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Gaming Clichés That Need To Die

MojoKid writes "The PC and console game industry is in desperate need of an overhaul. With skyrocketing costs to develop games, consumers aren't going to accept $80-$100 game titles, especially not with mobile game prices in the 99 cent — $4.99 range. Not to mention, how games are designed these days needs some serious rethinking. This list of some of the industry's most annoying gaming clichés, from scripted sequences to impossibly incompetent NPCs, and how they might be solved, speaks to a few of the major ailments in modern gameplay with character and plot techniques that are older than dirt."

416 comments

  1. So... by crazyjj · · Score: 5, Insightful

    You want them to make games much more complex--with completely destructible environments, near limitless borders, better AI, more complex NPC's, etc.

    But you also want them to be CHEAPER? Okay.

    And you complain about how long it takes to develop a triple-A title, so I guess you also want them SOONER too, huh?

    Perhaps you would also like to have them hand-delivered to your house by Natalie Portman in a bikini? Hell, sure, why not!

    --
    What political party do you join when you don't like Bible-thumpers *or* hippies?
    1. Re:So... by GameboyRMH · · Score: 5, Funny

      I think that when Natalie Portman delivers my super-cheap beyond-triple-A game to my house, she should be covered in hot grits. And naked. And petrified.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    2. Re:So... by 3vi1 · · Score: 4, Funny

      If they are delivered that way, I don't care what they cost. But yes, sooner, please.

    3. Re:So... by Anonymous Coward · · Score: 1

      Exactly, this is obviously written by someone who doesn't know much about game developent, or how to break out of clichés.
      If you want to read on how to evolve games from someone competent I recommend the Dev Blog from Frictional Games. (The dudes that made Pnenumbra and Amnesia.)
      The have spent a lot of time thinking about how to avoid clichés, even if they aren't always succesful.

    4. Re:So... by Anonymous Coward · · Score: 0

      That explain why PC only titles tend to be even worse than cross-platform ones!!! Oh wait... no it does not.

    5. Re:So... by GameboyRMH · · Score: 4, Insightful

      They still make PC-only titles?

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    6. Re:So... by Anonymous Coward · · Score: 0

      Trust me, give her some time to lose the baby weight. You DO NOT want to see that in a bikini right now.

    7. Re:So... by LighterShadeOfBlack · · Score: 5, Funny

      I'm not an unreasonable man; you can forego the bikini if you like.

      --
      Spelling mistakes, grammatical errors, and stupid comments are intentional.
    8. Re:So... by jm007 · · Score: 3, Funny

      In the spirit of helping out, I'm willing to beta-test the delivery system for free.

      Please.

    9. Re:So... by Moheeheeko · · Score: 2

      Unfortunately, only RTS and some MMO's get the PC only treatment. When others did however we got games like FarCry/Crysis. Admittedly not exactly the best in story, But you had the whole island to explore, nearly without borders, almsot completely destructible environments (Tunring on strength and punching a house to rubbe was one of my favorite things to do in Crysis). AI and NPC's dont need better hardware, so that falls short here. As soon as these games got console ports, the little good they had was gone.

    10. Re:So... by dyingtolive · · Score: 0

      Yes, I would.

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    11. Re:So... by S77IM · · Score: 5, Insightful

      No, he's saying that instead of spending tons of money making games LOOK and SOUND better, they should spend that money on making games PLAY better.

        -- 77IM

      --
      Student: Is it true that the foundation of the universe is paradox?
      Master: Well, yes and no.
    12. Re:So... by dyingtolive · · Score: 4, Informative

      Minecraft.

      --
      Support the EFF and Creative Commons. The war is coming, and they're supporting you...
    13. Re:So... by Anonymous Coward · · Score: 5, Insightful

      Alternatively they could stop making the same tired 1st/3rd person shooters with the exact same set of escort and assault missions played out across a costly yet unimaginative set of levels, and instead come up with a new game concept that doesn't need NPC AI, complex physical simulations, and destructible environments.

      Pacman has none of those things and it is still better than 99.9% of the shit that gets released these days.

    14. Re:So... by Anonymous Coward · · Score: 0

      Yep.. 'swhy PC games are free of these issues. Oh wait. Also, that's why console game AI is so frequently bad. The hardware. Has nothing to do with the shitty code used to make the AI, which would run just as shittily on a brand new ivy bridge.

      If graphics are all you care about, then yeah, maybe console hardware is shit. But if graphics are all you care about, go rent a movie. You'll be happier.

    15. Re:So... by cpu6502 · · Score: 1

      Beat me to it..... yes all the suggestions would increase development time and cost.

      IMHO if the problem is expensive artists..... just have a few on staff. True the worlds my be a little more pixelated but so what? Im not paying on hundred for a game. Heck right now I only pay nineteen typical.

      On the other hand maybe Im just being too cheap.
      If NES games cost fifty then todays game would natualy be ninty one through dollar devaluation.....

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    16. Re:So... by TFAFalcon · · Score: 4, Insightful

      That's too hard. It's much easier to just throw another few million at the developers and tell them to make more detailed models. Major publishers are terrified of making games that don't play exactly the same as the last big hit.

    17. Re:So... by Talderas · · Score: 1

      There are some multi-platform games that aren't given the shit treatment on the PC.

      Battlefield three has an elevated experience compared to the console versions.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    18. Re:So... by Anonymous Coward · · Score: 4, Funny

      If she had to show up to your house like that, she would be petrified.

    19. Re:So... by Anne_Nonymous · · Score: 5, Funny

      >> Perhaps you would also like to have them hand-delivered to your house by Natalie Portman in a bikini?

      And tell her to bring beer.

    20. Re:So... by Adriax · · Score: 5, Funny

      Well, you ignore PC gaming with your comment so I assume you're only considering consoles, due to them having static configurations that ease some of the development burdens.
      So your view is that devs are being held back because the set hardware they develop for isn't changing to keep up with the times fast enough?

      Yeah, you're right, probably should make it so consoles are easier to upgrade. Maybe standardized connectors on the main board so you just plug in a processor, ram, non-volatile storage, media reader, graphics processor, sound processor, input devices, and networking? And of course you should have the system software easily upgradable to take better advantage of advances in software technologies and driver bugfixes.
      Current controllers are quite limiting too, they should definitely offer a 103-button controller for text input, and a separate motion sensing controller with a couple buttons of it's own (use an optical beam and sensor on the bottom of it to read the motion of the surface it rests on, that would fix the current motion controller issues).

      --
      I don't suffer from insanity, I enjoy every minute of it!
    21. Re:So... by Moheeheeko · · Score: 1

      This is true, thats because BF3 was developed for a PC, then ported to the consoles. A rare treatment these days.

    22. Re:So... by Translation+Error · · Score: 1

      Want? Yes. Expect? No.

      But just because we won't get everything we want doesn't mean we shouldn't identify common failings in games and suggest some possible solutions.

      --
      When someone says, "Any fool can see ..." they're usually exactly right.
    23. Re:So... by indeterminator · · Score: 1

      I get your point, but TFA actually does list at least one cliche that could easily die AND not (significantly) increase cost: NPCs without self-preservation instinct.

      I really can't remember how long it's been since I've actually seen an NPC run away.

    24. Re:So... by gatkinso · · Score: 5, Funny

      Hell, *I* am petrified by just reading that.

      --
      I am very small, utmostly microscopic.
    25. Re:So... by uncqual · · Score: 2

      Thank god I read this comment just as the doorbell rang - I won't answer it. Yes, it could be FedEx, but best not to take chances.

      --
      Why is there an "insightful" mod and why isn't it "-1"? If I wanted insight, I wouldn't be reading /.
    26. Re:So... by Anonymous Coward · · Score: 0

      Yeah... because all of those things are "programming" and not lots of voice work/art.

      The article is saying that games have gone the of films. Shit. Expensive. Bland. The money men turn more and more to punishing their own customers rather than making good products.

    27. Re:So... by sdnoob · · Score: 1

      But you also want them to be CHEAPER? Okay.

      if the major game publishers weren't so damn greedy, they would already be cheaper -- and still make a respectable profit (if the game was worth anything to begin with).. but no.. they just have to make their money back, and then some, the first 3 days on the market, thus the $60+ price tags

    28. Re:So... by Anonymous Coward · · Score: 0

      Wrong on so two levels.

      He assumes that hardware is a limitation to bot-AI.

      Content and complexity are what makes games cost so much. The only thing limited by consoles is the graphics. Your GBA has more than enough code-space, memory, and processing to have a really detailed fight-flee algorithm.

      And he assumes all game devs work soley on consoles.
        Look through the IGF finalists. Look through the humble-bundle games.

    29. Re:So... by cpu6502 · · Score: 1

      Nice sarcasm. Also I'm wondering: How have consoles fallen behind PCs? The PS3 and X360 are producing HDTV quality graphics with flawless sound. There's very little room for improvement. They are at the highest audiovisual-resolution possible.

      Anyway..... consoles used to come with expansions for extra RAM or additional corprocessors, but those expansions were barely supported. The gamemakers naturally targeted their largest market (the stock console with no expansion).

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    30. Re:So... by Twanfox · · Score: 1

      Minecraft animals do this now. The monsters just want your brainz.

    31. Re:So... by Anonymous Coward · · Score: 0

      You took everything way out of context to the point of turning your post into a whiny bitch fest. Either that or youre so dense you have absolutely NO idea what that article was even about and instead of actually reading it you just skimmed the headline and took the pretentious road and started saying shit you had no idea what you were talking about.

    32. Re:So... by Anonymous Coward · · Score: 0

      And tell her to bring beer.

      ...I thought it was hot grits?

    33. Re:So... by Enderandrew · · Score: 3, Insightful

      I've mentioned this many times before. We're going to have a bubble burst here pretty soon.

      I've heard it stated the entry level for a AAA title is $15 million, with the average AAA game costing $25 million to develop. Some games like GTA IV cost north of $100 million.

      Very few console games sell more than 1 million copies. For instance, only 25 titles have ever reached that mark on the PS3.

      http://en.wikipedia.org/wiki/List_of_best-selling_video_games#PlayStation_3

      NES games cost $50 back in 1985, which is over $100 in today's dollars. We expect far more from a game now while we're willing to spend far less, and yet consumers constantly complain that games are too expensive.

      Now, I hear rumors today that EA is about to be bought out. Do people realize game developers often work 80 hour weeks without paid overtime? Do they realize developers keep going bankrupt?

      Sure, EA is the devil and people may relish in publishers going bankrupt, but without developers we don't have games. I'd rather not see all my favorite developers out of work.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    34. Re:So... by cpu6502 · · Score: 0, Troll

      Ewww..... have you seen Natalie naked (or bikinclad) lately? Just like Carrie Fisher, I'd prefer she stay covered up.

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    35. Re:So... by Moheeheeko · · Score: 1
      It would help if the console actually started with tech that was actually current and not 2 years old.

      http://techreport.com/discussions.x/22366

    36. Re:So... by Dishevel · · Score: 1

      Cars get faster, safer, cheaper.
      Computers as well. Even if the game stays the same on better hardware it should run better and do more with less effort.

      --
      Why is it so hard to only have politicians for a few years, then have them go away?
    37. Re:So... by Moheeheeko · · Score: 4, Insightful

      I should hope they could produce "HDTV" quality, PC monitors have been doing it for well over 10 years now.

    38. Re:So... by cpu6502 · · Score: 4, Interesting

      This depressing discussion makes me want to dust off the "PC" known as the commodore amiga (or Sega genesis; very similar hardware), and play some games that were actually FUN to play. And now thanks to the internet: free! (No wait; they were always free.) Screw spending $70 for modern crap. Besides I've only played about 20% of the amiga library.

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    39. Re:So... by Moryath · · Score: 4, Insightful

      Actually it's more a combination:

      #1 - trying to make games run at OMG FUCKING HUGE RESOLUTION and OMG FRAMERATE are big ones. You want 120 FPS at 1600x1200 or higher? Well shit, there went a ton of calculating power. Even if your video board is handling the rendering, you still have to calculate collisions and other factors on CPU.

      #2 - trying to make AI work is fucking HARD. Sure, you can code it to be perfect, and constantly win because it never misses, but then you're just replicating the kind of shitty experience you get on the Call of Duty and Halo servers full of aimbots and lag-hack cheaters. Make the AI miss too often, or make too many obvious mistakes, and it looks bad. The sweet spot is hard because inevitably, players figure out how to "trigger" the mistakes of the AI and then the game seems easy. And that's just FPS AI. RTS AI and anything involving team dynamics (like CTF), it gets even harder.

      #3 - programming and dumbing it down for consoles. Compare: Deus Ex, Deus EX: Invisible War, Deus Ex: Human Revolution. The first, on PC, programmed for gameplay over graphics = phenomenal. The second, programmed for the console and graphics over gameplay, = a steam pile of shit. The third, programmed for console but for later gen consoles and with an eye towards trying to redeem the franchise's gameplay? Somewhere in the middle, good game, but still not up to the gameplay quality of the first.

    40. Re:So... by Beardo+the+Bearded · · Score: 1

      The first 2 Fallout games would do this. If an NPC got wounded, they would run away.

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    41. Re:So... by Anonymous Coward · · Score: 0

      I think the point of the article was that so many resources have been thrown into making games prettier and with bigger booms, but some of those resources should be redirected into other areas. NPC's in particular- I don't think it would be all that hard to clean up some of their most silly behavior, which will prevent you falling out of the world's immersion. Destructible environments could be enabled by having most of the heavy lifting done at the engine level. A lot of the complaints were also just about designers using their noggin a little bit- don't make a player watch a major event unfold "helplessly" through a glass window when he is armed to the teeth, or make a chain link fence some kind of impenetrable wall.

    42. Re:So... by Isaac+Remuant · · Score: 2

      The more I think about that list, the more fond I am of the Mount & Blade series.

      The world needs more sandbox games. One makes the story with freedom and imagination. Create a simulation and let it run, tweak the fun/boring/grinding elements.

      --
      "Science can amuse and fascinate us all, but it is engineering that changes the world. " - Asimov.
    43. Re:So... by Anonymous Coward · · Score: 0

      Well said. You get what you pay for. I for one, wouldn't think twice about paying $100 for a game that I could play for 20 hours (or 200 hours). At 20 hours, that is $5/hour, which is a lot cheaper than many entertainment choices.

      Not everybody is a geeky teen living in their mom's basement with no job except the 20 hours/week you get at McDonalds.

    44. Re:So... by Anonymous Coward · · Score: 0

      I've seen it done on custom NWN servers just fine although some people thought it was frustratingly annoying: both when the monsters ran away and when they coordinated to kill you efficiently.

    45. Re:So... by Chris+Mattern · · Score: 1

      They still make PC-only titles?

      So, how much luck have you had playing Starcraft II on your PS3?

    46. Re:So... by Anonymous Coward · · Score: 0

      Fallout 3. Human NPCs will run away once you beat them within an inch of their lives. The problem is that is only a temporary reaction, they will eventually come back for more (with much less of a health pool). I would prefer that NPCs make the early decision of whether or not their chances of success are worth the risk and avoid confrontation when they determine that an attack is too risky. A game could even have NPCs initiate a different type of encounter with the player when they determine that an attack would fail.

    47. Re:So... by cpu6502 · · Score: 1

      +1

      Most modern games I find boring unless it has a really strong story (like the offline Final Fantasy games) to keep me involved. I grow tired of level-after-level of FPS that eventually blur together.

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    48. Re:So... by Moheeheeko · · Score: 1
      O)ne problem, EA is a publisher, not a developer.

      EA just sets the Profit margin of 75% and the deadline of "Yesterday" so devs have to cut things short.

    49. Re:So... by qwertyatwork · · Score: 1

      I sir, love your company!

    50. Re:So... by DrgnDancer · · Score: 2

      His point is that the vast majority of the budget on most games is spent on art and voice acting. Some of his problems could be solved with simple better writing, and that's all but free compared to a lot of what's spent on art. The rest would require a lot of coding, new algorithms, thought, etc. That does cost money, but you could skimp a little on the ultra-ultra-high-res graphics that only people with super high end systems will see and maybe drop some of that cash on programers. It just requires thinking about the problem differently, not necessarily spending more (though that always helps).

      --
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    51. Re:So... by Belial6 · · Score: 1, Insightful

      It is pretty clear that there is Hollywood style accounting going on in the game industry. When we ask for better graphics, we are told that the graphics are the majority of the development cost, so you'll have to pay a lot to get them. We are told that all of our advancements in computer hardware and software doesn't bring the price down. When we say that we want the games on more platforms, we are told that the cost of porting is way too high because most of the cost of a game is in the coding/testing/tech support. These two stories don't match up.

    52. Re:So... by Enderandrew · · Score: 2

      I stated that EA is a publisher. And as a publisher, they turn a profit currently. I stated that people see them as the devil and don't care if they might potentially fail.

      The problem is that developers don't work unless a publisher funds it. Hoping that EA dies means all the developers lose their jobs first.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    53. Re:So... by Anonymous Coward · · Score: 0

      I love these comments. Y'all never fail to disappoint. I'm tired of vapid, predictably weak, hyper sexualized female characters who usually get relegated to NPC status. But perhaps my expectations are too high for the Great Unwashed.

    54. Re:So... by Anonymous Coward · · Score: 0

      No.

    55. Re:So... by billcopc · · Score: 1

      Not quite.

      I'd sooner blame shit tools. I think game houses are working hard but not working smart. If the industry had true rapid-design tools integrated with an open-source, generic, modular, scriptable 3D engine, not only would the development process be shortened, but they'd have access to a much larger pool of skilled developers and artists.

      Instead, we have single-use engines with in-house tools that never quite reach maturity, or expensive proprietary middleware that also lack polish. They lock you into a suboptimal workflow, lengthy, error-prone build cycles and impose their own idiosyncrasies on your project. A significant chunk of time is spent working around the engine's limitations or managing media resources. I can trivially program a web CMS that crops/scales/rotates/compresses images and video automagically, but a game middleware suite can't even read a goddamned AVI video without me converting it beforehand ? That's pretty lame, but a very small customer base results in infrequent updates and very little debugging beyond the runtime engine. It's just plain ugly.

      --
      -Billco, Fnarg.com
    56. Re:So... by Jim+Hall · · Score: 1

      I'd be happy if shooters stopped with the cliche of "The rest of the heavily-armed squad will stay here to guard this safe area, while you go ahead and clear out the millions of bad guys on your own." Seriously?

      It's like if they made the original DOOM today, no one would play it. It would be kind of lame.

      The article also mentioned "Conveniently Indestructable Objects", and I'm with them on that. If you don't want the glass to shatter, give me a good reason: bulletproof glass, force field, ... something. I think Killzone on the PS2 had unbreakable windows in some areas, but they were clearly security-type windows. Force Unleashed dealt with the player breaking exterior windows on a Star Destroyer by immediately shutting an exterior port. That was fine.

      But like the article points out, you have some games where you encounter some glass partition, you can't shoot it out. But trigger a cutscene, and some NPC will take out the window no problem. Even worse are the cutscenes where you shoot out the window - the same window you weren't able to shoot out just a few moments before.

    57. Re:So... by Pope · · Score: 1

      OK, how about Mila Kunis?

      --
      It doesn't mean much now, it's built for the future.
    58. Re:So... by Enderandrew · · Score: 2

      Developing 3D models aren't easy. The more assets you need, and the nicer you want them to look means you need to pay more artists for their time. Having a faster processor doesn't really reduce the time it takes artists to make these models.

      Making better looking games year after year with the same console hardware means paying developers to creatively eke more power out of those consoles.

      And I've never seen a developer state that porting costs more than art assets. Porting can be expensive, and sometimes it also means giving up revenue that Microsoft or Sony paid to have an "exclusive".

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    59. Re:So... by cpu6502 · · Score: 1

      Everywhere I go I hear creative types complaining about the sky falling:

      - record companies complain people download CDs instead of buying them (except of course stats show they are making more profit than ever via MP3/AAC sales)

      - movie companies complain about movie or TV show downloads; cable complains about hulu

      - book and magazine publishers complain that ebooks and text-file sharing is driving them out of business

      - now the game companies are taking their turn: "Oh woe is us.... the cheap $5 or free internet games are killing demand for $60-70 AAA games"

      These people all have the same thing in common:
      - They hate the internet.
      It's making them lose money.

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    60. Re:So... by s.petry · · Score: 4, Insightful

      The problem is not just with the games being release, but what people buy and what advertizing sells.

      This is a tough problem to solve. Think about it. Long ago, you sat at your first FPS. Your heart raced as you blew things up and spent many sleepless nights beating a game.

      Well, someone today will turn 13 and get a Gaming system, and for the first time ever will get that same feeling.

      To you, it's an old feeling. To someone else, it's brand new. I think the popular mind set is that old gamers should go away and sit in a bar instead. To many of us, it's our hobby, we don't like to sit in bars. There needs to be a market for people that game as a hobby, something better than Warcraft at least.

      --

      -The wise argue that there are few absolutes, the fool argues that there are no probabilities.

    61. Re:So... by fredprado · · Score: 1

      Yes, as technology increases it is expected that everything becomes better and cheaper. That has been a trend in the last few centuries at least.

    62. Re:So... by Anonymous Coward · · Score: 1

      Yes, and a lot of them are absolute gems. But you should look in the independent corner, and not the big publisher backed games.

      One of the more recent released examples would be Legend of Grimrock. A classic dungeon crawler, with modern graphics, sounds, etc. A 4 man studio working almost a year on a game that made a profit within a few days: http://www.gamasutra.com/view/news/168617/Oldschool_RPG_Legend_of_Grimrock_covers_dev_costs_in_a_few_days.php

      And Legend of Grimrock is not alone. As the numerous successful kickstarter projects, and various indie backed , also have shown is that there's quite a bit of money to be picked up in the niche markets which are easily accessible via PC. Even big name game developers agree that the PC (and with that I also mean Linux, OSX, and not just Windows) is a place where creativity can run its profitable course.

    63. Re:So... by nschubach · · Score: 3, Insightful

      Here, I always thought the spirit of Software was re-use... making iterations easier. Instead, we have people making all new engines every year, copyrighting their code so nobody else can use it, locking up their assets and IP in restrictive licenses, and generally making sure that it takes more money to make the next sequel than ever.

      How many times has a game studio written inventory management code? How many have rewritten code to make an NPC follow a path? How many have remade mission trackers? How many have tossed old sound management classes because "they can do it better"?

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    64. Re:So... by Enderandrew · · Score: 3, Insightful

      The cost of recording an album or printing a book hasn't risen dramatically in the past 20 years.

      The cost of making a game has. Perhaps you should read the article and check the chart right up at the top. In the 16-bit era, it cost 50k-300k to make a game. This article lists $17m-$20m to produce a game. And we know certain games like Max Payne 3 and GTAIV cost north of $100m.

      Record companies aren't going bankrupt left and right. Game developers are. Please read what I wrote and respond to what I actually said.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    65. Re:So... by blueg3 · · Score: 1

      You know, calculating collisions is independent of resolution.

