have copies of either for the 8bit.

    8. Re:Golden age died along time ago by b1t+r0t · · Score: 1

      I think you really need to learn to get a long with people better. :-)

      --

      --
      "Open source is good." - Steve Jobs
      "Open source is evil." - Microsoft
    9. Re:Golden age died along time ago by crazyphilman · · Score: 1

      What makes you think the "golden age" was one period only, far back in history? Currently, several open-source game engines are being made available, along with a load of solid engines based on the Quake II (gpl'ed) source. We could be moving into a whole new golden age, and why not? All the raw materials are there...

      --
      Farewell! It's been a fine buncha years!
  12. Easy - send the development to India by Anonymous Coward · · Score: 1, Funny

    Just like everything else in technology these days, the answer is to send the development to India and have the salary costs, which are generally 90% of any technology company's expenses, decrease by 1/10. Or you can hire 10x the number of developers, take your pick.

    1. Re:Easy - send the development to India by Gherald · · Score: 2, Funny

      > send the development to India

      "Fight!"

      Madhusudan Vishnu vs. Muhammad Amin, round two.

    2. Re:Easy - send the development to India by Anonymous Coward · · Score: 0

      your math is wrong, expenses decreasing by 1/10 doesn't allow for ten times the developers to be hired

  13. open source games! by donkiemaster · · Score: 1

    games like counterstrike basically thrived because many people could make the game better, I think this is a model that should be embraced

  14. It has already happened with Inkjet Printers by BagOBones · · Score: 2, Insightful

    Just look at printers. You can purchase a new printer for nearly the same cost or sometimes LESS then purchasing new ink cart.

    --
    EA David Gardner -"... but the consumers have proven that actually what they want is fun."
  15. Consider the Film Industry by plasticmillion · · Score: 5, Insightful
    I see a lot of parallels between video game development and the film industry. As the market has become larger and more global, consumer expectations have risen accordingly. The result is that the biggest moneyspinners in the future are likely to be "blockbuster" games written by larger companies with big budgets and teams (this trend is already abundantly clear).

    To me this is good news for gamers. True, it will result in a lot of lowest common denominator crap. But this analogy suggests a lot of positive aspects as well. For one, I personally happen to like blockbuster movies, and I'm glad that the market is such that someone can justify spending $300 mio or so on the LOTR trilogy (to name just one example).

    At the same time, there is space for the little guy in the film industry to some extent. Innovative filmmakers can still make a name for themselves on a superlow budget (e.g. Clerks. In my view this applies even more to the gaming world, where a clever idea can be a huge hit without requiring dozens of programmers and designers to implement (consider Tetris).

    Anything that makes really stunning high-budget output possible is more than fine by me.

    1. Re:Consider the Film Industry by danila · · Score: 0, Flamebait

      LOTR trilogy (to name just one example)

      Yeah talking about sci-fi and fantasy, there are lots of great movies made nowdays! Consider for example the FOTR and the Matrix. Innovation! Creativity! Style! And there is also TTT and the Matrix 2! And it doesn't stop there - there is also ROTK and the Matrix 3! So many good sci-fi/fantasy movies, I am so happy that the movie industry no longer makes crap like Hulk/Core/LXG/T3/etc.

      No, thank you. I would rather live without LOTR trilogy on the big screen, but with a wide variety of diverse medium-budget movies.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    2. Re:Consider the Film Industry by plasticmillion · · Score: 1
      So I guess every filmmaker out there is too busy making a cookie-cutter sequel to spend time on an innovative medium-budget film!? You might be surprised at how many would-be producers and directors are out there.

      And for the record I quite enjoyed T3. :-)

    3. Re:Consider the Film Industry by Unreal+One · · Score: 1

      I completely agree. Game productions are turning into just that productions. The coding and 3d engine development are extremely important, but only a fraction of the total technical and artistic work that go into any good new game.

      I saw the new HalfLife 2 demo at E3 this year, and it was unbelieveable! However, this introduces two issues. First, just like the film industry, they MUST be fantastic to make serious profit, and get a large audience to throw down their dollars. Second, it takes huge teams of developers and artists years to complete a production such as half life 2. A product that no one or two man development teams have any chance of completing.

      I believe that simpler, catchy games can still be developed and sold by smaller teams enough to turn a profit for those smaller teams. Look at the Blair Witch Project. :o) Unfortunately, like the film industry, it's the blockbusters that will be the bread and butter for the majority of the game developers out there.

    4. Re:Consider the Film Industry by PainKilleR-CE · · Score: 1

      I saw the new HalfLife 2 demo at E3 this year, and it was unbelieveable! However, this introduces two issues. First, just like the film industry, they MUST be fantastic to make serious profit, and get a large audience to throw down their dollars. Second, it takes huge teams of developers and artists years to complete a production such as half life 2. A product that no one or two man development teams have any chance of completing.

      Although Valve had a good amount of money as a startup, they weren't one of those huge studios when they licensed the engine from id to make the first Half-Life, yet they generated a huge amount of hype around their game, and still delayed it a year before releasing what became the most-praised game of the year. Valve has one title under their belt (plus mods and expansions) and yet you already think of them as one of the big guys.

      The hard part really is getting a publisher on board. If you can put together a good game, you can get it published. If you can do it on your own, without publisher money (like Valve and id both do), then you can be in control of your own destiny.

      At the very worst, you can look at examples like Counterstrike and TFSoftware. Valve bought up the company in the latter case and the code in the former case. Developers in the PC space have been hiring up talent from the mod groups for quite a while, Valve wasn't the first to do it (though they've done it with the most direct profit). Many console developers are PC developers as well, and most of the publishers are doing both sides. At the very worst, we'll see developers making their name as PC mod-developers and then getting into PC development, and then maybe console development.

      --
      -PainKilleR-[CE]
  16. Re:Make better games by Sovern · · Score: 1
    I am willing to pay even more for high quality games that keep my attention for a long time. Those companies that put together a good game will reap the rewards. Today however, most console games seem to be slapped together.

    Long live burned "demos"

    --
    And it rendered on, until the end of its days.
  17. Smaller developers... by Junior+J.+Junior+III · · Score: 5, Insightful

    Should develop smaller games. For every Grand Theft Auto 3, there's a Tetris.

    The Big Hollywood style productions can be handled by the huge companies, while the smaller companies can do innovative things like games that actually have gameplay value as opposed to eyecandy value.

    Gameplay value is timeless and largely not driven by technology. If need be, license the high end graphics from someone else rather than reinvent the wheel. But someone should be working on making games playable, re-playable, and fun.

    A prime area for small-time, moderate budget development? AI. *Good* AI, that learns and adapts, for example, is something I'd like to see. AI that gets lazy and complacent and forgets sometimes, for that human feel, and to prevent things from getting too difficult.

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
    1. Re:Smaller developers... by TheOneEyedMan · · Score: 1

      Exactly! Take for example Snood, an amazingly fun game without anything requiring advancced computer technology.

      --
      Reality is that which refuses to go away when I stop believing in it. --Phillip K. Dick (remove SPAM to email)
    2. Re:Smaller developers... by Kenja · · Score: 1

      At last count there where about 100 Tetris like games. Are you realy sugjesting we need another?

      --

      "Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
    3. Re:Smaller developers... by Rinikusu · · Score: 3, Insightful

      Indeed. And with increases in technology and programming API's, even independent developers can get more done with less "effort". Stuff like DirectX and OpenGL help free up some of the resources that would normally be used in creating custom API's, and, as you mentioned, various 3rd party engines are available to use so the developer can concentrate on gameplay, storyline, or even art-look.

      Consider Puppygames.com's Alien Flux. They produced a full-on arcade style game in 6 months, with just 2 guys working mostly part-time. It's written in Java, using OpenGL and a wrapper library they happily "give away" (lwjgl), and runs under Windows and Linux, and soon MacOS X (they seem to have troubles finding and keeping a MacOS X person with the expertise/time to keep the library up-to-date as the primary developers are x86 only). Is it Doom 3? No. Is it fun? Yes. Definately so. It's proof that you don't need a 10 million dollar budget to produce a good game.

      Other areas for small-time developers: Mindless action games. Puzzle games (see popcap.com). I'm even toying with the idea of a small, episodic RPG's (think monthly-bimonthy episodes at low cost (say, $5-10 module or use some sort of subscription).

      Anyway, I don't think the days of the independent developer are over. In fact, I think with the wider acceptance of Flash, J2ME, etc, the barrel has opened even wider.

      --
      If you were me, you'd be good lookin'. - six string samurai
    4. Re:Smaller developers... by ftg888 · · Score: 0

      Commander Keen Software Presents:

      Episode WordPerfect:

      Part 1 Install and type
      Part 2 Proof and Spellcheck
      Part 3 Printing and Saving

      Each Part cost 10 dollars and takes 3 months between sections... (no kill bonus)

    5. Re:Smaller developers... by jsegall · · Score: 1

      I believe you meant puppygames.net.

    6. Re:Smaller developers... by PainKilleR-CE · · Score: 1

      If I remember correctly, Ikaruga was also done by a fairly small development team, and while it may be a short game, it's one that takes so long to master that most people don't even realize it.

      --
      -PainKilleR-[CE]
    7. Re:Smaller developers... by master_p · · Score: 1

      But Alien Flux is a computer game, not a console game. The computer game market is much more flexible, but the Puppygame's scheme could not work at the console level.

      Furthermore, I personally find these type of games boring. After playing Vice City, nothing ever comes close. Maybe it is the Matrix effect: I am sucked into a virtual world that I like and can do almost anything i like. But small developers can't do that, can they ?

      Contrary to what the /. croud may believe, I except a video game crash shortly after the next generations consoles are introduced. People won't ditch their current systems so easily, especially if they have invested into a large collection of software. It's not that the new systems will make so big difference than the current ones. I bet that the graphics advancements of the games on the next gen consoles will not be easily detectable by the common eye on the telly. And I don't expect radical new ideas to come up with the new graphics engines. In a few words, games would be much more expensive, but not very different at any significant level than the current ones, so people won't buy them.

    8. Re:Smaller developers... by Anonymous Coward · · Score: 0

      Sony has it right here. If the PS3 plays PS2 and PS1 games, the only investment is the switch of the hardware itself.

    9. Re:Smaller developers... by GlassHeart · · Score: 1
      develop smaller games. For every Grand Theft Auto 3, there's a Tetris.

      Uh, no, and your choice of examples are most telling. GTA3 was released recently, while Tetris was released nearly 20 years ago. How many other games can you name are as cheap to produce and as well loved? If it was so easy to invent small and highly popular games, why are the big studios not doing that maximize profit?

      Fact is, the GTA3s are easier for those who can afford it to churn out year after year, while good cheap ideas are extremely hard to come by. I don't disagree with your suggestion that smaller players need to do what the big studios don't do, but to say there's a Tetris for every GTA3 is not a realistic expectation to have.

    10. Re:Smaller developers... by RichardX · · Score: 1

      For example, Sunflat's superb SFCave (original PalmOS version .. rather poor Java version) - as far as I'm aware it's a completely original game, at least I've not seen it anywhere before.. simple in the extreme (how many games have only ONE control?), and yet fiendishly addictive. There's still a place in the world for the bedroom coder, especially with all these less powerful handheld devices (pda's, phones, etc) around that need this kind of simple but effective game

      --
      Curiosity was framed. Ignorance killed the cat.
    11. Re:Smaller developers... by RichardX · · Score: 1

      I bet that the graphics advancements of the games on the next gen consoles will not be easily detectable by the common eye on the telly.

      Perhaps less dramatic than the difference between a [PS1/Dreamcast/N64] and a [Xbox/PS2/GC] (take your pick, IMO the most dramatic would be PS1->Xbox), but.. there's still a LONG way to go in terms of graphics. Have you ever seen something on your TV and had to ask yourself "Is that a movie/TV show, or is that my games console? I can't tell".. I doubt it. Sooner or later we will hit that point, you can even see it coming in some of the latest PC games (assuming you have a powerful enough PC) - the Tron 2.0 game looks way better than the Tron movie ever did, and Nvidia have been bandying around this term "cinematic computing".. my point though is, we're not there yet, and I doubt we will be by the next generation of consoles.

      Also, even if we hit a peak with graphics, physics simulation is really just starting. It wasn't long ago the standard in FPS games was for corpses to lie rigidly on overhangs or stairs in defiance of gravity.. crates would drop off ledges but not roll.. and so on. Now we take ragdoll corpses and rigid body dynamics for granted.. but it's gonna be a while before you see realistic flowing water (I mean proper flowing/pooling with depth, not particle sprays, or UT2003 style pools)

      Oh, and of course.. I'm still waiting for the day we hit the tradeoff point where it becomes more efficient to raytrace games :)

      Quake using the POVRay engine anyone? ;)

      --
      Curiosity was framed. Ignorance killed the cat.
  18. Small shops will do pieces of games by drinkypoo · · Score: 1

    But that's not what I really want to talk about - the supposed rising cost of game development. Making games like the games being made now, only bigger, will cost more. Making fun games which look good doesn't necessarily cost any more. On the newest systems coming out (arguably, on systems already out) you will be able to do amazing things with graphics without doing obsessive optimization. Also, since the platforms are in fact tending to converge on a single methodology, which is to say uniprocessor machines primarily using the C language for development, though you should be able to write Xbox games in particular with other languages. Still, you get where I'm going with this.

    I'd say that the current generation of consoles is the last one at which the obsessive optimization for particular consoles will be necessary. Obviously your graphics engine will always be different, and always be optimized for a platform, but only part of it. The back side, that your games talk to, won't change all that much. And if people would use techniques like multires then a single game engine would scale through multiple platform changes, simply being ported from platform to platform. If code portability is emphasized, then this becomes a quite realistic scenario. We've seen many game engines ported to consoles already, like Quake 3 and Unreal Tournament, so this is more than just imaginings.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Small shops will do pieces of games by tjc0 · · Score: 0

      If you've got a game that uses the Quake 3 engine unzip the package files in the game directory (usually pk3 files) and have a look at the script files. Their isn't really a huge amount of code that has to be written to get these games up and running using the Quake 3 engine. Most of the costs for the game come from the media that's used and the amount of time it took for the designers to build models, textures and audio files.

      I recon that the Quake 3 style engine distro. is probably the way things will go. It probably won't reduce game development costs, since as the power of your platform increases so does the amount of time needed to develop environments, textures and other media

    2. Re:Small shops will do pieces of games by corsec67 · · Score: 1

      Um, you will have to exclude the PS2 from your other uni-porcessor consoles up there. You are mostly talking about the XBOX, but it is not the most popular console.

      The PS3 will have even more processors than the PS2, so a game for the XBOX will be very different from a game for PS3. (MIPS 64 bit * 2 or 3 processors versus x86 32 bit * 1 processor)

      --
      If I have nothing to hide, don't search me
  19. this happened in computer dev as well by 514x0r · · Score: 2, Insightful

    things get bigger and more complex and so do the development environments. the big get bigger in this scenerio--for a while. there's almost always a new development--ie *nix--to bring things back to earth. in the end a good idea can overcome the cost of easy development.

    --

    !(^((ri)|(mp))aa$)
  20. Voodoo economics by Brahmastra · · Score: 4, Insightful

    Why do video game prices have to go up because the the technology is improving? Computers have consistently become more complex, but their prices have been going down. The number of people playing video games is also going up quite rapidly, resulting in more customers for video game companies. Maybe they have to do more development, but that is the same for all new technologies. If video game companies are losing money, it's because of nothing but a crappy business model.

    1. Re:Voodoo economics by vasqzr · · Score: 1


      They're lower than they were in the late 80's/early 90's. [b]Especially[/b] when you take inflation in to account.

      Remember cartridge games, like Nintendo used? The new relases could be $70!

      Most CD/DVD based games are $49.99 or so.

    2. Re:Voodoo economics by Outlyer · · Score: 2, Insightful

      You're talking about two different things, and so-called "Voodoo Economics" has very little to do with this topic at all. That's a Reagan-era term for supply-side economics and deals primarily with fiscal policy.

      Technology on the CONSUMER end is improving, but if technology on the SUPPLIER end does not improve at the same pace, you have an increasing cost industry and consequently higher prices.

      Any imbalance between cost of production and cost to consumers in the market would normally result in price shifts.

      Video game companies are losing money because the cost of doing business has increased while market prices have not. As costs go up, firms will leave the market resulting in an increasingly diminished supply causing prices to go up and so on.

      In the long run, without major improvements on the supply side, the industry would collapse; at least that is what generally accepted microeconomics principles would predict.

      --
      ----------------- "I have a bone to pick, and a few to break." - Refused -------------------
    3. Re:Voodoo economics by shamel · · Score: 2, Informative

      Wrong. The article says exactly the oposite. It says the development cost have increased "exponentially" but not consumer price. More customers certainly compensante for some of this but not all. Hence the prediction that the market will restructure in consideration of these economics.

      --
      The price of freedom is eternal vigilance.
    4. Re:Voodoo economics by PainKilleR-CE · · Score: 1

      Remember cartridge games, like Nintendo used? The new relases could be $70!

      The higher priced Nintendo cartridges had more complex cartridges that cost more to produce. The cost to produce a CD or DVD is significantly less than any of the Nintendo cartridges was, especially with inflation. CDs and DVDs can't store advanced graphics and sound hardware or battery-based storage. This is why expansion ports were placed on many of the early CD-based consoles and why memory cards have become standard on all optical media consoles.

