John Bedford (Modojo): A short while ago industry veteran Peter Molyneux announced his intention to leave Microsoft and go it alone again, forming the new indie outfit 22 Cans in the process. We still know almost nothing about the new game he hopes will change the world, but we certainly hope that mobile platforms will play at least a part in his planned revolution. It got us thinking about who else we'd like to see making the jump from corporate console culture to independent mobile games development.
Vapourware can end up being the stuff of legend, like Rockstar's Agent, Star Wars 1313, or StarCraft: Ghost. Without ever seeing the light of day, these games never risked the possibility of being played and forgotten, and instead live on forever as the subjects of lengthy YouTube essays.
Still, Molyneux's most notable lost game (or tech demo, depending on who you asked at the time) was arguably Project Milo.
I can see the potential of the kinect hardware... its rather impressive tech, but it was just not meant to be for gaming. If anything, MS had a huge missed opportunity to have used it for the AR/VR projects.
"Unfortunately, as we were developing Milo, so the Kinect device was being developed. And they realised that the device that Alex Kipman first showed off would cost $5,000 for consumers to buy.
"So they cost-reduced that device down to such a point, where the field-of-view...I think it was a minuscule field-of-view. In other words, it could only just see what's straight in front of you."
Hmm, exactly what tech was in it, that was cut, affected the development? It was only ever interpreting visual and audio inputs right? The xbox was processing those inputs.
Nor do I see how the field of view thing is relevant to the discussion.
Todd Howard has held onto the idea of Indiana Jones and The Great Circle for 15 years, but he's not the only dev with a long story with this game.
Todd howard has never produced stable games.
Starfield was a mess, the Fallout games have always been really buggy.
this is not the flex they think it is.
Howard, who serves as executive producer and director at Bethesda Game Studios and was most recently game director on Starfield, recorded an interview with BAFTA speaking about his work.
During the interview, he explained that the reason Bethesda’s games are so big is because the studio rarely cuts any content.
''Bethesda’s games are so big is because the studio rarely cuts any content.''
Where is this content?
I think what he's hinting at is that future games will have even less content.
Game Pass isn't going to be able to support the type of super long development time games that Bethesda makes.
If Starfield was the test run, things aren't looking great.
Irresponsibly using an ancient engine that needs trains to be a hat on a player to fuction.