    66. Re:So... by next_ghost · · Score: 1

      Better AI addressing those cliches isn't really THAT hard. Pretty much all you need to do is assign some difficulty score to equipped weapons and armor and have the NPC reactions vary accordingly. When the player's equipment score is low, NPCs go "I'm gonna kill you sucker!" On the other hand when the equipment score is high, NPCs go "I'm gonna kill you su... Oh crap. I'm outta here!" That's not so hard, is it?

    67. Re:So... by Baloroth · · Score: 4, Insightful

      They are at the highest audiovisual-resolution possible.

      Haha, hoho, hehe, I almost cracked a rib at that.

      They aren't even close to the highest possible. Not remotely. The modern midrange PC graphics card has ~6-8 times the power of the PS3 or Xbox cards, and some games can push even those, not to mention having much newer features (like hardware tesselation). The PS3, in particular, hurts my eyes with the lack of anti-aliasing that seems to be universal to that system. The biggest problem, though, is probably RAM: the 360 only has 512 MB, and the PS3 256MB for the system, which is horribly limiting on map sizes for games (similar for their video RAM and texture sizes). Console games are incredibly limited because of that.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    68. Re:So... by blueg3 · · Score: 1

      Perhaps part of your problem is making the developers do the art.

    69. Re:So... by JDG1980 · · Score: 1, Insightful

      In the 16-bit era, it cost 50k-300k to make a game. This article lists $17m-$20m to produce a game. And we know certain games like Max Payne 3 and GTAIV cost north of $100m.

      And yet the average quality of games in the 16-bit era was far higher than it is now. Maybe designers should go back to making games that way, with sprites instead of 3D models, and two-dimensional parallax-scrolled levels. Back then they actually had to think about what they were doing, not just throw in some graphical glitz.

      Only Nintendo and (occasionally) Square/Enix have used 3D effectively. For most other vendors, 3D was a step back in quality and playability.

    70. Re:So... by Anonymous Coward · · Score: 0

      Have paying > $1,000 for your next console then. Economies of scale get the prices down to the point where I can buy a powerful console for less than the price of a netbook...

    71. Re:So... by Anonymous Coward · · Score: 0

      well now, when some persons on the internet can claim to produce a video game for $7500 http://www.kickstarter.com/projects/1071240958/rx-a-tale-of-electronegativity well it just makes sense to me that publishers simply have gone crazy, become greedy and stupid. kickstarter is where the talented small group can simultaneously find money to buy things with while getting to do amazing creative acts. it doesn't take fancy graphics to make a good game it's just that people finally got fed up with this game must push faster hardware on unwilling users. and i know phones and tablets lead to cheaper games with simple engines and easy to stop in the middle of using it cause an important call is coming in.

    72. Re:So... by Wizard+Drongo · · Score: 1

      So you've got Natalie Portman showing up to your house, in a bikini, and you want to play video games?

      Jeeze, I thought i was nerdy. Damn the video game!

      --
      The truth shall always be free: Boris Floricic is Tron.
    73. Re:So... by dyingtolive · · Score: 1

      Wow. I can't imagine they'll be able to get the same game out of the Xbox. Both the server and the client require a surprising amount of memory to function well.

      --
      Support the EFF and Creative Commons. The war is coming, and they're supporting you...
    74. Re:So... by Enderandrew · · Score: 1

      This is happening to a lesser extent. Indie titles and iOS titles are popular right now. But most people won't go and buy a console game that looks dated. Consumers do respond to graphics. Consumers expect increasingly more for increasingly less.

      The best selling titles traditionally are shooters. If the next Call of Duty game had shoddy graphics to save money, can you imagine the reaction?

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    75. Re:So... by Hatta · · Score: 2

      You want them to make games much more complex--with completely destructible environments, near limitless borders, better AI, more complex NPC's, etc.

      But you also want them to be CHEAPER? Okay.

      No problem. Just play NetHack.

      --
      Give me Classic Slashdot or give me death!
    76. Re:So... by cpu6502 · · Score: 1

      >>>In the 16-bit era, it cost 50k-300k to make a game. This article lists $17m-$20m to produce a game

      (1) I doubt the veracity of those numbers. The first seems too low. Way back in the Atari era, they paid solo programmers upto 1 million dollars to make games. The price would have gone up ten years later (SNES era), not down.

      (2) The cost is alleviated by the 80 million NES/Genesis market versus the ~300 million Wii/PS3/X360 market. That's a per-console jump from ~1 cent to 5 cents, and not quite as dramatic as the numbers you quoted.

      IMHO

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    77. Re:So... by Anonymous Coward · · Score: 0

      In all honesty, Mila Kunis is much more attractive than Natalie Portman, not that I don't think Ms. Portman is smokin'. I think too many of us just can't get over our nerd fantasies of Princess Amidala/Padme and reconnect with reality. Just sayin'.

    78. Re:So... by Enderandrew · · Score: 2

      1. FWIW, I doubt those numbers as well, but those are the numbers from the article. I tried doing research for an article I was writing to determine the budget to make Super Mario Bros. I couldn't find the numbers anywhere.

      If anyone has decent documented numbers of the production costs of older games, please respond with a link.

      2. There were 62 million NES consoles sold. There have been 62 million PS3s sold. I'm not seeing much of a change.

      http://en.wikipedia.org/wiki/List_of_best-selling_game_consoles#Nintendo

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    79. Re:So... by Anonymous Coward · · Score: 0

      Some Fallout 3 and New Vegas NPC's do this too.

    80. Re:So... by Anonymous Coward · · Score: 0

      (I've been a reader for a couple years, yet more of a lurker so never felt like registering)

      Anyway, of course production costs increased since the 80's. As did the pool of players though. Just think of the number of players total, not per console (since almost all titles are released for all platforms these days) and how low the costs of reproduction actually are.

      Back then say 25 million for a total audience of maybe 1 million would've been pretty hard at a 50$ pricepoint, today it's more like 25 million for 5+ million for AAA games, sometimes even in the 10s of millions. Not so hard to see where the profit is while keeping prices stable, is it?

    81. Re:So... by silviuc · · Score: 2
      Really? There's this new phenomenon called "crowd funding". Check it out, just google "kickstarter". I have not seen industry veterans unable to get funding there. Youtube and word of mouth on the internet seems to be all the marketing those guys need.

      Die EA! Die!

    82. Re:So... by Anonymous Coward · · Score: 0

      I kept all my old consoles. They still work, maybe with a replacement power supply here and a third party controller there.

      Plus I really bought, own, and get to keep all my games. They never stop working, they don't need activation, or the Internet. They just work. All the time.

      At 32 I gave up on modern gaming around the time the XBox came out. I've been perfectly happy with the NES to PS2/GC era of systems, and there's still tons of 'new' games I am continually experiencing and enjoying.

      Not too surprising the Wii has a Virtual Arcade that provides this exact same gameplay experience, except everything you buy is temporary and you can't dig it out 20 years later to play.

    83. Re:So... by Anonymous Coward · · Score: 0

      If you could do that for $80 I'm pretty sure it would be the best selling title of all time and oddly no one would even know what the game was about.

    84. Re:So... by wbr1 · · Score: 3, Funny

      I am 13 years old. When Natalie Portman shows up with beer and bikini, I will have the 'To Catch A Predator' crew on hand.

      --
      Silence is a state of mime.
    85. Re:So... by geekoid · · Score: 1

      First off - Do you realize the were paid 75million from MS to port GTA IV to X-Box? Also, the maid 400 Million on the first 7 days. so they recouped their costs.

      ". Do people realize game developers often work 80 hour weeks without paid overtime? Do they realize developers keep going bankrupt?"

      yes, and they should for a game developers union.

      Do you realize that if those developers talked to a lawyer, they might just find out there not actually legally qualified for a salary job. Then they could get overtime.

      Don't try and make people feel bad about developers when the companies they work for make many, many millions in profit and they don't bother to fight being treated like slaves.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    86. Re:So... by History's+Coming+To · · Score: 1

      Minecraft managed the first two and had a respectable shot at the third and fourth. And was half the price of normal games where I am.

      --
      Please consider this account deleted, I just can't be bothered with the spam anymore.
    87. Re:So... by Moryath · · Score: 3, Informative

      You know, calculating collisions is independent of resolution.

      Not really, no. Calculating the aim direction and collisions of a firing arc is very dependent on resolution. Compare the firing arc jumpiness of Wolfenstein 3D to Doom; one of the big things you'll start to notice is that Wolfenstein isn't truly a "360 degree" turning radius, but instead moves a few degrees at a time for each keyboard tap. If you want to hit a bad guy, and he's in between arcs, you learn to aim consistently to one side (IIRC the right side) because the collision detection is programmed to compensate inward from your aim to that side.

      Now with a mouse, you have to calculate where the crosshairs are pointing. Have a game rendering internally at 640x480, but visually at 1600x1200, and players are going to complain about a "jumpy" mouse and aiming system. So the programmers overcorrect instead - they render INTERNALLY as high as possible and allow the player to turn the resolution down for visual rendering... and it eats up a shit-ton of processing power no matter what.

      And then there's "auto-aim correction" calculations for consoles...

    88. Re:So... by geekoid · · Score: 1

      yes, but the customer base has risen to many millions.

      You can't really hold much of an argument when the 100 Million dollar game made 400 Million in the first 7 day, plus another 75 million for MS to make it an XBox game as well.

      So when the whine about costs and expenses they are just raising a sting to make an excuse not to pay their workers a livable wage with livable hours.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    89. Re:So... by History's+Coming+To · · Score: 2

      Indeed. Whatever happened to the "design your own landscape/mission" idea that was so popular in the 80s and 90s? Hell, imagine Battlefield Whatever on a Worms 3D style random fractal landscape.

      --
      Please consider this account deleted, I just can't be bothered with the spam anymore.
    90. Re:So... by rjstanford · · Score: 1

      Let me guess - Carrier Command? One of my favorite games, even though it felt that the AI's carrier could travel at Mach 3 (or something) making it damn near impossible to target.

      --
      You're special forces then? That's great! I just love your olympics!
    91. Re:So... by colinrichardday · · Score: 1

      A movie at a theater is $12 for two hours, songs aren't that expensive, and most books (for entertainment) would cost less than $5 an hour. What are the entertainment choices you had in mind?

    92. Re:So... by geekoid · · Score: 4, Insightful

      Average quality? well thats a shuit matrix. are you including any game that can be played on a computer? words with friends, angery birds, those game? ot are you comapring top tier games from the era to top tear games to recent top tier games.

      Find me ONE 16 bit era game that has higher quality;which, btw, is another useless word without qualifiers.

      There was some magic wand that got waved. People like glits, that's why the industry makes prettier games.

      Portal II, TF2, Half-life, Star Craft II, GTA IV, TOurchlight. I can't think of any 16 bit game that can hold a candle to thiose games.

      And before you say it, yes, in fact I do remember 16 bit games. I've played alomet every system sins there where system to take home.

      I don't say that to add authority to my statement, because that would be a foolish logical fallacy. I stated that to stem off the inevitable "Well you weren't around so you don know what you are talking about' reply.
      I thought the same thing from Pong, TiaPan to M&M to Mario. This is fun, I can't wait for graphic to get even better.

      "3D was a step back in quality and playability."
      That's complete bullshit.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    93. Re:So... by cpu6502 · · Score: 1

      Somebody can't read. I was counting ALL the consoles of the 16 bit era (NES/Genesis) and ALL the consoles of the current era (PS3/X360/wii), because development costs for a game would be divided across ALL the consoles not just one (few games are exclusive anymore).

      Disclaimer --- You receive funding from the gaming corporations. It's so blatantly obvious. Why else would you vociferously defend them as they raise prices close to $100 (and pass laws to make selling used games illegal).

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    94. Re:So... by bolthole · · Score: 1

      yes, and they should [sue] for a game developers union.

      let me guess: you're a libertarian or something. People who are "L-word" politically, tend to not absorb the following concept, but I'll try to convey it anyway;

      Try to keep in mind that unions dont magically create money out of thin air. more money to the programers, means either more expensive games, because cost to produce is higher...or smaller games, because same sale price == same investment dollars, and those dollars now go half as far.

      The "millions in profit" is rare. the pay of programmers is set by the junk titles, that still need to be funded somehow.

      Consider musicians. Most of the get paid lousy, and for terrible hours. Yet "publishers" make "millions of dollars"! So all musicians have to do is make a big ol union, and then they'll all be rolling in dough, right?

      Wrong.

    95. Re:So... by shutdown+-p+now · · Score: 1

      I dunno, gameplay-wise I don't see how DXHR is any worse than the original DX (and yes, I am quite a fan of the latter).

    96. Re:So... by Anonymous Coward · · Score: 0

      You forget that dx also had fairly poor AI and atrocious character modeling/animation, even for the day. It was still a great game.

      Where it wins where the sequels fail is playing to platform strengths. Good story, depth of world, and a UI/mechanism only capable with mouse and keyboard. Simple shooters are still limited on consoles due to lacking a mouse so developers have to dumb them down.

    97. Re:So... by geekoid · · Score: 1

      He included Wii and Xbox. Because that's the marker now. Baring exclusives, that mean there customer base is wider.
      62 million ps3's have been sold, 62 million Xboxs, 100 million Wii's.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    98. Re:So... by MattSausage · · Score: 1

      Yeah, it should be just like computers! Sure the computers of yesteryear were slow, but at least they were cheap! And complaining about how long it takes to get a computer is stupid. After all, the free market isn't intended to provide better products at cheaper prices! It is, of course, intended to make people who collude together to rig the market as rich as possible! Everyone knows that... you idiots.

    99. Re:So... by Black+Parrot · · Score: 1

      Even funnier is the notion that technological limitations are "clichés".

      --
      Sheesh, evil *and* a jerk. -- Jade
    100. Re:So... by Anonymous Coward · · Score: 0

      they were always free

      Damn I need to get a refund on some Genesis games stat... And I remember stacks of commodore 64/amega games for sale...

    101. Re:So... by Anonymous Coward · · Score: 0

      As of 2011 (No Strings Attached) I'd say she's in pretty good shape.

    102. Re:So... by Asmodae · · Score: 1

      Have you tried Go? Sure it's not a video game, but it sure beats a Bar.

    103. Re:So... by Beardo+the+Bearded · · Score: 1

      I wouldn't be surprised, I didn't play those though.

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    104. Re:So... by Tarlus · · Score: 1

      The PS3 and X360 are producing HDTV quality graphics with flawless sound. There's very little room for improvement. They are at the highest audiovisual-resolution possible.

      I can't speak for the X360, but the percentage of PS3 games displaying at the highest possible resolution is fairly limited. (Let's just say the "highest possible resolution" is 1080p in this context, since that is the common maximum resolution in a modern household TV.) Yes, the capability is there and many 1080p games do exist, but I recall that Sony mandated a 720p maximum some years ago [citation needed] in order to ensure that games would run at the best possible frame rate. For most people, myself included, it's no big deal since 720p looks just dandy on my 46" screen. It could be better, but video games just don't summon enough of an emotional response for me to give a shit these days.

      Anyway, my point is that 720p and even 1080p are far, far below the highest possible resolution, in comparison to what many computer monitors on the market are sporting nowadays.

      --
      /* No Comment */
    105. Re:So... by Anonymous Coward · · Score: 0

      Let's see, high quality 16 bit games? Perhaps include some even older?

      * Lemmings
      * Humans
      * Myth and Riven
      * Return to Zork, heck, the entire Zork series and most of the rest of Infocom
      * Hack/Nethack/Rogue etc
      * Asteroids
      * Tetris
      * Day of the Tentacle
      * King's Quest Series
      * Ultima series
      * Breakout
      * Pong!

      Ok, I think I'm done for a bit.

    106. Re:So... by Onuma · · Score: 2

      They seem fairly similar to me, from what little I've seen. Other than the actual input of some things being better/worse given a preference for controller vs. mouse/keyboard, the gameplay is nearly identical.

      Yet DICE still can't conjure up a functional, good-looking user interface for all of their PC prowess. I still can't believe you don't have the option to cancel out from a server before the game loads in; you have to fully wait for the map to load, hope you haven't gotten in right as the map is changing, and THEN back out of your game to search for a different server or otherwise go about your business. They still don't bother making a functional server list which can be filtered anywhere near as well as the now-14-year-old Half Life engine does...and that is piss-poor.

      It's the little shit like that which keeps me from purchasing titles like Battlefield and Call of Duty. Petty? Perhaps. But just because a studio has upped the graphics and included a dozen new weapons and perks, doesn't make it a better, more well-polished game.

      --
      What else can happen when an unstoppable force collides with an immovable object?
    107. Re:So... by cpu6502 · · Score: 1

      Who cares what happened 10 years ago? Yeah sure in the past computers wre typically a generation ahead of the consoles. An Atari Computer in 1979 ran circles around the consoles of the day. A Commodore Amiga or Atari ST was a generation ahead of the 8 bit NES/Sega Master System.

      A Windows 95 PC or Mac was doing high-def while PS1/N64 were still stuck with lo-res and not-so-great sound. BUT that was then. This is now. There's barely any visible or audible gap between PC v. PS3/X360. (They are starting to show their five-year age a little bit, but once PS4/Xbox Next is released, the gap will be nonexistent again.)

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    108. Re:So... by ninjackn · · Score: 1

      Nope. Minecraft runs on IOS and Android. A Xbox 360 version is suppose to be coming out soon too.

      --
      [FUCK BETA 2.6.2014]
    109. Re:So... by cpu6502 · · Score: 0

      >>>The PS3, in particular, hurts my eyes with the lack of anti-aliasing that seems to be universal to that system.

      Yeah don't give a shit. I'm not a video or audiophile that nitpicks unimportant things (or spends $100 on gold-plated HDMI cables). 'Sides once the PS4 or Xbox 720 is released with the latest hardware, the PC v. console gap will be nonexistent again. It's not like 1987 when I had a 32 bit computer and my friends were still playing with an 8 bit NES or SMS (i.e. a very clear graphical and audible difference).

      BTW I didn't know the PS3 only ran at 720p, so I retract my "highest possible resolution". I guess I should have known Sony was lying about HD... it's technically HD, but not maximum HD.

      --
      My AC stalker: " I personally agree with your posts most of the time, but that won't keep me from modding you troll"
    110. Re:So... by Tarlus · · Score: 1

      Sad thing is, the only thing holding game devs back is shit console hardware.

      I won't employ that "FTFY" nonsense but will point out that your statement would have been better worded as " outdated console hardware." I will write off issues such as "red rings of death" and faulty optical drives to the console manufacturers, since they don't have an impact on game development. Barring those, the hardware itself is decent quality far from being "shit." It can't compete with the top of the line, but it doesn't need to.

      So now, if we step back and look at the bigger picture, "the only thing holding game devs back is outdated console hardware" is arguable. Lower-end hardware is capable of much more than most developers can tap into, usually due to limitations of their development tools, the need for cross-platform compatibility, tight deadlines, a lack of funding, and a lack of understanding of the hardware on a more fundamental level. It's possible to go a long way with current-gen consoles, including more complicated AI and other gameplay mechanics. You won't have the same flashy effects that state-of-the-art hardware can deliver, but that doesn't matter to people who aren't willing to shell out thousands of dollars.

      --
      /* No Comment */
    111. Re:So... by JosephTX · · Score: 1

      Amnesia
      Thief
      Minecraft
      Total War
      Civilization
      Pretty much any strategy game, really.

      Good AI and advanced physics engines are generally limited to PC's too, since consoles' main strength is their parallel processing.

    112. Re:So... by I(rispee_I(reme · · Score: 1

      In my experience, very few games do pixel-perfect collision, and instead use hitboxes to speed things up.

      These hitboxes are more likely to be tuned to be forgiving to the player, since hitting what you aim for is more fun than missing it.

      Also, I see no benefit to doing internal rendering at a higher res than will be displayed. What games do this?

    113. Re:So... by JosephTX · · Score: 2

      Deus Ex: HR can be run at 9600x1080p (5 HD monitors) on a computer. The developers also urged people to get the PC version, since the console versions couldn't show it off in all its glory.

      Consoles are nice for playing with friends, but PC's will always be better at running AAA games.

    114. Re:So... by Anonymous Coward · · Score: 0

      I stated that EA is a publisher. And as a publisher, they turn a profit currently. I stated that people see them as the devil and don't care if they might potentially fail.

      The problem is that developers don't work unless a publisher funds it.

      Venture capital is NOT the only way to do software development, and is actually not the most common way of doing it either.

    115. Re:So... by xevioso · · Score: 1

      Skyrim is better on a PC because of all the mods you can add to it.

    116. Re:So... by FatdogHaiku · · Score: 2

      I always tell people : Fast, Cheap, Good... You can have any two.

      --
      You have the right to remain sentient. If you give up the right to remain sentient, you will be elected to public office
    117. Re:So... by Anonymous Coward · · Score: 0

      I am 13 years old. When Natalie Portman shows up with beer and bikini, I will have the 'To Catch A Predator' crew on hand.

      When your classmates learn that you had Natalie Portman arrested instead of getting drunk and laid, I suspect your chances of reaching 14 will fall dramatically...

    118. Re:So... by Anonymous Coward · · Score: 0

      A huge undertaking to play, too. No longer can you just jump in and play, there are tutorials to undergo, laborious grindings to endure, and important purchaseables to purchase just to get to the gameplay. It's become far too tedious for a leisure activity. I just play crappy homebrew Flash games instead. Go ahead and be all butthurt if you like, but I don't remember signing up to finance your dream of redoing Phantom Of The Opera as a futuristic 1st person shooter.

    119. Re:So... by mister_playboy · · Score: 1

      I really can't remember how long it's been since I've actually seen an NPC run away.

      GTAIV did a good job with this. If you engage pedestrians with melee weapons or your fists, you'll see most of the older people and female NPCs try to run away rather than fight it out with Niko.

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    120. Re:So... by Phrogman · · Score: 2

      So you are saying developers might consider creating titles that are oriented towards the maturity of an audience? That young teenagers will accept the latest FPS clone because its new to them or they are less critical and more adrenaline driven, but that older gamers might want something with more plot, character development, complexity etc. Seems perfectly reasonable to me.
      Developers will never build games for anything other than the target audience though, as designing for a niche audience won't have as much profit potential and they need to get it approved by the marketing people etc.
      The first computer game I played was on a VAX back in university (ASCII type graphics of a flip-book WWI aerial combat game someone patiently programmed in). Next it was stuff on the TRS80, TI99, and finally Apple II, along with a lot of time in arcades. I have been playing PC games since then more or less steadily. I don't do consoles, I can't stand the lack of control with the controller over mouse/keyboard. Mostly I play MMOs these days but my gaming has run the full gamut of things over time.
      I would love more convoluted, challenging titles that offered something new and were enjoyable in their own way. I don't need better graphics or sound. I want better gameplay. Sadly that is the hardest thing to create, the hardest thing to change if things go wrong, and the most nebulous thing to develop.
      I suspect the game development industry needs to spend more money and time on the writers who create the storyline, dialog etc. I worked on the edge of the industry on a couple of projects and that seemed to be very low priority for most of the developers.