      --
      -PainKilleR-[CE]
    5. Re:Voodoo economics by mausmalone · · Score: 1

      The difference is that computer prices are going down for the same relative quality computer from year to year. For example,... top of the line has been hovering around $3,000 for years, but has been coming down slowly.

      With video game systems, the relative power has been increasing substantially. The NES was really shitty hardware at the time, except that it was reasonable for gaming. The Genesis was cheap hardware, so was PS1 and Saturn. The SNES, Dreamcast, N64, Gamecube, PS2, and X-Box are examples of the systems getting more and more "top of the line" for their timeframe.

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
    6. Re:Voodoo economics by canadian_right · · Score: 1

      Game prices are not going up because they are already at the ceiling. Higher game prices would likely mean much lower sales. The big game publishers are pretty much counting on big sales to recoup their big costs.

      --
      Anarchists never rule
    7. Re:Voodoo economics by nothings · · Score: 1
      Technology improvements leading to, for example, more realistic 3d graphics, drive budgets up because the costs of creating that content go up.

      We can draw 1000X as many polygons as some time ago; somebody has to make those 1000X polygons. Yes, we can get some of them by building objects with NURBS; we can get some by instancing. But NURBS have a lot more editable parameters than the same number of polygons, and they only go so far--curvature is not detail, which is what people expect to see. Similarly, instancing (replicating the same object multiple times) is fairly obvious when you see it if it's overused. So we spend more artist time building out geometry.

      Generally, it's not the programming costs that have increased--it's not the cost of the technology itself that's increased; it's the cost of using the technology.

      And rather than replying to one of the several film industry comparisons elsewhere, I'll comment here:

      It's true that games have become a big budget hits-driven industry; this was already well on its way five years ago. But there's a big difference between moviemaking and gamemaking. The big-budget movies and the low-budget movies still make their content the same way: they stick some human beings in front of a camera. Compare Robert Rodriguez' El Mariachi to Desperado visually--yeah, they have a different quality of acting, different quality of production value, but they are in many ways incredibly similar: both movies show the exact same sort of thing, despite one costing $7,000,000 and one costing $7,000.

      The difference between big budget games and low budget games is radically different. If you attempted to recreate Doom 3 on 1/1000th the budget, using, say, the Quake 3 engine, you'd probably get laughably hideous results, or 1/10th of the total content. (El Mariachi is much longer than 1/10th the length of Desperado.)

      Even PopCap-style games have professional art--a lot less, yes, but a lone programmer/game-designer can't get the same quality of art, and few artists are willing to do that work for free, for the experience, for the exposure, the way actors are willing to do for micro-budget movies.

    8. Re:Voodoo economics by IndependentVik · · Score: 1

      I don't think game prices have necessarily hit the ceiling, at least with regards to consoles. Think back to the heyday of the SNES. I remember paying something like $65 or $70 for SFII. FFIII was a pretty pricey game, too, if memory serves, but it sold a lot of copies. And if you put that in today's dollars, they were even more expensive.

      No, consumers have proven that they'll pay a premium--the caveat is that if you charge more, then it'll have to be an amazing game to sell well. I'm sure if SNES's The Rocketeer had been $70, nobody would have bought it.

      --
      I'd suggest you don't use Slashdot as your only news source, or you will suffer permanent brain damage.
    9. Re:Voodoo economics by Anonymous Coward · · Score: 0

      Maybe they have to do more development, but that is the same for all new technologies.

      Not quite. If you have a group of engineers working on making bigger and faster hard drives, you can probably maintain that same group as the technology advances.

      The opposite is true with game technology because you need to add more specialized roles to create the product. You can't expect the programmer that was working on only the 3d engine a few years ago to also write the physics, AI, fancy shaders, etc just because now those things are standard in games today. You can't expect the same 3d artist to do models, maps, texturing, and animation. The more features a game has the more people are needed to implement them.

  21. Small development vs. large development by tambo · · Score: 5, Insightful

    (I think that the answer to this factoid observation is self-evident, but I'll post it anyway.)

    The costs of developing large-scale games only affects the developers of large-scale games. As noted abundantly by others, such games tend to fit certain well-defined genres: RTS, MMORPG, FPS, RPG... indeed, the whole reason we even have and know these acronyms is because the styles of games have become extraordinarily pigeonholed.

    That's not necessarily a bad thing. Take Medal of Honor: Allied Assault - the game only works because gamers have been trained to go along with the scripting and accept the monolithic linearity of the missions. If you do, however, you get a pretty grand experience.

    But the point is this: A few game niches have become so overproduced that independent developers can't hope to compete - but the rest of the market is wide open.

    And what a wide-scale market that is! How many genres have barely been tapped, or not yet invented? How do you even classify something like Popcap's Insaniquarium? Or PaRappa the Rapper, or Dance Dance Revolution? Those are pretty easy games to design and develop, and they're fiercely fun. Window dressing is extra - but for these innovative games, window dressing is secondary to gameplay. (What a novel concept!)

    Bottom line: Independent developers should not mimic Electronic Arts and try to compete in these highly stylized, overbudgeted affairs. But there's plenty of untapped gaming out there, just waiting for someone with a smidge of vision and a touch of imagination. Go get 'em, guys!

    David Stein, Esq.

    --
    Computer over. Virus = very yes.
    1. Re:Small development vs. large development by bludstone · · Score: 1

      Well spoken. (your ddr example is pretty bad tho, it was developed by a big name company.. konami)

      Too many game creators dont realize that the #1 point of a game is for it to be fun. Yes, its fun to look at pretty graphics, but that only lasts so long.

      Give me a solid control system and a fun style of gameplay, and im in. Thats why the megaman games have lasted so long. ;)

      --

      no .sig
  22. Alternative business models? by Decaffeinated+Jedi · · Score: 2, Insightful
    On the PC gaming front, we've already seen companies like PopCap Games and GarageGames get around rising design costs by returning to something similar to the shareware model of the early- to mid-1990s, creating relatively simple, inexpensive, fun games. Maybe something similar would work for the console market.

    Oh, who am I kidding? Anything released to the console market without 3D graphics, genuine B-list actors providing the voiceovers, and 16.7 zillion colors is doomed to failure.

    DecafJedi

    --
    DecafJedi
    my weblog: apropos of something
    1. Re:Alternative business models? by tjansen · · Score: 1

      And, not to forget, the GarageGames model has another important point: the games use a common game engine, based on the original Tribes 2 engine. This is why these games, while not spectacular, look quite good and are also available for platforms like Linux and Mac.

      As the effort to create games gets bigger, re-use becomes more and more important.

    2. Re:Alternative business models? by Decaffeinated+Jedi · · Score: 2, Interesting
      Good point on reusing engines--even if they aren't cutting edge. After all, that's how Sierra On-Line managed to turn out six or seven best-selling adventure games per year and profit like crazy throughout the late 1980s and early 1990s.

      DecafJedi

      --
      DecafJedi
      my weblog: apropos of something
  23. who?? by Anonymous Coward · · Score: 0

    Are the days of small scale game development over? Will we ever see a new Jeff Minter?

    Oh no God! Please No God! No! Please God!

  24. Small players in the console market? by LWATCDR · · Score: 3, Interesting

    There never really was room for small players in the console market. Look at the old Atari days. You had Atari and Activision and them some other big compaines moved in. There where some little guys but not that many and they sort of lived in the cracks that the big boys did not want. Only home computers let little game makers live. Even then if you where a small company starting off you might do better starting with a less popular computer than the Atari, C64, or Apple. Writing for a getting a CoCo game reviewed might have been easier than getting an Apple II game reviewed.
    There is room for small game companies. Just not on the Playstation or the X-Box.

    --
    See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    1. Re:Small players in the console market? by cosmo7 · · Score: 2, Insightful

      Look at the old Atari days.

      More salient than you might think.

      Atari's weakness was that it did not control the games publishers. There was no quality control, consumers were discouraged, and in the end the entire market suffered. When Nintendo and Sega started to reinvent the games console market the first thing they did was to strictly control who was publishing what for their systems.

    2. Re:Small players in the console market? by LWATCDR · · Score: 2, Informative

      Actually Atari tried to control game publishers. They even tried to sue Activision. They lost mainly because the 2600 was all off the shelf parts. The couldn't even stop people making clones.
      They tried to put an end to it with the 7800. That machine had an encrytion scheme to prevent third party games from using the imporved features.
      Like I said there has never really been room for the small guy in Consoles.
      BTW some of the worst games came not from third party publishers but from Atari. ET and Pacman did more to tick off 2600 users than anything.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
  25. Hence the modding culture by mblase · · Score: 1

    Isn't this the exact reason why game mods are so popular? Regular joes with some creative talent (and a 3-D modeler) can enhance or completely rewrite a game using a commercial engine, letting someone else do all the non-creative technological development.

    I don't think I could count the number of FPS/RPG games out there that rely on the latest Quake or Unreal engine to do the dirty work.

  26. We're already there by tmark · · Score: 1

    Will the games industry go down the route of the razor manufacturers where consoles are almost given away with the games?

    Given that MS, for one, is already losing money on each console they sell, I'd say we've *already* gone down that route. But since this means that the console makers are losing money if not for the collection of licensing fees, I wonder what more widespread pirating of games will do to the whole industry.

  27. Two things will emerge by xenocide2 · · Score: 1

    Firstly, Old games were easier to make in part because there existed a great abundance of tools that helped reuse. Tiles are one example, but they only the beginning. There's a concept called meta tiling, in which a set of larger objects are built from a group of tiles. Like in Final Fantasy Legend games, all the houses look the same, with different (or no) signs. This way is very simple to describe a town your adventurers visit. These sorts of things haven't yet emerged in 3d gaming.

    Every few years we see a large spike in polygons availble for graphics in games, but we haven't seen much to deal with manipulating and creating these increasing amounts of polys. Sure, you've probably seen games for a while now that reuse game assets like trees, but the world geometry is far more complex. Another point to mention is that in the distant past of console gaming, games were designed in an incremental fashion. Megaman game controls got more complex/robust with each new game, and the graphics became further refined, although the same base character design was kept.

    The other big outgrowth I see will be smaller games. Those times where buying a game meant 40 hours in a single play through are something of the past. Instead, you'll see shorter single player plots, more multiplayer options, and maybe even games that don't focus on the level progression method (i.e. I'm sorry, the Princess is in another castle!). They say that only 5 percent of game players today complete a game to a developer intended "finish." So clearly a change toward shorter games would be beneficial. It may be that trying to pidgeon hole story telling into game playing is not possible given in the play-cutscene/plot-play game style.

    The final thing to consider is that raising prices may not nessecarily increase profits. It might be that a lower price would result in a far greater amount of sales.

    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

    1. Re:Two things will emerge by Zigg · · Score: 2, Insightful

      They say that only 5 percent of game players today complete a game to a developer intended "finish." So clearly a change toward shorter games would be beneficial.

      My biggest problem with this change is that games are getting too short. If I don't finish a story-oriented game, the real reason is that the game has suddenly become extremely difficult for no good reason and frustrating, not because I lack the patience to finish it.

  28. Port It by pjdoland · · Score: 1

    People like their old games, and you can get them to buy them for the new consoles. I just bought Namco Museum for the XBOX. I paid $20 for a disc with 10 ganes that are all 20 years old.

    Yes, I could run MAME on my PC, but this is less hassle, and it's legal to boot.

    If Nintendo released a CD for GameCube with Duck Hunt, Metroid, Kid Icarus, and Super Mario Bros. on it, a hell of a lot of people would consider buy it. People don't want 6 console systems hooked up, but they want to play their old games.

    If the games are good, people will buy them for a new platform, even if they are not the latest and greatest.

    --
    -- "The reward of suffering is experience." - Aeschylus
    1. Re:Port It by dbs_flac · · Score: 1

      Damn right, just look what happened when the Sonic Mega Collection got released for the game cube, people just snapped it up ;)

    2. Re:Port It by Zigg · · Score: 1

      Nintendo is, today, doing a lot of classic game resuscitation, though it mostly seems to be for the GBA.

  29. Tragic by travdaddy · · Score: 1

    No new Jeff Minters?? What a shame.

    --
    Adidas To Bring Back Sneakernet
  30. Zork... by jjh37997 · · Score: 1

    Hell.... we should all go back to playing Zork, Deadline and Leather Goddess of Phobos! I had more fun playing Adventure on the mainframe at Fermilab then anything that has come out recently.

    I don't want to watch a mini-movie or blow up demons.... I want to get lost in the game and very few games hold up to that standard today.

  31. Nintendo is confronting this by GweeDo · · Score: 3, Informative

    Nintendo has feared that this was coming since they decided to create the Gamecube. They saw that more and more we are only getting sequal's and games with a Disney license since they are a sure fire seller. In response to this the former President of Nintendo (the mighty and wise Hiroshi Yamauchi) started a little project called the QFund. It has multiple purpose's, but one of them is to promote the idea of less expensive development (Nintendo has been doing numerous internal things to drop their production costs). The QFund has a few restrictions on it that help to this point. First of all any project gets money from QFund must finish the game in one year. If they go past that point they can loss funding. They also must use GBA connectivity. Some might claim that is a gimmick to get more people using that for Nintendo, but some of us believe this could actually lead to some real innovations :P

    1. Re:Nintendo is confronting this by mrseigen · · Score: 2, Insightful

      Nintendo should be confronting this by going around to independent developers that look good and dropping a development kit in their laps. The idea that they attach strings to funding for already-sequelled games as long as they crank them out quick is stupid, and if that's Nintendo's idea of innovation the GameCube will be the last Nintendo system I ever buy.

    2. Re:Nintendo is confronting this by scot4875 · · Score: 1

      Oh boo hoo. So Nintendo's giving them funding and then *expecting* someting from it? Oh dear, what kind of evil corporation would do *that*? You mean, they aren't just *giving* stuff away for absolutely nothing? Bastards!

      Part of the reason that they're (basically) giving away money to these development houses is to keep them exclusive to Nintendo platforms. If they just give them a dev kit, then the game may or may not be finished, and it may or may not be exclusive. Why would you pay someone to develop games for your competitor? Why would you pay someone to maybe never finish a game?

      And whre do you come up with the strings on funding 'for already sequelled games'?

      Besides, if you think that it's *so* evil that a console manufacturer should pay for an exclusive title, then you'd better not own an XBox, PS2, *or* Gamecube. (Though, actually, Nintendo hasn't done much of that -- instead they just pay Retro Studios, Silicon Knights, HAL, Camelot, and others to make stuff like works for hire.)

      --Jeremy

      --
      Jesus was a liberal
    3. Re:Nintendo is confronting this by mrseigen · · Score: 1

      Read the parent. The funding is for internal Nintendo games as in those games done in Nintendo. As far as I've heard, Nintendo isn't releasing games for non-Nintendo systems..

  32. Old School. by _aa_ · · Score: 2

    I would like to see more development for classic platforms. Despite all the graphics and realism, new games are not neccesarily any more or less fun than games were in the early 90s. The development of emulators such as snes9x make it plausible for regular people to develop their own applications for the snes. It would be very interesting to see open source projects based on older gaming systems instead of the bleeding edge.

    Let the large developers have their bleeding edge. There's no reason that smaller developers can't continue developing on an older system. Or is the gaming community really so shallow that it will always choose the shiniest graphics, and the most dazzling effects over the content and fun of the game?

  33. Enter The Matrix? by yerricde · · Score: 1, Insightful

    rather than producing Hollywood-caliber graphics on a custom basis for each game, perhaps that function is better served by standalone companies that create characters and associated animations that game developers can license for use.

    Licensing characters with animations? Movie license games are rarely[1] good games. Capcom and Virgin tried the licensed-character route in the 1990s, borrowing characters from cel-animated movies published by the company we love to hate. The games (such as Chip 'n Dale's Rescue Rangers, Aladdin, Pinocchio, The Lion King, etc) turned out way too one-dimensional to have any replay value. Or just read the reviews for Enter The Matrix.

    [1] There is of course the occasional exception such as Goldeneye for Nintendo 64.

    --
    Will I retire or break 10K?
    1. Re:Enter The Matrix? by vasqzr · · Score: 3, Interesting


      That's not what he means.

      Let's say company A makes characters. Company B can either buy them or sub-contract them to create new characters for their games.

      Therefore, letting the game company worry about the game itself. This is commonly done with sound effects and music. (outsourcing, more than licensing though)

    2. Re:Enter The Matrix? by ZorinLynx · · Score: 2, Informative

      The problem here is not the characters, but the fact that the games were not willing to explore any new ground story-wise.

      I mean, I remember playing "The Lion King"; all you did was play the storyline of the movie! I already knew exactly everything that was going to happen. Big whoop.

      Now, if they had made it more of an RPG, with an action component, and extended the universe with a new story, THEN it might have been interesting. Combining likeable characters you already know with NEW adventures might have made for quite an improvement!

      But no.. they followed formula, formula, formula. Though I must admit, the ability to throw the other player around in a two player "Chip and Dale" game made it worth every penny at the time. };)

  34. game engines, pricing, expectations. by AtaruMoroboshi · · Score: 3, Interesting

    Game programers should stop re-inventing the wheel and use common game engines, at least for the graphics. I realize that lots of games have been made by liscensing the Quake 3 engine or Unreal engine, this seems like a potential way for smaller developers to have access to reasonably good looking technology to drive the PS3, xbox 2 or N5.

