- first of all, do not make an action/adventure game or a platformer etc, make a shooter, preferably an FPS.
xxThyLordxx
so true. FPS games have been getting more generic as the times come and sadly there's few exceptions today..
This topic is locked from further discussion.
- first of all, do not make an action/adventure game or a platformer etc, make a shooter, preferably an FPS.
xxThyLordxx
so true. FPS games have been getting more generic as the times come and sadly there's few exceptions today..
It's a little something called "Getting It Right The First Time". Back in the cartridge days and even in the pre-network disc days, you pretty much only had once chance to get it right because after that there would be millions of copies floating around with no fix in sight. A game had to be complete, final, and as darn near bug-free as can be reasonably found in stress testing.[QUOTE="HuusAsking"][QUOTE="InsaneBasura"]What do you have against people promoting, patching and releasing DLC for their games?xxThyLordxx
Thank you. these days, devs rush games just to get those sales and make a quick buck. now that there is online, they can rush a game, release it with tons of bugs, get those sales and money, go on a holiday, come back and release a patch.
You have to consider the pros too you know, Mr. Cynicism. Some patches/DLC is actually pretty neat. And you still hurt your reputation by releasing buggy games mind you. How many games are really released with tons of bugs? I recall DRIV3R and True Crime, if you see what I mean. I mean two things actually, there were buggy games before the advent of this internet thing, and the more complex games get the higher risk of bugs slipping through.
Not all games are released with bugs the publisher is aware of, in those cases it's a good thing the games can be patched. Particularly when it comes to multiplayer games patches are important, to remove glitches and exploits, balancing issues or stupid design choices.
Also, bugs can be fun. Like in DRIV3R for instance, where I drove past a building and in the corner of my eye I thought I saw a guy falling off a building. Which he did. A dozen people had spawned on top of a building and were casually strolling off it. It was a bit like that Monty Python sketch.
[QUOTE="xxThyLordxx"]It's a little something called "Getting It Right The First Time". Back in the cartridge days and even in the pre-network disc days, you pretty much only had once chance to get it right because after that there would be millions of copies floating around with no fix in sight. A game had to be complete, final, and as darn near bug-free as can be reasonably found in stress testing.[QUOTE="HuusAsking"][QUOTE="InsaneBasura"]What do you have against people promoting, patching and releasing DLC for their games?InsaneBasura
Thank you. these days, devs rush games just to get those sales and make a quick buck. now that there is online, they can rush a game, release it with tons of bugs, get those sales and money, go on a holiday, come back and release a patch.
You have to consider the pros too you know, Mr. Cynicism. Some patches/DLC is actually pretty neat. And you still hurt your reputation by releasing buggy games mind you. How many games are really released with tons of bugs? I recall DRIV3R and True Crime, if you see what I mean. I mean two things actually, there were buggy games before the advent of this internet thing, and the more complex games get the higher risk of bugs slipping through.
Not all games are released with bugs the publisher is aware of, in those cases it's a good thing the games can be patched. Particularly when it comes to multiplayer games patches are important, to remove glitches and exploits, balancing issues or stupid design choices.
Also, bugs can be fun. Like in DRIV3R for instance, where I drove past a building and in the corner of my eye I thought I saw a guy falling off a building. Which he did. A dozen people had spawned on top of a building and were casually strolling off it. It was a bit like that Monty Python sketch.
Bully: Scholarship Edition springs to mind. Remember that freeze bug that got published all over the place?My point still stands. It's the developer's and publisher's jobs to test the game for bugs since some people don't have Internet and therefore have no means to repair any faulty games. Plus, they have no means to get to the DLC (which may even be charged extra)--DLC which if no Internet were available may just have been included with the game at no extra charge.
This is wrong. The way to get the most money is to make a really, really bad game, save as much as possible, include motion controls that just trigger the same as a button press and then put Mario in it!plod2That pretty much what EA does with Lord of the Rings. What's even more sad they even do it to games like Command and Conquer that was known as being a good RTS and dumb it town to collect money based on how good it was when the old devs had it. Damn I hate EA. (And don't hate me BFME fans, I'm actually playing it as my starter RTS. I'm very bad at it if that makes you feel better. :P) Japanese gamers have it bad too. This has been going on much longer. http://project-apollo.net/text/rpg.html
What was described would be the worst possible game. I mean, focus on online?! Short single-player?!metalgear-solid
Â
Â
Well if given the choice, I would rather have a top-notch multiplayer shooter than a top notch single player shooter.Â
[QUOTE="whocares4peace"]You pretty much described the development process of Killzone 2.Stonin
:lol: So true.