      --
      "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    121. Re:So... by Anonymous Coward · · Score: 1

      Lemmings

      Clickfest levels prevent progression. There was one called "I've got a cunning plan" about midway through a level set, that required you to rapidly click on lemmings so that they build a bridge to nowhere, and make sure your leading lemming bashes open the path to the exit. It gave no room for error.

      I think that game was ported to consoles. Hardly playable on a controller, especially on reflex-based levels.

      Humans

      Glitchy. A game breaking bug had humans stack and climb other humans, without assistance from other humans. It's glitches are shown on TASVideos.

      Myth and Riven

      Myth was a bit clunky for an RTS in my opinion.

      But if you meant Myst, then that has a massive sequence break on par with Alpine Encounter - and not going through said sequence break meant you were expected to go through a long cutscene-based maze twice. . Riven, however, was a 32-bit era game.

      I would instead recommend any of the Lucas Arts adventure games. Practically anything past Maniac Mansion or Zak McKracken puts a major reduction on becoming impossible without your knowledge (or if so, you had to go out of your way to do so).

      King's Quest Series

      Deathfest simply by moving a bit too close to the ledge, and the main character is more than happy to not stop.

      I'm sure there's plenty of quality games in the 16-bit era. However, a chunk of those listed have major issues that strips away being a quality product.

    122. Re:So... by Sigma+7 · · Score: 1

      Cars get faster, safer, cheaper.

      Cars are generally required to abide by speed limits. Cars don't get any safer because of people who don't know how to drive. Cars aren't becoming cheaper, because you have to deal with high fuel costs, and if you enter an accident with someone who doesn't know how to drive, have to do expensive repairs and/or replacement.

    123. Re:So... by Anonymous Coward · · Score: 0

      While I agree with what you are saying, Grimrock is a very bad example. The one step at a time, node based gameplay coupled with horrid, repetitive stone textured graphics makes for a very dull game.

    124. Re:So... by Anonymous Coward · · Score: 0

      Very few console games run at a true 1080p. Meanwhile, my PC has absolutely no problem running at 1080p, consistent 60+ FPS and maxed settings for any modern game.

      If you take pretty much any cross platform game, the PC version always looks much better than the console versions.

    125. Re:So... by Anonymous Coward · · Score: 0

      By the time the Playstation Orbis or next Xbox is released, they PCs will be at least twice or three times as powerful. You seem to forget that console makers need to settle on hardware configuration long before the consoles go into actual production. In the meantime, PC technology isn't just going to sit around waiting.

      Basically they'll have have the equivalent of 2012 PC technology in 2014. Two years is a long time when it comes to computers and when Crysis 4 comes out, it will have to be severely toned down to run on consoles, just as its predecessors had to be. By 2014, many PCs will probably also be on 2560x1440 or 2560x1600 displays, while consoles will be stuck with 1920x1080 of the old HDTV technology.

    126. Re:So... by Anonymous Coward · · Score: 0

      Rose tinted glasses. Go back and check, because I remember there being plenty of shitty 8-bit and 16-bit games. The NES, SMS, TG16, Genesis and SNES all had way more bad games than good games.

    127. Re:So... by TapeCutter · · Score: 1

      Consoles are the razors for a razor blade business. I think World of Tanks is the way of the future in PC gamming, 24 million registered users in it's first year and opening your wallet doesn't give you any significant advantages in battle, it just lets you farm credits faster and a few other meta-game perks.

      --
      And did you exchange a walk on part in the war for a lead role in a cage? - Pink Floyd.
    128. Re:So... by Anonymous Coward · · Score: 0

      Maybe a Bar with Go? I would cheer for something like that. "Go! Go Bar!"

    129. Re:So... by blueg3 · · Score: 2

      Neither of your examples are remotely similar to modern games.

    130. Re:So... by Stan92057 · · Score: 1

      You forget to mention he wants them AAA games made to work on moble devices in his price range of 99--4.99. IMO hes not a console or PC gamer or a gamer at all for that matter. I dont really understand his complaint.

      --
      Jack of all trades,master of none
    131. Re:So... by CronoCloud · · Score: 1

      BTW I didn't know the PS3 only ran at 720p

      Depends on the game.

    132. Re:So... by gknoy · · Score: 1

      Long ago, you sat at your first FPS. Your heart raced as you blew things up and spent many sleepless nights beating a game.

      I *still* get that feeling when I play some games. Stalker, Modern Warfare 3, Borderlands. I know many gamers pooh-pooh the in favor of more "intellectual" games like roguelikes, but ... it's fun. It's a visceral fun. Hell, Borderlands is nearly nothing more than "First Person Diablo with Guns", and somehow I still found it tremendous fun. Don't discount the general appeal of things that appeal to our inner thirteen year old. ;)

      Minecraft is an anomoly. It satisfies a completely different (and no less satisfying) need.

    133. Re:So... by SplashMyBandit · · Score: 1

      Nope. Consoles have almost no memory in addition to their crap (relative to a high-end PC) graphics. For example, I'm currently working on a jet combat simulation for the PC-hardware (Mac, Linux, Windows). The hard thing about doing this is trying to squeeze a big world into the limited confines of 4-8 GB of RAM (which requires a lot of work to manage scenery in and out of RAM for the view distances you can see from 50,000 feet). Nobody even attempts such things with consoles - players fight on postage stamps sized maps on all console games (which is why console games are so limited in scope).

    134. Re:So... by Anonymous Coward · · Score: 0

      1985 Nintendo Entertainment System with R.O.B., Zapper, two controllers, Gyromite and Duck Hunt - $199
      1991 Super Nintendo Entertainment System with Super Mario World - $199
      1995 Sony Playstation with demo disc - $299
      2000 Sony Playstation 2 - $299
      2005 Microsoft Xbox 360 - $399
      2006 Sony Playstation 3 - $599

      I'm guessing Playstation 4 will cost about $700-$800 at launch. At the rate it's going, consoles soon won't be very cost effective compared to a PC. Currently, you can put together a gaming rig that will obliterate any console for about $600.

    135. Re:So... by CronoCloud · · Score: 1

      You forget that dx .......and atrocious character modeling/animation,

      Except on the PS2 port, which was mocapped.

      [quote]Where it wins where the sequels fail is playing to platform strengths. Good story, depth of world, and a UI/mechanism only capable with mouse and keyboard. Simple shooters are still limited on consoles due to lacking a mouse so developers have to dumb them down.[/quote]

      Said PS2 Deus Ex port supported keyboard and mouse,,,,,10 years ago. It's a developer choice to not add mouse support, not a hardware limitation. In fact some have said they don't implement it, because most of their players are couch players who aren't interested in using a mouse even if it's supported.

    136. Re:So... by Anonymous Coward · · Score: 0

      Let me guess, you have OCD and need to place people into neat little categories because of an opinion that they hold. You are unable to accept others as individuals and not part of some group hive mind.

    137. Re:So... by epyT-R · · Score: 1

      HDTV quality? not even.. and pcs were doing that in 2001, admittedly mainly on high end setups, but still. most 360 and ps3 games aren't 1080p.. they're 1280x720, and in some cases with graphic heavy games, they're rendered at something lower and then upscaled to 720p..

    138. Re:So... by Anonymous Coward · · Score: 0

      Hollywood accounting would be a HUGE IMPROVEMENT.

      Every publisher has you recoup the advances a fairly low royalty rate, and once that monstrous milestone has occured (at somewhere from 10 to 30 cents on the dollar), you finally get to make profit at the same stupidly low royalty rate.

      The publishers are already quite profitable by the time you pay back the advances, and are still making 2x-10x more money than you are after all that.

    139. Re:So... by MikeBabcock · · Score: 1

      Name me the first PC game that could do 1920x1080 at 60fps with 7.1 near-perfect audio ... a year, and an actual good AAA title game not some shabby space shooter that could do 100fps on a cell phone. The PS3, at many years old and 'stagnant' can do this, so could PCs do it two years earlier? Five? I don't actually remember a PC game running with those specs prior to the PS3, not without a $5000+ gaming rig to inflate the performance significantly.

      --
      - Michael T. Babcock (Yes, I blog)
    140. Re:So... by MikeBabcock · · Score: 1

      Side-note, minor rant, the 360 and PS3 both have 512MB of RAM (ignoring the 360's small cache RAM on the side), but on the 360 its unified and on the PS3 its divided between graphics and processor. That is to say, using all 512MB on the 360 for processing data wouldn't be possible without eliminating video output.

      --
      - Michael T. Babcock (Yes, I blog)
    141. Re:So... by MikeBabcock · · Score: 1

      Strange, Insomniac and Naughty Dog producing in-house engines do a damn fine job of it in all their games. Maybe the problem is that the big houses only care about the bottom line, not the art.

      --
      - Michael T. Babcock (Yes, I blog)
    142. Re:So... by MikeBabcock · · Score: 1

      Gotta push you to try out the Uncharted series if you haven't already. Great acting, story line and fun gameplay too.

      --
      - Michael T. Babcock (Yes, I blog)
    143. Re:So... by MikeBabcock · · Score: 1

      *snicker* ... I just pictured the last guy I shot in the knee in Soldier of Fortune. Not the best game but fantastically fun to see the reactions of enemies when injured.

      --
      - Michael T. Babcock (Yes, I blog)
    144. Re:So... by Anonymous Coward · · Score: 0

      Ahh slashdot, score 4 informative post for someone who doesn't know what they are talking about.

      Mouse input ala WM_MOUSEMOVE is quantized. The mouse jumps more pixels at a higher screen resolution because the mouse message said it literally moved the minimum delta : +-1 in x or y. Making the mouse turn the player faster just results in the game jumping even more pixels. This is fixable with some smoothing and acceleration/deceleration, or using USB RAWINPUT messages and hoping that the mouse DPI is higher than the OS abstracted DPI of a mouse.

      And the game doesn't render anything 'internally', that would be a waste of resources. Rendering and Physics are generally quite isolated systems (though the results of physics are fed to rendering to get the right kind of decal to show up for footsteps and bullet holes and whatnot), the constraints of physics are more time based and the limits of FP32 precision.

    145. Re:So... by MikeBabcock · · Score: 0, Troll

      An AC below just totally pwnd your list, but more importantly, you have terrible taste in games, aside maybe from Portal 2. Most of those aren't even in my top 50.

      --
      - Michael T. Babcock (Yes, I blog)
    146. Re:So... by MikeBabcock · · Score: 1

      If you even began to understand how inflation works, you'd realize games are actually cheaper now per unit than they were ten years ago.

      --
      - Michael T. Babcock (Yes, I blog)
    147. Re:So... by MikeBabcock · · Score: 1

      Have you ever met a professional musician? Not a band member, I mean the type who get called to play a piece on a saxophone with a group of strangers to sheet music they've never seen before while recording a session for a movie or even video game? They're not poor. Starving artists are often starving due to either a lack of quality output, a lack of consistent output, or a lack of marketing of one's skills to people willing to pay them.

      That's like claiming the vast majority of athletes are under-paid (they are, because they aren't applying themselves to a sport with good salaries).

      --
      - Michael T. Babcock (Yes, I blog)
    148. Re:So... by MikeBabcock · · Score: 1

      At ten hours of gaming for $50 or $60, even a short video game is a much better deal than a movie ticket or worse, a blu-ray purchase.

      For bigger games with 20 hours like the poster said, that's $3/hr for a $60 game, making Oblivion about $0.25/hr of entertainment value for me. Games are not terribly expensive in relation to other entertainment, and considering inflation, they're cheaper now than when I was a child.

      --
      - Michael T. Babcock (Yes, I blog)
    149. Re:So... by Anonymous Coward · · Score: 0

      Are you drunk or did you let your cat on the computer?

    150. Re:So... by Opportunist · · Score: 1

      Generally, the opposite is the case. At least on the PC.

      Games not made for console and ported in a rushed and half-assed way to PC usually have a much higher chance to have usable menues, sensible controls, a resolution worth the name and a difficulty level aside of "teletubby land" and "easy".

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    151. Re:So... by Opportunist · · Score: 1

      Could you please use a game other than the poster child of P2W to advertise F2P games?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    152. Re:So... by hairyfeet · · Score: 1

      I take it everyone has forgotten that Valve as an experiment dropped the price of L4D to $1.99 and saw their PROFITS for that game go up by some 1700%?

      This problem is sooo damned easy to fix its not funny, its called...wait for it...DO NOT BE GREEDY BASTARDS! Wow, i just saved the whole games industry! I'd like my stature in bronze please, oh and make sure it has me with a big smile and Alyson Hannigan handing me an award, mmmkay?

      Seriously you have a medium without almost no costs, hell you can use BT and you won't even have to pay hardly anything for bandwidth, you have customers you can then sell DLC and t-shirts and stupid hats and all kinds of extra crap to, yet all the game companies blow it because some MBA (Master Big Asshole) decides that "Hey what is the most assraping price we can charge? Yeah add 20% to that and send me some hookers and blow" and then they are shocked! shocked I tell you! When their sales take a nosedive.

      Instead they should embrace the valve model with Steam, make it easy, convenient and cheap and then enjoy rolling in your money piles. instead they'll kill first sale by banning used games, watch their revenue go to shit, and then blame piracy. its not piracy publishers, its that you're a bunch of dumbasses.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    153. Re:So... by davester666 · · Score: 1

      Yeah. Who the hell likes grits...

      --
      Sleep your way to a whiter smile...date a dentist!
    154. Re:So... by Anonymous Coward · · Score: 0

      Yeah, I don't know why 16-bit is all the rage. Final Fantasy IV-VI, Chrono Trigger, Super Mario World, Super Street Fighter II, Mega Man X, Legend of Zelda: Link to the Past, Super Metroid, Breath of Fire 2, Sonic the Hedgehog.

      32-bit FTW! 2D-4EVA! Final Fantasy Tactics, Castlevania: SotN, Street Fight Alpha 3, Mega Man Zero series, Valkyrie Profile, Odin Sphere.

      I wonder what could the current crop of XBLA/PSN games have been like if they'd had AAA budgets? Braid, Bastion, Limbo, Shadow Complex, Castle Crashers, Hard Corps: Uprising, Scott Pilgrim vs. The World. All great, usually too short, but played the hell out of them anyway.

      Between the PS1/N64 and consoles today, though, the graphics are about the only thing about 3D games that has improved. There's still no accurate jumping in any of them, NPCs are stuck in the uncanny valley with no way out, you can't have a face-to-face conversation with someone without having to pause to address them directly with all of your attention despite the armies of zombies and aliens after you who politely stand by and wait until your attention is no longer divided (I will concede that's a failing of games in general regardless of dimensions), puzzles (I mean real Tetris/Bejewled-like puzzles, not flip the switches in a particular order kind of puzzles) have to be either presented in 2D or have the difficulty scaled down so badly that the puzzle can be broken before it's even begun, FPS's are so cookie-cutter that even the aliens have shotguns and sniper rifles, AI companions are still a waste of computing power despite being better AI than the enemies they're shooting at, cameras swing around wildly whenever they hit a wall that you're nowhere near, melee-based TPS's still require target-locks because directional aiming still sucks.

      When, oh when, will the horrors of bad 3D game design ever end?

    155. Re:So... by epyT-R · · Score: 1

      avi is just a container.. supporting 'avi' in your context would be daunting indeed, either in developer time or license fees.. 'generic' 'modular' are often polar opposites of 'speed' and 'efficiency' which is why these engines aren't like that. the closest thing to what your'e talking about is unreal, and yes, even that has idiosyncrasies. the 'generic 3d' engine is maya or 3d studio..unrealed is used to place game objects, assign scripts to them, clip surfaces, lighting, and basic geometry tweaking.

    156. Re:So... by Anonymous Coward · · Score: 0

      Actually, cars do get safer because of people who don't know how to drive. People who don't know how to drive are the unpaid beta testers of the driving world. Except they regularly don't survive to submit the bug report and someone else has to do it on their behalf. Then the car makers use those bugs to protect the drivers from themselves with better brakes, airbags, crumple points, seatbelts, frame hardening, etc. The improved technology costs a lot more to produce, but saves money in the long run from less people suing them.

      Eventually, we'll be comparing auto-pilot in cars to watching a movie and making fun of casual drivers, while regular car-drivers will be considered hardcore. DLC will come in the form of new GPS maps, new paint jobs, and pay-for-priority at stop lights, in addition to the current market of new parts.

    157. Re:So... by hairyfeet · · Score: 2

      I like what old Yahtzee said at ZP about FPS games, they have all become fricking sightseeing tours! No exploration, no cool things to find, no unique weapons or cool mechanics, its just dragging the player by the nose from one fancy set piece to another in total linear fashion.

      Frankly I'd be happy to buy a game with Far Cry I or even No One Lives Forever II level graphics if it were only...oh what's the word?...oh yeah FUN! Give me crazy weapons, give me cool things to do, give me a reason to give a shit about the place other than looking at your fancy 3D background crap, give me something to DO that is FUN! half of the FPSes i play i have completely forgotten about 30 minutes after playing and never go back to yet I'll still fire up say Redneck rampage just because there are tons of secret areas and crazy weapons like a buzzsaw shooter and titty gun, or fire up one of the No One Lives Forever games just to enjoy the funny dialog and to plant a kitty bomb!

      C'mon devs, you know I am FAR from alone on this, just look at how much minecraft has sold and that thing looks like lego blocks. many of us would be happy to have a game that had far Cry I graphics if it were say $40 and had new and fresh ideas! I'm just so damned tired of straight corridors and scripted everything, hell i'll even fire up a cheap game like Nosferatu as at least that has random level creation that gives some seriously pant wetting moments! so please stop cranking out "Call of Honor: Killzone Halo edition" and give us something that is fresh! Is that sooo much to ask for?

      --
      ACs don't waste your time replying, your posts are never seen by me.
    158. Re:So... by hairyfeet · · Score: 1

      If you spot a game in the bargain bins called "Nosferatu" friend BUY IT if you want that feeling again. Sure the graphics isn't some Crysis tech demo but every. single. thing. is randomized each game, hell it'll even randomize between saves, which admittedly can make you have to reload a couple of time if you saved in an empty room and reload into a shitpile of demon dogs or vamps, but it will get that heart pumping.

      Oh and one thing they got right that so many horror get wrong is that you are NOT superman, and in fact your weapons? Can be quite scarce and each has disadvantages, like if you walk in and you find 3 vamps asleep in their coffins as long as you can nail them with a stake without waking one up? you're cool, but you wake one of those suckers up and good damned luck getting that stake planted before they use that vamp strength to tear you a new asshole.

      That is one thing so many of the new games get wrong, if I'm superman? Not at all exciting. I mean why should I care if I take 50 hits and can just hide behind a chest high wall until my health regens in a few seconds and I can take another 50 hits? I'm not saying you have to make the game insanely hard, just make it more than a cakewalk.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    159. Re:So... by hairyfeet · · Score: 1

      I'll add another that wouldn't significantly increase cost...get rid of enemies that are retards. I am so sick of a group of bad guys coming into view, clearly able to see the huge pile of their dead comrades i have piled up, so what do they do? Do they stop and look around? maybe take cover and then spread out in an attempt to flush me out? Nope they follow THE EXACT SAME PATH that killed all their friends! Geez if real enemy soldiers would have been that tarded then WWII would have been over in a week, week and a half tops.

      Of course the flip side of this is what I call "EA you cheating bastards" as i first noticed it with EA games, where if you ramp the difficulty all that happens is every grunt suddenly becomes the terminator, with x-ray vision and pistols that can hit a bullseye at a thousand yards and all cover comes with a sign that says "He is RIGHT HERE guys!".

      Both of these are irritating as hell and at least for me pull me right out of the game. Its almost as irritating as those stupid games that have spawning so that some room with only one entrance that you just fricking cleared can suddenly have dudes come out of it. Its just sad that all these superpowered CPUs and GPUs are being wasted on eye candy while the actual gameplay isn't as good as the games we had in the 90s.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    160. Re:So... by hairyfeet · · Score: 1

      But who's fault is that? Publishers and marketing that's who. as games like minecraft has shown us a FUN GAME WILL SELL even if the graphics aren't jaw dropping. Personally the games from 2003-05 look damned good to me still and if you filled them with smart enemies, cool weapons, and large levels with lots of hidden stuff to make them worth exploring? I'd be happy to buy it. its the game industry pushing all the graphical glitz frankly because its easy to make a commercial with a few jaw dropping graphics scenes and call it a day.

      That is why i think we are gonna see a golden age for indie devs, like the guys that did minecraft or the torchlight guys or the ones that did grimlock, because without having to deal with what the PHB publishers demand they can make games that while not graphical eyecandy will actually be FUN.

      Oh and if there are any indie game devs out here? picture mixing say No One Lives Forever style gameplay with cool crazy weapons with 70s and 80s copshows. you'd have bad outfits and hair, narmy dialog, all the stuff to make a kick ass parody that would be fun as hell. Think about it, would be a blast.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    161. Re:So... by Anonymous Coward · · Score: 0

      Games don't "render internally", at least not the majority of modern games. Objects are represented with vectors of floating point numbers, and all collision checks are vector calculations. You can represent vector data as accurate as your computer's hardware floating point registers would allow. Depending on the scales used and your machine's floating point model, you could easily render a relatively large game world (think WoW scale) using only 32bit values in your vectors at a common 1080p resolution without any noticeable loss of accuracy.

    162. Re:So... by julesh · · Score: 1

      If the next Call of Duty game had shoddy graphics to save money, can you imagine the reaction?

      If it cost half as much, I'd probably buy it.

    163. Re:So... by Anonymous Coward · · Score: 0

      There is a problem with the other end of the FPS spectrum too. Take a game like Fallout 3. It's vast with lots of places to explore, but once the initial awe wears off, it's pretty dull. That goes for the Elder Scrolls games too. You just don't get a sense that anything you do matters and all of the areas you can explore are basically just slight variants of the last hundred places.

      Games like System Shock, Duke Nukem 3D and Deus Ex had the right balance of exploration and advancing the game.

    164. Re:So... by julesh · · Score: 1

      At ten hours of gaming for $50 or $60, even a short video game is a much better deal than a movie ticket

      I get movie tickets for £5 = $8. Typical movie these days runs to about 2hrs, so that's $4/hr, compared to your $5-$6 for a game. Now that's before considering that your $50-$60 for a game isn't realistic pricing for me here -- I'd be looking at £35-45 for a typical new release game, so $57-$73. Your $3/hr for a longer game has become much closer to the $4 for the movie.

    165. Re:So... by julesh · · Score: 1

      Name me the first PC game that could do 1920x1080 at 60fps with 7.1 near-perfect audio ...

      It's hard to tell, because most PC benchmarks back then used 4:3 resolutions, not 16:9, but given that in 2006 games like FEAR were pushing 140fps on 1024x768, and 1920x1080 is only 2.6 times as many pixels, the same hardware should have managed at least 53fps... and that's assuming that the machine spends all of its time rendering pixels (not likely to be true). I challenge you to tell the difference between 53fps and 60fps without a frame counter.

      Not sure it supported 7.1 audio, but it definitely did 5.1, which is good enough.