    One of the real problems is that there is little room for games with lower expectations. I'd be really happy to buy a bunch of ten hour games that had less technical wows but much heart, especially if their retail price was reasonable.

    How many gamers do you know that buy the latest games at $50? Most games sold at $50 are the blockbusters that sell to the general public rather than the hardcore gamers. But it's the hardcore gamers who buy more than 1 game every few months. I buy a ton of games but I've learned to be patient and buy games a month or two or even 12 later than the release date, simply to get the game for $20 or less. There is a big market for new games at lower prices that is not being tapped.

    Not everyone has 40 to 80 hours to sink into the latest rpgs and not every game needs to be Final Fantasy VII. I really love the Ikaruga's of this world. Final Fatasy VII cost $35 million to make and had a staff of over 100 people. On the other hand, 95% of Ikaruga was made by THREE people. (For instance, the music was written by the same guy who did the game's background art!)

    I kinda get the feeling that the industry might be heading towards another major evolutionary period, similar to the market crashes of the late atari era... I'm just not sure what it will look like.

    .

    1. Re:game engines, pricing, expectations. by pmz · · Score: 2, Informative

      Not everyone has 40 to 80 hours to sink into the latest rpgs...

      Many older Nintendo RPGs made it a point to advertise "over 100 hours of game play." Now, however, I am finding it really hard to complete an RPG that takes even 40 or 50 hours. I think this is indicative of the greater and more complex time constraints many of us are facing.

      Given that people are now torn by cell phones, PDAs, PCs, gaming consoles, television, cable television, not to mention older avenues, such as magazines, newspapers, and radio, there are less personal resources available for long drawn-out games. Oh shit, I fogot to leave room for family...and politics...well, friends really are optional...nothing gets done at PTA meetings, anyway...it's more important to get a cash loan for a down payment on this crappy wannabe sporty car...gotta be fast with no time left for driving...what do you mean you need to be picked up after practice...don't forget to stop by McDonalds for dinner...fat ass kid expects to be fed... (this isn't my life, I hope, but I think I am seeing this more and more every day in other people)

    2. Re:game engines, pricing, expectations. by zzyzx · · Score: 1

      As any individual ages, they have more time constraints. On the other hand, there are always new young people who don't have them.

    3. Re:game engines, pricing, expectations. by pmz · · Score: 1

      As any individual ages, they have more time constraints.

      Yes, but I think there is a growing attitude that adult responsibilities, such as family and a home, are somehow bad but cell phone contracts and salivating over "Survivor" are somehow good. It seems people are increasingly distracted away from fundamentally important things like raising their own children.

  35. Another reason by Luveno · · Score: 1
    Despite increasing man-hours put into the product, I do think the move to cheaper media (CD, DVD) from ROMs has helped keep prices stable.

    That, and now we realize how badly we were getting gouged paying $49.99 for E.T. on the 2600.

    1. Re:Another reason by Anonymous Coward · · Score: 0

      E.T didn't cost $50...back then games were between $10 and $20. Too bad they still arn't.

      But either way...someone got hosed on their $15 for that game!

  36. And just like the film industry.... by oneiros27 · · Score: 1

    We'll start seeing more and more product placement in the computer games to offset the cost of the games, and for the companies to improve their bottom line.

    (advertisements in the background, as in sports arenas; billboards in the background of driving games, and then they'll start working the occassional coke or budweiser can in the hand of one of the main characters).

    Sooner or later, I wouldn't be surprised if more and more non-game companies start getting into the video game business to push more product. Right now, the only one that I can think of is Lego, who has quite a variety of games out there, and from what I've seen, some of them are quite decent. [Didn't Six Flags do a tie in with Roller Coaster Tycoon? I envision more stuff along those lines...]

    --
    Build it, and they will come^Hplain.
    1. Re:And just like the film industry.... by nelsonal · · Score: 1

      I liked the billboards in Gran Turismo, they are there in the real races, why not put them in the game? I still wonder if they got paid to include them in the first one, or just used the names, under permission, for the realistic feel. I know Subaru dealers were surprised by the demand for the WRX that GT brought.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    2. Re:And just like the film industry.... by Xiamin · · Score: 1

      Ever play Super Monkey Ball? Each and every banana in the game has a Dole sticker on it.

  37. Now where did I put my tinfoil hat? by MarkGriz · · Score: 1

    "Will the games industry go down the route of the razor manufacturers..."

    and secretly embed RFID tags in all the games? Um, no... not as far as you know.

    --
    Beauty is in the eye of the beerholder.
  38. Indie games? Like what? by DrStubbs · · Score: 1

    When's the last time you played an indie console game?

    Exactly.

    For now they're still feasible to produce for "antiquated" platforms like the GBA (this being the only place I've seen them), but once even those catch up, the situation will be hopeless.

    1. Re:Indie games? Like what? by MagPulse · · Score: 2, Informative
      True, there are no indie console games. But it's also hard to rent VHS/DVD copies of indie movies. Those interested take the effort to make going out to independent movie houses a part of their life, and people who want indie games need to make PCs part of their lives. Some examples of indie PC games:
    2. Re:Indie games? Like what? by bman08 · · Score: 1

      Counter Strike is coming to Xbox. There are hundreds of indy games and mods for the PC. I can envision a system like movie releasing. An independant project that hits big on the PC gets picked up by "the studios" and ported over to the platforms for wider release. That's a good system. It means that the little guys have a shot, but it also limits the exposure of the big boys by enabling to pick up good stuff that's already somewhat proven.

  39. Seen it all before by mothrathegreat · · Score: 1
    It's pretty obvious that things are headed this way, we already saw it with printers, the machine is given away whilst the ink remains seven times more expensive than Dom Perignon

    As with all these things, I dont expect we'll see a resolution anytime soon, third party printer manufacturers have a hard enough time operating with all the varied chips in the cartridges these days (smart chips in cartridges are incidentally being banned here in the uk by 2007 or so). Could you imagine any court or government ever ruling that the mechanisms which prevent unlicensed 3rd party software being run on say a PS2 should be removed in order to allow free competition and stimulate lower prices?
    I don't think so, in fact I'm pretty sure they can't (IANAL).

    --
    Extended Warranty? How can I lose!
  40. Misspent Resources by EvilTwinSkippy · · Score: 4, Insightful
    New games don't take exponentially longer to develop. The problem is the black hole of CGI movies. How many games have you played that are simply a series of puzzles in between a boatload of Squarsoftish clips? Are racing games really that much more playable with photorealistic race tracks? I think it's cute that you can see a hockey player's breath, but if you are bitching about budgets, stuff like that is easy to cut.

    What is needed is for game developers to stop throwing money into the photorealistic hole. Anime is a perfectly acceptable graphic style designed for mass production. By reducing the amount of "detail" using artisitic license you can focus more on game play, scripts, and quality assurance.

    --
    "Learning is not compulsory... neither is survival."
    --Dr.W.Edwards Deming
    1. Re:Misspent Resources by TClevenger · · Score: 1
      I think one of the first games to go down this path is the 7th Guest. Remember that? It was a series of puzzles, with photorealistic graphics and sound, with video clips interspersed. But it was a freaking puzzle game, with only like 7 or 8 puzzles. I spent $50 for this?

      Maybe I'm not the target audience anymore. My idea of a long but interesting and challenging game is still Starflight, and one of my favorite LAN games (if you can call it that) is the old Trade Wars on my local BBS.

  41. False razor analogy by amcguinn · · Score: 1

    The cheap razor / expensive blade analogy is often used with respect to game consoles, but there is an important difference: A razor (without the blade) really is just a cheap piece of plastic (or metal) with a clip on the end.

    So in the razor industry, no strange or clever marketing is going on. The manufacturers sell cheap-to-manufacture holders for cheap prices, and expensive-to-manufacture blades for expensive prices. That's all.

    With game consoles (or inkjet printers, for that matter), the situation is a bit different. The makers can choose to sell consoles or printers at loss leader prices, and games or ink cartridges at inflated prices, but they must then keep on guard against third parties taking advantage of their loss leaders by undercutting the consumables, which is a familiar story to us.

    1. Re:False razor analogy by Anonymous Coward · · Score: 0

      True. It used to be the case when the razors were nice precision metal jobs.

  42. Something else to consider... by goldspider · · Score: 1
    What impact does this phenomenon have on gaming on open-source platforms?

    It is already rare enough that game companies invest time and resources into Linux ports for popular games, and a constant increase in development cost is only going to further discourage the practice.

    Bioware's Linux port of Neverwinter Nights is going to become a thing of the past when game companies can't afford to put the time and resources into such a very small market share.

    --
    "Ask not what your country can do for you." --John F. Kennedy
    1. Re:Something else to consider... by clare-ents · · Score: 1


      "
      Bioware's Linux port of Neverwinter Nights is going to become a thing of the past when game companies can't afford to put the time and resources into such a very small market share.
      "

      If it costs n% of the total development time to port the game to an additional platform with m% market share it should always be a profitable thing to do where n m assuming the same fraction of game players buy the game on each platform.

      --
      Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. (Einstein)
  43. I hope it forces them to make better games... by wirelessbuzzers · · Score: 2, Interesting

    ...rather than games with better graphics.

    Something that irks me about recent games is that many of them are unoriginal, have worse-than-average gameplay... and a huge graphics budget.

    For instance, I find that WarCraft III gameplay is much, much worse than StarCraft (could just be my low-end machine with a crappy graphics card), and the heros and other additions don't make the game much more interesting.

    Similarly, Diablo II was probably the most unoriginal RPG I've ever played; the graphics are excellent but the plot is thin and the gameplay is mediocre. (It's damn addictive, tho). Compare the Baldur's Gate series, which has worse graphics and decent gameplay, and a better plot.

    Anyone here ever played Liero? An ancient, free 2d Worms-but-realtime shooter? That game was more fun than many of the FPS games I've played. The graphics were shit, but the controls were responsive, the weapons were balanced (and numerous, and MODable), and the modes were fun.

    I think this article nicely pinpoints the problem with many games today. The graphics teams soak up all the budget, and the guys that write an actual plot into the game, balance it, and adjust the gameplay don't do anything. They add in an assload of really cool spells/weapons/whatever, but then nobody actually uses most of them because a few of them are overpowered.

    Maybe I'm just like those oldtimers ranting for a return to the "good old" days, but I'd like to see creative new FPS, one with nontrivial tactics (haven't seen one since Counterstrike), and for once a well thought-out TBS game. Alpha Centauri was close, but like many games, they put in too many features. The features ended up unbalanced, buggy, and their interactions were poorly thought-out. As a result, play didn't scale well and the AI sucked.

    --
    I hereby place the above post in the public domain.
  44. Slightly OT - PlayStation by tomzyk · · Score: 1

    Is the next PlayStation still going to be called the "PlayStation3"? Or is it simply going to be the "PS3"?

    I heard a while [months] ago that the name "PlayStation" was already trademarked by some other company so Sony had to call their future game consols somthing else.

    Anyone know anything about this? Or was it strictly a rumor and nothing more?

    --
    Karma: NaN
  45. Why I Can't make a DOOM 3 clone by Peterius · · Score: 5, Insightful

    I've been programming for many many years on many different platforms, I'm an expert in C and x86 assembly and I've done a lot of stuff with OpenGL and a good amount with DirectX not to mention being proficient in just about any area of programming you could think of. The problem is that a game engine like DOOM 3 is not a stand-alone work. It is rather the evolution of the first DOOM engine through all the iterations of Quake. I could write the first DOOM engine. I could probably even write something like Quake 2. But as a small developer, I cannot possibly break into this market when I'm competing with people who are evolving and reusing code that they've had for years. They just keep making it a little better. I can't do that because I don't have years and years of succesful 3d projects to draw from and improve upon.

    No small developer can jump 6 levels of technology to get to the current state-of-the-art and compete with large developing firms. Programming, like everything, is an iterative process; so as games get larger(code-size) and more complex with more and better technology packed into them, it will be harder and harder for small developers to break in the market. Most of them end up buying a decent 3d engine from someone else. And with faster graphics cards and games like Warcraft 3 and PlanetSide, all games are beginning to rely on evolved technology. A small developer's game (whether its an FPS or an RTS or an MMORPG) can't compete with the beauty and speed of a large company's engine that has been revised and rewritten and composed of a multitude of high speed algorithms and computing tricks that have been drawn from a large code base. Which relegates us all to the realm of shareware...or, on the bright side, perhaps open source community projects.

    1. Re:Why I Can't make a DOOM 3 clone by wittigjr · · Score: 1

      Tell that to the guys who wrote Serious Sam

    2. Re:Why I Can't make a DOOM 3 clone by Bo+Diddly+Squat · · Score: 1

      You're conveniently forgetting some facts, here.
      You used to have to write in assembler to get any decent speed. Now you can use a decent compiler.
      You used to have to write the code to access several different sound cards. Now you can use a single api.
      You also used to have to write your own 3D engine or write code to access several different 3D cards. Now you can use OpenGL.

      I bet these big firms have lots of code lying around they don't do anything with anymore.
      That's not to say you can easily compete with the big boys, but it's not as bad as you make it out to be.

    3. Re:Why I Can't make a DOOM 3 clone by Anonymous Coward · · Score: 0

      why bother writing either quake or quakeii? Get those 6 levels of high speed algorithms and computing tricks that have been drawn from a large code base from the source. Use the source luke!

      Quake source

      Quake2 source

      And you can bet your dollar that once the DOOMIII engine comes out, that the Quake3 source will be made available.

    4. Re:Why I Can't make a DOOM 3 clone by Nakoruru · · Score: 1

      I am betting that it will be released either this Christmas or x-mas 2004 for sure.

    5. Re:Why I Can't make a DOOM 3 clone by mattite · · Score: 1

      Why not license a 3d engine from one of those large companies?

    6. Re:Why I Can't make a DOOM 3 clone by Junks+Jerzey · · Score: 1

      But as a small developer, I cannot possibly break into this market when I'm competing with people who are evolving and reusing code that they've had for years

      It doesn't matter. Even if you had the DOOM 3 engine you couldn't do it alone. 80% of the work in a game like that is art, sound, and level design.

    7. Re:Why I Can't make a DOOM 3 clone by Naysayer · · Score: 2, Interesting

      This is not as true as you think. There has been some code sharing in the Doom / Quake series, usually it goes in pairs (Doom -> Doom 2, Quake -> Quake 2, etc).

      Quake was basically made from scratch, Doom code was not used. Quake 3 was basically made from scratch, Quake 2 code was not used (much). Doom 3 was basically made from scratch.

      What you say is only now starting to be true (from here on, we probably won't be doing all so much "start from scratch" programming work). But it's not the reason why you can't make something of the quality level of Quake 3 or Doom 3.

      The thing that *is* getting re-used, built and improved upon, is Carmack's (and other peoples') understanding of and experience with 3D. If you can't just sit down and write Quake 3, you just don't have enough programming experience yet. Quake 3 is actually not hard to write these days. The challenge in making a game that looks at least as good as Q3 is in getting people to do good art.

    8. Re:Why I Can't make a DOOM 3 clone by Naysayer · · Score: 1

      Oh, by "we probably won't be doing all so much start from scratch", I don't mean to imply that I am in any way associated with Id Software. I'm not. By "we" I meant programmers of large game systems, in general.

    9. Re:Why I Can't make a DOOM 3 clone by Jagasian · · Score: 1

      Are you sure that Quake 3 doesn't use any code from earlier Quakes? I think it does use modified Quake 1 and 2 code. We won't even know for sure when the Quake 3 source is released, because you can start from one code base and iteratively mutate it into something completely different.

    10. Re:Why I Can't make a DOOM 3 clone by PainKilleR-CE · · Score: 2, Interesting

      I've been programming for many many years on many different platforms, I'm an expert in C and x86 assembly and I've done a lot of stuff with OpenGL and a good amount with DirectX not to mention being proficient in just about any area of programming you could think of. The problem is that a game engine like DOOM 3 is not a stand-alone work. It is rather the evolution of the first DOOM engine through all the iterations of Quake. I could write the first DOOM engine. I could probably even write something like Quake 2. But as a small developer, I cannot possibly break into this market when I'm competing with people who are evolving and reusing code that they've had for years. They just keep making it a little better. I can't do that because I don't have years and years of succesful 3d projects to draw from and improve upon.

      The Doom 3 engine isn't an example of code reuse, though it is an example of learning from past projects. It's also an example of most of the code being done by one person in a fairly short amount of time. Oh, and of the slow shift from C and x86 assembly to C++.

      No small developer can jump 6 levels of technology to get to the current state-of-the-art and compete with large developing firms.

      There's far more information available to developers today than when these people started. Furthermore, the Doom, Quake, and Quake 2 source is all available as well. Many people have already taken the Quake engine beyond Quake 2's capabilities from a graphics standpoint. Id isn't a large development team, either, they have more artists than developers by far, and if you want decent artists for your game the nearest community college can supply a never-ending group of people that will work for next to nothing.