Sony needs beer money :P in all seriousness this is what stifles there being more innovative games like mirrors edge or Okami etc.The game industry has changed, you dont need to make creative and innovative games to get sales,also, don't forget top release a drink named after the game
all you have to do is do the following
- first of all, do not make an action/adventure game or a platformer etc, make a shooter, preferably an FPS.
- while creating the game try and make the single player as short as possible. People dont like long single player
games anymore, focus on the online multiplayer. Also, if possible, try your best and add online coop, very important.
- after the development of the game has finished, cut out part of the game, this is very important, I'll tell you why later.
- what you need now, probably the most important aspect of game development, HYPE. start by releasing a CGI teaser trailer,
and a couple of screenshots, this will get people very excited. hell, some people will use those screenshots for 'ownage',
calling it the 'graphics king'. all these 'fuels' the HYPE. The HYPE train is now moving, all you need to do is keep
it moving, do a couple of interviews, cause some controversy, e.g say stuffs like 'Halo did nothing new, my game is better',
or 'say 360's DVD is causing development problems and PS3's GPU is a pain to work with'.
Sit back and relax and watch the internet go crazy over your remarks, this will make the HYPE train move faster.
- Now that the HYPE train has reached a pit stop, what you need is crazy marketing, this will re-fuel the HYPE train.
advertise everywhere, TV, Radio, Internet, Merchandises etc. This will make the HYPE train to overheat, when its about to
explode, RELEASE THE GAME.
- Lots of people would have already preordered it, and people who didnt, will rush out and buy the game. In the process of that,
this creates another important part of the cycle, its called BANDWAGON. now that everybody is playing your game on XBL, PSN. their friends will be curious to find out why everyone is playing your game, in order to satisfy their curiosity, they go out and buy it, the smart ones rent it.
- After a couple of months, release a patch, give it a 'cool' patch name or number. e.g. 'The Black Patch' or 'Patch 1.37'. This gives people incentive to continue to play your game.
- DLC. Remember that part of the game you cut out during the development, yes, release it as a DLC. Also, make sure its expensive, it makes people think that it is a 'Premium' DLC.
When all is said and done, announce a sequel. Make false promises and how you are going to improve the game and other false promises.
then repeat the 'cycle' again, and watch how people fall it again and again and again and again...
Follow these guidelines and the minimum your game will sell is a million copies.
P.S. I almost forgot, dont forget to add trophies/achievements, because if your game does not have it, some people might not
buy it. some gamers have said 'if a game does not have achievements, it means you are playing for nothing'
If you are going to be a game developer make sure you follow these guidelines. dont forget to thank me later.xxThyLordxx
[QUOTE="xxThyLordxx"]i say neigh to that =0 you got unbaned?!?
- while creating the game try and make the single player as short as possible.
air_wolf_cubed
[QUOTE="sonicmj1"][QUOTE="xxThyLordxx"]The game industry has changed, you dont need to make creative and innovative games to get sales,
all you have to do is the followingHuusAsking
Get a lucrative license. You may as well already be done. This has been true since the dawn of video games, where ET was able to sell more than a million at retail despite being the WORST GAME EVER MADE.
What you said may make a game sound cool on forums, but it clearly didn't work well for Haze.
Uh. weren't most of those returned, and this helped precipitate the Crash of '83?There were a ton of returned and unsold copies, but that has a lot to do with how much Atari overprinted the game. I wouldn't say a lot of people were happy with it, but just in terms of numbers, it didn't do that badly, for a game that was developed by one guy in five weeks, and turned out to be the worst game ever.Â
Lol when I saw this I thought Id seen it ages ago before.
Anyway I still stand by what i said when the thread was made.
That was full of awesome, both from a satirical and a realistic viewpoint (it could go either way just as well).
Second, you were talking a lot about Resistance 2... I can tell.Â
Or, in the case of the Wii, put a nice little bow on any old piece of crap and watch it fly out the door!
I have to admit, the "cut out part of the game and release it as DLC" part made me lol. The whole thing made me think of John Carmack and Rage. It comes off as a a rant, but there is some truth to it. Thread approved.
Edit: Post #434 Palindromes FTW :D
TheGrat1
You mean the new guns and maps for R6 Vegas that ended up being R6V2 but with a bit of cod4 mixed in with extra lag?Â
The game industry has changed, you dont need to make creative and innovative games to get sales,
all you have to do is do the following
- first of all, do not make an action/adventure game or a platformer etc, make a shooter, preferably an FPS.
- while creating the game try and make the single player as short as possible. People dont like long single player
games anymore, focus on the online multiplayer. Also, if possible, try your best and add online coop, very important.