    166. Re:So... by julesh · · Score: 1

      In fact some have said they don't implement it, because most of their players are couch players who aren't interested in using a mouse even if it's supported.

      ... because the practicalities of the hardware and life virtually force them to be. The hardware's designed to hook up to a TV, the TV is in the living room, most people don't have desks in their living room. It's part of the design decision of how a console works to make it convenient to keep in the area most people spend most time in at the expense of making it easy to use with keyboard/mouse.

      Sure, you can get a dedicated TV and use it like a monitor on a desk, but that's a very small minority use, and not what the system designers intended.

    167. Re:So... by Anonymous Coward · · Score: 0

      A lot of PC games will run happily at 1920x1080 or any arbitrary resolution for that matter. Sometimes the game was developed to support what the PC supports and sometimes it's a matter of editing an ini or cfg file. As for 7.1 sound, I'm not sure when PC games implemented that, but we've have 3D positional sound for a very long time and 5.1 since probably before any console supported it.

      If you go back to some of the games from the late 90s, like Thief and System Shock 2, they had one of the most effective sound engines to date, especially with headphones.

    168. Re:So... by master_p · · Score: 2

      The collision calculations do not become heavier in higher video resolutions, they become havier on more detailed 3d models. The GP is correct that collision detection is independent of video resolution.

    169. Re:So... by blahplusplus · · Score: 1

      "They still make PC-only titles?"

      There has been a revival the last few years in indie games, games like legend of grimrock, magicka, torchlight, dungeon defenders, orcs must die, hard reset.

      You just haven't been paying attention.

    170. Re:So... by blahplusplus · · Score: 0

      "but without developers we don't have games. I'd rather not see all my favorite developers out of work."

      I could care less about modern game industry and developers, between online drm, free 2 play and fucking HATS in TF2. Valve, steam and the rest need to be thrown in a fire.

      I remember a time when you could actually OWN YOUR GAME. Now you're paying to never own anything and they can shut-down servers (as with console games) demon souls servers were shut down just recently. I want the whole industry to die, I want the industry to be wiped clean and the good developers who will make proper PC and console games with things like peer to peer multiplayer (for console) and dedicated servers for PC so we can play our fucking games WE PAID FOR whenever we want even 60 years after a dev or publisher has gone belly up.

      The dumbness of the modern teenage gamer, F2P, MMO and steam lover is killing gaming.

    171. Re:So... by Anonymous Coward · · Score: 0

      That is one thing so many of the new games get wrong, if I'm superman? Not at all exciting

      Maybe they're not getting it wrong and many people actually like pretending they are superman? Able to defeat small armies of humans or even hordes of monsters...

      Rather than the average guy on the street who might be able to defeat a dog but need a lot of medical assistance after that.

    172. Re:So... by Anonymous Coward · · Score: 0

      Are you really 13? Seems like puberty hasn't arrived for you...

      Back when I was an early teen, I sure didn't mind when one of my teachers patted my butt. She was hot... But If by doing that she was arrested for child molestation, I think I'd have been scarred for life... Back then I'd have needed more protection from premature exposure to the Ugly Side of Government than from people like her.

      Fact is it really is different - a grown woman having sex with a young teen boy should already know who will be bearing the main cost/responsibility of any resulting children- her! Whereas with the other way around - the young girl and maybe her guardians would be left with the costs if the guy runs off. You allow that behaviour and more guys may use that as a cheap reproductive strategy.

      Of course in welfare states the taxpayer might end up bearing a large part of the costs of such "irresponsible behaviour" whether by males or females... So we might still want it to be discouraged.

    173. Re:So... by Anonymous Coward · · Score: 0

      Where's your sense of adventure?

      You've gotta learn about this stuff sometime...

    174. Re:So... by TheLink · · Score: 2

      I heard nowadays it's "pick one".

      --
    175. Re:So... by Anonymous Coward · · Score: 0

      Tetris is better than all games mentioned, by far. Outside of that, I find very few games before about 1995 that stand up to today's standards. I enjoy them, but I think that's mostly nostalgia. Between 1995 and 2002 was spectacular -- Starcraft, Red Alert, Diablo II, Baldurs Gate, Gran Turismo, Quake, Unreal, Half-Life, Tekken, Street Fighter II, Sonic, Super Mario World, FF7, Civ III... It was ridiculous. In the last decade, MMOs and first-person RPGs in general have come into their own, but it feels like not much else has happened.

      When 3D was new, I agree that it was a step back in quality and playability. I think developers didn't have the tools and experience to make 3d work as well as it could. Poor camera angle/control, etc. I think that's gone though.

    176. Re:So... by VortexCortex · · Score: 0

      Sure, EA is the devil and people may relish in publishers going bankrupt, but without developers we don't have games. I'd rather not see all my favorite developers out of work.

      OH CRAP! I sure hope all the Money Leeching Publishers who abuse the Game Devs that work for them don't go out of BUSINESS! Whatever will Unfunded Indie Devs Like Me DO?! Why, I suppose I'd just have to keep making games! It'll be HORRIBLE! Many of us can't even afford to license an existing Engine! If we make our own engines then How will we ever meet the sameness Quotas the current Industry is used to?!

    177. Re:So... by gl4ss · · Score: 2

      well.. it depends a bit what you want to display at those fullhd frames. but well, let's say unreal 2?

      but remind me again.. how many truly fullhd ps3 games there are today which run at 60fps?(not upscaled).

      a 1000 dollar pc on ps3 or xbox360 could easily beat the shit out of the console, that's not really even news though.
      a 1000 dollar pc today kicks so much console ass that it's not even funny.

      why do people think that console chips are made in magic land? is it just the marketing? you are aware that pretty much every AAA title that's available on pc and ps3 is shit on ps3 compared to the pc, provided that you're not rolling some intel gma hd shit?

      --
      world was created 5 seconds before this post as it is.
    178. Re:So... by gl4ss · · Score: 2

      are you trolling or not? I can't tell.

      but go take a look about typical game engine programming...

      the "rendering internally" depends on precision of the numbers involved(if you wondered why your laser sight on tf1 was shit like it was).

      --
      world was created 5 seconds before this post as it is.
    179. Re:So... by gl4ss · · Score: 1

      no the problem is that the developer is considered to be the guy working with 3dsmax making the models - there's very little he can do to affect the gameplay except make better looking models though.

      --
      world was created 5 seconds before this post as it is.
    180. Re:So... by Anonymous Coward · · Score: 0

      Lighten up, Francis.

    181. Re:So... by Anonymous Coward · · Score: 0

      I play assault cube and especially cube2 - sauerbraten, multiplayer. It's like the good old arcade game, press start, play ten minutes, game over.

      In sauerbraten there are campaigns, big maps, but most players will duel you in small maps and one weapon only duels.
      Has wonderful internet play due to reduced lag, the server trusts the client to behave. If pals don't behave and cheat, you either kick them if you can, or go to a more controlled server.

    182. Re:So... by indeterminator · · Score: 1

      Thanks for reminding me, the civilians in GTA IV were quite ok, compared to usual NPCs. A highlight for me was, that you could actually steal a car just by pointing a gun at the driver, they would come out and run away, except sometimes they would hit the pedal in panic mode. Unfortunately, in that game too, anyone carrying a gun could only keep shooting at you until they or you are dead.

    183. Re:So... by VortexCortex · · Score: 0

      The problem is that developers don't work unless a publisher funds it.

      I just love how my very existance refutes your claim.

      "Will work for love of games."
      -Me

    184. Re:So... by Anonymous Coward · · Score: 0

      scheduled to be released on X360 on May 8th.

    185. Re:So... by Anonymous Coward · · Score: 0

      why would she be petrified? You're just weird dude.

    186. Re:So... by BenoitRen · · Score: 1

      Consoles are nice for playing with friends, but PC's will always be better at running AAA games.

      Nonsense. Standardised hardware is an advantage. Raw power doesn't always make things run better when there's tons of different hardware configurations out there.

      When a game console is new it's actually more powerful then contemporary PCs, but let's conveniently forget about that, right?

    187. Re:So... by lightknight · · Score: 1

      "they should [sue] for a game developers union" -> "let me guess: you're a libertarian or something"

      wat

      --
      I am John Hurt.
    188. Re:So... by CronoCloud · · Score: 1

      Sure, you can get a dedicated TV and use it like a monitor on a desk, but that's a very small minority use, and not what the system designers intended.

      Yep, that's how I have my PS3 set up connected to the same screen my LInux machine is., course I had LInux on PS3 itself at one time. Same setup with the PS2, which yes, had Linux kit in it., Also played MMORPG's on the PS2 so desk/keyboard was useful. (Yes I had a second PS2 for the FFXI hard drive)

      Though I did try to see if a TV tray would work in the living room as a keyboard holder...it does. Though most aren't large enough for mice as well, so the mice has to be beside you on the couch (Large book makes a good mousepad), and of course you need a loooong USB cable and it helps to have a keyboard with a USB port to plug the mouse in.

      With Bluetooth keyboards and mice it would be even easier these days.

    189. Re:So... by Khyber · · Score: 1

      "I can't think of any 16 bit game that can hold a candle to thiose games."

      Mortal Kombat, sucker.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    190. Re:So... by Anonymous Coward · · Score: 0

      I disagree, it's a very good game, but i think Donkey Kong is the best game ever.

    191. Re:So... by Anonymous Coward · · Score: 0

      When Natalie Portman shows up with beer and bikini, I will have the 'To Catch A Predator' crew on hand.

      What the hell is wrong with you.

      Turn in your man card, now.

    192. Re:So... by toddestan · · Score: 1

      (1) I doubt the veracity of those numbers. The first seems too low. Way back in the Atari era, they paid solo programmers upto 1 million dollars to make games. The price would have gone up ten years later (SNES era), not down.

      I don't think those numbers are too low. Sure, the top-tier games certainly cost a lot more than that. But remember all the crappy games that are all but forgotten now? They're driving the average down.

    193. Re:So... by Enderandrew · · Score: 2

      They aren't pricing games at $100. New games are still $60, where as NES titles inflation adjusted would be over $100 today. We're paying less per game.

      And you can't simply develop a Wii game and magically release it on all 3 consoles. There is additional cost to port. We're talking the entry level cost of development at $17-$20 million. Developers often target a single console for development. For a single platform, there are similar numbers today than the NES era.

      Simply put, games cost EXPONENTIALLY more to to develop now, yet cost less. And you're complaining they cost too much. This is exactly why the bubble will burst.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    194. Re:So... by JosephTX · · Score: 1

      Video cards provide most of the benefits of console hardware. The X-Box even got its name because it runs games using Microsoft's Direct-X utilities. So even when a game can take advantage of hardware acceleration and run more efficiently on a game console, the game still faces physics and AI limitations (and I'm sure there are others), and the overall performance still gets increasingly better for computers as new video cards come out, whereas game consoles will use the same hardware until you either trade them in for newer versions or wait for the next generation.

    195. Re:So... by BenoitRen · · Score: 1

      The performance only gets better if you keep buying a newer computer and/or a newer video card. Gaming PCs are a costly endeavour compared to game consoles. Not to mention the know-how you need when selecting your configuration as hardware vendors certainly don't make it easy for customers to figure out what is what.

      I think you underestimate the advantage of optimising for a hardware configuration designed for video games.

    196. Re:So... by ultranova · · Score: 1

      The world needs more sandbox games. One makes the story with freedom and imagination. Create a simulation and let it run, tweak the fun/boring/grinding elements.

      Most sandbox games are really just a lot of scripted missions in an otherwise static world. But suppose you would, say, take a Fallout- or Elder Scrolls-style game first-person 3D sandbox game and combine it with a Civilization-type strategy engine? The computer fractions would find new cities, fought over them, and sometimes raze them. The cities themselves would be governed through a Settlers/Simcity-style engine. They would also randomly generate missions; for example, a city that's building a military unit would generate "join the army" -mission, and a city under siege would generate missions for helping the city or the invaders. And of course if you manage to rise high enough in a power structure you could control your own city or cities and armies.

      It would be pretty awesome.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    197. Re:So... by Anonymous Coward · · Score: 0

      When a game console is new it's actually more powerful then contemporary PCs, but let's conveniently forget about that, right?

      That's cute that you think so, but it's also absolutely wrong. Every single console ever made has been an obsolete pile of junk compared to the PCs out at the times of their respective releases.

    198. Re:So... by Anonymous Coward · · Score: 0

      Some people see value to their intellectual property. You obviously don't have any intellectual property you find valuable.

    199. Re:So... by Anonymous Coward · · Score: 0

      The performance only gets better if you keep buying a newer computer and/or a newer video card.

      The performance on consoles only gets better if you keep buying new consoles as well, so what is your point?

      Gaming PCs are a costly endeavour compared to game consoles.

      If you buy a gaming PC, you aren't forced to upgrade. It will work well for a very long time, continuing to run modern games at least as long as a console's entire lifespan and in the entire time, being able to do so much more than merely playing games.

      Not to mention the know-how you need when selecting your configuration as hardware vendors certainly don't make it easy for customers to figure out what is what.

      Of course. PCs aren't for idiots, that's what consoles are for.

      I think you underestimate the advantage of optimising for a hardware configuration designed for video games.

      I think you underestimate the power and flexibility of a gaming PC.

    200. Re:So... by KDR_11k · · Score: 1

      Developer is a catch-all term for all people who work on a game. Not all developers are programmers, in fact these days the majority fills roles like artist as the art has become the most expensive aspect of AAA game development.

      If you want to test whether you don't mind low art investment you can try A Valley Without Wind, the art is mostly mixed together from various free model sources as the dev team couldn't afford a full time artist. Many people complain that it burns their eyes...

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    201. Re:So... by KDR_11k · · Score: 1

      Blame Call of Duty. The CoD games sell HUGE (on the level of 2D Mario games) and they extol all those wrong virtues.

      Cover based shooting with realistic guns (as opposed to, say, plasma guns and homing lasers) and regenerating health is a very limited gameplay as the player's movements are restricted to where you can find cover and guns are usually hitscan with slightly different DPS and ranges while enemies are all humans with similar guns that are vulnerable to head shots.

      There isn't too much you can do with that formula so the development instead focuses on set pieces, big, one-off expensive scenes that are meant to distract the player from the fact that he's been doing the same few actions the whole time. Of course set pieces cost money and just like bad Hollywood movies it becomes a competition who can build the best set pieces which means who can throw the most money at the game.

      Me, I like the Earth Defense Force games (except Insect Armageddon, that's too boring and easy). They look "bad" (actually can produce some of the most movie-like scenes in regular gameplay simply because the graphics are more realistically designed plus huge explosions instead of the dulled colors used in modern games) and recycle environments a LOT but they're also extremely fun because they don't give a crap about what a gun should realistically be able to do or how large insects should realistically be. These are budget games especially on the development cost but they provide a TON of fun for a long time by smartly reusing assets and only changing the things that need changing to add variety (e.g. all your rifles look the same but they can vary widely in what they do).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    202. Re:So... by KDR_11k · · Score: 1

      On the "what people buy" argument, consider that the individual New Super Mario Bros games sold MORE than individual Call of Duty games (of course CoD sold a lot more in aggregate over the last few years since the games get pumped out faster). It's an old design that most people had simply abandoned (even Nintendo took almost two decades to start making them again) but it turns out still works. Then there's Mario Kart which sells even more.

      Both of these are simple, ancient designs that haven't even been made for HD-capable systems yet. They need no realistic physics, no expensive set pieces (that's not to say that they don't do set pieces at all but even the most ingenious designs in a Super Mario Bros game are graphically simple) and no celebrities.

      One wonders how many other ancient designs were abandoned simply because they're old, not because they lack market appeal.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    203. Re:So... by KDR_11k · · Score: 1

      First person shooter Diablo is a great concept but Borderlands was a very lacking implementation. Only one active skill, little real weapon variety and overall pretty boring (I hear it gets good with four people but I played mostly alone or with one friend). Hellgate London was much more fun IMO since you had a wide variety of active skills and more interesting weapons plus you could customize and upgrade the weapons you found to get specific effects or simply keep a favorite around for longer, in Borderlands you had to ditch them and get new weapons instead.

      On iOS there's a game called Mission Europa which is also a Diablo FPS. Last I played it it was rather crashy though. Also it's ugly but that adds to the hellish atmosphere.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    204. Re:So... by KDR_11k · · Score: 1

      It's come back into the popular view after Minecraft got big, there are several FPS games with various balances that use a cube-based destructible environment. I don't remember their names though since I wasn't really looking for that kind of game but I played 3079 which is an FPSRPG set in that kind of world (a bit too simplistic though and has some bad design decisions in it).

      Here's a video of one of those block FPSes

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    205. Re:So... by KDR_11k · · Score: 1

      Crap, the last link didn't work... Here it is: http://www.youtube.com/watch?v=qJJpMASjPUw&feature=sh_e_se&list=SL

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    206. Re:So... by KDR_11k · · Score: 1

      Starfarer's enemies flee quite readily. If their fleet is too weak to take yours on they will attempt a full escape right away (both on the overworld map and if you actually engage them in combat), otherwise they will try to flee once they've taken a lot of damage (or if you just eliminated all their buddies). I've had quite a lot of trouble fighting the biggest battleships in the game because my fleet would easily overwhelm their escorts and by the time the battleship entered the fight the AI had already gone to the "run for your lives" mode for the entire enemy fleet, making the battleship retreat before I could even engage it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    207. Re:So... by KDR_11k · · Score: 1

      Scale is an issue there. If you managed to find a team that could work together with you on a coherent vision then good for you but I've seen plenty of freely working teams that had trouble keeping their direction coherent as there couldn't be a real leadership (since the rest of the team didn't want to be obedient to someone else's vision) and the result was a divergent mess of features. Also looking at things like opensource projects the most supported ones are the kind that say "we make game X except open" since that's a clear cause people can rally behind, things that aren't clones require decisions with no clear right answer.

      It's easier to make choices like that when you're paying the other guys money to do the things you ask them to.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    208. Re:So... by KDR_11k · · Score: 1

      Even NOLF is from a time where team sizes were already 50-100, it'd be a bit much for a "regular" indie dev, you'd need one of those large indies that look pretty much like AAA studios except they're financially independent.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    209. Re:So... by KDR_11k · · Score: 1

      One problem with the unbelievable barriers is that they're there because the game needs a barrier and because a real barrier would look out of place in the setting. Of course that doesn't apply if your game is set in the mushroom kingdom where bricks can fly and plumbers use pipes as a transportation system.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    210. Re:So... by KDR_11k · · Score: 1

      Entertainment isn't constant. Sometimes two hours contain more entertainment than twenty, depending on what's in them. The 38 hours of Borderlands were mostly a slog that make me wonder why I even kept playing (I suppose it's a mixture of addiction and familiarity, something that wastes time without effort on my part) while 6 hours of Renegade Ops were a total blast.

      Also then there are games like Binding of Isaac which throw a wrench into any calculation. I paid a fiver for that and played it for 47 hours, others have cracked the 100 hour barrier on it. Got 127 hours on Terraria, 104 on AI War and 96 on Monday Night Combat. All of these combined cost as much as one AAA game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    211. Re:So... by Anonymous Coward · · Score: 0

      Is that the best idea you can come up with?
      Geez, if I were 13 and Natalie Portman were showing up with beer, in bikini, I'd throw a pool party.
      I'd get the pathetic inflatable pool myself (yes I don't have a pool), invite most of the class and saying in an off-hand manner "oh, Natalie's coming too", and make sure my parents are around -- dad can have the beers and mom can take pictures of me and Natalie having a pool party.
      Because, being on /. implies I am a nerd and no sane person in my class would come to a pool party at my place.
      And I'd gouge their eyes out afterwards.
      And that is only the first thing I thought of involving Natalie Portman in bikini and a couple of beers.
      (actually, further ideas are far less petty).

    212. Re:So... by tepples · · Score: 1

      To which of copyrights, patents, trademarks, and trade secrets are you referring?

    213. Re:So... by Anonymous Coward · · Score: 0

      Speaking as a professional game developer, I can say that this is highly inaccurate.

      There's now more code reuse in games than ever before.

      In the early days of game development, you HAD to implement everything from scratch. You were solving problems nobody had solved before, on systems that nobody believed could do what you were trying to do.

      Now we've got a pretty good consensus of what features modern games need (3D rendering, lighting shaders & materials system, physics engine, animation blending systems, post-process pipeline, etc..) and there are well-published solutions to these problems (deferred rendering, shadow mapping, SSAO, and many more).

      Enough base code for most 3D games is now packaged-together in engines specifically designed for sale & re-use: Unreal, Unity, CryEngine, Frostbite, and several more. Far from being a new engine for every game, there are dozens to hundreds of games running on each iteration of these engines.

      Functionality that's not packaged in these engines is often provided by 3rd-party middleware providers: AI navigation, procedural vegetation, Flash UI, etc. Making software that helps others make software is a huge industry in its own right.

      With all of these options available, a big game studio tries its darnedest to ONLY write the code that's needed to make THEIR GAME work. That's basic corporate efficiency - it it's been done elsewhere, it's often cheaper to license it than to pay people to duplicate it.

    214. Re:So... by wildstoo · · Score: 1

      In fact most modern console games don't even run at 720p internally.

      Games on both 360 and PS3 are rendered at lower resolutions internally and upscaled to 720p/1080p/whatever for display.

      Halo 3 was the first 360 game (that I know of) to render below 720p (just 1152x640 before upscaling).

      Microsoft has since relaxed its requirements for developers, so they're free to render at even lower resolutions now.

      CoD: Black Ops ran at 1040x600 on the 360 and just 960x544 on the PS3. MW3 then brought the consoles back into parity, with both rendering at 1040x600.

      Also, 1080p isn't the "highest possible resolution". 4K displays are coming... maybe not on the next gen of consoles, but perhaps the one after that.

    215. Re:So... by hairyfeet · · Score: 1

      But who says a game HAS to have 50 or 100 players? One could just as easily have 4-8 LAN or net play and if it is a FUN game people will still happily buy it.

      I mean imagine a game with huge levels and weapons like the "TJ Hooker missile" that would make your enemy have to fight through a giant toupee slipping down his face for a few minutes, or kitty bombs that chase the character and when they latch on you only have a few seconds to through some cat food before the bomb goes off, it would be a blast! Nobody would care if you could only play 4 or 8 at a time, you could still have leaderboards and tournys just the same.

      In the end I have never seen a game that was not fun but the graphics saved it, not once. With indies they wouldn't be stuck making Call of Dooky: Killzone Halo Edition and could actually have games that were FUN again, with huge levels, crazy weapons, hidden power ups, the stuff we used to take for granted! I truly think Minecraft, torchlight, and grimlock are just the start, more and more are gonna realize they don't have to have bling as long as its fun with a capital F. in the end its a game, what good is it if it isn't fun to play?

      --
      ACs don't waste your time replying, your posts are never seen by me.
    216. Re:So... by hairyfeet · · Score: 1

      That is why I think what will save the FPS genre is the indie devs. The market for Call of Dooky is as you pointed out a niche, a popular frat boy niche, but a niche nonetheless and its one of those games where a few months after the new one comes out the old game is a ghosttown for MP matches.