      Programming, like everything, is an iterative process; so as games get larger(code-size) and more complex with more and better technology packed into them, it will be harder and harder for small developers to break in the market. Most of them end up buying a decent 3d engine from someone else.

      and being able to license technology allows small developers to break in more quickly, as well. Valve broke through by licensing id's technology and then rewriting a large amount of the code. Once they had their first game shipped, they started their own engine in-house, and licensed code for the physics engine. I'm sure if there's a Half-Life 3 some day, we'll see that Valve developed their own physics engine after Half-Life 2 shipped, as well.

      And with faster graphics cards and games like Warcraft 3 and PlanetSide, all games are beginning to rely on evolved technology.

      What's the evolved technology in WarCraft 3? I'm not even sure if PS has any evolved technology, either.

      A small developer's game (whether its an FPS or an RTS or an MMORPG) can't compete with the beauty and speed of a large company's engine that has been revised and rewritten and composed of a multitude of high speed algorithms and computing tricks that have been drawn from a large code base. Which relegates us all to the realm of shareware...or, on the bright side, perhaps open source community projects.

      Where do you think companies like id got their start? Unreal and Quake were both developed by companies that started in the shareware business. Blizzard started as a console developer, and is pretty much wholly owned by a much larger company. Valve was started by an ex-MS employee with a good amount of money in the bank. 3D Realms has been developing Duke Nukem Forever, well, forever, on money they earned as a shareware developer.

      Design good games and worry about making it pretty with later iterations if you really have problems making Quake 3 or Doom 3 quality graphics on your first time out. Hell, I'll build Pong clones if that's what it takes to make sure my physics and graphics are accurate.

      --
      -PainKilleR-[CE]
    11. Re:Why I Can't make a DOOM 3 clone by Anonymous Coward · · Score: 0

      Ok, I'll bite. I also have been in the gameing industry for many years (on the console side mostly). I've programmed for all the major consoles back to the PS1/N64/Saturn days. I've done Gameboy B/W (DMG), Game Gear, GBC, and now GBA stuff. So I know Z80, R3000, MIPS, C, etc. Good for me...

      Anyways, I can say frome experience that you could acutally write from scratch an engine about 1 tech level behind the current best out there just by perusing the internet for info and getting some good books. The info is there, you just need to look for it. Programming can be an iterative process - and this is usually the cheapest and safest way to create an engine, but there are advantages to skipping all the iterations. Less code, faster execution, and (eventually) less bugs though this is one thing that iteration will help to control for a while. Heck, this is why Carmack re-creates engines so often. If you've got the time/money to take this approach, why not.

      I will agree overall though that the days of the lone wolf development are over. In order to get a game published, you need to have wizz bang graphics/sound/etc. In the last few years, the tools for creating code have improved a bunch (yeah, I can use C again for almost everything and it runs fast enough!), but the load on artists has increased. It used to be a team could be 1 or 2 programmers, 1 artist, and part time sound guy to get a game created. Now it's 1-3 programmers and 3-6 artists and even then the art side is seriously cruched. All the tools on the art side have been to increase visual quality. Very few are improving art creation time. It's this that ultimately is going to slow down game development and costs the most money. More art, make it better, do it again because to execs only see the art and not the code (if we programmers are doing our job correctly.) That's where I am now.

    12. Re:Why I Can't make a DOOM 3 clone by canadian_right · · Score: 1
      You are so right.

      I was involved in commercial game dev in the mid to late 80's on PC's. A good friend created a rather good Ultima type game for the Apple ][ (81 or 82). This was a 'A' product it was created by one programmer (100% 6502 asm) who also created all the sound effects. One producer who did all the level design, art, and admin. 4 friends did playtesting.

      The next project was a PC game, D&D in space called "Spelljammer". This game had one fulltime programmer (me), 2 part time programmers (they wrote exactly 2 routines for data compression in asm), 3 contract artists, one full time producer who also did ALL the game design. Music was done by 3 friends with a midi keyboard. I also did a fair bit of art. SSI provided a sound lib (with effects), box art, advertising, etc... The game engine, gui, movie player, etc... was all done from scratch. The whole thing took about 14 months and we ended up with a good "B" game.

      The bar has been raised very high for "A" and "B" titles. The amount of music and art, not to mention a good game engine, is so much higher now than it was in the early days that you simply need a lot more money just to pay the salaries of everyone invovled for the two or three years it takes to make a half decent game. And this assumes you know what you are doing.

      Small game developers pretty much have to aim at the types of PC games that do NOT require massive amounts of art. The barrier to entry is even higher for console games due to dev kits and licensing. The console manufactures do this to keep the "riff raff" out and quality (prices) high.

      It is a whole different world now.

      See Stars! SuperNova for an example of a good project getting stalled due to money, and they had a very good track record.

      --
      Anarchists never rule
    13. Re:Why I Can't make a DOOM 3 clone by Minna+Kirai · · Score: 2, Insightful

      I could write the first DOOM engine. I could probably even write something like Quake 2.

      I could probably write something like Quake 2... oh wait, I've got the whole Quake2 source code right here! Nevermind.

      If you're a small developer, the excuse of not having a basis to start from doesn't hold up. Carmack has graciously released his code to the public well before it became fully obselete.

      As mentioned in other responses, the majority of the work for a new game is in graphic/level resources. The fact that your binaries are GPL won't hurt your commercial prospects very much- customers still have to pay to play the game experience you've designed.

      (And if the code you do change is GPL, then you have the added potential benefit of leveraging changes made by other small game developers)

    14. Re:Why I Can't make a DOOM 3 clone by Enoch+Root · · Score: 1

      Large developpers can't 'jump 6 levels of technology' either. That's why we saw the rise of the game engines like Quake 3 and Unreal Tournament.

      If you want to make a kick-ass distro, do you need to recode your entire OS? What's the point? Take the source and tweak it. If you want to do a great game, take the engine and build on it.

      I think the arrival of game engines as a standard in the industry is a reason why indy development has a lot more potential than before. But most 'indy developpers' are too proud of their 1337 skillaz and need to redo everything from scratch. And unfortunately, it usually sucks.

      Myself, I can't wait for MMORPG engines or RTS engines. It sounds like the future of the industry.

  46. Great! by TerryAtWork · · Score: 1

    More/cheaper Linux boxes for everbody!

    --
    It's Christmas everyday with BitTorrent.
  47. You mean Bust-A-Move by yerricde · · Score: 2, Informative

    Snood is a nearly-exact knockoff of Taito's Puzzle Bobble: Bust-A-Move, played only by players who are unwilling to either buy a console or install an emulator to get the Real Thing.

    But yes, I get your point that simple games such as Bust-A-Move can be fun without requiring too much of a budget. The problem here is finding that killer game formula, a needle in a haystack.

    --
    Will I retire or break 10K?
  48. Small Developers, Smaller Platforms by muirhead · · Score: 1
    The good smaller developers will move their limited resourses to new platforms where they can compete.

    The N-Gage phone platform is a good example where they help and encourage small developers.

  49. Precisely WHAT ... by burgburgburg · · Score: 1

    were they giving this guy when they took this photograph and where can I get some? I don't care how good Spider-Man on the Xbox is; it isn't that good. I doubt there is a game on the market on any platform that is that good.

  50. The article poster is an idiot by Anonymous Coward · · Score: 0

    " The article states that while the cost of producing games increases exponentially as new technology comes online, consumer prices stay approximately the same, Will the games industry go down the route of the razor manufacturers where consoles are almost given away with the games?"

    The so-called razor model exists because there is a large profit model on blades, but not razors. This is an exact reverse. I am used to inaccurate statements on slashdot, but this kind of idiocy sets a new standard.

    1. Re:The article poster is an idiot by PainKilleR-CE · · Score: 1

      The statement is accurate for the console manufacturer, though the game developer may be SOL. Since the console manufacturer takes a cut of every game sold for their console, they reap most of their profits on those game sales. Whether or not the developers make any money on it means very little to them, except in that they want developers to keep putting out titles for their console.

      --
      -PainKilleR-[CE]
  51. large publishers emerge, just like movies or books by *weasel · · Score: 2, Informative


    consoles publishing is very similar to that of mainstream movies, print, and pc gaming. (independent pc gaming is fairly healthy now, but is about as 'popular' as art-house movie theatres)

    a console has a barrier for entry - just like getting your film into a loews cineplex, getting your PC game into CompUSA, or getting your book into Barnes and Nobles.

    -developers- can remain small - but small publishers evaporate.

    this is not a new twist in gaming, it's an emergent trend from the last 10 years. certainly, it's a market that costs money to break into. you either have it independently, or you pitch for it.

    what does it mean for the industry?

    well it nearly guarantees that games will continue to be as derivative as hollywood, and the ny times fiction list.

    Anything remotely 'new' will get beaten into the ground in long-running strings of sequels (gta, doom, die hard, and Tom Clancy novels are not so different)

    Innumerable 'knockoffs' will get published to try to ride the wake of what is 'new', and maybe once every 4 years something really cool and different from the norm comes out.

    but it will quickly be emulated, immitated, and desecrated.

    will it go the razor blade sales model?

    no. that's ridiculous. the razor-blade sales model relies on producing inexpensive pieces, and packaging them as an expensive whole. (even with 4 blades in a refill, gilette is making money hand over fist - even on the cute handle)

    Nintendo has shown that using your console as a loss-leader is not necessary (they make money on each console as well as each game) their lack of market share in the US and Europe is more directly due to nintendo's tight control over game developers, and their resultant small selection of games. microsoft and sony resorted to dumping, to try to capture large chunks of the market. with the new consoles becoming more and more complex, and incorporating more and more general functions - they most certainly will -not- be 'given' away. (xbox2 and ps3 almost certainly will carry pvr functionality)

    they may be sold at a marginal loss, so long as there is healthy competition in the market, but it would never come down to handing someone a console. primarily because there would then be no 'attachment' to the title. everyone would own every console in short order. What xbox/ps2 owner would pass up wind waker or sunshine if they didn't have to pay for the GC? likewise with ps2 owners buying halo, and xbox owners buying gta:vice city. and if there's no brand loyalty - well then who's to say that MS will -ever- get their money back from game sales to support eating the cost of the console? particularly from the 'casual' gaming market - who would buy maybe a half dozen games. (and most likely, the 2 best from each main system). 2 games does not cover MS loss on the xbox, or Sony's on the ps2.

    so what -does- this mean?

    it does mean the end of originality on the store shelf - but that's been not-so-slowly happening since the early 90s.

    perhaps if electronic distribution catches on, then this trend can be avoided - but i'm not holding my breath.

    --
    // "Can't clowns and pirates just -try- to get along?"
  52. Success isn't always how much money was spent. by Sleetan · · Score: 1

    Game industry, movie industry, both just part of the "Entertainment Industry", and if there's one thing we've learned from the entertainment industry it's bigger budgets don't always equal better entertainment. Speed 2, high budget film, crap for entertainment. Enter the Matrix, high budget game, also crap for entertainment. Monty Python and the Holy Grail, low budget, high entertainment. If you want low budget games, just look at the mod community, thousands of people making fun games that don't make a dime.

    1. Re:Success isn't always how much money was spent. by Sleetan · · Score: 1

      well I guess better said that the mod community are thousands of people making fun games that don't 'spend' a dime.

  53. Rhythm is another pigeonhole by yerricde · · Score: 1

    How do you even classify something like Popcap's Insaniquarium? Or PaRappa the Rapper, or Dance Dance Revolution?

    Simon, Parappa, Beatmania, DDR, Guitar Freaks, Pump It Up, Pop'n Music, Space Channel 5, and the like are called "rhythm games." A good rhythm game requires good songwriting, and that can be difficult to impossible to come up with on a tight budget. I can't afford a PS2 and thus haven't tried Rez, Frequency, or Amplitude, but those seem to be rhythm-shooter hybrids.

    --
    Will I retire or break 10K?
    1. Re:Rhythm is another pigeonhole by RichardX · · Score: 1

      Just in case it's any use to you, Rez is avaliable on the Dreamcast too. I've not played it, but I hear it's every bit as good as the PS2 version.

      We now return you to your irregularly programmed schedule

      --
      Curiosity was framed. Ignorance killed the cat.
  54. Poor michael... by DJPenguin · · Score: 0

    Poor michael, he's being screwed around by his DSL provider... JUST LIKE EVERYONE ELSE DOES!

    1. Re:Poor michael... by DJPenguin · · Score: 0

      before I get modded Offtopic, take a look at michael's last four stories carefully...

  55. Result is Obvious by Anonymous Coward · · Score: 0

    The price of hardware is rapidly approaching zero. Labor costs are not (or are approaching zero much more slowly. Overseas jobs exporting actually is dilluting programmer income, but that's another topic.)

    The end result is that the cost of hardware becomes trivially small, games production continues to become more expensive. The only possible outcome is for games to be produced only by the mammath companies who can afford to produce them.

    If open source is to work in the field of games, either we'll have to convince a lot of people who are not yet familiar with the concept to donate their skills, or convince everyone that games are too complex to be fun anymore, and train the industry to accept the simpler, less complicated games.

    For open source to compete with the complex games, we'll need to convince musicians, graphic artists, sound effects engineers, maybe actors, directors, animators, and voice players, etc, to understand and accept the "give it away for free" mentality.
    To really make a quality game will require cinimatographic efforts, and programmers alone simple cannot do that on a shoestring buget and compete.

    For the small time developer to produce games, we have to get back to our roots and start produing less complex games that may not have such a gee-whiz factor to them (graphics, sounds, etc) but have more of the simple fun that old games used to capture (which, sadly, seems to have been lost.) Tetris is a simple yet fun game, as well as most of the Atari 2600 games. They HAD to be fun, because graphics were NOT the selling point!

    Gamers need to remember that beautiful graphics are not the only important part of a game. But until they do, the cost will be prohibitive. And the love of the simple video game will be lost entirely in a few years. As fewer game developers exist, innovations will cease, and we'll be fed formula after formula, nobody willing to take a risk on a new idea due to the cost of possible failure.

    1. Re:Result is Obvious by CrosbieFitch · · Score: 1

      Not many people know this, but there is a new revenue model that enables sale of Open Source based games:
      The Digital Art Auction .
      Here's an article that describes how it could apply to the games industry:
      The Bedroom Coder's Business Model

  56. How about making more content? by Anonymous Coward · · Score: 0

    Games are expensive only if you need to have latest graphics engine.

    Best and most original games were made with quite small budget.

  57. Giving Developers More by Ducati_749S · · Score: 1

    I think that M$, and now the Phantom console have both taken a theoretical step in the right direction by making it easier to move games developed in their environment to the PC, creating a greater audience for a lot less work than developing a game across consoles.
    While I am not suggesting that Sony & Nintendo move to a Windows based OS anytime soon, maybe persuing a framework based on Linux could yield similar results for them without giving M$ a hand up.
    I also think that the Xbox Live service is a good thing for smaller developers. With online play such an important part of a game players decision to buy now, the Live service allows the smaller shops to facilitate online play without incurring the cost of hosting facilities for the online componenet themselves. I don't know if M$ biases the bandwidth given to large v.s small developers on the Live service (it wouldn't suprise me if they did), but at least they provide it.
    Free features & functionality provided by the platform will help level the playing field between large and small developers.

    --
    What about the twinkie? - Dr. Peter Venkman, PHD
  58. Linux jump in! by Anonymous Coward · · Score: 0

    Perhaps Linux can jump into the niche? It already runs on the Xbox. When Xbox games run on the Xbox Linux, we could port Linux games to the Xbox. So you don't have to buy any SDK or let it test from Microsoft, Sony, ...

    There would be an console OS, which runs the native games and brings other native games as well.

    If someone manages to run Linux on the Playstation, you could even play Xbox games on it!

    1. Re:Linux jump in! by Anonymous Coward · · Score: 0

      Good thing you posted AC. That was the most retarded thing I've seen said on /. today. And that's saying a lot! I apologise for that if you really are 8 years old though...

  59. michael... by TheShadow · · Score: 1

    michael... wow... like we really care about your DSL problems.

    go to hell. fag.

    --

    --
    "What do you want me to do? Whack a guy? Off a guy? Whack off a guy? Cause I'm married."
  60. PC is where its at... by MaestroSartori · · Score: 1

    ...for smaller developers, at least. Consoles are the playground for big developers, for quite a few reasons - they're technologically often very different to PCs (PS2), expensive to get development hardware for (but illegal to chip), expensive to license, hard to get publishing and distribution. So, smaller & independant developers/companies should be targetting computers instead. Download SDKs for free (including things like SDL, DirectX, whatever), low-cost development hardware, and easy, independant publishing and distribution via the internet. As consoles get bigger and scarier, game developers will need to focus more time, effort and resources to capitalise on them. With home computers, at least you get a head start...

  61. Consoles, yes; everyone else, no by pmz · · Score: 1


    Consoles will always have a high barrier to entry (e.g., just having to set up disc/cartridge distribution is pretty big).

    PCs and PDAs, however, will always be accessible to anyone who has one and can download and SDK (stir in a bit of creativity, and voila!).

  62. Game development economics by Experiment+626 · · Score: 1
    I've sometimes wondered about this. Not so much from the console aspect, but as it pertains to computer gaming in general.

    On the one hand, developers these days have far more resources available to them. Unlike the old days where you had to write games in assembly because the machines couldn't handle the overhead of an interpreter, now developers have high level languages and can structure their code with OOP. They have extensive API's they can make use of, libraries to build upon, existing 3D engines to work with, and can rely on the OS and device drivers to provide functionality that once required reinvinting a lot of wheels.

