inXile's Brian Fargo, Hidden Path's Jeff Pobst and Turtle Rock's Steve Goldstein weigh in on the growing gap between gaming's haves and have-nots.
Veteran game designer James Montagna is directing this new project and apparently has a new outlook on game design after teaming up with Nintendo
The new Nintendo-focused emulator for the iPhone is now available with support for several classic systems.
Won't belong before Nintendo bangs on Apple's door to have the emu removed. Like I say you take down one six more take it's place. Problem is people are putting emu's on such stupid platforms. The good emus are the ones not on stupid platforms like a red target. The good emu's are word of mouth and keep a low profile.
Cord Smith, the former director of marketing for Compulsion Games' well-known title We Happy Few, has gone through quite a change since leaving the studio. This is represented by his new indie platformer Always In Mind, which takes players into a bizarre dream world full of fantasies inside the head of a little boy named Teddy. Sector got the chance to ask the industry veteran a few questions about his inspirations for the game.
Misunderstanding as
usual
Game studios are trying to charge for time in game. That's what has spawned this "rising cost" PR to justify price gouging. Now smaller studios are trying to convince the idiots because the AAA studios have managed to get away with this highway robbery "rising costs" gambling scheme. The games industry, the entire industry, is at $96bil (as we all know now). If they feel game dev costs have gone up, that is a budgeting issue, because studios like Ninja Theory have managed to prove otherwise that budgeting is entirely the problem while providing high quality for a normal price.
I will say it a thousand times if necessary. After all the high costs of a movie production, film studios still charge us $20 for release day and ~$40 for blurays - which seems FAIR, not cheap. Those studios produce millionaire actors, upper middle class-wealthy employee/freelancers, and movies with very high costs that include travel, real special effects, use of real estate, destruction of property, public emergency services, city road closures, and other real world needs unlike games which are all created on systems. They also spend tons of money in local economies in the locations they shoot for food, hotels, and transportation. Film studios also hire programmers, CG designers, and animators (besides the conventional concept art team) for in house production systems and special effects.
It's apples to oranges, but games do not have the same outgoing costs as movies and its not like film studios are paying for the movie costs in wompum. A dollar is a dollar and the costs for a game are NOT higher than a movie. It's not ok for AAA, AA, A, B, whatever game studios to brute force price gouging and prey on consumers with gambling, season passes, special editions, etc etc etc.
All of this is the real reason publishers wanted always online. They finally launched their held back plan because of a certain company.