      But there are a ton of us out there that will happily buy an indie game, even if the graphics were 2004 levels, if it had new ideas or even some real exploration and secrets. Too many are now just linear set pieces where it feels like work to play them. Go to cover, pop and kill, lather rinse repeat. its BORING! This is why I end up going back to games like Blood or Redneck Rampage, even though they look ancient by today's standards, because they are FUN, with huge levels, lots of secrets, cool bad guys, and even decent humor!

      So I think that we will end up seeing the indie devs, who don't have to have multimillion dollar budgets or giant set pieces, using their limited assets to bring back the fun. We have seen this in minecraft, torchlight, and now grimlock has brought back the old FP dungeon crawler, so the one genre that hasn't had a good indie makeover yet is FPS. too many have been just skinning unreal tourny but I bet that will change, the market is there, just give them time.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    217. Re:So... by Anonymous Coward · · Score: 0

      Blizzard just spent like 2 years doing only that for Diablo 3. And all it did was cause massive rage and angst from impatient fans.

    218. Re:So... by Lucractius · · Score: 1

      Just correcting a minor misconception. DICE admitted that they changed focus and developed primarily for consoles in the last few month.
      PC was't a 100% PC -> console port.

      Also... they have the stupidest patching process ive ever met.
      They are only releasing a Patch every 3 months or so, so they (I'm quoting a lead dev at DICE) "aren't playing favorites" between PC, Xbox & PS3. (Consoles have a month or so QA process on games as big as BF3 apparently)

      Yes, I really want to keep playing your game with brutally broken weapons... M26 MASS shotguns that are as deadly as tank cannons & as accurate as a laser... that i have to put up with till June or so when they put out the next patch...

      --
      XML - A clever joke would be here if /. didn't mangle tag brackets.
    219. Re:So... by KDR_11k · · Score: 1

      Dev team sizes, not ingame team sizes.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    220. Re:So... by Anonymous Coward · · Score: 0
    221. Re:So... by DiEx-15 · · Score: 1

      If they deliver games this way I won't have to worry about how good/bad the game is... My interest will be elsewhere.

    222. Re:So... by Coren22 · · Score: 1

      HOW!?, I have stacked 16X10 24" monitors, that would look awesome, but I saw no option to turn on multi-screens

      --
      APK likes to ask for responses to the same things over and over. Maybe he just likes the responses?
    223. Re:So... by JosephTX · · Score: 1

      I think only Radeon cards support it.

    224. Re:So... by Anonymous Coward · · Score: 0

      Running is the most popular sport, running both weight loss and can exercise, but how to get running good for us it has two aspects, that is, the running of sports equipment and running exercise, so we should choose athe right running shoes, and plan an appropriate amount of exercise, the Nike Free 2012 and Nike Air Max 2012 running shoes for running, and hope that we have time to exercise more, as our lives will become more healthy and beautiful.

    225. Re:So... by MikeBabcock · · Score: 1

      Well if you consider 720p to be HD, you'd find everything by Naughty Dog and Insomniac. Gran Turismo 5 runs at 1080p and 60fps in-game (and 30fps in replay mode), and also supports full 3D. There are plenty of websites listing resolution output of PS3 games, and you'll find that unlike cross-platform and 360 exclusives, PS3 exclusives do in fact run at 720p or higher (not upscaled).

      Unfortunately, cross-platform gaming creates really terrible engines that have to work everywhere and do nothing well. I avoid them when possible because they look terrible (CoD comes to mind).

      --
      - Michael T. Babcock (Yes, I blog)
    226. Re:So... by MikeBabcock · · Score: 1

      I forgot to reply to your value point -- the PS3 was never $1000. Spending *more* for more is not news. Its when you get more for less that value kicks in.

      A PS3 at the time was $650 and they're now $250. Can you beat the performance of a PS3 today with a $250 PC? Could you beat it at launch with a $650 PC? The answer to both from my own research is a resounding no. Don't forget audio quality too -- I played launch titles with 7.1 uncompressed PCM audio in my livingroom and expect as much from a competing PC.

      --
      - Michael T. Babcock (Yes, I blog)
    227. Re:So... by CodeHxr · · Score: 1

      Go:Chess :: Chess:Checkers

    228. Re:So... by mcvos · · Score: 1

      Go can even be played in a bar, if you like.

    229. Re:So... by mcvos · · Score: 1

      Do people realize game developers often work 80 hour weeks without paid overtime? Do they realize developers keep going bankrupt?

      Do you realize that these two might be related? Excessive unpaid overtime is a sign of mismanagement, and is not going to make your developers happier or more productive. Healthy companies don't do this. For comparison, read how Valve treats their employees.

  2. Graphics and sound are now a cliche by finlandia1869 · · Score: 5, Funny

    I'd say that burning too much time and money on graphics, sound, FMV, and voice acting at the expense of mechanics, plot and bug-freeness has become a cliche in and of itself.

    Obviously the solution is to go back to text-based gaming. OK, fine, EGA and the PC speaker.

    1. Re:Graphics and sound are now a cliche by Anonymous Coward · · Score: 2, Insightful

      It always surprises me how big budgets are for "AAA" titles when those budgets involve huge outlays for things like licensing technology (the notoriously bad Havok physics engine, graphics engines like Unreal, or audio engines like FMOD... Hell, there are even engines for MENUS... and guess who owns Scaleform? Autodesk! Enjoy haggling licensing terms with those sharks). Frequently all these huge cash expenditures look like checking items off a list without even questioning whether or not it would be cheaper to just build the damn thing in house (and as an added benefit license it when you're done).

      Just look at Hawken. They did something amazing in an indie space without ever once having to blow cash on something they didn't need.

    2. Re:Graphics and sound are now a cliche by Swarley · · Score: 2

      Physics engines. I've seen too many otherwise excellent games absolutely crippled by their lazy reliance on a physics engine for things that don't actually work well that way. Watching enemy corpse ragdolls fly across the room is hilarious. Watching your valuable health, ammo, XP pickups sail over impassable barriers because some retarded dev decided that it would be "so super cool if those things had physics" is much less awesome. It's so easy to just click the "apply physics" check box without even thinking if it's going to make your game more fun or worrying about what it's going to mean for gameplay.

    3. Re:Graphics and sound are now a cliche by Drgnkght · · Score: 1

      My personal favorite Havok "feature" is enemy corpses that get stuck on your legs so that you can't see where your feet are when you're trying to cross a narrow bridge. Fun times...

  3. Print/All one page link by XxtraLarGe · · Score: 0

    Here. Wish they'd just do that in the summary.

    --
    Taking guns away from the 99% gives the 1% 100% of the power.
  4. Tower Defense by Anonymous Coward · · Score: 0

    About a half-hour of watching the travesty that is "G4" (the rotted remains of TechTV) is enough to convince me that the whole "tower defense" cookie-cutter needs to be destroyed, with prejudice.

    It's almost like modern games are picked from a checklist of approved "genres." "Tower Defense" would be one of them.

    1. Re:Tower Defense by KDR_11k · · Score: 1

      Tower defense is so terminally boring... I guess some people see it as an easy power trip but I'd rather have a more active role. Plants vs Zombies and Iron Grip: Warlords manage TD without making it hands-off or feel like you're shooting peas at steel armor (which is ironic since that's what you're literally doing in PvZ, yet the peas seem like a more potent weapon than all the lasers and missiles in other TDs).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  5. So, wait by Anonymous Coward · · Score: 0

    I'm not supposed to be looking for a successor to Portal2, Just cause2,GTA4,etc?

  6. Next page? Nah. Next site. by egandalf · · Score: 1

    Sorry, I got to the point where I had to click on the next page to continue reading the article and bailed. It just wasn't interesting enough to put up with that.

    --
    Those who have telepathy have no need to RTFA.
    1. Re:Next page? Nah. Next site. by icebraining · · Score: 1

      You could just click on the print version.

    2. Re:Next page? Nah. Next site. by Anonymous Coward · · Score: 0

      I gave up on the next page and came to slashdot for that link, but it didn't work.

      Scripted Scenes
      Conveniently Indestructable Objects
      Mandatory Success
      Fetch Quests & The Chosen One
      Oblivious NPCs

  7. Geometric by Anonymous Coward · · Score: 0

    I like how the article describes the cost of making a game is rising exponentially, when the graphic they show below describes it as geometrically.

    1. Re:Geometric by colinrichardday · · Score: 1

      Are you saying that exponential growth and geometric growth are different? In either case you have f(n)=a*b^n, where a is positive and b is greater than 1.

      http://en.wikipedia.org/wiki/Geometric_progression#Elementary_properties

  8. And I'd like a pony by Anonymous Coward · · Score: 1

    As an engineer who's been in the game industry for 7 years at this point, this just reads like another one of those articles that was written by people who know less than nothing about what it takes to actually get a game to market, less than nothing about the sort of engineering issues presented by ejecting these so-called "clichés", and on top of that wants you to solve all of these nearly intractable problems without affecting the price of the game.

    Sure, and I'd like a pony.

    1. Re:And I'd like a pony by h4rr4r · · Score: 4, Insightful

      It costs money to avoid unskippable cut scenes?
      How about this, let me skip all the bullshit logos at the beginning of the game and we can call that already a huge win. Then you go look at halflife and see how you can not have cutscenes. The Portal series would also be good for you to check out.

    2. Re:And I'd like a pony by rykin · · Score: 1

      From my experience, the unskippable logos at the beginning are actually there because the game is loading and they're nicer to look at than a progress bar. For example, Halo 1 for the Xbox: if you deleted the opening.bik it would display a Loading #% screen instead of the openng video.

    3. Re:And I'd like a pony by Freddybear · · Score: 1

      Nice to look at once, maybe twice, but not every time I load the game. I'd rather look at a progress bar.

    4. Re:And I'd like a pony by 0123456 · · Score: 1

      It costs money to avoid unskippable cut scenes?

      We paid Famous Hollywood Actor X $20,000,000 to record that inane and repetitive dialog explaining things you don't care about and you are damn well going to get our money's worth!

      To paraphrase Aliens, when I'm playing an FPS the only thing I want to know is where's the next thing to shoot. I don't give a damn about the silly story the game company made up to explain why I'm shooting them and I certainly don't want to be forced to listen to a twenty minute history of the war between the H'azafa and T'fasdgatwerty before I get to shoot something else.

    5. Re:And I'd like a pony by 0123456 · · Score: 4, Insightful

      From my experience, the unskippable logos at the beginning are actually there because the game is loading and they're nicer to look at than a progress bar.

      That'll be why the disk light stops flashing while it's playing the 'We paid megabucks to license the Whatsit Engine' video and why the game loads much faster when I can skip through those videos.

    6. Re:And I'd like a pony by scot4875 · · Score: 1

      I won't claim to know anything about getting a game to market.

      But I also have proof that knowing how to get a game to market doesn't mean you know jack shit about making a decent game. Just go look at any new game shelf; more than half of it is utter garbage, and for the console du jour, upwards of 80% can be hacked together crap.

      --Jeremy

      --
      Jesus was a liberal
    7. Re:And I'd like a pony by _xeno_ · · Score: 1

      Then you go look at halflife and see how you can not have cutscenes. The Portal series would also be good for you to check out.

      Both Half-Life 2 and Portal 2 have unskippable cutscenes. Portal 2 was the most annoying when you're going back through to collect missing achievements. Yes, Wheatley, shut the fuck up and open the fucking door already!

      Yay, I can move around the locked corridor, so it's not a cutscene! I guess! I just can't progress until Wheatley stops talking to me!

      Then there were the fucking elevators in Portal. I'd be OK with them if they hid load times, but they didn't. You had to wait for the little animation to play, then there was a load screen, and finally the animation completed and you were allowed into the next test chamber.

      Give me skippable actual cutscenes any day compared to Valve "you have to sit around and wait for the script to finish" "no cutscenes."

      Note that I'm not saying the games were bad (they're not), I'm saying that, no matter how many people try and pretend otherwise, Valve games contain unskippable cutscenes. Being allowed to spin around a locked box while waiting for an NPC to finish spouting their dialog doesn't make something interactive. It's still a fucking cutscene.

      --
      You are in a maze of twisty little relative jumps, all alike.
    8. Re:And I'd like a pony by Anonymous Coward · · Score: 0

      Skippable in-game cutscenes can be harder than you think, especially when the transition in/out blends smoothly with gameplay. There's various time-sensitive state changes that might go on (like a physics controlled boulder starting to fall, a particle effect dissipating, or music that's supposed to straddle the cutscene and gameplay in a certain way), and if you're not extremely careful with stuff then skipping cutscenes can lead to various bugs ranging from annoying to nasty. There are some general solutions (like pre-rendering and fast-forwarding), but the point is that it's far from trivial to avoid. Ergo, it requires real effort, meaning more time.

      So... yes. They actually can cost money to avoid.

    9. Re:And I'd like a pony by s0nicfreak · · Score: 1

      We'd be able to play minigames during loading if Namco didn't hold the patent...

    10. Re:And I'd like a pony by Anonymous Coward · · Score: 0

      Some load during cutscenes and some don't. Either way, let me skip them and show a progress bar if needed. Although, two things that bother me about loading screens are when they are static and don't have any sort of constant animation so you never know when they are stuck. Or the ones that never show the "press a button to continue." You already took me out of the immersion with the loading screen. Starting the game back up while I am refilling my drink doesn't help get me back into it.

    11. Re:And I'd like a pony by Burning1 · · Score: 2

      If you are allowed to skip the crap at the beginning of the game, it'll make the game less cinimatic.

    12. Re:And I'd like a pony by Anonymous Coward · · Score: 0

      Silpheed PS2 was that way. Somewhat long cutscenes but could be made shorter simply by hitting a button to dismiss the scene. Want the storyline? Watch the cutscene. Want to get back into the action? Skip the cutscene. The exception was docking phase(s) mid-stage but that allowed the player to keep or switch offenses.

    13. Re:And I'd like a pony by mister_playboy · · Score: 1

      I remember Test Drive for PS2 let you play Pong during the loading screens... it was an Atari game.

      Seemed like a sensible feature but I've never seen it in any other game, so perhaps that patent explains why...

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    14. Re:And I'd like a pony by Anonymous Coward · · Score: 0

      Both Half-Life 2 and Portal 2 have unskippable cutscenes.

      You've never, you know, PLAYED a Valve game, have you?

      Then there were the fucking elevators in Portal.

      Wait, those things that took a couple of seconds? I get that you were pissed off that you couldn't figure your way through Portal during the free Portal weekend, but riding an elevator isn't a cutscene. It's riding an elevator. By your definition, just about every platform ever is littered with cutscenes.

      You really should try playing Half-Life and Portal some time. You might learn something, and they're great games! It's two for one!

    15. Re:And I'd like a pony by MikeBabcock · · Score: 2

      For the record, people who play games the way you described shouldn't get a say in how AAA titles are made. Shooting random stuff for no reason is called space invaders. Its fun, go play it a while.

      The only reason I play most video games is for the story and progress through an actual plot. When the game becomes a fragfest, its just silly and no different from going back to Quake 2.

      If you reduced any modern RPG to "kill those things, stand here. Now stand there. Now shoot those things, now stand here" (eliminating the rationale and story), it would be dull and suck pretty bad. Sure, there are bad cut scenes, and there are terrible plot elements in some games, and in a lot of books too, but eliminating them is not a good answer for most games.

      --
      - Michael T. Babcock (Yes, I blog)
    16. Re:And I'd like a pony by Anonymous Coward · · Score: 0

      You can, if you play on a PC. You just have to find the game installation directory, and delete the offending .bik file(s) using the Bink playback utility if filenames are not obvious. This technique fixes nearly all of the worst offenders. In all the years I've used this technique, I can only ever recall one game which stubbornly refused to start without the intros.

    17. Re:And I'd like a pony by Waccoon · · Score: 1

      All these years I thought it was about money. Silly me.

    18. Re:And I'd like a pony by KDR_11k · · Score: 1

      Space Invaders is fun to you? I don't need a story but that specific game is just boring to me and it's not because it lacks modern graphics and flash, I first played it when all I had was a Game Boy.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    19. Re:And I'd like a pony by dj245 · · Score: 1

      Both Half-Life 2 and Portal 2 have unskippable cutscenes. Portal 2 was the most annoying when you're going back through to collect missing achievements. Yes, Wheatley, shut the fuck up and open the fucking door already!

      Usually the HL2 cut scenes had interesting things to do while you were waiting. The long lab cutscene right after you get the HEV suit, for example, and physics objects to play with, a miniteleporter to break (and get an achievement for after achievements were added), and lots of other little elements to waste your time. You could pick things up, toss them around, and look at the interesting things lying around. Free movement, even if in a locked room, is far better than "sit back and watch this prerendered scene".

      --
      Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
    20. Re:And I'd like a pony by zanbii · · Score: 1
  9. Here's my list: by drunkennewfiemidget · · Score: 1

    - Make the story good. I still go back and play my SNES RPGs. Why? Good stories.
    - Let me skip cut scenes. Always always always. If I'm going back through the game, or redoing a part, etc, and you make me watch the scene, you're pissing me off.
    - Look at what people get addicted to these days: draw something, angry birds, minecraft... it doesn't have to be some super beautiful in-depth game.

    1. Re:Here's my list: by Anonymous Coward · · Score: 0

      - Make the story good.
      [...]
      - Look at what people get addicted to these days: draw something, angry birds, minecraft...

      /me facepalms

      /me sighs deeply

      /me prepares for another generation of shallow games made by committees and focus groups

      Seriously, could you try NOT being your own parody of what gamers want for even ONE post?

    2. Re:Here's my list: by drunkennewfiemidget · · Score: 1

      Y'know, I should know better than to respond to a trolling dickhat who doesn't even have the balls to post as anyone other than AC, but here I go.

      Newsflash, putz: there're two ways to work with my list. #1: a game like angry birds or minecraft with a storyline that's good -- they can be merged. #2: One or the other. I'm not saying every game has to have all three of the things I asked for; I was merely pointing out these are things I've noticed/care about.

      Now stop using IRC actions on a fucking message board, and try adding something constructive to a conversation, mmmk?

  10. That's not even wrong... by Anonymous Coward · · Score: 1

    "Exponential cost curves are, by definition, unsustainable over the long term."

    Which definition is that now?

    The monkey who wrote TFA says a lot of dumb things that you can almost agree with, but it boils down to "developers need to cut down their costs by making games with more content and better technology in less time."

    1. Re:That's not even wrong... by Anonymous Coward · · Score: 0

      The simple definition that states "resources are finite"

  11. Cracked? by Anonymous Coward · · Score: 0

    Did someone dig up an old Cracked.com article?

  12. Biggest Clichés by Anonymous Coward · · Score: 0

    W-A-S-D
    Up-Down-Left-Right

    I think a new game controller layout with possibly random input response would really freshen up the gaming genre.

  13. Nethack by oGMo · · Score: 4, Insightful

    You want them to make games much more complex--with completely destructible environments, near limitless borders, better AI, more complex NPC's, etc.

    Like Nethack!

    But you also want them to be CHEAPER? Okay.

    Nethack is free!

    And you complain about how long it takes to develop a triple-A title, so I guess you also want them SOONER too, huh?

    Nethack will be available twenty-five years ago!

    Go Nethack!

    All joking aside, roguelikes exhibit this kind of complexity, yet it takes quite a bit of time for them to develop that complexity (tangent: are roguelikes gaming wine?), and that's with ascii art. Once you have graphics, you lose the justification for "use your imagination" and have to have different graphics for the 9000 different objects in the loot table, etc.

    Also most people don't really have the time for that kind of game unless it's the only game they play.

    That said, I wouldn't mind!

    --

    Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    1. Re:Nethack by ghmh · · Score: 1

      I've ascended a couple of times in Nethack. I'm still too 'scared' to play dwarf fortress...

      Incidentally, if your dungeon crawling tastes included dungeon master, eye of the beholder and the like, there's a newly published games called Legend of Grimrock done in the same vein which I'm currently playing and very much enjoying. Although not free, it's cheap and seems to be fairly well balanced.

    2. Re:Nethack by MikeBabcock · · Score: 1

      I love both Nethack and Dwarf Fortress. I play Dwarf Fortress a lot more than Nethack and my current colony is enjoying themselves with just over 230 residents. I've yet to ascend in Nethack, but I usually get distracted in the Gnome mines.

      --
      - Michael T. Babcock (Yes, I blog)
  14. Digital Restrictions Management (DRM) by Anonymous Coward · · Score: 0

    It's a feature I could really live without.

  15. Mandatory unskippable middleware ads by Anonymous Coward · · Score: 1

    The players don't fscking care whether your games use physics engine X as opposed to Y. It's not as if we get a say in the matter or use that information as a basis of our next purchase.

  16. Right, that'll work. by Cinder6 · · Score: 5, Interesting

    Show me a $5 mobile game with the depth and length of a good AAA title, and I'll agree there's no point in spending $60 for games (where did the $80-$100 figure come from? Only collectors' editions cost that much, and even they are often less). Also, it has to have good controls. Not "well, this is pretty good for a mobile game", but actually good. I've bought all of five games on my iPhone. Two were terrible (Scribblenauts, Angry Birds), two were ports (Chrono Trigger and Vay), and one was a decent time-waster (7 Words). Certain types of games can work pretty well on a phone or tablet, but it's a small subset of what works on PCs or consoles. And, unfortunately, the games that work well on mobile devices don't seem to be the same games as the ones I actually want to play.

    The first poster did a good job pointing out that the added complexity the article wants will cost more, not less. I would like to point out that these cliches aren't universal, but there are problems with trying to "solve" them. I'll use "mandatory missions" for my example, alongside the article's example of Wing Commander.

    Wing Commander allowed you to progress through the story while failing every mission. Your ending would suck, but that should be expected. It was a neat idea. There were a two major problems with that, though. Orion discovered that most people never saw the "failed" paths, because people would restart missions until they succeeded. People want a sense of accomplishment, and failing a mission doesn't give that. The other big problem was the added complexity. When they set out to make Wing Commander II, they wanted a much larger, more expansive plot. It became much too difficult and costly to create all the possible branching paths, cutscenes, and script if they followed the same formula as Wing Commander. So they cheated. There are less branching paths than in the first one, but the result is a game with a better-structured story.

    There's also a side issue with allowing players to fail missions: You can game the system. If you just want to see the good ending of Wing Commander, all you have to do, IIRC, is play four missions. For every other mission, just eject as soon as you have control of your ship. Want to see the bad ending? Just eject on every mission! You can finish the game in just a few minutes, this way.

    I also feel like allowing a failed mission takes something away from the experience. It's more realistic, but what's the point of beating that really hard level if you can just fail it and move on to the next one?

    In the end, as I mentioned earlier, and as others have as well--I'm not sure how adding complexity is going to somehow magically drop down the price of games, or make them shorter to develop. I would also like to point out that games right now are cheaper than the SNES or N64 days. Heck, even NES games retailed at $50, and that's before you take inflation into account. I'm not sure where this "gaming is too expensive these days!" myth came from.