    On the other hand, customer expectations are higher. A LOT higher. While at one time, a little side scrolling and a few sprite graphics could be the mechanism for a successful game, now nobody would play it except on their cell phone. People these days expect immersive environments, theatrical quality soundtracks and voice acting, beautifully rendered graphical models, a slick interface, full network support, and so on.

    And through it all many of the things that make for a great game like a good plot, creativity, interesting game mechanics, appropriate difficulty balance, and so on remain more or less constants.

    So how do these factors weigh out against one another? Do all the tools available to developers now, undreamed of by the programmers of yesterday, make producing a good product an easier task overall, or has the expectations bar been raised high enough that fulfilling those expectations becomes a daunting task, more akin to producing a movie than to a typical software project?

  63. Give me a break! by billyradcliffe · · Score: 0

    Are they trying to say that $50 a game is too little? I don't know about you, but I'm pretty sure most teenagers don't have $50 lying around all the time for every game they want to buy.

  64. You are not entirely correct by LordZardoz · · Score: 1

    You are right, the primary reason that game development is more expensive is because the tool tech has not kept up with the hardware. It takes a long time for an artists to generate a high polygon 3d character.

    The rest of your post is not correct.

    The most likely way developers will deal with the problem of generating increasingly complicated worlds will be to create tools that do more of the work for them. More of the task will become procedural. Part of that will be using fractal algorithims to generate large terrain and and textures. Other parts of it will just be the general improvement of tools like 3d Studio Max and Maya. Also, the use of middleware in game development is on the rise. Take a good look at many of the games out there, many are using Renderware's engine on the Ps2, Gamecube, and X-box.

    Also, regarding your comment on long games going out the window is wrong. The typical gamer does not care if a game took 4 years, or 4 hours to develop. If it is not fun, he wont play it. The reason that so many people do not finish the games they play is that many games are not good enough to warrant it. Its one thing to sit through 2 hours of a bad movie. Its quite another do so for 40 hours. Another thing to consider is how many games do you rent once and never play again?

    END COMMUNICATION

    1. Re:You are not entirely correct by xenocide2 · · Score: 1

      The reason that so many people do not finish the games they play is that many games are not good enough to warrant it. Its one thing to sit through 2 hours of a bad movie. Its quite another do so for 40 hours. Another thing to consider is how many games do you rent once and never play again?

      Which only serves to strengthen my argument. Given a finite amount of resources, quality and quantity are competitors. Shorter games (not shorter game cycles, mind you) will increase game "completion" rates, not only because the game is shorter, but because it should be better overall. My real doubt about all this is that developers will shorten games without any correlating increase in quality.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

  65. idiots by jafac · · Score: 1

    They should go back to developing for x86/Linux, to stop the console manufacturers from eating their lunch. In fact, some enterprising game developer should also come up with a stripped-down Linux boot CD format, so anyone with an x86 PC and a decent video card would be able to play their game, no matter what OS they run on their machine -

    Wait, didn't someone else come up with idea like 5 years ago?

    --

    These are my friends, See how they glisten. See this one shine, how he smiles in the light.
  66. New Jeff Minter? by Black+Noise · · Score: 1

    What's wrong with the old one?

    --

    Cig? No, thank you.
  67. Middleware is the Solution by Frogmanalien · · Score: 4, Insightful

    Solutions will arrive automatically. Thankfully we've already seen the start of this via Middleware - software by a third party which is hired/loaned and used for development. PS2 and Xbox have successfully helped build an entire middleware community and a new source of revenue. Now small bedroom programmers can either be responsible for middleware or the "end game" software.
    Let us not lament- Sony is the current market leader and also happens to be the only manufacterer who opened up their console for easy programming (anyone remember the Sony Yazoo (or whatever it was called) for the PSX - a home development system) and is also selling Linux kits without a free cease and desist letter to anyone who uses linux on their PSX.
    There's still space out there for bedroom developers, it's just that bedroom developers are changing!

    Frogmanalien

    --
    The only thing that saves us from the bureaucracy is its inefficiency (Eugene McCarthy)
    1. Re:Middleware is the Solution by InferiorFloater · · Score: 2, Informative

      That would be a small bedroom programmer with the thousands of dollars neccesary to purchase development equipmenet and/or a middleware license. Licensing Renderware would cost you like $200,000. Licensing Havok would cost you another 50k probably. Unless said small bedroom was in a really big mansion, it'd be unlikely that its occuopant could afford the extremely large fixed costs associated with console development.

      --

      ---------
      Get back to me when my brain starts working.
    2. Re:Middleware is the Solution by sbszine · · Score: 1

      anyone remember the Sony Yazoo (or whatever it was called) for the PSX - a home development system

      It was called Net Yaroze, and it wasn't a true homebrew system, because only other people with a Net Yaroze devkit could play the games you made. I think one or two pro PSX developers honed their skills on Yaroze, tho', so while you couldn't release the software, you could at least use it for demos in a job interview.

      --

      Vino, gyno, and techno -Bruce Sterling

  68. Agreed by mao+che+minh · · Score: 1
    Some industries change, and with that change sometimes the amount of participants decrease while the market expands. In many cases, the products pricing and quality changes along with the market. Just look at the automobile industry.

    I don't know if it will be good that smaller game developers will find it impossible to compete in the near future. Perhaps we may never even notice that they went away. Personally, I just think that the best talent outtheir will be hired by the more successful companies, and the quality of games will remain the same.

  69. Re:STOP BUYING CONSOLES!!! by Dan+Ost · · Score: 1

    I have tried gaming on both the computer and on console and for most types
    of games, I prefer the console experience. Perhaps this is because I'm not
    a serious gamer, but then, the majority of people who are potential game
    players aren't serious gamers either.

    Console games need to be designed such that the limited input allowed by
    the controller can still provide a natural way of interfacing with the game.
    Computers have more interface options. If a game requires a more complicated
    interface than a console provides, then the game will always provide a
    better experience on a computer than a console. However, many (most?) games
    play just fine on a console and when given a choice between playing a game
    on a computer or a console, I will almost always choose to play on the
    console rather than the computer.

    Part of this might be that I work on computers and so feel a need to get
    away from the computer when I'm not doing things that require a computer,
    but I'm pretty sure I felt this way when I was younger and the computer was
    just another toy.

    --

    *sigh* back to work...
  70. Freakin capitalists by Cyno · · Score: 1

    Stop making excuses for market forces.

    There are no excuses.

    If capitalism can't produce the games you want to play maybe you should rethink your form of society. It seems to be working just fine for me. I love GTA3: Vice City.

    This is not a problem we can solve unless we're willing to look at all possible solutions. But most of you are too closed-minded. That's fine, not my problem. Just quite your bitchin.

  71. Correlation to all other art forms by Anonymous+Custard · · Score: 1

    Contrary to what capitalists would have you believe about art, more costly != better. Art includes movies, music, drawings, interactive theater, and video games (which are a combination of many forms of art).

    The only thing money does to art is to make it shinier and flashier. It does not make it "better," unless you're part of the breed (:cough: american idol :cough:) that is fascinated by and gives high regard to shiney, flashy things.

    There's nothing wrong with enjoying shiney, flashy video games (or any other form of art). But you can't discount the entire future of art because the current popular trend leans toward the more expensive shiney, flashy art.

    As a previous poster noted; there will always be your nth version of Doom, with more colors and pixels than you can dream of. But there will also, always be the next Tetris.

  72. Re:STOP BUYING CONSOLES!!! by -brazil- · · Score: 1
    Could you please supply a *single* argument along with all that narrow-minded prejudiced trolling?


    People prefer consoles because they are way cheaper than PCs (even if you factor in the price of a dozen games) and they don't have nearly as much configuration and compatibility issues. And games like Super Mario World, Super Mario Kart, Street Fighter II, Soul Calibur, the Final Fantasy series, Shen Mue, Resident Evil, Legend of Zelda, Metal Gear Solid, on and on, have brought games to where they are today at least as much as PC games have. Note that I didn't have to include sequels to inflate the list.

    --

    The illegal we do immediately. The unconstitutional takes a little longer.
    --Henry Kissinger

  73. Franchise by yerricde · · Score: 1

    But then company A makes a set of characters, and companies B, C, and D license them. Company A now has a recognizable brand in those characters. What's the fundamental difference between A licensing a world to B and A hiring B to do the programming?

    --
    Will I retire or break 10K?
    1. Re:Franchise by damien_kane · · Score: 1

      What's the fundamental difference between A licensing a world to B and A hiring B to do the programming?

      When A licenses to B, B is the customer, A is the supplier. More importantly, however, A's success is dependant on the success of the game.
      When A hires B, it's the other way around. A doesn't really care about the sales of the game, because it [the royalty payments] is basically free money to them. B is now dependant on the game's success.

      So it all depends on who believes in the game more, as to which way this particular see-saw tilts.

    2. Re:Franchise by cens0r · · Score: 1

      I think you're backwards.

      When A licenses to B, B is the customer, A is the supplier. More importantly, however, A's success is dependant on the success of the game.

      I think you should reverse this. Once A has licensed the character (for a fee), the success of the game is not as important to them. All the money is free money, and they can continue to license the charachter to C, D, and E. Although a successful game will make future games easier.

      When A hires B, it's the other way around. A doesn't really care about the sales of the game, because it [the royalty payments] is basically free money to them. B is now dependant on the game's success.

      Again, backwards. When A hires B to do the programming A cares about the sales of the game because that's where their money is to be made. B would like success too (it helps make them look better), but regardless B has still been paid.

      --
      Jack Valenti and Orrin Hatch will be first up against the wall when the revolution comes.
    3. Re:Franchise by damien_kane · · Score: 1

      I think you're backwards

      I think you're right... I swear I meant it to be the other way around (as you pointed out).
      Whatever... I'm tired... I'm going to bed...

      Thanks tho...

  74. Licensing scheme needs to go, let's open up by aeoo · · Score: 1

    I think what's killing the small developer, more than anything, is not competition from large scale developers. Bob knows, people plays tons of "frozen bubble", "solitaire", "puzzle", and so on. Yea, maybe you don't see people play this on your LAN, but small games are big time popular.

    On a PC we have a somewhat thriving shareware and small time game developer scene because you don't need to be checked out by Big Brother Sony/Microsoft prior to being allowed to distribute your game.

    If Sony and Microsoft would simply drop their inane restrictions, all will be well for small time developers.

    Now if we're talking about a medium size developer, they shouldn't try to compete on the basis of the best 3-D graphics or the largest quantity of art. They should innovate and not all is lost for those guys! Just take a look at how boring and cookie cutter Final Fantasy is, and learn. For example, Shadow Hearts turned out to be a great game because it's more mature, darker, and just "different" in a good way. Shadow Hearts beats Final Fantasy in my book.

    Displaimer: I'm not a small time developer, this is just my opinion, that's all.

  75. how about this by BigBir3d · · Score: 1

    I am somewhat certain that these smaller companies should be concentrating on new games, of a new style. You know, doing something different. You can't beat EA at their own game. You have to innovate. Look at the popularity of some of the simpler games, Tetris is a good example. Doesn't get much simpler/cheaper than that!

    Stop the herd mentality, open your mind.

  76. Compatibility... by b0r1s · · Score: 1

    Of course, the other offering from Phantom is the ability to customize and upgrade the hardware within the Phantom, with faster processors, larger memory, and better sound.

    This almost guarantees there will be compatibility problems somewhere down the road.

    --
    Mooniacs for iOS and Android
  77. Some observations. by fondue · · Score: 2

    Development costs aren't growing 'exponentially'.

    Tools are improving. Efficiency is improving. Developers can now farm out music, art creation, testing, etc. to contractors. They can buy in engines and middleware.

    Furthermore there is no hard-and-fast rule stating that just because a game can eat up $10 million budget, that that is the minimum that has to be spent to make a technically sound, playable and marketable game.

    Further-furthermore, each hardware generation has a larger user base, offsetting the increased costs.

    I do appreciate that it is an expensive business though, and consolidation is probably the wisest course of action for many smaller companies around today.

    'The new consoles could have up to 1,000 times more processing power than current models' is not even worth responding to...

    Oh, and *Jez San* is saying development is too expensive? Then don't pour millions into endlessly protracted projects that then get canned, dumbass!

    --

    Preferences > Homepage > Customize stories on homepage > Authors > Zonk > Uncheck

  78. Re:STOP BUYING CONSOLES!!! by snooo53 · · Score: 1
    I do agree with your sentiment. PC games are the future, and more and more consoles are turning into a PC in disguise (see x-box). So that leaves us with an obvious conclusion: why not just get a pc? PC controls are much better for almost any game, IMHO. Every PC port of a console game I've played has been easier. Granted, the intial cost is higher, but it's a multipurpose machine. Good PC games can be developed by anyone with the time and willingness to learn how to develop. After all, the best selling games of all time are pretty basic at heart (Sims, Mario Bros, Quake, etc...). Take away the console liscensing fees and you have the PC market. ANYONE can develop.

    I think the 2 killer concepts for the PC market would be a cheap box that would accept multiple standard controllers (like a 4 port system), and more developers willing to develop multiplayer games. That's where the console strength lies... in multi player games on the same system in a small package. Unfortunately every FPS game requires multiple players to have their own computers.

    As for myself, I haven't purchased a console that wasn't more than 3 years old at the time. I think there's definitely a market for them, and some excellent revolutionary games have come out of them. (See the Dreamcast and the music series games, Samba, Space channel 5, Crazy taxi, etc). But IMO you're wasting your money buying a brand new console for hundreds of dollars and new games for $60 a shot when you could be getting a great pc game for less than $50, or a used console and a ton of games for even cheaper.

    --
    The sending of this message pretty much inconveniences everyone involved.
  79. Looking at the wrong devices by mccalli · · Score: 2
    If the independents can't compete on the consoles or the PC, then they could move to places where they can compete.

    For example, there's a huge boom in Symbian and J2ME devices with the new mobile phones at present. Could code for that - that can't produce the effects which take up all the time on a big-hardware gmae, but it can sill be extremely playable. Sort of back to the late 8-bit/early 16-bit stages.

    The Gameboy Advance can use homebrew cartridges - why not have a crack at writing something for that? It's about up to the standards of the old SNES (I think it's identical except for sound channels, though I'm prepared to be corrected on that), and the old SNES had some truly brilliant games.

    I'd suggest that if the cost of developing for one platform starts heading for the stratosphere, then look around for platforms that don't have that problem.

    Cheers,
    Ian

  80. GamePlay VS EyeCandy by holy_smoke · · Score: 2, Insightful

    One thing I am noticing is that games today are, getting way too complex with regards to graphics, geometry, lighting, etc. It takes a TON of time and money to design, build, texture, test, and finalize these worlds. "What's your point you ask?" - Its this: That the gameplay isn't THAT much different today than it was say 5 years ago (exept with AI development), and quite frankly I don't play the game for the eye candy (although that enhances my experience while playing).

    Game enjoyment is all about challenge, goal accomplishment, and interaction with AI in the computer. These are paramount elements, and these costs can be normalized to fairly predictable levels. The eye candy is on the list but not that near the top for me, and yet game developers sink huge dollars into this.

    I really don't "enjoy" Quake III or UnrealTournament2003 any more than Quake II or UnrealTournament1999 except where BOT AI is concerned. This is because the GAMEPLAY has improved because of AI development, not because a building is made of 3000 objects instead of 500.

    Does anyone else feel this way??

    --
    Is the juice worth the sqeeze?
    1. Re:GamePlay VS EyeCandy by superpulpsicle · · Score: 1

      Yah I enjoyed the first wolfenstein so much. The new wolfenstein with supposedly enhanced graphics and features just doesn't work for me.

      The ridiculously unbalanced gameplay and aweful map designs are killing the old wolf audience. That's another example of effort wasted in the wrong place.

  81. New Jeff Minter by n0wak · · Score: 2, Informative

    Will we ever see a new Jeff Minter?

    Why would we need to see a new Jeff Minter when the current one is single-handedly (well, with some financial support from Lionhead Studios) making a GameCube game right now: Unity.

    Somehow, I doubt that Unity will cost $30 million. Smaller scale game dev is still possible -- so long as you don't want $29 million worth of theatrics, and $1 worth of a game.

  82. High level game programing by OfficerNoGun · · Score: 1

    As PC's and consoles get more and more powerfull, they'll have more and more processing power to spare. They'll probably be tools like visual basic for games. Drag and drop games, minimal coding. It won't make the next doom3, but anyone who could make a map for quake3 would be able to make their own little game. It won't be state of the art, but it wont have to be. People still make games based off of the q3 engine and thats a few years old.

    1. Re:High level game programing by RichardX · · Score: 1

      They'll probably be tools like visual basic for games. Drag and drop games, minimal coding

      Oh dear god, NO!, please NOT Click 'n Play again (I would link to info about it, except that it seems to be forgotten in the mists of time now, and I want it to stay that way)

      If you were to dilligently hunt down THE 100 worst pieces of digital excrement avaliable for the PC, I can almost guarantee at least 90 of them would've been made in Click 'n Play.