- after the development of the game has finished, cut out part of the game, this is very important, I'll tell you why later.
- what you need now, probably the most important aspect of game development, HYPE. start by releasing a CGI teaser trailer,
and a couple of screenshots, this will get people very excited. hell, some people will use those screenshots for 'ownage',
calling it the 'graphics king'. all these 'fuels' the HYPE. The HYPE train is now moving, all you need to do is keep
it moving, do a couple of interviews, cause some controversy, e.g say stuffs like 'Halo did nothing new, my game is better',
or 'say 360's DVD is causing development problems and PS3's GPU is a pain to work with'.
Sit back and relax and watch the internet go crazy over your remarks, this will make the HYPE train move faster.
- Now that the HYPE train has reached a pit stop, what you need is crazy marketing, this will re-fuel the HYPE train.
advertise everywhere, TV, Radio, Internet, Merchandises etc. This will make the HYPE train to overheat, when its about to
explode, RELEASE THE GAME.
- Lots of people would have already preordered it, and people who didnt, will rush out and buy the game. In the process of that,
this creates another important part of the cycle, its called BANDWAGON. now that everybody is playing your game on XBL, PSN. their friends will be curious to find out why everyone is playing your game, in order to satisfy their curiosity, they go out and buy it, the smart ones rent it.
- After a couple of months, release a patch, give it a 'cool' patch name or number. e.g. 'The Black Patch' or 'Patch 1.37'. This gives people incentive to continue to play your game.
- DLC. Remember that part of the game you cut out during the development, yes, release it as a DLC. Also, make sure its expensive, it makes people think that it is a 'Premium' DLC.
When all is said and done, announce a sequel. Make false promises and how you are going to improve the game and other false promises.
then repeat the 'cycle' again, and watch how people fall it again and again and again and again...
Follow these guidelines and the minimum your game will sell is a million copies.
P.S. I almost forgot, dont forget to add trophies/achievements, because if your game does not have it, some people might not
buy it. some gamers have said 'if a game does not have achievements, it means you are playing for nothing'
If you are going to be a game developer make sure you follow these guidelines. dont forget to thank me later.xxThyLordxx
Ha. Almost true. Just two things. The only time creative games ever sold was when hey first started making them, and they were creative because they were entirely new. After that everything that sold was a complete rehash of arcade games and doom rip offs etc. save for a few N64 games, like Super Mario 64, and that sold because it had Mario in the title.Â
As for contraversy, that's not really that useful. That just puts people off, they won't buy it if you end up dissing their favourite game. What you really need instead is a good viral campagin. Nothing sells games more cost effectively like get your customers to advertise in places you can't (I'm looking at you with your silly little slogans in your signatures! Why so serious?! ARGH!)! (I HATE VIRAL CAMPAGINS! AHHHHHHHH *explodes*)
[QUOTE="TheGrat1"]I have to admit, the "cut out part of the game and release it as DLC" part made me lol. The whole thing made me think of John Carmack and Rage. It comes off as a a rant, but there is some truth to it. Thread approved.
Edit: Post #434 Palindromes FTW :D
Leejjohno
You mean the new guns and maps for R6 Vegas that ended up being R6V2 but with a bit of cod4 mixed in with extra lag?
Huh wut? :?
[QUOTE="Leejjohno"][QUOTE="TheGrat1"]I have to admit, the "cut out part of the game and release it as DLC" part made me lol. The whole thing made me think of John Carmack and Rage. It comes off as a a rant, but there is some truth to it. Thread approved.
Edit: Post #434 Palindromes FTW :D
TheGrat1
You mean the new guns and maps for R6 Vegas that ended up being R6V2 but with a bit of cod4 mixed in with extra lag?
Huh wut? :?
There was a rumour that they were going to make a really good expansion for rainbowsix vegas, but instead kept it for a ****y full price sequel.Â
- DLC. Remember that part of the game you cut out during the development, yes, release it as a DLC. Also, make sure its expensive, it makes people think that it is a 'Premium' DLC.
xxThyLordxx
:lol:
That was good. Ninja Gaiden 2 and Dead Space are recent victims of this.
One of the best posts i've seen in a loooong time :lol:, so freaking true, and this aplies to the North American games that why i dont like them to much i have to admit that some are great but they concentrate to much on the superficial things, i like a game with more deep character story and world story like more of the japannese games.
great thread ! XDÂ
Wow. This post is so sad in the funniest possible way. :lol:
I gotta give you props for that bit of brutal, and sadly mostly true, satire.
EDIT: I just realized this thread is several months old. Oops.
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