    --
    If you can't convince them, convict them.
    1. Re:Right, that'll work. by Anonymous Coward · · Score: 0

      Uhmm....technically its only 1/5th of the game, but the new Walking Dead game's first episode is 5 bucks. And although they did use the same game engine they did for their Back to the Future game(possibly graphics engine too), they at least redid all the textures to give it a unique Walking Dead kind of comic feel to it. Very awesome game, 5 dollar price tag, and it was fun to play. It is very easily possible as long as people stop raping others on license fees. I understand the need to make money off of your product, but hey try this. The game and graphics engine you designed for your game, its yours for 5 years. For that five years(hell, maybe even a shorter time period, I'm not a big gamer or expert, but I'm pretty sure most profits on a big game are made when it first comes out anyway) you own them, you can license them or hold them and be like, mine, not yours. But after that five years, its public domain. So either you can be a risky company pushing the boundaries and reaping the proportionate reward for being a pioneer and designing your new engines constantly, or you can play it safe and make a fun game you know will sell with existing older engines. Its not like anyone's making millions off PS2 now adays, but its still got games out there generating revenue for people. Time to reorganize, if we're gonna have new shit every year, lets start taking that into account with profit-gouging and patents.

    2. Re:Right, that'll work. by Anonymous Coward · · Score: 0

      Yeah, the "cliches" were all interesting, nice to have things. I didn't read the introduction, but if that was complaining about the cost of games, it seems totally unrelated to the bulk of the story.

    3. Re:Right, that'll work. by RykerrK · · Score: 0

      Actually, I believe they were alluding to the prices of games on the horizon; this is the rumored prices of games, brand-new, for the consoles currently being developed.

      You know. The fully-digital game distro consoles. Where everyone no longer has the ability to resell. And don't physically own anything they purchase.

      Yeah. Those games. Because $80 for that isn't the privilege we deserve... but the privilege we need.

    4. Re:Right, that'll work. by Anonymous Coward · · Score: 0

      Show me a $5 mobile game with the depth and length of a good AAA title, and I'll agree there's no point in spending $60 for games

      Binding of Isaac on steam. Game only cost $5 and I;ve got over 60 hours in it. Seen new DLC will be coming out (which is only $2 btw) and I'm sure many more hours will be added to that.

    5. Re:Right, that'll work. by Anonymous Coward · · Score: 0

      For anyone interested in a possible "AAA" mobile game, I'd suggest checking out Republique (a game in development) it's kickstarter campaign link is here: http://www.kickstarter.com/projects/486250632/republique-by-camouflaj-logan?ref=live
      Sounds interesting to me at least.

    6. Re:Right, that'll work. by Anonymous Coward · · Score: 0

      The other problem, if the cutscenes are good, I want to SEE them. I don't want to have to spend another 40 hours hoping I get lucky this time and see the cutscenes I missed before.

    7. Re:Right, that'll work. by Cinder6 · · Score: 1

      Thanks for the recommendation; I'll check it out. It doesn't fit the mobile requirement, but I'll take a good $5 PC game.

      --
      If you can't convince them, convict them.
    8. Re:Right, that'll work. by Beardydog · · Score: 1

      So, do you get to shoot zombies, or is it seriously just a standard adventure game?

    9. Re:Right, that'll work. by Ambvai · · Score: 1

      Scribblenauts was originally for the DS, but that's largely irrelevant; there's Avadon: The Black Fortress which is sort of retro-RPGish that was available in the Humble Android Bundle 2 for however much you wanted to pay. Mobility on that one is questionable, since I believe it requires a minimum resolution beyond most phones, but I regularly carry around and use a tablet, so it works for me. Interface is pretty much the same as its computer original, with your finger replacing a mouse.

    10. Re:Right, that'll work. by tepples · · Score: 1

      I also feel like allowing a failed mission takes something away from the experience. It's more realistic, but what's the point of beating that really hard level if you can just fail it and move on to the next one?

      Imagine a movie that keeps looping its first five minutes until you beat the first level of Silver Surfer for NES. Who would watch that?

    11. Re:Right, that'll work. by tftp · · Score: 4, Insightful

      what's the point of beating that really hard level if you can just fail it and move on to the next one?

      Some missions may be too tough for some players. People are different. For example, I couldn't figure out the dance mission in GTA Vice City. There was no way to bypass. I seriously considered soldering wires to the controller so that the mission can be played automatically, by a timer.

      As another example, the RC helicopter mission in the same Vice City is needlessly long and complicated. There are many complaints that the game is unplayable just because of that mission (there are no save points during the mission.) Rockstar ensured the "game time" by forcing you to repeat missions over and over and over again until you really learn to operate ... what? A fictional RC helicopter that you will never meet IRL?

      The same can be said about flight training in GTA San Andreas. There are many complaints. In essence, you'd be better off trying the actual two airplane missions and learning to fly that way.

      Same can be said about the driving school. But, interestingly enough, it was optional. I could not progress past a certain point. Generally all GTA games are timed so that if you do everything flawlessly you maybe have three to five seconds left. There was zero value in the driving school. I haven't finished it and still I was able to complete the game just fine. I suspect that Rockstar just decided to add play time by reusing existing assets in a way that is easy for them to code but nearly impossible for you to pass.

      To summarize, it is very important to be able to skip some missions. Perhaps a certain boss fight that requires agility and reaction time of a teenager can be replaced with an alternative fight that requires planning skills and patience and stealth of a 40 y/o professional sniper. But most games just blindly assume that everyone can do *this* chord on the controller. Assassin's Creed II comes to mind where you need to jump at the wall and at the same time move to the side. This is an essential skill to proceed, mind you! This sequence is pretty hard to do because when you do it it doesn't f. work! The reason is that you need to push the controller's joystick just right and not in any other way. But why not, you have plenty of time, like 20 milliseconds, to do that - time after time after time. I wish I had an alternative path where I'd have to fight 100 guards and solve puzzles but skip this jumping business.

      In reality, learning to play the game is pointless. The skill of pushing on joysticks is not translating into anything usable in real life. Limitations of the controller force developers to invent more and more chords. In that Assassin's Creed there are so many control sequences that nobody but the developer himself, on a good day, can voluntarily execute one sword move or another. I could only randomly mash buttons and hope for the best. Any attempt to stop and think - or, even worse, try to execute the combo per instructions - will only get you wounded.

      Timer missions are another bane of many games. I'd like to replay Assassin's Creed II, but there are so many timed missions smack-dab in the middle of the story that I fear them. What's the point of chasing a thief across rooftops? IRL there are very few timed missions; maybe if you are a doctor or a CIA agent you need to be able to act quick. But in most cases speed is not as essential as quality. I suspect that game developers just use timers as yet another FAIL criterion, so that you are stuck for hours replaying the same mission again and again and again. In case of that thief (the 1st timed mission of the game) you have to literally study every step of your path, or else you will fail. What is the point of that act, other than to annoy the player? If you want to make it into a decent intro to roof-hopping, get rid of the timer and make the thief wait for you whenever you fall or get delayed. But make the route 100 times as long. It would be actually educational, since the leading thief could show you some tricks.

    12. Re:Right, that'll work. by Anonymous Coward · · Score: 0

      NES games retailed at $50

      Usually 40. I know I bought a lot of them. 50 on for the known AAA titles (and that was rare). The 50 dollar era was the PS2. They would usually hit 15 in in no time...

      For a *GOOD* PC game it was rarely over 35. That is how much money nintendo was raking in. That and it was 2-5 bucks just to make the cart.

      The most I ever spent on a game was 80. That was 20 years ago... When games go up by a fixed amount across the board it is fairly easy to see the things are being price fixed and there is not real market dynamics at play. The used market actually usually reflected what the true value of something was.

      It also used to be you had to sell 10k copies to do good. Now if you sell that it is a disaster. What that means is the mr=mc. More people buy the more demand there is the more they can make and the sweet spot moves lower. Or in otherwords they sell more copies and make it up in volume...

    13. Re:Right, that'll work. by blahplusplus · · Score: 1

      " Heck, even NES games retailed at $50, and that's before you take inflation into account. I'm not sure where this "gaming is too expensive these days!" myth came from."

      God I hate when stupid slashdotters say this, you have to account for purchasing power. Wages have not kept up with inflation for the last 30 years inequality is at an all time high. To say gaming is 'less expensive' today is naive because the MARKET for games has expanded, not to mention the price of things like housing, electricity, education, food, etc, have gone up much more then inflation and wages have staid the same or gone down some. Purchasing power not price is the benchmark.

  17. Open Source Art Resources by Dripdry · · Score: 1

    "Tube" (a movie) is doing it. Why can't studios? Re-use the art assets from game to game, or release them for free so others can use them/upgrade them.
    If the cost is because of incredibly high art expenditures for detailed worlds, then the cost has to go down somehow.

    I;m sure someone from the game industry can give a few more insights than my layman's notions, though.

    --
    -
    1. Re:Open Source Art Resources by Zorque · · Score: 1

      Having a bunch of games that look the same sounds awful to me.

    2. Re:Open Source Art Resources by Culture20 · · Score: 1

      Insert Wilhelm Scream or sound effects for every monkey or pig found in a game.

    3. Re:Open Source Art Resources by tepples · · Score: 1

      Having a bunch of games that look the same sounds awful to me.

      You mean like Generic Real-Is-Brown Military FPS #23 or Generic Teal-And-Orange Film #41?

  18. Original NES by girlintraining · · Score: 4, Insightful

    from scripted sequences to impossibly incompetent NPCs, and how they might be solved

    You must be under the age of 30 to say that. The original NES, the first major standard ever created, thrived on making games that were cheap, painfully difficult (Battletoads, anyone?), and wasn't advertisement supported. The reason the industry is suffering is the same reason everything turns to crap: Money.

    Producers have gotten the notion in their head that they don't just expect profit, that it's an inalienable right. Take linux for example; There are hundreds of command-line based programs that are there, for free, that can be combined and manipulated to perform almost any basic function. In the windows world, I'm expected to pay $30 for an application that can rename multiple files at once. It gets worse when they see dollar signs in advertising revenue.

    Imagine Super Mario Brothers if it were made today; The entire first level would be a tutorial where it cheers everytime you press 'A', gives you an 'achievement unlocked' after you stomp 10 goombas, and at the end of the level asks you to 'upgrade' to a Premium Mario that would start every level in 'fireball mario' mode for only $9.99. Especially in MMOs -- microtransactions now mean you can buy levels, gears, whatever you want. Some guy who slaved through all the levels gets no respect when some 14 year old with daddy's credit card comes in, curb stomps him, and then steals all his hard-earned equipment, which he just drags to the trash anyway, because hey, I can just buy it with real money. ha ha!

    Good games are about personal achievement, and being difficult enough to be a challenge without becoming tedious. Good games are intuitive and don't require a three hour introduction, and they are immersive experiences; You're thinking about your next move, not wondering if there's any way to unlock that next level without spending a weeks' worth of groceries on upgrades.

    No... Money is what ruined games; Businesses don't look at it as providing entertainment anymore, it's revenue, it's eyeballs for advertisers.. they aren't selling a product anymore: You are the product of the modern game. And it shows: The quality of modern games is shit.

    --
    #fuckbeta #iamslashdot #dicemustdie
    1. Re:Original NES by HouseOfMisterE · · Score: 1

      ...In the windows world, I'm expected to pay $30 for an application that can rename multiple files at once...

      Search for the free program named "RName-It". You can rename multiple files, add/replace sections of multiple filenames, add sequential numbers to multiple filenames, etc. It's an awesome program.

    2. Re:Original NES by Anonymous Coward · · Score: 0

      The Atari VCS predates NES by a number of years.

      The "industry" isn't suffering, it declares record profits year after year. So what if a few stinker titles flop. That's life! The publishers have no right to vast profits. Gaming has all but destroyed the music industry by taking disposable income away from them.

      The quality of the modern game is hardly shit, irrespective of your chosen genre. Go and play old 8 or 16 bits, they're fun for a bit and get boring very fast. If you aren't into today's games, you won't be into yesteryear's either, just living off fond memories. So what, you're no longer a gamer. Piss off and do something else you miserable git.

    3. Re:Original NES by Yosho · · Score: 4, Informative

      Imagine Super Mario Brothers if it were made today;

      I know it doesn't make as good of a strawman argument, but I think it'd probably end up a lot like, oh, New Super Mario Bros.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    4. Re:Original NES by royallthefourth · · Score: 0

      Some guy who slaved through all the levels gets no respect when some 14 year old with daddy's credit card comes in, curb stomps him, and then steals all his hard-earned equipmen

      If you want respect, stop playing so many goddamn video games!

    5. Re:Original NES by brainzach · · Score: 2

      Producers have gotten the notion in their head that they don't just expect profit, that it's an inalienable right.

      The video game industry has always been about maximizing profits. Nintendo games weren't that cheap back in the day and people would waste money on crap all the time.

    6. Re:Original NES by Anonymous Coward · · Score: 0

      Or write your own. Learn AutoIT. It'll probably take you a day to learn what you need. You can customize it for you and upload to SourceForge for your props fix. Plus AutoIT has better replayability then most games.

    7. Re:Original NES by Anonymous Coward · · Score: 2, Insightful

      Those NES games had their origins in painfully difficult arcade games that rewarded memorization and pattern recognition. Why did they do this? So they could suck down quarters faster. Your specific example, Battletoads, was patterned after the TMNT arcade games which were notorious quarter-munchers.

      It's always been about the money.

    8. Re:Original NES by gman003 · · Score: 2

      Imagine Super Mario Brothers if it were made today; The entire first level would be a tutorial where it cheers everytime you press 'A', gives you an 'achievement unlocked' after you stomp 10 goombas, and at the end of the level asks you to 'upgrade' to a Premium Mario that would start every level in 'fireball mario' mode for only $9.99. Especially in MMOs -- microtransactions now mean you can buy levels, gears, whatever you want. Some guy who slaved through all the levels gets no respect when some 14 year old with daddy's credit card comes in, curb stomps him, and then steals all his hard-earned equipment, which he just drags to the trash anyway, because hey, I can just buy it with real money. ha ha!

      Well now, let's take a look at that. Last Mario game I played was Galaxy - since then, there's been Galaxy 2, and maybe 3D Land, in the main series, but I haven't played them. The first level was indeed primarily a tutorial and story introduction, but there was no cheering or achievements. Next level was essentially the same as any level of Super Mario 64, save for the whole "walking on spherical surfaces" thing, which mainly boiled down to the camera.

      There are no microtransactions, although you can spend in-game coins (gathered the same way they've been since Super Mario Brothers) on in-game power ups at in-game stores, just like in many RPGs. You can't buy power-ups, coins, anything, with real-world money. Not even expansion-pack DLC.

      The difficulty was about average for a Mario title - harder than SM64, but still easier than SMB2 or the FLUDD-less levels in Sunshine. Story introduction was about fifteen minutes, with maybe a sixty-second cutscene about every other level. Controls were mostly intuitive to anyone who's played a 3D Mario game, although the motion controls were a bit imprecise.

      Overall, the only real reason I didn't finish the game was because I no longer had enough time *at* *home*, sitting in front of a TV, and instead had to get my gaming in on my laptop and phone. I'll probably go back and finish it sometime. It was a bit tedious, since there were some "repeat this level BUT WITH A TIME LIMIT!"-type stages, but given how long the game was, I can tolerate a certain amount of padding.

      So yeah, maybe every other company has forgotten what business they're in, but at the very least Nintendo remembers that making *fun* games is the best way, long-term, to make *profitable* games.

    9. Re:Original NES by IntlHarvester · · Score: 5, Insightful

      The original NES, the first major standard ever created, thrived on making games that were cheap, painfully difficult

      NES games were modelled on the arcade experience, where the games were designed to be endorphin-fueled quarter-suckers. Ultimate success was having a crowd gather around as you mastered the game, publicly acknowledging your superiority.

      Game developer eventually figured out this approach doesn't work when the customer was sitting home alone in their basement. There was no great penalty for failure, nor reward for success beyond personal satisfaction. So modern games usually are not very much of a skills test, and (as the article noted) more of an interactive movie where the player is 'rewarded' with plot-points and virtual trophies.

      --
      Business. Numbers. Money. People. Computer World.
    10. Re:Original NES by Pentium100 · · Score: 2

      I, however, dislike the very difficult games If I play a single-player game, I want to see the ending, to get the full story. This is why I listen to all the audio logs I can find. If I have to redo a sequence more than 10 times I get a bit frustrated. If it's 50 or more times the probability that I'll drop the game starts approaching "1". Especially if I can only save at checkpoints or the reloads take a long time. I dislike repetition and while you can say that, say, a shooter is repetitive in that most of the time you are shooting at an enemy, it usually is a different enemy or a different setting or whatever instead of "START run to cover, get killed, goto START" especially if there is no way around that (I can't go around that open area or throw grenades to where the enemy is).

      I can get frustrated in the real world quite well, I do not need to pay to get the same from a game.

      And before you ask - yes, I play adventure games. And no, I never pay real money for in-game items.

      I think that tutorials are needed, though they should not be mandatory (kinda like the "hazard course" in half-life). Modern games are more complex than the old games so it's either a tutorial or RTFM.

    11. Re:Original NES by El_Muerte_TDS · · Score: 2

      Ah yes, New Super Mario Bros. Nintendo really fucked up on that one. It's a game for a portable device, but allowing you to save after completing a single level is unlocked after defeating the end boss.
      Also, 6 buttons available... but only 2 used and you have to use the touch screen to deploy your saved powerup.

    12. Re:Original NES by geekoid · · Score: 1

      I see, respect only comes from doing things you like. I see.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    13. Re:Original NES by HPXX · · Score: 1

      Imagine Super Mario Brothers if it were made today

      That made me think of the video "If Quake was done today". Somewhat spot on. http://www.youtube.com/watch?v=W1ZtBCpo0eU

    14. Re:Original NES by Anonymous Coward · · Score: 0

      So modern games usually are not very much of a skills test, and (as the article noted) more of an interactive movie where the player is 'rewarded' with plot-points and virtual trophies.

      If I want to watch a movie I won't play a game. If I want to play a game I want to play and not watch a movie. Too many games seem to be made by failed movie directors (only seem to, I know that is not the reason).
      The only reward one should expect from a game is fun, although current games don't allow one to have such high hopes (considering only AAA titles and not indies, as the latter are less plagued with the vices of an old industry).

    15. Re:Original NES by BenoitRen · · Score: 1

      Nintendo has long forgotten how to make a mainline Legend of Zelda game fun, though. They're artificial construct made following a strict Ocarina of Time model.

    16. Re:Original NES by gman003 · · Score: 1

      There's two problems with that argument.

      First, although it's often easier to think of Nintendo as a single entity (as I did earlier), they have dozens of internal teams - the Mario team, the Zelda team, and so on, including a few distant studios like Retro. The Mario team, headed by Yoshiaki Koizumi and Koichi Hayashida, seems to know what it's doing. The Zelda team does not. That's no different from, say, Microsoft's XBox team being completely on the ball while the Office team keeps making everything worse.

      Second, being formulaic isn't what made later games worse. The gameplay is still fine. The problem is the story - a cutscene, by definition, has zero gameplay value. It can add to the gameplay surrounding it, but it can never replace it. Cutscenes and other gameplay-pausing storytelling is like salt - in moderation, it makes things better, but when you've got more salt on your chips than potato, a) it tastes like shit and b) you'll probably get a heart attack.

      Windwaker was fine - the story got in the way only rarely, and the padding was more of the "repetitive-gameplay" variety. Twilight Princess (directed by the same person) was where the story problems started - long cutscenes, long tutorial sections (even knowing exactly what to do, and skipping cutscenes, it's a full hour before you get to the first dungeon), too much emphasis on trying to tell a good story rather than make a fun game. I have not yet played Skyward Sword, but all reports have it being even worse - longer cutscenes, longer startup sections.

      Oh, in the context of the original argument, Nintendo is at least *trying* to make good games. They're sometimes failing, but it would seem Nintendo would rather make a failed game that doesn't abuse their customers, rather than make a good game that does. As evidenced by the fact that even now, their paid DLC is limited to one game (a Fire Emblem 3DS title, not yet released outside Japan), and consists of single character additions for roughly $2-$4. No pay-to-win, anywhere. No advertisements. Nothing but fun* games.

    17. Re:Original NES by BenoitRen · · Score: 1

      First, although it's often easier to think of Nintendo as a single entity (as I did earlier), they have dozens of internal teams

      How is that a problem with my argument? It doesn't change anything.

      Second, being formulaic isn't what made later games worse.

      I disagree. The formula has been applied so strictly that current games in the series feel like uninspired rehashes of the same game. Puzzles that require you to try all of your items, markers that show you where you can use your hookshot, the obligatory sidekick, getting the Master Sword, etc. It's like they went through a checklist of what a Legend of Zelda game must have and then threw it all together.

      Of course they have to have a gimmick. In Twilight Princess that was the wolf, which actually wasn't all that bad. It did a lot to make the first half of the game better. But by the second half the wolf form was barely used and that's coincidentally also where the game starts to feel more like work.

      The Wind Waker has some of the same problems, but it reintroduced exploration to the series with a vast ocean. That did a lot of good for the game.

      long cutscenes, long tutorial sections

      I don't have much of a problem with long cutscenes, but I do have a problem with dozens of tutorial boxes popping up all over the game that treat me like an idiot that can't remember how to use something for longer than a half hour. Or how much every kind of rupee is worth.

    18. Re:Original NES by Waccoon · · Score: 1

      In the windows world, I'm expected to pay $30 for an application that can rename multiple files at once.

      That just means you haven't been looking hard enough, or you haven't used a Mac. ;)

    19. Re:Original NES by benhattman · · Score: 1

      That's misleading, no? The GP clearly intended the hypothetical to be "what if the entire Super Mario Bros concept were invented today". That script was set over two decades ago. The new games needed to have the same spirit or they wouldn't sell.

      And, the GP is right. I shuddered a little just imagining what it would be like.

  19. DLC is a new cliche that needs to die. by Anonymous Coward · · Score: 5, Insightful

    DLC is fast becoming a gaming cliche and needs to die off. Everytime you buy DLC you tell developers.....

    I want to pay more than 60 dollars for my game.

    I want to buy something that I will never own. I will pay for content I cant trade, sell, or give away.

    I want my games chopped into small pieces and sold me to seperately over the MSRP price of the main game.

    I am fine with paying for a inferior product because DLC is never as good as the original.

    I want to pay for something that more than likely wont be availible to me in 5 or 10 years if I want to go back and play it.

    I want features sold as dlc. Like how tecmo is selling a difficulty setting for ninja gaiden 3 as dlc.

    I want endings sold as dlc. Like how square is selling the ending for final fantasy 13-2 as dlc.

    I want content on my game disc I paid for to cost me extra. Like how capcom sells on disc dlc as extra.

    I want content on day 1 that should be a part of my game I bought. Like how bioware put content out on mass effect 3's first day.

    Every single time you buy DLC you are telling developers and publishers that. Now DLC is almost expected for everything and becoming its own cliche.