      Don't get me wrong, I've absolutely nothing against the likes of Blitz Basic, indeed I consider it to be a superb way for non techies to get into games programming - I myself started on the rather similar STOS for the Atari ST. Sure, BB is responsible for it's fair share of crap, but some surprisingly good stuff has been made with it too.

      --
      Curiosity was framed. Ignorance killed the cat.
  83. good reply... by rmdyer · · Score: 2, Insightful

    Ok, so I'm having a large reaction to what I feel is a change in the balance of power.

    1. It started with small unknown developers writing games for the PC.

    2. The small unknown developers become giants.

    3. The consoles allow the giants to sell more games to people who don't understand computers.

    4. The giant can no longer afford to develop PC games because they need to put all their development into consoles.

    5. Nobody buys anything but consoles and console games because that is the only thing the developers program for.

    The end...PC gaming DOA.

    What I generally dislike about consoles...

    1. Doesn't allow mouse control.

    2. Doesn't have high-resolution > 1024x768. And even if it did, that doesn't mean much to people who don't have HDTV.

    3. You are locked into the game...no modding.

    4. You can't always freely connect with other large groups over the net without using a system that was developed to monitor your gameplay...like Microsoft's.

    5. How about setting up a 32 player server with a console?

    6. Ever try to backup your console game CD?

    7. Can you upgrade you console system without throwing out the entire box?

    8. Why do you say consoles are easier? PC game interfaces are exactly the same (on screen configuration and controls)?

    9. Consoles are sold separately from PCs. An investment in a console is not an investment in my PC. Why would I do that?

    The end.

    ++more.

    1. Re:good reply... by PainKilleR-CE · · Score: 2, Insightful

      3. The consoles allow the giants to sell more games to people who don't understand computers.

      Not everyone buying consoles don't understand computers. In fact, for many gamers it comes down to the simple fact that different game types play better on consoles than computers, and vice versa. I wouldn't play your average RTS on a console, and most FPS games don't work well on consoles, either. Star Wars: KOTOR is the first game that really brings PC-style RPGs to consoles without huge changes to the gameplay.

      4. The giant can no longer afford to develop PC games because they need to put all their development into consoles.

      For many of them most of the development process is cheaper for the PC, and the XBox, for one, offers some easy transition from console to PC (or from PC to console). The biggest effort on the computer is testing different configurations and making sure your control scheme works.

      The end...PC gaming DOA.

      People have been predicting this for a very long time. What usually happens is that PC gaming gets something new that can't easily be reproduced on the consoles for at least a few more years. In many cases, the consoles start catching up to PC gaming only because PC gaming loses a lot of it's originality, which is something we're seeing a lot of people crying about across the board, now.

      What I generally dislike about consoles...

      1. Doesn't allow mouse control.


      Many mice have been available for different consoles over the years, they simply aren't very popular. Personally, I'd much rather have a USB adapter for both my keyboard and my trackball than something developed for the console specifically (because I'm very picky about my keyboard and trackball, partially because I have to use them all day). The XBox offers the keyboard adapter, not sure about mice.

      2. Doesn't have high-resolution > 1024x768. And even if it did, that doesn't mean much to people who don't have HDTV.

      Until people have the TVs, they're not going to bother with the higher resolution. On a computer monitor the higher resolutions make a big difference, whereas on a TV screen they mean almost nothing unless they're used to enhance FSAA.

      3. You are locked into the game...no modding.

      This is changing as well, though mostly with mod chips allowing people to add in various hacks and mods.

      4. You can't always freely connect with other large groups over the net without using a system that was developed to monitor your gameplay...like Microsoft's. ...or EA's, or Blizzard's, or the old Won.net system, etc. GameSpy didn't make all their money from selling software, either.

      5. How about setting up a 32 player server with a console?

      How about setting up a 32 player server for a console? We setup multiple 32 player Quake servers on a single P200. This is why Microsoft chose the model they did. It doesn't take much to run a handful of large servers on one box to host a large number of console players.

      6. Ever try to backup your console game CD?

      A lot of people do. Can't say I've had any problems with CDs, or any other disc format. Overall I've had 2 or 3 CDs get scratched in a way that affected playback, and they were all music CDs (I have about 2x as many music CDs as I do PC game CDs, and about 30x as many music CDs as I do games for the largest of my console game CD collections). Ever try to backup a computer game CD? For a while there it seemed that you needed a new trick with every new game that came along. At least with the consoles once you learn the trick it rarely changes (though with things like GD-ROMs and DVD it's certainly a bit more expensive to get the hardware).

      7. Can you upgrade you console system without throwing out the entire box?

      I can buy a new console for less than the cost of a new graphics card. In fact, I bought my last 3 consoles with money saved from not upgr

      --
      -PainKilleR-[CE]
    2. Re:good reply... by pcosta · · Score: 2, Informative


      1. Doesn't allow mouse control.


      PS2 supports USB mice.


      2. Doesn't have high-resolution > 1024x768. And even if it did, that doesn't mean much to people who don't have HDTV.


      Why would you need high res when playing on a TV?
      And current gen consoles do support HDTV, although
      very few games actually use it. Next gen it will be pretty much a standard.


      3. You are locked into the game...no modding.


      Xbox has a hard drive and lots of mods availables.


      4. You can't always freely connect with other large groups over the net without using a system that was developed to monitor your gameplay...like Microsoft's.


      Sony doesn't monitor online gamers at all.


      5. How about setting up a 32 player server with a console?


      How about it? Most console online games use one machine as server.


      6. Ever try to backup your console game CD?


      There's piracy on consoles, if that's what you mean.


      7. Can you upgrade you console system without throwing out the entire box?


      Can you upgrade your PC spending less than $300?


      8. Why do you say consoles are easier? PC game interfaces are exactly the same (on screen configuration and controls)?


      Installation, compatibility problems, patches...


      9. Consoles are sold separately from PCs. An investment in a console is not an investment in my PC. Why would I do that?


      So you bought the latest greatest graphics card because it improves the performances of your word processor?

    3. Re:good reply... by Anonymous Coward · · Score: 0

      PS2 supports USB mice.
      And keyboards.

      And current gen consoles do support HDTV, although very few games actually use it. Next gen it will be pretty much a standard.
      Correct me if I'm wrong, but HDTV isn't a worldwide standard so may not get supported widely. A bit like Europe's 100Hz format which has been available over here for a few years but still has to cope with 50Hz video because nothing actually outputs 100Hz outside a lab...

      I used to hate consoles simply because they weren't as versatile as a PC. Now I have both.

      One thing I have been finding more signs of is rushed releases on consoles. If a console game has bugs, tough - there's nothing you can do to fix them. OK, the xbox has a hard disk but I'd rather games developers not get into the habit of relying on being able to fix bugs.

    4. Re:good reply... by PainKilleR-CE · · Score: 1

      Correct me if I'm wrong, but HDTV isn't a worldwide standard so may not get supported widely. A bit like Europe's 100Hz format which has been available over here for a few years but still has to cope with 50Hz video because nothing actually outputs 100Hz outside a lab...

      Japan, the US, Canada, and Australia support HDTV. The first two are the primary markets that current console manufacturers target the most heavily, and the translation to PAL is one of the things that currently keeps games from going to Europe anyway. In other words, what else is new? Most console games are currently developed in NTSC, which also isn't a standard in worldwide use.

      Who knows, maybe they'll put in some decent conversion hardware and the developers won't have to do as much work to get the games working in Europe.

      One thing I have been finding more signs of is rushed releases on consoles. If a console game has bugs, tough - there's nothing you can do to fix them. OK, the xbox has a hard disk but I'd rather games developers not get into the habit of relying on being able to fix bugs.

      I agree on this point, though I have yet to encounter any problems with a console title.

      --
      -PainKilleR-[CE]
    5. Re:good reply... by tgibbs · · Score: 1
      1. Doesn't allow mouse control.

      I sit at a desk in front of a computer all day at work. It's not what I want to do with my leisure time. I want to lounge. Mice are not lounge-friendly. I want games that do not require a mouse to play enjoyably or competitively.

      Doesn't have high-resolution > 1024x768. And even if it did, that doesn't mean much to people who don't have HDTV.

      I'll shell out for a high-resolution screen for my work. It doesn't have to be all that big, since it sits right on my desk, so the cost is not excessive. But lounging at home, I want a nice, large screen, and I'm not prepared to pay thousands of dollars. So I want games that are designed to be playable on a standard TV.

      3. You are locked into the game...no modding.

      I'd rather play a new game than a mod of an old one. There are more good games than I have time for, anyway.

      4. You can't always freely connect with other large groups over the net without using a system that was developed to monitor your gameplay...like Microsoft's.

      There is nothing confidential about my gameplay, and I want the manufacturer monitoring gameplay to weed out cheaters.

      5. How about setting up a 32 player server with a console?

      I don't want to set up a server to play a game. Let the manufacturer run the servers.

      6. Ever try to backup your console game CD?

      Game CDs fail so rarely (actually, I've never had it happen), and are so cheap, that backups are not cost-effective. Unless you use them for frisbees, the cost of replacing any game that goes bad is going to be less than the cost of media for backing them all up.

      7. Can you upgrade you console system without throwing out the entire box?

      Can buy an entirely new system for the cost of a PC upgrade? Can you be confident that every game that you buy for your PC will run perfectly without a hardware game.

      8. Why do you say consoles are easier? PC game interfaces are exactly the same (on screen configuration and controls)?

      Unfortunately, so many PC game developers think that because they have a mouse and keyboard available, they should use them. And I'm back at the damned desk again.

      9. Consoles are sold separately from PCs. An investment in a console is not an investment in my PC. Why would I do that?

      I invest in things that become more valuable over time. A PC is not an investment.

  84. If you can't afford it... by asciiRider · · Score: 1

    If a small game developer can't afford to be in business, well, perhaps that game developer should get out of that business.

    Yeah, the customer might not get what they want, but they should go and spend their money somewhere else then...

  85. Already have by nuggz · · Score: 1

    Companies already do this.

    Automakers giving away driving games.
    The Army releasing FPSs

  86. Simple solution by danila · · Score: 1

    Big deal. Buy a complete state-of-the-art game engine with free updates. Cost? Several thousand dollars. Do you fancy cool lightning and shadows? Give id a call. Want better interactivty, physics and character animation? Try Valve's Source. Don't have several thousand dollars? Get a slightly less advanced engine very cheaply or even for free.

    --
    Future Wiki -- If you don't think about the future, you cannot have one.
    1. Re:Simple solution by Naysayer · · Score: 1

      "Several thousand dollars"? You're on crack. Try several HUNDRED thousand dollars. No, I am not kidding.

    2. Re:Simple solution by danila · · Score: 1

      Yeah, that's what I wanted to write originally, believe it or not. Thanks for proofreading my post, I promise I will do better next time. :)

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
  87. Interesting but wrong. by Anonymous Coward · · Score: 0

    Interesting but wrong.

    You are incorrect. I am unsure about Nintendo but with the Sony PS2 any Joe Schmoe can indeed call up and order a dev kit. It is a set of SDK's and there are actually distributions for both Windows and Linux environments. A lot of PS2 dev happens under Linux btw.

  88. ok, same reply... by rmdyer · · Score: 1

    Ok, so I'm having a large reaction to what I feel is a change in the balance of power.

    1. It started with small unknown developers writing games for the PC.

    2. The small unknown developers become giants.

    3. The consoles allow the giants to sell more games to people who don't understand computers.

    4. The giant can no longer afford to develop PC games because they need to put all their development into consoles.

    5. Nobody buys anything but consoles and console games because that is the only thing the developers program for.

    The end...PC gaming DOA.

    What I generally dislike about consoles...

    1. Doesn't allow mouse control.

    2. Doesn't have high-resolution > 1024x768. And even if it did, that doesn't mean much to people who don't have HDTV.

    3. You are locked into the game...no modding.

    4. You can't always freely connect with other large groups over the net without using a system that was developed to monitor your gameplay...like Microsoft's.

    5. How about setting up a 32 player server with a console?

    6. Ever try to backup your console game CD?

    7. Can you upgrade you console system without throwing out the entire box?

    8. Why do you say consoles are easier? PC game interfaces are exactly the same (on screen configuration and controls)?

    9. Consoles are sold separately from PCs. An investment in a console is not an investment in my PC. Why would I do that?

    10. Licensing issues for consoles for extorting money out of developers.

    The end.

  89. It's not just computer games by cellocgw · · Score: 2

    These software folks are just beginning to feel the disaster which hit pinball years ago. As pins went electronic (CPU-based operation vs solenoids and cam wheels), the development and production costs went up and up. And just like vids, the perception was that people wanted ever more features and fancy doo-dads in their pinball game. But for some strange reason, humans can't deal with the fact that a quarter is not worth what it was in 1960 :-( . So even tho' an inflation-adjusted game of pinball should cost at least a couple bucks, operators are limited to charging 50 or 75 cents per game. This is one of the main reasons pins are disappearing from the scene. In fact, there's only one company still making them -- and it ain't Bally, Williams, or Gottlieb (or Chicago Coin for you cognoscenti out there :-) ).

    --
    https://app.box.com/WitthoftResume Code: https://github.com/cellocgw
  90. Disney's control of its characters by yerricde · · Score: 2, Insightful

    Now, if they had made it more of an RPG, with an action component

    Hmmm... possibly like the Mana engine... smells good.

    and extended the universe with a new story, THEN it might have been interesting.

    For one thing, Disney might have dictated terms to Virgin that prohibited writing new story lines because any new story lines might conflict with the direction Disney wanted to take the characters in The Lion King II: Simba's Pride.

    Better would have been to do like Rare did in Goldeneye for N64: missions inspired by the movie, with more depth in each mission than was explored in the movie, and a couple extra missions that might as well have been "deleted scenes" in the movie. Completely linear levels where the player dies instantly if he leaves the track, such as if he jumps off the ostrich in the "Can't Wait to Be King" mission of The Lion King for Super NES, are a Bad Thing.

    --
    Will I retire or break 10K?
    1. Re:Disney's control of its characters by ZorinLynx · · Score: 1

      Yeah, alternate storylines would be great. For instance, I want to play Scar when he's king, and enjoy my harem of lionesses, and send them on odd jobs to please me while my kingdom falls to shambles.

      Yes. Bwahahahhahaaaa.

      I love games where you can play the villian. I suppose we all need to do something destructive once in a while, even if it's just in a fantasy world. }:) Probably the reason for the massive success of the Grand Theft Auto series.

      Okay, perhaps this is the wrong forum for this. Sorry.

  91. Why? by geeber · · Score: 1

    I don't understand. Why exactly are razor manufacturers giving away consoles and games? Shouldn't they just stick to razors!?!?

  92. Re:STOP BUYING CONSOLES!!! by Paisley+Phrog · · Score: 1

    I can't decide if this guy was being ironic or not, but I'll bite anyway...

    "Games like Doom, Doom II, Heretic, Hexen, Hexen II, Quake, Quake II, Quake III, Myst, Riven, Exile, Warcraft, Starcraft, Red Alert, Wheel-of-time, Tribes, Tribes II, on and on. These games were PC games, not console trash....Please please don't let the PC gaming industry die or you will stop seeing innovation. DONT buy into consoles!"

    That would seem to be a rather contradictory paragraph...I'd like to modify that statement a bit.

    "Games like (FPS), (FPS), (FPS), (FPS), (FPS), (FPS), (FPS), (FPS), (PUZZLE), (PUZZLE), (PUZZLE), (RTS), (RTS), (RTS), (FPS), (FPS), (FPS), on and on. These games were PC games, not console trash.....Please please don't let the PC gaming industry die or you will stop seeing innovation. DONT buy into consoles!"

    Wow, three whole genres of gaming in 17 games mentioned (-:

    It all depends on your definition of innovation, I guess. I like more genres than that, so I play consoles, simple as that. Play what you like, and leave the rest alone, okay?

  93. Just plain incorrect by Anonymous Coward · · Score: 0

    You are just plain wrong. A dev machine and the SDK cost about 2000 USD. Check the sony site. Nice lie to get Karma though.

    ps2dev.sourceforge.net/linux/contents.cfm

  94. It's cause there crappy..... by greymond · · Score: 1

    This may come off as a flame bait or a rant, but the fact of the matter is...

    When I was at the GDC in San Jose this year, as always they have a section dedicated to small independant game development companies. Usually these are games for the PC, but they could be for any console that would really want to fund there project.

    After playing several of the games, it occured to me that these games sucked. I'm sorry, i'm sure the kids (and they were kids) that worked on these put a lot of time and effort into there creation, but when you have a game that looks choppy, skips, is about a remote control throwing food at the tv, or some side scrolling realtime rpg where you dont level up and dont gain new abilities, you have to kinda wonder - why the hell would I play this game? If it looks like crap and plays like crap and doesn't have any story whatsoever to it how would you expect it to compete with games made by ID, Blizzard, Bioware, Square-Enix, etc...

    I have a friend who at one point wanted to get into game programming and he started making little tetris like apps and whatnot - although that takes a skill and talent that I don't have - I know enough to say that unless he went to work FOR a game company he would never be able to create a whole new game engine that would compete with the Unreal or Quake engine by himself and be able to make a "good" enough game that someone like EA or Sierra would want to publish.

    And IMHO - NO we don't need more of Yak's games.

  95. Looking at my own hard drive by kahei · · Score: 1


    What shall I play now... galactic civilizations? day of defeat? railroad tycoon (not as dull as it sounds)? strange adventures in infinite space? Or maybe I'll play some GTA 3 after all.

