Was there any reason why you mentioned the whole CoD lawsuit and West/Zampella fallout here, when it had absolutely nothing to do with the focus of the article aside from involving Call of Duty? Yes, it was big news and such, but you're taking focus away from Titanfall in the article and focusing it on a lawsuit that's over and done with. Let Zampella get on with his life as a developer, judge him as the developer he is now and not just the "CoD founder/lawsuit guy" and stop referring to the lawsuit thing.
@TransvormerSCol Um, what? Gamespot actually praised this game. They're using 7.0 in the way that it SHOULD be considered: A good game that has a few flaws. Just because it didn't get a 9,0 doesn't mean GS thinks it sucks, and you'd have realized that if you actually read the review.
@thegiftedicejr Your question is the equivalent of asking if a cookie tastes as good as a piece of cheese; the two might be food, but otherwise are normally eaten in different situations. Likewise, the two games might be videogames, but that's where the similarities end, and are really too different to judge which is "better"
It's not the type of market that's causing b-games to bottom out and indie games to succeed, but rather the fact that the huge, more-established developers/publishers have become too afraid to take risks for the sake of profits (which ironically damages profits), and less-established developers are more inclined to take risks to make a name for themselves.
When companies like Capcom first started up, they were willing to take larger risks because while they obviously wanted to make money, they also wanted to do it by making games the creators actually wanted (since at the time they had more say in the company), and they also HAD to because videogames were obviously not mainstream as they are today and thus sales were not guaranteed if it didnt appeal to the customer. However, nowadays those same companies are looking at it entirely from a business standpoint and very little from a gaming standpoint like they did in the past, and are too afraid to take risks into completely new IPs due to risking their profit margins. Instead they try to appeal to the more fickle mainstream audience (fickle in the sense that their interest will change depending on the fad, like how previously beanie babies were the biggest thing, then the nintendo wii, and now god knows), rather than the traditional, smaller, but more consistently-buying gamer market. Due to their profits, they've felt no need to take the risks they did in the past, and are now getting baffled when their profits are falling (again, using Capcom as an example).
Indie developers are essentially repeating history, as they are in the position that the now-AAA companies used to be in, where they don't have a huge profit margin, and HAVE to take large leaps in making new IPs in order to stand out and possibly succeed. As such, many of the more successful indie games are aiming at the gamer crowd because the gamer crowd is more consistent in purchasing and loyalty game-wise, and thus indie devs can establish their foundations by creating games for that market.
@ArabrockermanX @Doomerang While I agree with Pikmin 3, I could have sworn that Bayonetta 2 was never announced as a launch window game, just originally a 2013 game then delayed to 2014. I could be wrong obviously.
@WoodenStick @Doomerang Essentially most of the early first-party games. Kid Icarus, Star Fox and Zelda:OoT were three games off the top of my head that were supposed to come out during the launch window from my recollection (which was supposed to finish at E3), but the first of the "launch window" games came out AFTER E3 and was the most direct port of the supposed launch window games. Kid Icarus and SF came out after the price reduction, along with most of the announced games that I admit I don't recall right this minute.
@Fandango_Letho Um, what? Very few MMOs have such a drastic difference in population between stress-testing beta and full release. Furthermore, this was a complete redo of a game that originally was so bad that it and FF13 (in SE's own words) damaged the credibility of the entire series. Of course they wouldn't expect so many people to be so interested in it if the stress testing didnt come close to utterly wrecking their servers like the release did.
...Do you go around spamming this same statement with every MMO that is released? Because I just noticed that your statement could be applied to ANY MMO, and you don't even bother to see any difference between this and others.
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