    1. Re:DLC is a new cliche that needs to die. by residieu · · Score: 2

      Preorder bonuses and special editions

      Everyone knows there will be plenty of copies available on release day, so there's no reason to preorder. But Gamestop needs to lock people in (and collect a bit of cash early) so they get the developers to add special preorder bonuses. Preorder today or you won't have all the shiny gear to show off in multiplayer. While you're at it, why don't you pay an extra $50 for a poster, and some dogtags and a cheap statue, all in a bigger box with foil highlights.

    2. Re:DLC is a new cliche that needs to die. by TBBle · · Score: 1

      Odd. As a developer, if someone gets my DLC, that says to me "I enjoyed your product, and want more of that product to enjoy". That's also why I buy DLC, because I want more of the thing I've enjoyed. (That said, I generally don't buy DLC that's merely decorative...)

      --
      Paul "TBBle" Hampson
      Paul.Hampson@Pobox.Com
    3. Re:DLC is a new cliche that needs to die. by Anonymous Coward · · Score: 0

      Pre-order DLC planned to boost profits when the original game is released should be stopped.
      Pre-order DLC that is pre-order bonus ONLY should be stopped (note that freebies that come with pre-orders aren't the same as those intended to boost profit).
      DLC that expands the game in a meaningful way should be encouraged.
      DLC that is built based on user metrics should be stopped.
      DLC that is built with user feedback in mind should be encouraged.

    4. Re:DLC is a new cliche that needs to die. by VortexCortex · · Score: 1

      What about the DLC that's created after the game has gone gold because the asset creators are just sitting there twiddling our thumbs waiting for Metacritic scores to keep us from getting fired while the pre-production guys finish ironing out the details of the next game? That's a LOT of your day 1 DLC. There's a lag between when we can't put anything else on the disc, and when the game ships...

    5. Re:DLC is a new cliche that needs to die. by dj245 · · Score: 1

      What about the DLC that's created after the game has gone gold because the asset creators are just sitting there twiddling our thumbs waiting for Metacritic scores to keep us from getting fired while the pre-production guys finish ironing out the details of the next game?

      That is a problem, but it shouldn't be the consumer's problem. In the customer's eyes, it looks really bad, regardless of the reason. Start the preproduction guys sooner, or make a completely different indie-sized game while you are waiting. It is like delivering a TV without digital TV capability the day after the analog stations go dark. You can make a buck, sure, but the customers' opinion of you isn't going to be good.

      --
      Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
  20. incredibly dumb article. by pezpunk · · Score: 1

    leaving aside the fact that it argues for more realism and complexity that consumes less resources and costs less (i.e. MAGIC), it also rails against a lot of the elements that make games, games. be careful what you wish for.

    do you really want open-ended plotlines where the player truly controls the direction of the plot? there are real problems to that approach. dramatic fiction (which is a huge element to the appeal of, say, RPGs) depends on a cogent story being told. one thing must logically lead to the next. stakes should rise as the game progresses. events should build to a climax. that sort of thing. if you give the player true agency in their decisions, you have to actually program a compelling story for every possible choice. assuming finite resources, the problem here ends up a choice between either coding a tiny number of "alternate endings", or giving the player a large number of plot-inconsequential choices. personally, i'd rather have one great story than a handful of prefabbed ones riffing on the same theme. and i dislike games that pretend they're giving me a choice when all roads lead to the same place anyway. it's a silly dance. if your'e making a game where the story element is important, tell a good story. the choose-your-own-adventure books were fun when i was a kid, but so incredibly limited in narrative potential. games shouldn't try to emulate that model.

    another stupid gripe from that article concerns indestructible objects and other walls and limitations designers wisely implement in order to keep things actually fun and balanced. games are not intended to simulate reality. levels are carefully balanced to provide a stimulating challenge. pac-man would not have been improved by letting him smash through the walls of the maze. the best games, of course, do a good job of blending the walls of their maze into the scenery. but those same walls exist in every game, in the form of unkillable NPCs, an out-of-order staircase, or a thousand other incarnations.

    --
    i could live a little longer in this prison
    1. Re:incredibly dumb article. by dcollins · · Score: 2, Insightful

      "incredibly dumb article"

      ^ This is the most accurate thing that can be said. The article was the dumbest thing I've read about gaming in a long, long time. The thesis: "Games are too expensive so you should add exponentially more complexity to make them cheaper" is obviously a non-starter. And yes, the indestructible objects item was a low point:

      "Ideally, let's just get rid of invulnerable structures, period... Giving players the freedom to re-shape terrain does create certain challenges, but not as many as you might think. There's a reason why soldiers in the real world don't go around firing rocket launchers inside of buildings or hurling blocks of C4 at the opposing side.... At the same time, destructible environments open up more avenues for players to experiment and have fun inside the game."

      Translation: Players must be able to blow up literally everything, including entire buildings. It's OK because even if you spend the colossal effort to make it possible, players won't do it because there are drawbacks. Except that players definitely will do it because it's fun.

      Totally incoherent.

      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    2. Re:incredibly dumb article. by 0123456 · · Score: 1

      dramatic fiction (which is a huge element to the appeal of, say, RPGs) depends on a cogent story being told. one thing must logically lead to the next. stakes should rise as the game progresses. events should build to a climax.

      Why?

      I probably spent more time playing Elite than any other game in my life, and that had a total of about five missions in the version I had. The entire rest of the game was 'here's a spaceship, you can mine things and carry cargo and there are some bad guys, shoot them or avoid them, that's up to you'.

      This crazy idea that 'a game MUST force the player to follow our story!' is one of the biggest problems with the gaming industry right now.

    3. Re:incredibly dumb article. by pezpunk · · Score: 1

      sandbox games are personally very boring to me (i guess that makes me a boring person, haha), but i know there are people that like the, and that's fine. that's why i said in my post "if your'e making a game where the story element is important, tell a good story." emphasis on the "if" part. :)

      i don't think the article was advocating sandbox games over plot-driven ones, though. it was arguing for plot-driven games with no borders or limits where the player controls where events take them. in other words, nonsense.

      --
      i could live a little longer in this prison
  21. Video Games Have Crashed Before by deweyhewson · · Score: 4, Insightful

    People seem to forget, or never learned, that the gaming market has crashed before; in the 1980s, to be precise. And why? Because loads of shovelware titles were being released to capitalize on gamers' increasing willingness to buy them, while development costs were skyrocketing, and every other game was a ripoff of another title that came before it. Sound familiar?

    Eventually all the bloat collapsed in on itself and the market for video games nearly died.

    Personally, I'm of the opinion another video gaming crash may not be such a bad thing. The price of games is already many times over that of other forms of media (would you buy a typical book or movie for $60?), while development costs are starting to outpace even most big studio movie productions. Ingenuity and creativity are among the casualties, while developers and publishers are trying every way under the Sun to extract as much money as possible from customers, from activation limits, to invasive DRM, to serious considerations to kill used game sales (a first sale right that extends to every other product on the market, yet gaming companies seem to think they, somehow, should be a special exception). Financially, the market is booming, while creatively, it is dying.

    Without the gaming crash of the 1980s, we never would have had Nintendo. I'd like to see what major boons would come out of another crash.

    1. Re:Video Games Have Crashed Before by Anonymous Coward · · Score: 0

      The "Video Game Crash of 1983" was a contraction of a market oversaturated with many different vendors who over-leveraged themselves trying to beat each other to market and found themselves twisting in the wind if they didn't meet wildly inflated expectations. The low quality was a symptom of the problem, and certainly didn't help said vendors in the marketplace, but it was not the proximate cause.

      The composition of the electronic entertainment market today is *nothing* like it was in 1983.

    2. Re:Video Games Have Crashed Before by JDG1980 · · Score: 2

      I don't think there was a video game crash in the mid-1980s. There was a console crash, which is not the same thing. What happened is that for a couple years, after the Atari VCS wore out its welcome and before the NES arrived, the Commodore 64 was the "game console" of choice. People thought the industry had fundamentally changed because the C-64 was also a home computer, but it really hadn't. When the NES supplanted the C-64 as the home gaming device of choice, things went back to normal.

    3. Re:Video Games Have Crashed Before by IntlHarvester · · Score: 1

      The video game crash in the 1980s wasn't so much an issue with the games themselves, but bad demand forecasting which lead to massive unsold inventories.

      Without going into all the historical details, with modern "Just In Time" inventory systems and tight vendor control over the retail shelf space, that kind of crash would be impossible in this day.

      --
      Business. Numbers. Money. People. Computer World.
    4. Re:Video Games Have Crashed Before by Belial6 · · Score: 1

      If we can have a 'crash' like the one in the 80's, I am all for it. By that I mean a 'crash' where there continues to be large numbers of awesome landmark games. The 'crash' in the 80's was only for the crap shovel-ware games being produced for the Atari 2600. A system that was well past it's prime, and in desperate need of being replaced. And it was being replaced. In fact, Commodore alone sold a billion dollars worth of systems in the first year of the so called 'crash'. That is a third of the estimated 3 billion the industry was supposed to be worth pre-crash. That isn't counting all of the third party peripherals, games and the other companies that were also selling popular system at the time.

      In 1983 I, like many other gamers, was playing the new cutting edge game Ultima 3 on our vastly superior gaming rigs known as C64's instead of playing Cool-Aid Man on the long in the tooth Atari 2600. Just look at any of the titles produced in 1983 for both the C64 and the Atari 2600, and it will be no surprise why people were BUYING new systems in droves. The so called crash wasn't a crash. It was just that people were buying from different manufacturers and retailers, so the old companies lost money and/or went out of business. Of course, they complained and told their shareholders that it wasn't their fault. They told them that people just were no longer buying video games.

    5. Re:Video Games Have Crashed Before by Anonymous Coward · · Score: 0

      Ingenuity and creativity are among the casualties, while developers and publishers are trying every way under the Sun to extract as much money as possible from customers, from activation limits, to invasive DRM, to serious considerations to kill used game sales...

      You know who is making a ton of money while not doing all that crap and still staying creative? Valve. Valve understands how to go after downmarket sales. They make customers out of people who are willing to pay $20 for a game, and make a killing doing it.

      I can't take credit for noticing this. I got it from Shamus Young.

    6. Re:Video Games Have Crashed Before by IntlHarvester · · Score: 1

      Somewhat. Just like the Wii, "Atari was a fad" ... a lot of casual players decided video games weren't cool anymore and went back to buying records or whatever.

      It should be noted that C64 software sales were a fraction of console sales. (Probably not a surprise to anyone who owned one.) So, while gaming may have continued on, from the developer's perspective it was not at all as lucrative.

      --
      Business. Numbers. Money. People. Computer World.
    7. Re:Video Games Have Crashed Before by geekoid · · Score: 1

      Oh, please.
      '(would you buy a typical book or movie for $60?)"
      A top tier game in 1990 cost 40 dollars. that's 65 dollars in today's money.
      And books or movie ticket sure as hell where 40 dollars either.

      "the market is booming, while creatively, it is dying."
      no really. Creativity is there, and it's their in many games. Are there a lot of rip off games that lack creativity? yes. That market rises and falls, but quality games still keep coming out.

      "Without the gaming crash of the 1980s, we never would have had Nintendo."
      that's just wrong.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    8. Re:Video Games Have Crashed Before by geekoid · · Score: 1

      the crash was in 77, and it was do to the proliferation of ripoffs. Intellevision came from that. Interesting note, intellevision cost 300 dollars in 78.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    9. Re:Video Games Have Crashed Before by dzfoo · · Score: 1

      Wow, check out your timeline. Nintendo came out with the Famicon in 1983. Their distribution contract for America was cancelled due to the video game crash here, but the device was released successfully in Japan and other parts of Asia.

      To say that "without the gaming crash of the 1980s, we never would have had Nintendo," is to miss the fact that Nintendo was thriving before, during, and after that crash; and that the NES that USA saw in 1985 was actually developed and produced years before.

      You also misunderstood the reasons for the crash. Sure, there was plenty of crap titles, but it was more an overestimation of demand for what turned out to be largely a fad. The gold rush ended up being a bubble that popped. Some accounts even suggest that video games were superseded by another popular fad, MTV.

      Nintendo wheathered out the storm by producing for other markets, and then came back after the smoke had settled. The industry that flowered after that, avoided overestimating demand. However crap titles continued coming up. Fly by night developers looking for a quick buck have always been there and in every industry.

              dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    10. Re:Video Games Have Crashed Before by doston · · Score: 1

      and it's their in many games

      there in many games

    11. Re:Video Games Have Crashed Before by Osgeld · · Score: 1

      There was 2 crashes, arcade and console (3 if you count cheap ass useless computers), game prices have not really risen all that much, colecovision games used to cost me 30-40 bucks in early 80's dollars, Genesis games 40-50 bucks etc, so they have risen a little while your money is worth a fraction of what it was.

      Finally, Nintendo was a part of the problem, they made pretty forgettable arcade games outside of a couple of major hits, ballon fight or joust? who gives a shit Im gonna play turbo, and they didnt just shit out a home console in less than a year after the console crash, a little earlier they might have been in the same boat as everyone else, same with sega, though they had 2 pre master-system consoles out by that time, they were pretty localized which reduces their risk in that situation.

  22. Everyone's missing the real problem by RykerrK · · Score: 0

    ...That being the needless pagination of the source article. Three paragraphs, next page?

    Nah. I'm cool.

  23. Bring Back "Game Over" by Anonymous Coward · · Score: 0

    There's no such thing as "Game Over" anymore. Its always unlimited tries and if you plug away for enough hours you will eventually see the ending.

    I miss the days where seeing the ending was kind of a big deal because it was something you achieved rather than simply eventually got to because you played for long enough.

    1. Re:Bring Back "Game Over" by Sigma+7 · · Score: 1

      There's no such thing as "Game Over" anymore. Its always unlimited tries and if you plug away for enough hours you will eventually see the ending.

      It's better to add a "golden ending". Complete the game without continues, and you get a free t-shirt. Or a chance to post something to a speed run archive.

  24. $100 game with MIT certificate by Okian+Warrior · · Score: 1

    Something that's escaped all of the online courses is learning through gamification.

    In real life, learning is growth - we learn something, it's useful, then we incrementally learn something more useful. There's a reward at every stage.

    In online courses, there is no reward - instead of pursuit of goals it's a continuous escape from penalties. It's the exact opposite of what makes a game fun. The MITx "Circuits and Electronics" course is exactly this way: it's a continuous stick instead of a carrot. Get the homework done before the time limit.

    Video games are typically a series of tedious, repetitive tasks. They're also structured to give the player a reward for progression - and as a consequence, the player has fun (Everquest comes to mind). Slot machines are the same way: tedious repetitive actions which have no benefit to the player whatsoever - except that the tasp one gets from hitting a minor jackpot is enjoyable enough to be worth the cost.

    I would happily pay $100 for an online course structured as a game, something which would teach me something. For example, the "Circuits and Electronics" course could be structured as a bank account (a game score) in which the "player" (student) could accrue money by completing assignments presented by the system. Accrue enough money and the system would unlock the next level of study materials - proceed to the next chapter.

    Add some color and the entire journey would be pleasant and rewarding.

    Example: A mad scientist wants to get his lightning-moat working, and he believes there's a problem in *this* circuit (shown) where the designer got the transconductance calculation wrong. He offers $20 Mechanicsburg dollars for the right answer. You need $70 more to gain the title "advanced minion".

    I would pay $100 for that in a heartbeat.

    1. Re:$100 game with MIT certificate by Anonymous Coward · · Score: 0

      bonus: I get a working lightning moat for $100.

  25. Their AAA cost numbers are too low by Anonymous Coward · · Score: 0

    $20 million is cheap for a modern AAA game. Most of them cost more like $40-$70 million, with a similar amount spent on marketing.

  26. Speaking of game clichés by NonUniqueNickname · · Score: 1

    $ apropos cliché
    cliché [] (1) - I used to be a game developer like you, then I took an arrow in the knee

  27. But by Anonymous Coward · · Score: 0

    I love scripted scenes, don't remove them.

  28. Speaking of Cliches... by DarthVain · · Score: 4, Insightful

    How about overly short paragraphs interspersed with lots of pictures spread over an unholy amount of pages, simple to get more pageviews for ad driven revenue.

    1. Re:Speaking of Cliches... by WillyWanker · · Score: 1

      Click "Print this" to get the entire article on one page. And I agree, layouts like this are really annoying.

  29. List missing clichès here by Mojo66 · · Score: 4, Insightful

    Game clichès that need to die that are not mentioned in the article:

    - The US are the good. The <insert other nation here> are the evil.

    1. Re:List missing clichès here by Anonymous Coward · · Score: 0

      CRATES! I'd just be happy to walk through a room without tripping over so many damn CRATES!

    2. Re:List missing clichès here by Anonymous Coward · · Score: 0

      I have 15-20 Xbox games and I don't have a single game where the US is the good and the other nations are the evil.

      I guess you mean games like Call of Duty. It's only a small segment of the games that get released, and what the heck the whole premise of the series is that you're a heroic US soldier.

    3. Re:List missing clichès here by Raenex · · Score: 1

      List missing cliches here

      The screaming boss monster. You know the one. It notices you, turns, opens its jaws and lets out The Scream. It's in every fucking game (or so it seems), and almost always in a trailer for the game.

  30. The linked article misidentifies the problem by JDG1980 · · Score: 2

    The linked article misidentifies the problem. If you look at the greatest games of all time (e.g. Ocarina of Time, Wind Waker, Final Fantasy VI, Chrono Trigger) they often use the "cliches" mentioned in the article. That is because these cliches are a necessary part of a well-designed game, especially if it is an action adventure or a JRPG.

    The problem is a monoculture of game genres. Just as hip-hop has pretty much taken over music to the exclusion of everything else, so have two specific game genres (FPS and MMORPG) basically colonized the entire PC/console gaming industry. These were never very good genres to begin with, and they're totally overdone and worn-out now. I, personally, will not play any game that has a first-person perspective because I simply can't feel comfortable or get used to it. Good 3D games need to have a third-person camera angle.

    1. Re:The linked article misidentifies the problem by kamapuaa · · Score: 2

      Of the top 10 selling US games for March 2012, there are 4 sports games, 3 fighters, a horror game, a single-player RPG (with FPS elements), and a FPS. http://www.videogamesblogger.com/2012/04/12/top-10-best-selling-games-of-march-2012-usa.htm

      --
      Slashdot: providing anti-social weirdos a soapbox, since 1997.
  31. I've seen this one before! by Ardaen · · Score: 1

    So I went to the local video game store just the other day. I looked at the new releases section... Out of 20 new releases 2 (the one is arguable) are new and the other 18 are sequels, spin offs or updates of previous games...

    Then I got bored and left.

    1. Re:I've seen this one before! by geekoid · · Score: 1

      Aliens and T2 where sequels.

      Being a squeal is irrelevant, being the same..now that's a problem.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  32. Prices by bickle · · Score: 4, Interesting

    consumers aren't going to accept $80-$100 game titles, especially not with mobile game prices in the 99 cent â" $4.99 range.

    Does anyone actually believe this? It gets repeated over and over, but it makes zero sense. There isn't a single gamer that can't recognize the difference between the complexity of a mobile game and something like Skyrim. I get the feeling that this statement is just being repeated over and over in a lame attempt to brainwash people into believing it.

    1. Re:Prices by epyT-R · · Score: 1

      it was meant to compare AAA games of the past with the present. originally, AAA games on pc were 40-50$, with consoles at $60. expansion packs would come one to two years later at 30-60% of the original cost of the game, and would be considered sequels by todays' watered down standards. games, the good ones, would have a halflife of 3-4 years instead of the 1 year we have now, with $30 DLC boiling down to a few extra maps and trivial changes to gameplay rules. those extra years are A LOT of value which we just don't get anymore, as they offered sufficient time for new maps/content from users from the communities the games spawned. Today, AAA game devs focus on linear storied monster-closets because their replay value is close to zero, which prevents it from competing with version 2.0. With multiplayer games, the equivalent is not releasing mod/map tools/server binaries so that communities can't expand the game lifespan beyond what's desired by the dev.

      today's games aren't worth much more than $0.25, a go at a local arcade in 1991, minus the skill-based challenge and replayability. now, I get that some people prefer heavy story elements, but I say these are interactive movies, not games.

    2. Re:Prices by WillyWanker · · Score: 1

      Thing is, Skyrim is the exception, not the rule. That is to say, it's an exceptional title and IMO worth paying a premium for. Can you say that about all the other $50-$60 games?

      I'm willing to pay $60 for a really GREAT game, but not a mediocre one (and honestly, I would never, ever spend $80-$100 on a game no matter how good it is). And most of them to me are mediocre. For $0-$15 I can get a mobile or indie game that will entertain me just as much, if not more, than a mediocre $60 game. What indie games lack in super-duper 3D shaded particle blurred physics water they make up in genuinely innovative and interesting gameplay. Y'know, FUN. If all your time and energy is focused on making the game look pretty at the expense of making it fun to play, then you're going to have nothing but a very expensive turd on your hands.

  33. Probably not a popular idea, but... by CanHasDIY · · Score: 1

    How about encouraging real companies to "sponsor" games by having their products advertised within, ala television, movies, sporting events, etc. etc. etc.

    Not only would this provide a revenue stream with which games can be developed, it would also assist in the immersive quality of the games. Think about it; playing the latest installment of GTA, you jack a Ford Escape (complete with Sync system, connected to the microphone in your Eyetoy/Kinect), drive to the nearest Cabela's to load up on an Armalite AR-15 and some Winchester ammo, then head down to the Starbucks (passing various real-world product billboards) to get your next mission... and rob the joint; this is GTA, after all. So long as the advertising doesn't detract from the gameplay or atmosphere, it's a win-win-win situation.

    Heck, enough sponsorship and a developer could practically give the game away.

    --
    An enigma, wrapped in a riddle, shrouded in bacon and cheese
    1. Re:Probably not a popular idea, but... by Ambvai · · Score: 1

      I see absolutely nothing wrong with appropriate [subjective, I know] advertising in games. A quick glance at real life baseball shows ads plastered all over the place. Ads in baseball games, as long as it's in a similar manner, is perfectly fine. Extra points if they blend in well as a parody. Nuka-Cola? Who didn't see that as a direct analogue to Coca-Cola?

    2. Re:Probably not a popular idea, but... by geekoid · · Score: 1

      Auto industries don't want there cars tied to thugs on killing sprees, and many of them don't even want the getting damaged in a game.

      That goes for a lot of companies. Not that it doesn't happen, or that its a bad idea.

      I cuold imagane and MMO where the healing potions are Coke-a-cola drinks, the +3 running shoes are nikes, the +2 armor is Kevlar, and my cure disease ointment is Vick's rub

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    3. Re:Probably not a popular idea, but... by doston · · Score: 1

      Auto industries don't want there cars tied to thugs on killing sprees

      Their cars,,,that's 3 today. I really think you should take this test, geekoid. Wouldn't want you to look uneducated. http://www.better-english.com/easier/theyre.htm

    4. Re:Probably not a popular idea, but... by brit74 · · Score: 1

      I think Microsoft created a project which would put ads in games (on billboards in racing games, for example), and I remember them predicting lots of growth in subsequent years. I think they went out of business or maybe Microsoft tried to sell-off the division a few years back. I don't think the ad revenue ever amounted to much, plus it was probably pretty hard to track the ad results (unlike, say, when google ads are placed on a website and google can count exactly how many clicks the ad gets).