    The point is, *expensive* games are costing more and more to produce while the market for *cheap* games remains the same. There isn't just one monolithic games market; there are many niches and levels and most of them are doing okay.

    Day of Defeat (and other games that use an older game as an engine) are an interesting case -- could it be that as more and more powerful toolkits and engines become available, it will cost less and less to create new games? Of course, large companies that can make their own engines will have an advantage, but that seems fair enough to me.

    --
    Whence? Hence. Whither? Thither.
  96. Choose the GamePark! by BFKrew · · Score: 3, Interesting

    If you are looking for a handheld console that has a free SDK, can be used with any development environment on Linux, Mac or Windows then have a look at the GamePark 32 which is available in Korea and soon into Europe.

    I recommend looking at the GP32 site though as it has better descriptions, reviews, news and gives you a great overview of what is possible. It is the first 'Open' console that's been produced and already has quite a 'bedroom' community that has sprung up around it.

    Not only it is open, it just happens to be the most powerful handheld console out there and there's ports of Doom, Heretic on it already as well as Atari ST, Gameboy, SMS, PC Engine and Megadrive emulators. It has a built in MP3 player and you can also plays DivX movies if you pay a small fee (3.50/$6) for the player. All the commerical games for it are very cheap too - most in the 7/$12 bracket.

    In short it is superb and runs on standard Smart Media Cards so once you've bought the console you aren't tied to buying proprietry hardware like the Gameboy.

    So, you have no excuses now - buy one, start developing and make money! :)

  97. Market crashes, Innovation flourishes by ab5tract · · Score: 2, Interesting

    There is little doubt that we are coming closer and closer to a "market correction" (and not just in the US, see the "What's Wrong with the Japanese Gaming Industry" series at tokyopia.com). The hows, whens, and whats of the issue, however, are really rather hard to predict. There are a few developments I predict for the future of the "gaming industry", which may or may not directly result from said market correction:

    1) Shorter games at cheaper prices - This has already been brought up several times, but I think this will be one of the major themes in the future. If gamers truly are searching for "cinematic experiences", then why do many modern games promising to deliver on this account run 40 hours, when the average movie runs around 2? Shorter games will be the perfect forum for testing the new ways of telling stories that have yet to be developed (and which will most likely be pioneered from smaller and/or open-source independent development houses).

    2) A resurgence of older games - Say a big industry powerhouse suddenly finds itself publishing games for a market that is no longer investing in the big-budget rehashes that said powerhouse has been investing, well, big-budgets in. It won't take too many $20 million dollar investments to flop before the company starts hemmorhaging. The answer? Tapping into the incredible backlogs of intellectual property that the company has at its fingertips, possibly stretching all the way back to the 8th bit generation. What better way to recoup on failed development investments than by re-releasing older products with little development investment required? This would mean that we finally see legal emulators released on new-generation consoles (what a major coup for Nintendo, if they were to suddenly to gain a huge chunk of Sony's marketshare simply by releasing an official SNES emulator and working with developers to ensure quality re-releases!)

    3) Gaming will find its Voice - Maybe not directly related to the Crash, one development that is certain will be a rising interest in looking at video games from an "academic" perspective. Institutions such as the IGDA and publications such as Game Studies are heralding a new age of vdeo gaming discussion, criticism, and theory. And as we well know there have been several calls-to-arms among the video game journalism crowd (which the quality members of will also help to fuel the desire among gamers to get their hands on some of the older games through their nostalgic advocacy of previous classics). It is only a matter of time before a common language for game theory is developed. After that, the sky won't even be a limit!

    4. Innovation based on older technologies - If you were thinking this category is just an excuse to throw out some links to Tenebrae screenshots, well, you were right (and stop reading my mind already!). Do yourself a favor and feast your eyes on some of these (Tenebrae) and these (Tenebrae2). These engines are based off the GPL'ed Quake 1 source, people! I mean, OMFG! T2 could be on par with Doom3 (in terms of capability, if not performance...yet), and it is _open-source_! Under the _GPL_! Which means it can only keep getting better! Alright, I better stop here or else I'll exceed my quota of exclamation points...

    5) Convergence of Media - Check out this excellent article from gamesindustry.biz that contains speculations about Sony's long-term plans. Better believe the PSP will be my "Walkman" once it's released!

    Okay, I think that is all I have to say for the moment. I am very excited fo

  98. ICO? by LoudMusic · · Score: 1

    I think there is a certain amount of marketability behind being a big game manufacture with a big name and flashy design, but while I was playing ICO on my PS2 I realized something. That game isn't technologically advanced. It doesn't have flashy new features and wild new concepts. It's a simple game and it was TONS of fun.

    ICO tells a nice story, nothing spectacular. It has simplified game play, nothing brilliant. It has quality graphics, nothing amazing.

    But I was captivated by it for four straight days. I played nearly six ours every day for four consecutive days. By the way, that's a lot for me.

    I think two things went into this. A simple game that I was able to purchase for $30 (my limit) and play without vast instruction or learning curve. It captivated me immediately.

    Ico was produced by Sony, I believe, but it wouldn't take a multi-billion dollar corporation to put out a game like that. A couple guys banging away on their home computer could come up with that. They just need to be creative and know how to not make it too complex at the same time. What's killing the small shops is their competing in the wrong market. They need to tone it back and work on projects they can handle.

    --
    No sig for you. YOU GET NO SIG!
    1. Re:ICO? by pcosta · · Score: 1

      ICO is my all time favourite game. I would love to see more games like it.
      The problem is that ICO didn't sell enough to be profitable. It might look simple, but it didn't cost significantly less than any other game. It sold poorly because it wasn't properly hyped/marketed and because you could not beat up hookers.
      A better examples of simple games that cost little to make and can sell well is the Eye Toy stuff that Sony just released in Europe. It has been #1 in UK for three weeks, beating Lara Croft and Pokemon.
      Small devs should really look into this peripheral, it might not be the future of gaes, but it certainly is the future of independent games.

  99. Games are the new movies. by Gray · · Score: 1

    Games have matured as an industry, mostly because the market has got far larger.

    Personally, I believe video games, especially online massively multi-player games, are going to emerge as the highest grossing creative industry going. It may already be happening with Star Wars Galaxies, the game could out grossing the movies.

    My vision of a future mega block buster entertainment project goes like this.

    - Buy pre-established franchise. (you want a preexisting, pretested concept)
    - Produce a full budget movie based on said franchise.
    - Produce a $100+ million dollar online universe based off the franchise.
    - Do extensive tie in deals. All in game everything, from virtual vehicles to in game music, is a tied.
    - Blow the traditional $100+ million on marketing.

    Now your about half a billion dollars into it. Seems like a lot, but I'm sure at least that much was spent before say, the Harry Potter movie, sold its first ticket.

    With the game thrown in as the ultimate cash cow you get revenue streams that far exceed what's available in Hollywood today. The only trick is you need a lot of consoles out there with the power to handle a multiplayer universe.

    Console prices are going down, power is going up, hard drives and broadband are standard.

    The crack for the little guy is developing the initial franchise. Writing the comic, novel, etc.

  100. margin of error by mattite · · Score: 1

    > consumer prices stay approximately the same

    Uh huh. I remember the days when I could pick up the latest and greatest for around $25. Now games come out for $50, even $60, not to mention collector's editions that start at $80.

  101. redundant, trollish but obligitory post by Anonymous Coward · · Score: 0
    first the troll part (I am sick of crap games that are all eye candy and have no substance) Now back to your regular posting

    The thing is, it is silly to just avoid looking at the whole computer industry (thus including platforms and hardware) when addressing this issue here. Regular business and consumer apps have been experiencing a similar problem as well. However, two primary differences are evident just by looking at financial reports of the vendors as well as published specs on systems (and of course the plans layed out by various CIO's and similar decision makers).

    First of all, there are many tool, component and conversion/middleware solutions available that are helping developers and integrators pump out "more for less." These third party products (and services as well) are what can help turn around a hopeless and endless software project and better leverage the existing pool of experience, products and ideas. Maybe someone just has figured out a better way to build part of the mousetrap... why should they then rebuild the rest. That is reinventing the wheel and due to cluelessness (of business sense) and general lack of estimation experience you end up often with a product that is a pile of dung. That part that is most likely greatly superior (or just adds functionality that would make any product superior within a given domain) is overshadowed by the rest of said pile of manure. Once upon a time, the UNIX way of doing things was to have many small components do something little but do it very well. I won't blame the folks in Redmond as the entire industry should share in that blame and not point fingers. This is why component (read: well designed and implemented) systems _CAN_ make all the difference between a diamond and a broken mishapen lump of coal.

    The second part that is different is just the combination of supply and demand for quality. Having worked a while in the business apps arena I can tell you that my experiences with large companies is that of a complacent, "status quo" type of enviornment that often does not know and would not care what the quality of the product is. Added to this the irony that you don't exactly have to be concerned with frame rate issues, sound synchronization, "realistic" behavioral modelling, and other high-speed game features. Basically, you really only need to worry about data bridging and providing a clean interface (user and data) with existing data and logic elements.

    Sadly, the business and consumer products often fail to even provide this. Instead of a good design taking advantage of existing standards, components and data formats the developing organizations show great innovation in the ability to foul things up and produce large quantities of steaming manure. However as the analogy goes, manure can be a great boon for those that know how to use it.

    What everyone, games or business apps, can learn from this is to stop wasting resources and time. First, hire competent business leaders. These will be the ones making the smart decisions about customer acquisition and retention. These guys will be your eyes and ears into the thoughts of the current and potential customers. They must be thorough "bullshit filters" unless you want to let clueless clients (read below) pull you down to your knees. The business managers should also understand the value to delegation.

    Next hire someone who knows how to develop and maintain a business plan and business procedures. Pretty straight forward... often you can just outsource to various groups to setup your business internals and lay out a method to expand and adapt... don't ever forget that most business plans do NOT scale well. If you ever grow much then you had best redo your infrastructure and reduce bloat.

    Next, hire a systems engineer (again this can be outsourced for small companies) to go over your intended/existing market, your plans, your business plans and your business infrastructure. They then take a look at the technical side of things and come up with the map

  102. Garage Not Dead by carcosa30 · · Score: 2, Insightful

    I think garage developers are far from finished.

    There's a gigantic mass of untapped territory out there. All it takes is creativity. As John Carmack himself mentioned, big companies have trouble breaking away from molds. They produce "lock-in" conditions for themselves, being forced to run the same old games and formulae time and time again.

    Games, like anything else, exist on a fitness landscape. Games like the shooters are searching for pinnacles, ever higher, in one very narrow area.

    If id software broke away from their formula and tried something new, they'd then be duking it out with smaller developers, or houses with some money but without a huge popular name, like CDV/Fireglow (Divine Divinity, Sudden Strike)

    Much of the bottleneck for small developers is art. Textures and models. These are hard to do, even for talented and skilled specialist artists.

    I think a solution here is one that's fallen almost totally by the wayside in the last few years, and that's proceduralism. In other words, draw textures and models, as much as possible, procedurally-- as the insightful guy above said, parametric models are starting, and I think that's a way of coding that's going to revolutionize the way things are done.

    Also, buildings, dungeons, plants, city maps... all these things can be done as L-systems or as other types of grammars. It's not impossible, it just takes a little bit "more work" right up front, and the things get tons easier. Like so many other programming tasks. And then you have almost endless replay, until you see to the bottom of what the system can do.

    Id and Blizzard may not be around forever. They may be the SirTechs and the Broderbunds and the Beagle Brothers of today, to be supplanted tomorrow by hungrier smaller companies.

    --
    Intolerance for ambiguity is the mark of the authoritarian personality.
  103. The Versioning trick - Incomplete Games by iramkumar · · Score: 1

    Iam not sure whether a game has to delivered "once for all" to the consumer ie Iam not really sure whether the razor blade analogy really holds. This is like saying with advanced hardware OS'es take longer to develop for the market.

    OS growth is incremental with each version doing a bit more than the previous version. Not sure why the gaming industry has to wait "10 years" before releasing something good. Just get people get hooked on the game and gameplay. Do the fancy stuff , character development etc incrementally.

  104. Short Answer by LowellPorter · · Score: 1

    The easy answer to this question is licensing technology. Look how many companies licensed the Quake (all 3) and the Unreal enginges, quite a few. I see more of this happening in the future.

  105. Post Your Favorite Indie Games Here by Anonymous Coward · · Score: 0

    This got me thinking, you slashdotters out there, what are some of your favorite garage-brand games?

    heres a couple of mine...

    The Unreal World
    http://www.jmp.fi/~smaarane/urw.html

    Its like Nethack meets Robinson Crusoe. Your goal isnt to find the big foozle & steal his amulet, but to survive another day. World is randomly generated every time you play, excellent game.

    Stair dismount & Truck Dismount
    http://jet.ro/dismount/

    strange little games, the idea is to get hurt as much as possible.

    SimuTrans
    http://www.simutrans.de/
    a fanmade (& opensource i think) clone of my old favorite, Transport Tycoon. Its not quite ready for primetime just yet, but its close.
    Also, if youre a big fan of TTD like me, check out the fanmade patch that adds a LOT to the original game.
    http://ttdpatch.net/

    Noctis
    http://anywherebb.com/noctis.html
    amazi ng lil space exploring game. Kinda lacking in the graphics dept. but will soon be fixed with the advent of the next version (hopefully) this guy developed his own 3d gaming engine for it which you can tinker around with too if youre a programmer. Interesting stuff.

  106. So what? by Derkec · · Score: 2, Insightful

    They can't afford to produce for the console? Well, earn your stripes in the world of pc games. Once you can make money there, you can license the stuff for the consoles and move on.

    This really doesn't seem like the end of the world.

  107. Puh-leeeeeze by Anonymous Coward · · Score: 0

    Games are already 50-60 bucks.

    They're already double to triple what they're worth as an entertainment (which has caused me to stop buying new, and only buying used).

    Where the @#$#@ are they pissing the money away if they can't make money at that level.

    Further, I thought that since consoles are so difficult to pirate games, that this leads to lower prices (ha ha ha ha...lies).

    Seems to me there's an unrealistic expectation of prices and profits by the video game producers.

  108. No, balance will find its way. by voxel · · Score: 1

    This is life. Circular and rollercoaster like.

    One of two things will occur. Either the rollercoaster will seemingly in our life times go up and down, or eventually sooner or later it will level out.

    Obviously game development can't continually increase exponentially forever while the cost of the game remains the same and console costs reduces.

    Games can't rise in price as people will not buy them.

    Piracy on console games increases every day as people make it easier and easier to modify and steal games through the internet.

    Eventually the bubble will BURST just like the stock market. Microsoft / Sony will get sick of not making any money. They are both fighting a nearly endless battle of trying to win all customers while loosing money intentionally just to fight eachother off. The problem is both companies have way too much money to fight with. So they need to actually make better products / games.. Well, the problem there is most games come out for both platforms... Well, then you can say better hardware, but we all know the hardware only tells a fraction of the story as Sony continues to stomp over Xbox... Regardless, new hardware from both companies comming out soon.

    Internally both companies will say we have new innovative hardware that our competition will never have (PS3/Xbox2), but the truth is, that is bull-shit. You will never remain on top long enough to kill your competition in this seemingly endless moores-law technology craze where every 6 months you are much faster/cheaper etc than 6 months prior.

    Getting back on the subject though, Small game developers will always be able to compete through making BETTER and more FUN games but not necessarily with all the fancy special effects of motion capture etc.

    But you know, it is the small developers that innovate in game technology and game play ideas... All the big companies with million dollar budgets just spit out $20 million dollar games but the games don't innovate at all... Just another football/baseball/basketball game or another FPS.... "This time with __Fill_in_your_favorite_actor_ Right in the game!!!"

    Enter the Matrix anyone?

    - Voxel

    --
    Modesty is one of life's greatest attributes
  109. Re:STOP BUYING CONSOLES!!! by Anonymous Coward · · Score: 0

    >I have had enough of the "losers" who buy consoles. The gaming industry was not brought back from extinction by consoles, it was the PC that brought games to where they are today. Games like Doom, Doom II, Heretic, Hexen, Hexen II, Quake, Quake II, Quake III, Myst, Riven, Exile, Warcraft, Starcraft, Red Alert, Wheel-of-time, Tribes, Tribes II, on and on. These games were PC games, not console trash. These games allowed modding and internet gameplay free and open.

    You sir, are an idiot. Allow me to explain.

    Consoles DID save the gaming industry. The videogame crash, around 1980, happened because games were only clones of similar game concepts previously launched (pac-man, asteroids, dig-dug, and so on).

    PC games, in that era, really, REALLY sucked. Only a handful of games really needed a PC to exist. The IBM computers had a pc speaker and low-resolution 4-colors graphics and a 8MHz processor that had to do everything (hence was unable to move full-screen graphics). And as far as storage goes, only rich people could afford those expensive 20MB hard disks.

    The NES really did ressurect the videogame industry because it gave programmers new tools to play with (hardware video acceleration). The fact that it didn't need 30 seconds or more to start up and the fact that anyone can pick up a gamepad and start playing was the key. The game console was still as easy (if not easier) to use as a VCR.

