A year after release and retail shelves are thick with Xbox 360 titles. But if there's a gap in the product line-up, it's for titles aimed at a younger audience. Sure, there are plenty of games making use of popular licenses - but barely any targeting the kids market with original IP.
Developed by Twycross-based studio Rare, Viva Piñata is Microsoft's first big push to entice younger gamers to Xbox 360. With a development period that has included collaboration with 4Kids Entertainment on a spin-off TV show, neither developer nor publisher has any qualms about making a game for children. And why should they? It's a market clearly under-exploited on Microsoft's next-gen system.
GamesIndustry.biz visited Rare and talked with lead designer Gregg Mayles and production director Simon Farmer to discuss why Microsoft needs to open up to a younger audience, the lessons learned from working with another creative medium, and extending the life of a product through downloadable content.
Plenty of unforgettable games have completely messed up their players throughout the years, all the way back from the PS1 days to the dark recesses of the modern internet.
With so many games fighting for players' attention and interest losing out over time, time sink games are at risk of eventually losing steam.
It was worrisome to begin with.
It's a niche genre with only a handful of hits that can stand the test of time.
Only a few will catch on. You need a perfect storm to be successful in GaaS and a bit of luck on top of that. But a potential cash cow will keep them trying and some will go out of business because of it.
Helldivers 2 manages just fine…
Keep production costs low… don’t just make custscenes until the mechanics and enemies are perfected first.
Make so much content that you can drip extra content for years, and the game already feels complete without them.
Most importantly: make weapons, enemies, levels, and mechanics that will stand the test of 1000 hours. This might require more devs embracing procedurally generated leveled, which I think separates Helldivers 2 from Destiny’s repetitiveness.
Nameer from eXputer: "Some exceptions aside, I don't think the battle pass is a net positive for gaming with how they're implemented in most live service titles."
I like the way Helldivers 2 does battle passes. It allows you to make purchases on each level of the battle pass and gives you the option of choosing which item to unlock first. The more purchases you make using medals the further you progress. There is no timer and you can earn medals towards purchasing stuff via personal orders and Major orders.
I haven't played much live service games that have battle passes but I remember some games that have battle passes where you progress through it linearly using an exp system. What makes it really bad is that the battle pass will have like 50 or more levels with the cooler stuff being closer to the end. They also have an in-game shop that sells exp boosters so you can reach the end of the pass before it refreshes. Everyone ilse will have to grind their way through.
battle pass in fortnite is perfect; buy one and it buys the rest for every other season as it gives you more money than the first cost. so 8.50 and season ends with you getting 13.00, it pays for the next and you have some pocket change to save up for cash shop. All of which is optional
has always been a Nintendo area. The other consoles have steered clear of that to appeal to more mature gamers. I really don't see parents thinking 360 or PS3 as a system for small children, so if some kid oriented game did come out for either, it would probably lose money for whoever introduced it. Most parents I know say they would own a 360 or a PS3 for themselves and a Wii for the kids, so kiddie games for 360 and PS3 aren't really needed.
I'm an adult, and I find it to be fun. Truthfully, I think it might be a little complicated for kids. But I do agree that there needs to be games for kids on the 360.
Anyone has an idea of how well this game is selling?
Pumped for Banjo Kazooie....pumped.