      These articles paint a more positive picture than I would expect:
      http://en.wikipedia.org/wiki/In-game_advertising
      http://venturebeat.com/2011/09/12/global-ad-spending-in-video-games-to-top-7-2b-in-2016/

      > "Not only would this provide a revenue stream with which games can be developed, it would also assist in the immersive quality of the games."
      Depends on the game. I don't know what kinds of ads could be used in a game based in the Star Wars Universe (any ads for earth-based products immediately seem out of place) or for medieval/fantasy games - what are you going to advertize in Skyrim or Lord of the Rings games that doesn't seem out of place? Your example of GTA works well because it's placed in a contemporary, urban environment where you'd expect to see ads for real-world products.

      > "Heck, enough sponsorship and a developer could practically give the game away."
      I have some friends who have earned money by creating free, ad-supported apps for smart phones. I wonder if it's all that profitable for anything other than low-development-cost mobile apps.

      There's also a related area of game branding. I've seen a few places where companies can buy a webgame, pay the developer to customize it with their logo, and then display it on their website. As far as I can tell, it's a pretty nitch market. It seems to be okay revenue for very small game companies (like one person, maybe more).

  34. Huge case, expensive mutliplayer, no indie games by tepples · · Score: 1
    You sarcastically propose a video game console with the internal expandability and input devices of a PC. It would have three drawbacks:
    • The case would have to be huge in order to fit all the connectors on the main board. Current consoles are miniaturized with motherboards more like those of a Mac mini or a laptop, but they share the lack of upgrades of a Mac mini or a laptop. A typical gaming PC case is beyond XBOX HUEG and wouldn't look good in a living room.
    • With a mouse and keyboard, the price of multiplayer within a household goes up by a factor of four as you have to buy four TVs, four consoles, and four copies of each game.
    • The defining characteristic of a console that distinguishes it from a home theater PC with gamepads plugged into it is that consoles run only software that is digitally signed by the console maker, and in order to gain access to developer tools and code signing, console makers require developers to have a dedicated office and to have previously released a commercial title on another platform. Where is one supposed to start out other than on a PC?
  35. Physics and frame rate by tepples · · Score: 1

    You want 120 FPS [...]? Well shit, there went a ton of calculating power. Even if your video board is handling the rendering, you still have to calculate collisions and other factors on CPU.

    You know, calculating collisions is independent of resolution.

    But not of frame rate. Do most modern video games run on a time quantum system, where the physics run one "turn" for each frame (with multiple steps without a draw if frames take longer than 60 fps)? Or do they run with essentially floating point time?

    1. Re:Physics and frame rate by Moryath · · Score: 1

      Time Quantum systems can create some very interesting calculations based on your framerate...

    2. Re:Physics and frame rate by tepples · · Score: 1

      Unless your physics run at an abstract frame rate of (say) 30 fps, and the graphics engine interpolates object positions to create higher rates. I was asking to what extent games newer than a well-known first-person shooter from 1999 are affected by the issues described in "Why Your Framerate Affects Jumping".

    3. Re:Physics and frame rate by Anonymous Coward · · Score: 0

      Skyrim. It'll flip the hell out if you force it to run at anything above 60.

    4. Re:Physics and frame rate by blueg3 · · Score: 1

      Oh, no, your physics calculations totally depend on frame rate. Just not resolution.

      You can actually cheat and gate things like physics and AI at around 60 fps and then let the animations run faster than that, which can be useful especially if your AI is expensive, but that's less common.

      Games generally do use what is essentially floating-point time, but update every frame, because modern games tend to have distinctly non-constant frame rates.

  36. Wow by englishknnigits · · Score: 1
    Their first suggestion is idiotic and completely contradictory to their goal of reducing costs. Their ideal change is to go from one scripted event to numerous scripted events that must take into account multiple different factors and outcomes. Yes...generating more complexity and more scripted events will definitely take less time and money than making one scripted event...

    To be clear, it is not idiotic in general, just within the context of the article where they are trying to lower game costs.

  37. Installation Information by tepples · · Score: 2

    Instead, we have people making all new engines every year, copyrighting their code so nobody else can use it, locking up their assets and IP in restrictive licenses

    Part of this is that the system libraries of the video game consoles are licensed in a way that is incompatible with copyleft licenses. For example, the requirement of Installation Information in GPLv3 and the corresponding requirement of "the scripts used to control compilation and installation of the executable" in GPLv2 pretty much require a console to be completely open to homebrew. This issue forced a recall of Pajama Sam for Wii: Atari and Majesco apparently wanted to release the ScummVM (for Wii) source code but Nintendo wouldn't let them.

  38. Quick Article Summary by Dahamma · · Score: 1

    "I want all games to be completely open ended, unscripted, nearly unlimited in scope, with perfect physics, and human-level intelligence to all NPCs; everything you done to simplify any of those is a cliche."

    1. Re:Quick Article Summary by flimflammer · · Score: 1

      "And I want to spend half as much as I do today for it"

      The article is a joke.

    2. Re:Quick Article Summary by JockTroll · · Score: 0

      "I want all games to be completely open ended, unscripted, nearly unlimited in scope, with perfect physics, and human-level intelligence to all NPCs; everything you done to simplify any of those is a cliche."

      No problem: step out in the real world and punch someone in the face. Things will get really exciting, really fast, and with top-of-the-line graphics and sound. It will be a totally immersive experience, you won't believe your eyes - at least while they're still working. Bring a baseball bat for extra excitement. Wield a fake gun for a death-by-cop sequence that will blow you away, literally.

      --
      Geeks are so full of shit that "beating the crap out of them" takes a whole new meaning.
  39. PC gamer hobby won't die by Anonymous Coward · · Score: 0

    As someone who has been a PC gamer, professionally and ad my hobby, I think the one mistake in this article is that; PC gamers who pay 60$ a game, these gamers (like my self) have the systems to run these high end games and if we are willing to put 2000-5000 in to a computer, we are certainly willing to pay 60$ to have a game lOoking as good as the designers make them now a days. I'm sure, there are enough people like my self in this world which will keep the pc market going. Dark souls, perfect example...you see how many people protested for this game to be ported over??

    Yeh, high end pc gaming will certaingly stay for a while lOnger.

    Consoles....eh, screw them....

  40. I used to be an incompetent NPC... by Anonymous Coward · · Score: 0

    ...but then I took an arrow in the knee.

  41. A complete rewrite in C# by tepples · · Score: 1

    And I've never seen a developer state that porting costs more than art assets. Porting can be expensive

    Porting can sometimes mean rewriting all the code from scratch, even the physics and AI (which should ordinarily not need much porting). Consider having to completely rewrite a game in C# so that it'll run on Windows Phone 7, which can run only verifiably type-safe CIL. (C++/CLI won't do because standard C++ is not verifiably type-safe.) Or, for a developer too small to meet the selective qualifications of the console makers' ordinary development programs, having to rewrite it in C# in order to target Xbox Live Indie Games, which has the same restriction.

  42. Costs are fine by geekoid · · Score: 1

    Game, 1990 40 bucks. That's 65 bucks in today's money.
    Consoles from 100 - 300 in the70s

    Game prices arent that bad at all.
    They do have new competitors, i.e. the 5 dollar game. They should be recognized as whT it is: different game type will cost different amount of money.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  43. As A Game Developer, with one comment. by Anonymous Coward · · Score: 0

    SHUT THE HELL UP!!!!

    This is life. Everything worth while comes at a price. If you want excellence, than you need to pay for the labor that it took to create it...
    END OF STORY!!!!

  44. Disc Space by AmberBlackCat · · Score: 1

    Well my biggest gripe is the amount of space it takes to install the games. If the problem is all the video, sound, and graphics, why not just run the game directly from the disc? Don't they make you put the disc in to play the game anyway? It's like they want to annoy you in both ways, eating up your disc space and still requiring you to have the disc.

    1. Re:Disc Space by epyT-R · · Score: 1

      get a new drive? seriously, a 500GB drive is less than the cost of some games + DLC..

    2. Re:Disc Space by AmberBlackCat · · Score: 1

      I have a 1.5 terabyte external drive and a 5 gigabyte one. It's not that I can't get more space. And for what it's worth, I'm not much of a gamer. It's just that it's insanely stupid to eat up gigabytes of space in the computer if you're going to have a disc in the computer the whole time with the same files. All of my CS classes were about efficiency. The real world is about using up resources just because they're there.

    3. Re:Disc Space by cffrost · · Score: 1

      PROTIP: Disc = optical; disk = magnetic.

      --
      Thank you, Edward Snowden.

      "Arguments from authority are worthless." —Carl Sagan
    4. Re:Disc Space by jmottram08 · · Score: 1

      Did your CS classes teach you about throughput or random seek times?

  45. 3rd person shooter.... by Chakra5 · · Score: 1

    Off on a complete tangent.... Since I am still shooting even when I can see myself doing it, is it really a 3rd person shooter? I mean I suppose if it was you instead of I shooting, or even if'n you join me in shooting, we could get it up to a 2nd person shooter. But one would kind of require some random dude on ur screenz to honestly go wit 3rd person. Or perhaps I need to drink a beer and kill a mob of mobbed up mobs.

    --
    Get your facts first, and then you can distort them as much as you please.--Mark Twain
  46. Alan Wake by Anonymous Coward · · Score: 0

    "The gate is locked, so rather than climb over this three foot high fence, you'll have to make your way through that scary hedge maze."

  47. age by danielpauldavis · · Score: 1

    In either a life-by-incremental-changes view or a created view, humans are all late-comers to the planet: there's no way any human-made thing can be "older than dirt." Water, then dirt, then everyone else.

    --
    Cranky educator.
    1. Re:age by Anonymous Coward · · Score: 0

      and pedantry from the spectrum disordered came last...

  48. Re:Way Back by TaoPhoenix · · Score: 1

    Maybe a couple signature developers were paid that amount, but there's no way every single Atari game dev was paid that much.

    Changing platforms, there was plenty of Bargain Basement Dev going on there too. I particularly remember Keypunch Software as being laughably ludicrous, they'd use Ascii art to represent characters in games, and I sat there thinking "this can't have taken 2 guys more than 3 months to make." That would make the production cost like $50,000.

    I think the only game that blew my socks off vs the hardware was Bob Keenan's Rags to Riches. A bunch were midline. Keypunch games were what I played when I paid $9 and it felt like it, like the Rocky Horror of gaming.

    --
    My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
  49. Re:Way Back by TaoPhoenix · · Score: 1

    Dammit I missed a noun, read my second paragraph talking about Commodore 64.

    --
    My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
  50. I used to walk to school 20 miles in the snow... by Trikenstein · · Score: 1

    ... up hill both ways

    To this day it's hard to beat M*U*L*E* or Elite on the C=64
    I loved my time on Evercrack and WoW, and now playing DDO
    But you catch the Wumpus and you got /strut'in rights
    Don't know if it's nostalgia or if in fact those early games were trope / cliche free

    but they shore were fun

  51. SMB1 for the Facebook generation by tepples · · Score: 2

    Imagine Super Mario Brothers if it were made today; The entire first level would be a tutorial where it cheers everytime you press 'A', gives you an 'achievement unlocked' after you stomp 10 goombas

    Let me guess: you saw that on Zack Hiwiller's site.

  52. Here's how by Internetuser1248 · · Score: 1

    Give me 1% of the budget of any of the big AAA titles that came out this year and I will demonstrate. Basically drop 99% percent of the art budget and spend what is left building an amazing gameplay engine. I have been saying this for years but only since the boom of indy games with shit graphics like minecraft people are starting to understand that it can work. An amazing gameplay engine in this context is to first create randomly generated worlds for replayability, then create a real language engine so that you can converse with NPC's in a more natural way. Yes I realise that second thing is a major undertaking, but you could start out basic and small on the first game, and as your studio progressed it would improve with each game. Now if only I had 1% of the budget of anything.

    1. Re:Here's how by Anonymous Coward · · Score: 0

      http://en.wikipedia.org/wiki/MUD

      http://www.medievia.com/ is an example I've always enjoyed.

    2. Re:Here's how by Anonymous Coward · · Score: 0

      You realize this is a really shit idea? There already are amazing engines out there, engines absolutely are not the bottleneck to making good games.

    3. Re:Here's how by gl4ss · · Score: 1

      You realize this is a really shit idea? There already are amazing engines out there, engines absolutely are not the bottleneck to making good games.

      ..a generic game(that loads up resources, models, renders them etc) engine isn't actually the engine _for_ the game to be made nowadays. it's more like a graphics library. the engine that fuels the game is the engine that makes the logic for the actual game elements- the stuff that makes the game different from another game.

      you might note that a big cliche nowadays is that there isn't much of that engine there, it's just running through a graphics rendering script with little interactivity and little 'magic' in the world as a consequence from that, it just feels like a little better done philips cdi game. vs. ultima 6 etc times where the entire game was mostly about that engine making those things happen, or like with frontier: first encounters. there's some exceptions to this of course even nowadays, skyrim does a pretty good job but even that is essentially just the same as morrowind from a decade ago.

      the thing is, if you had the game already working with boxy elements for graphics markers, it wouldn't be a big hurdle to finish up those graphics. but if you just start with having the graphics then making that game engine to use them IS a big hurdle.

      --
      world was created 5 seconds before this post as it is.
  53. simple why this happens with games by llamapater · · Score: 1

    if you realize you get x increase in sales for spending y in motion capturing hookers. That's an easy number for a buisness major/investor to work with. However writing a good story, ai or gameplay takes thought, thought isn't as consistent on cost to outcome. Much easier to recycle the stuff you did a decade ago with shinier graphics.

    1. Re:simple why this happens with games by Anonymous Coward · · Score: 0

      Or alternatively, the market has dictated the games that come out. If sequels didn't sell, nobody would bother making sequels. Instead, sequels are proven to sell better, and so that's what gets made. It's not that it's easy and they're lazy, it's that they're giving the market what the market wants.

  54. How about the one... by Mysteray · · Score: 1

    ...where you're a guy with a knife or a gun and you run around killing things and making blood splatter.

  55. cliche? by issicus · · Score: 1

    I think PC games are often not made to be FUN, they are these hardcore experiences. I imagine game developers see the PC market as less casual then console gamers.

  56. Re:As A Game Developer, with one comment. by epyT-R · · Score: 1

    good.

    1. let us own what we buy like you used to. I'm not talking about owning the IP, just the right to play it (modding too where applicable).. indefinitely. don't build in network checks and switches for content that depend on servers that might disappear in a few years. same goes for 'portals.' gamers hate that trash. now, a site that sets up matches (or the relevant equivalent for your game) are quite useful as long as they aren't strictly required. quake had master servers, id run, and community run which helped casual players, while regulars used 3rd party utils or just typed the ips in manually. there's no need for all this single signon bullshit just to play a damn game.

    2. if you want to charge $60 (or $30 for expansions), justify it. don't just bilk people. release mod/map tools/server binaries. don't be mad if you can't figure out a version 2.0 premise that overshadows 1.0 and the community spawned content. it just means it's time to move to a different premise/game idea. innovate, or revisit in a few years when the gfx/media upgrades from a AAA studio will be more desirable. meanwhile continue to make cash on sales of 1.0 by encouraging community growth while you focus on other game ideas.

    3. don't port console focused FPS games to pc without modification. that's shovelware. no one will pay $60 for that trash.

    4. DRM only hurts the paying customer. the pirates will never have to worry about it. do what id software did with quake3: whitelist cd keys with an authentication/authorization server. it wasn't impossible to beat, but the goodwill you spawned in the community for folloing the above rules means the community will back your play, forcing more sales from new players. if you wanted in on clan matches and such, you needed a real copy of the game to reliably participate.

    5. if the above no longer makes enough money for you, consider what you're really trying to accomplish: games, or interactive movies. hollywood grade voice actors and story are nice, but not absolutely necessary to make a good GAME. gameplay is intrinsic on its own, with the media and story just window dressing. movies are linear and focus on story and character development. which way are you biasing the development?

    6. a high price doesn't guarantee excellence. spending most of the budget on marketing hinders it.

    7. test the game before release.. this shouldn't be so hard really. if it is, then the industry is fucked up and too top heavy. most of the bugs I see in games today are things the mappers/coders should've known about immediately, and easily fixed. id software's 'when its done' mantra works (when it's actually applied, not just stated to drive up confidence; marketing).

  57. Annoying websites by Anonymous Coward · · Score: 0

    OK I guess I shouldn't admit to read tfa but I developed a tick from the twitter feed, first a pop up asking if want to share the fact that I'm reading the article then the annoying twitter feed, guess I will not become a regular reader of hothardware. While I'm whining, what is with all these websites that insist on driving viewers away with animations and suggested articles and pop ups?

  58. Wages have also gone down. by master_p · · Score: 1

    It may be that $50 in 1985 is $100 now, but $1000 now is $500 in 1985. If, in 1985, the average paycheck was $500 and not $1000, those $50 NES games would remain in the shelf.

  59. True AI will learn and adapt. by master_p · · Score: 1

    The problem with AI in games is that it is not real AI, because it does not learn and adapt its strategies. AI in games is generally a set of conditionals, which if large enough, may seem realistic.

    True AI would involve keeping facts in memory, doing a statistical analysis on which facts may lead to a better outcome, applying some Bayesian fliters etc. But I doubt these calculations could be done in real time at 60 fps, without cutting corners.

  60. I know by Anonymous Coward · · Score: 0

    Why not try developing your game in the fly-over states where EVERYTHING is cheaper and there is still a wide selection of technically capabable people. Seriously, start a game studio in Oklahoma City or Little Rock, advertise for jobs and then call Home Depot for a line of credit so you can buy new front doors several times a year because you will receive thousands of applications and actually find people you need at way less than they charge on the coasts.

    I mean when you are facing 300 new enemies all with guns bigger than your car and you have nothing but a pistol, a shotty with 3 shells and an alien weapon that you've never fired before, do you really care if Morgan Freeman or your next door neighbor was the one that told you this section would be hard?

    Game studios need to learn how to make movies cheaper the way Hollywood does it, by not making movies in Hollywood.

    1. Re:I know by Anonymous Coward · · Score: 0

      Develop a game in an area where there are almost no qualified, experienced people? What sane developer would do that? If they just wanted to go cheap, there's plenty of programmers in China.

  61. Sooo much crying. by Anonymous Coward · · Score: 0

    Studio's make money on franchise titles. HALO 4 will pay for many many many crap titles that should never have seen the light of day.

    1. Re:Sooo much crying. by Anonymous Coward · · Score: 0

      Every game is released in hopes of a profit. Halo 4 is made by Bungie, which basically only makes Halo. They don't pass their profits off to other studios to help subsidize their crap games.

  62. Re:Huge case, expensive mutliplayer, no indie game by ZeroSumHappiness · · Score: 1

    1. Case too big? Wrong -- the case doesn't have to be huge. It needs to fit a mobo, cpu, video card and Blu-Ray drive. Like the Xbox the power supply could be external if you want to save that space. The CPU, especially if you use a self-contained liquid cooler takes up about 27 cu in. The mobo can be an ITX-ish mobo at 7"x7". The video card is pretty big though, at 4"x12"x3" approximately but can sit on its side and be connected to the special mobo by a riser. A slim BD-drive can be 6"x2"x6". Add a little 2.5" SSD and some mental Tetris and I come up with about 11" wide x 12" deep x 6" tall with a vertical slot drive. Comparatively, the Xbox 360 is 12"x10"x3.5". So yeah, looks like it's in the ballpark.

    2. Mouse and keyboard requiring a TV/console/game set per player? Wrong -- Windows and Linux both have supported multiple pointers for about a decade (though very few programs use them). There's no reason they can't do the same with redirecting USB keyboards to separate input streams. The only reason it's uncommon is because it's a very narrow use case, not that there's some huge technical hurdle to connecting separate keyboards and mice to separate input streams. VMWare, however, I believe /can/ dedicate USB devices to specific VMs, so I don't see why it couldn't dedicate input devices in the same way.

    3. Distinguishing console from PC games -- Why is it better that you wall of potential developers from your console? I'm under the impression that some of the best new innovative games have been indie or at least based on indie games. Portal, for example, comes from a school project using the same mechanic. Yes, the walled garden of consoles does distinguish itself from PC gaming, but for the worse in my opinion. If I want to hack up a game on my PC I can. If I want to hack one up for my Wii it's practically impossible. Even so, if I'm making a PC-like console there's no reason I couldn't ship it with a custom OS that refuses to load unsigned software just like how current consoles work. So, I don't see the drawback there either way.

  63. Huge despite not having to be; crash of 1983 by tepples · · Score: 1

    the case doesn't have to be huge

    I agree that a gaming PC's case doesn't have to be huge. But despite that it doesn't have to be, it usually is, at least for gaming PCs sold at the big box stores. I asked in Best Buy for a gaming PC in a smaller case and was pointed to the PS3 aisle.

    The only reason it's uncommon is because it's a very narrow use case

    It's a very narrow use case because PCs happen not to already be in living rooms. This in turn has two causes. First, PC video was too high-resolution for TVs from the mid-1980s (EGA/VGA) until the late 2000s when HDTV became common. Second, actual gaming PCs sold to the public have living-room-unfriendly cases because they're intended for desks, not living rooms. This contributes to a misperception among the public (and hence among major game developers) that PCs are for the desk and consoles for the TV, and never the twain shall meet.

    Why is it better that you wall of potential developers from your console?

    The common rationalization that people repeat to me has to do with the release of Custer's Revenge and the North American video gaming "crash" of 1983. A glut of crap games or a set of highly publicized objectionable games for a video game platform is said to demean the platform. This is why games for the Atari 7800, Lynx, and Jaguar carried a digital signature, and why every Nintendo console since the NES and handhelds since the DS have had either a lockout chip or lockout firmware.

    Even so, if I'm making a PC-like console there's no reason I couldn't ship it with a custom OS that refuses to load unsigned software just like how current consoles work.

    I believe that was called "the original Xbox". But using off-the-shelf parts means that console manufacturing costs are not likely to come down enough in price over a generation. CPU and GPU makers tend to use their to provide more capable, higher margin parts. Microsoft continued to lose money throughout the lifespan of the original Xbox because it just didn't have the clout to get Intel and NVIDIA to make and sell Celeron 700 and GeForce 3 chips cheap enough. Had the Xbox 360, for example, used off-the-shelf parts, there would have been no Xbox 360 S with a combined CPU+GPU on one die.

  64. Stop with the dogs by eigenstates · · Score: 1

    Could I please get you guys to stop making us to shoot dogs. Even demon dogs. It just sucks.

    Also, more grappling hooks. In fact, in a completely formal and scientific pole [sic] here at work at a *major* games company, it was decided every game developed from here on out should allow the player the use of a grappling hook. Just Cause 2 FTW!

    --
    quis custodiet ipsos custodes