    And as for your "PC games innovation", let me remind you that 90% of the PC games today are either Doom/Quake or Command & Conquer clones (better graphics and AI doesn't count as "better games" if you ask me).

    The only REAL breakthrough was Myst. And it only happened because at that time the PC had better storage options than consoles (CD was pratically non-existant for consoles). Other than that, it's mostly a reash of old ideas.

    Zelda on the PC would be just as wrong as Halo on a console (which, sadly, is a reality since it's only available for the Xbox).

    Let there be choices.
    Nintendo, Sony, Sega (now dead for hardware, I know) for consoles.
    Microsoft, Apple, Linux/BSD for PCs.

    The more you try to kill platforms, the less chances you have of getting UNIQUE and CREATIVE games. Zelda. Metroid. Pikmin. Look at all the different types of games on consoles right now. There's a lot of stuff, just open your mind (and don't look at the crappy games available for the Xbox, a lot of these should be PC games). Look at the GameCube, and at the PS2. Heck, even check out Gameboy Advance games.

    Then look at the PC. Who the hell cares about Doom 3, it's still the same fuksing game as Doom but prettier/better. Innovation in PC games is as good as dead.

    And if you ask me, the Xbox is just wrong (it's a damn PC inside a console case, it tries to have PC games but doesn't even have a mouse)

    Some kinds of games are made for PCs and should stay on PCs. Same goes for consoles games. I don't want Zelda with a keyboard and mouse, no more than I want to play Halo with a stupid gamepad.

    There's room - no, there's a NEED - for both to exist. Just don't be so close-minded.

    Just my 8-bits.

  110. NO no no by Anonymous Coward · · Score: 0

    "without major improvements on the supply side"

    More likely on the cost side. They've got to get the cost of development down. More project planning, tightly controlled development, blah blah blah.

    If anything, the market is getting more croweded with games, and people will to make them.

  111. Video games have always been expensive by 192939495969798999 · · Score: 1

    I don't know who's counting, but when I was young, and I asked my parents for Zelda, and it was 50 bucks, that was a lot of money back then. Heck, it's still a lot of money now. I think that people underestimate the cost of video games in general -- and I think the prices are rightfully high. These games that are coming out now are of the caliber of full-console arcade games or better. Does that cost money? Of course! But who wouldn't want to pay that money for the luxury of having a true home arcade, in the sense that the games are THAT cool.

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    stuff |
  112. have you registered... by kguilber · · Score: 0

    to reserve your Phantom game console yet? maybe we shouldn't worry about that one in the next few millenia :)

  113. Code Is Not Reused by Ro'que · · Score: 2, Informative

    Someone mentioned this above, but almost no "code" is reused in the sequels you listed above besides Doom 1-2 (almost the same game) and Quake 1-2. What is reused in the 'big' jumps is the experience of the developers and their understanding of 3D in a computer world.

    Take Starcraft, for instance (I know it's not an id game, but I know beyond doubt that what I say about Starcraft below is true). The very first build of Starcraft was made by adding onto and editing the Warcraft II engine Blizzard already had. After about three complete start-from-scratch redesigns, the game was released. What is used are the ideas and concepts, but the physical Warcraft II code was not carried over. Quake III was made in a similar fashion, with start-from-scratch code.

    I just finished reading Masters of Doom, and I'm fairly confident in saying that Carmack and his team could all walk away from id Software and make a new FPS called 'Mountain Dew Menace' or something with Doom 3 caliber graphics because they have the skills and the knowledge.

    Just thought of something, too. I'm fairly certain Quake 2 was a complete redesign due to a part of Masters of Doom where Romero gets the code from Carmack and has trouble porting Daikatana from Quake 1 to Quake 2 because Quake 2's codebase was so radically different than Quake 1's.

    So, in short, Doom 3's code has nothing to do with Doom 1's code. Only the concepts have evolved, not the actual if-thens.

  114. not entirely true by calethix · · Score: 1

    "while the cost of producing games increases exponentially as new technology comes online, consumer prices stay approximately the same"

    Ok, I'll agree that the cost of producing games has gone up quite a bit but the cost of buying games has too. I sure don't remember paying $50 for every game when I was a kid. I think they were more like $20-$30.
    There's also other things to consider like how many more copies of games are sold now. I'm just guessing it's quite a bit higher. We'll just forget about that one since I don't have numbers to back it up.
    Another problem I have with this is the fact that engines can be reused/licensed so they don't have a huge development cost. Let's take for example Battlefield 1942. When I bought that game, I think it was $40. Road to Rome expansion pack was $20 and the Secret Weapons expansion coming out soon is another $30.
    Oh, and I almost forgot about games like Ultima Online that get a monthly fee out of you for playing. So I really don't think it can be said that games cost a lot more to produce but that cost isn't being passed onto the consumer.

  115. they're negotiating for better licensing by SethJohnson · · Score: 1


    Lots of great observations in this discussion. Almost doesn't seem like SlashDot.

    As I read the article, I kept noticing this emphasis on the claim that it will be more costly to develop for the PS3. No real example of how these costs are introduced. Will it take 200 more lines of code to drag a sprite across the screen? I doubt it.

    I think they (the developers' association) has put out this press release to try to loosen Sony on some aspect of proposed developer licensing. Notice that the article doesn't refer to Xbox or GameCube anywhere. I bet Sony has said some crap like how they're not going to put out a developer kit or the kit isn't going to have as many tools as the PS2 one had. Perhaps Sony is expecting the developers to make all the tools themselves.

    In the end, I think this is a lot of complaining for naught. Because there's competition in the console market, the developers will get what they want in terms of tools, etc. from the console vendors because each console wants to remove all obstacles necessary for titles to be released for their platform.
  116. i'm not allowed to play with razor blades... by ungerware · · Score: 1

    I must've read the topic wrong. Razor blade games? Reminds me of that old SNL bit with Dan Akroyd and Jane Curtin. Akroyd is a sleazy toy manufacturer pushing Christmas toys like "Bag O' Glass" and "Bag O' Sulfuric Acid".

    --

    -----
    Kvetch is Yiddish for "throw an exception" --Dr. Ron Cytron
  117. breach of contract? by Anonymous Coward · · Score: 0
    especially with MMOG's it has become widely accepted to release unfinished games to the masses. Whether you are talking of content, stability or just functionality and features listed for the game the public may soon start wisening up and demanding more. There are some that are becoming smart enough to see through the veneer of eye candy and see the crapware as it is. Eye candy of course is very important to various games, but I don't often want to play an artwork... I want to play an immersive game. This is echoed through various internet halls and seems to be increasing of late.

    Like many other industries that get settled in to institutionalized methods, the video games industry has a growing amount of bloat. Many middlemen are just not necessary and often hurt the game development process more than just the economic drain. Interference and manipulation by inept decision makers can bring a great team's efforts to a standstill. The only thing "the suits" should be doing is drumming up business and manning the books. Most do not have either the business sense, managerial and leadership, or the domain experience and sense to be anywhere in the chain of command.

    But then that just may be my experiences :)

  118. Cost by techsoldaten · · Score: 1

    The answer is simple: the cost will go up, and people will pay more for games. $50 a game may seem expensive now, but people will pay as much as the market will bear.

    My 7 year old daughter loves to play PPG, Scooby Doo, and other games on the PS2. She has about 20 Game Boy games. In the last year, I have spent almost $1000 just on her on game addiction.

    I never thought I would be buying video games again, but kids have a way of getting their parents to buy them things. Young adults have a way of buying things themselves. And older deviants cannot help their compulsive behavior. Thus, the market will sustain itself.

    M

  119. Help with classifying by Zhe+Mappel · · Score: 1
    And what a wide-scale market that is! How many genres have barely been tapped, or not yet invented? How do you even classify something like Popcap's Insaniquarium?

    Mind-numbingly repetitive and overly simplistic fish-feeding game. Guppies for easily-amused yuppies.

    Any other classifications you need, pard'ner, just ask. ;-)

  120. Game Development on Y-Box, PSZ by Anonymous Coward · · Score: 0

    There should be a lowercost associated with development on the X-Box 2, since you can leverage Windows OS knowledge.

    As for the PS3, wouldn't small developers be able to continue to pump out PSX/PS1 and PS2 games for it, since presumably it'll be backward compatible. If the public were willing to buy a bit less flash (as most assuredly, a segement will be) you can pump out games requiring less development cash.

  121. Yes yes yes by Daetrin · · Score: 1
    "without major improvements on the supply side"

    More likely on the cost side. They've got to get the cost of development down. More project planning, tightly controlled development, blah blah blah.

    Obviously you don't know what the "supply side" is in this case. That's the people who supply the games, ie the developers. Getting the cost of development down is an improvement in the supply side economics.

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    This Space Intentionally Left Blank
  122. What about old school games? by TrekCycling · · Score: 2

    Many of us would like to see a return to gameplay over graphics. That's essentially the problem here. Games didn't cost as much to make when the focus was on gameplay and not on making the game as realistic as humanly possible. That's why some of us have flocked to the Gameboy Advance and dropped consoles altogether. Because we want to play fun games, not crappy games that look REALLY realistic. I know this will never happen, but how about a return to that type of gaming? Maybe a solution for some companies. There's definitely a market there. Now back to Advance Wars (which is infinitely more fun than any game I ever played on a modern console save GTA: Vice City).

  123. Razor's edge by ScrewMaster · · Score: 1

    I have news for you ... the console industry achieved razor-blade giveaway status years ago. Look at any of the major consoles: Sony, Nintendo, particularly Microsoft, none of those boxes are sold much if any above cost. In fact, they are sold at a loss much of the time, with the expectation that game cartridge revenues will help them turn an (eventual) profit. That also explains why all of them are so much against anyone using their consoles for general computing tasks (e.g. Linux) because they derive no revenue from such sales.

    --
    The higher the technology, the sharper that two-edged sword.
  124. as a film boy... by filmsmith · · Score: 1

    just thought I'd throw in my $.02. You want a superlow budget movie, check out El Mariachi. $7,000 budget (as compared to the $35,000 budget of Clerks. Not to say that less (or more) money means anything as far as quality (as so many have pointed out throughout this thread), just thought I'd give props to one of my inspirations.

  125. Consoles given away? by scdeimos · · Score: 2, Informative

    Will the games industry go down the route of the razor manufacturers where consoles are almost given away with the games?

    Hate to break it to you, but manufacturers have been selling consoles at a loss for a long time now. Their business models rely on profits in software sales to recoup their hardware development and manufacturing costs.

    Besides the initial financial risk to the console manufacturer, this model causes tremendous stress to the software development companies as the manufacturer negotiates harsher deals to allow themselves a greater profit margin. With the costs of development systems going up with each new platform release, not to mention contractual obligations, console software development is not an easy market to get into. This isn't likely to improve either.

    The only possibility of this situation improving is manufacturers driving-up the retail prices of consoles far enough to recover costs on inital sale - but then they price themselves out of the market. This isn't likely to happen.

    With games coming into new devices, such as mobile phones, at least there's opportunity for development companies to grow into areas other than the console market.

  126. Wish I'd posted sooner :( by Mac+Degger · · Score: 1

    A few have touched upon the real issue here ever so slightly, but miss the point by a mile:

    The huge rise in tech is a good thing, and won't lead to ruin. Why?

    Because now (or at least in a couple years time)the tech is at a level where you can make stuff as good as it needs to be.

    Think about that sentence. Not everything needs a zillion poly's. Less can be more: stylisation leads to differentiation; sometimes a character looks just as good with fewer polies/shaders etc than with twice that amount.

    Graphics have become so good and advanced that we have reached a point of diminishing returns on the realistic side, too. Shit, you can hardly spot the difference between a game model of 500.000 polygons and one with 1.000.000 poly's on todays computer screens.

    Does anyone else realise this? We are reaching the point where technology doesn't make stuff cooler anymore...only cool art direction and game logic will, because that is what the player sees and plays with.

    Sure, tech will get better, and we will see marginal gains because of that, but tech driven advances in 'coolness' are over...the jump from PSX to PS2 shows that very well: nes was cool, but the gfx of a snes blew it away. Then the psx came out, and blew the 16 bit era away; psx games just looked cooler. But did the ps2 give us an equal jump in coolness? No. Sure, things looked better, but not in the wayyou got a buzz from the difference between a 16 bit console and the 32 bit ones. This argument goes for game engines too, only consoles are easier to spot the generation gap with.

    Anyway, this will lead to an unfettering of the imagination: it doesn't really matter what you make, as long as it's cool. Sometimes big budget (and the art direction, production quality etc that entails) is cool, sometimes a simple budget suffices. As mentioned before, the movie analogy shows what's going to happen: there will be Lord of the Rings and Clerks. And both are cool, not because of their budget, but because of what they are.

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    -- Waht? Tehr's a preveiw buottn?
  127. Nonsense by Perianwyr+Stormcrow · · Score: 1

    I distinctly remember games costing $50 or more when I was a kid- all the console games were expensive due to the cost of cartridges. Chrono Trigger was $54.99 when I bought it, for example.

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    What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey

  128. The market evolves to fit all by ReyTFox · · Score: 1
    The gaming industry has had a "high" and a "low" level since, I'd say, around the mid-80s. The "high" level uses money and experience to use computer/console technology to its fullest. Things like the first games using digitized pictures and voices were used to pull in players. Later on, FMV, and CGI cutscenes, or even full games out of them(Myst) were made. We've been going through an era of 3d, most recently(though the 3d perspective has been around from the beginning, with games like Battlezone and Elite and Castle Master; it's just recently that it started getting a competitive wow-factor compared with sprites). Throughout, there's always been a group of little guys, just a little bit behind but determined to keep up.

    They can keep up because the tools to do what was expensive a few years ago are affordable today. I'll cite an example of my own creation: Using the free integrated development tool, "Game Maker," I made a game in 72 hours for a competition. You can see the game here on Simtel. It's a fairly simple kind of game that you might've seen in the mid to late 80s selling for $30-40, and likely with graphics of lesser quality, too(the tiles probably would have been better and more diverse with more time to play with them, but they didn't have the same resolution or color depth then). It would have taken probably at least a month to make, depending on the platform. But I did a 2003 equivalent in three days, with 10 levels, sound and music and recordable high scores, because I had the tools to do it.

    A small team today can get into game development through the shareware market, which has always had its share of diamonds among a rubble of uninspired clones and "1,000,000 variations on Solitare." Consider 3drealms and Epic, both of whom brought themselves up through shareware sales. There are developers today pulling out success at the "low" end, too, like Popcap, Dexterity, and GarageGames. But you'll notice that they never go in the console market, because consoles realistically are a playground for the industry giants, with a market that faces significant challenge in expanding demographic reach(it's a chicken-egg situation - no games to appeal to a new segment, no segment to buy those games) and no method of distribution outside of retail.

    A lot of attention is put on the console market, where it seems like a lot of action takes place. And it seems like big budgets lock small developers out. But in reality, larger budgets mean less innovation. All the best games of today are evolutions or reworkings of previous games. GTA3 comes from GTA, which itself was taking a new angle on the maze games of yesteryear(Pac-Man etc.) The Sims is a new angle on Simcity. Diablo 2 is a new angle on Rogue. All the Lucasarts games have their heritage in ADVENT. These are not triumphs of technology, but good design and well-rounded development. It stands to reason that in reality, there is nothing stopping a small developer. Their only limit is that they can't push the envelope in ways that will break their bank. If they want to go for the high end, they can start small and build up with sequels that evolve the technology each time. The market will prove whether or not they are worthy. And the little guys will never get hopelessly far behind, either.

  129. Random generated games (or parts thereof) by ihatesco · · Score: 1
    Well, randomly generated game may be good. The problem with it is that the random part must be absolutely part of the gameplay, that is:
    • it must bring a complete experience with it
    • it must feel like the rest of the environment
    • must be beatable
      • The problem that you said is that many randomly-generated games lack any personality, that is, lack an experience.

      • On the other hand danila says that there are some games (like Civilization) that have good randomly generated areas (well the entire world in Civilization is based randomly)... that is not only because the geography is believable, but also because it provides you with the challenge of exploration: you have to discover how the world is mapped and where are the rival civilizations are, and that is a good deal of experience that you make with the game.
        Diablo on the other hand is too poor of details to give an experience.

        It must feel like the rest of environment.
        Yes, common error... you enter in the randomly generated mazes and then you find you lack of details... or there are too many details, or too many wildly interconnected parts with too much varying features one another.

        It must be beatable. Well, a normal commercial game must be beatable, so this is another proof of concept: if the random part has too many tight constraints, then you will make for a poor game.

        Now... what about roguelike games? They are completely random games, who have a great deal of atmosphere as well. The experience in good roguelikes (think nethack) is complete: you have many things to do and many things to discover. The problem is that usually you have only one possible way to do them. This last thing is what it makes nethack an hardly beatable game... this and also that fighting the RNG, the Random Nethack God (another name for the $DEITY known as Random Number Generator) is a proof in action of Darwinism... only the characters with the better stats and better players (that is experience) survive. (Once you ascend you can easily enter the elite of player who survive more times the dungeon of menace see rec.games.roguelike.nethack).

        Anyway... for the most part of your post I agree with you, but don't tell me that I can't enjouy a random-generated game. :)
        It's only that random-generated game does a good part for intellectual games, while statically made games is good for action games.

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    "I am slashbot, hear me roar!"