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The_vagabond7 said:
LordTheNightKnight said:
BrandonM said:
gamefreak4ever said:
The_vagabond7 said:
That's an incredibly depressing list. Did anybody actually read it? It's sad, I love my wii, but I wouldn't touch the majority of those games with a ten foot pole, let alone play them.


Its sad...cause its true...

Yep so sad......imagine of 3rd parties put ALL AAA games on Wii, at least developers would probably be making money and the industry wouldn't be dying huh:)

But their vision is more important! I mean, look at Final Fantasy XIII. They got all those amazing graphics in game... or not.

So the lesson here is....if you can't achieve 100% of your vision, then don't bother trying and just sell out for the masses? I really don't think you can fault developers for wanting to make the best games they can, even if making a cheap gimped version would be more profitable. Good lesson kids, take that one to heart.

I think the real lesson is "do the best you can with what you have and expose it to as many people as possible."

The real genius of early Nintendo games (pre NES and early NES) isn't what they were capable of from a tech standpoint but rather how brilliantly they dealt with limitations.  Any half talented jackass can make a brilliant house with 1000 bricks. Okay, what can you do with 500?

Oddly, it seems Valve, Blizzard, and Nintendo (the 3 companies so far ahead in the industry it makes the rest look bad) are always pumping out the best games in spite of being well behind in the power curve. WoW took almost nothing to run when it was released and SC2 beta system requirements are insanely low.  Valve has been using the Source engine for over 5 years, and even when it came out HL2 ran on everything short of a calculator, hell HL1 was a modified Q2 engine.

I forget the dude's name but the team ICO lead has always followed a philosophy of developing by subtracting.

Even Modern Warfare 1 is guilty of being minimalists, as the level design shows. Yes it's simple and linear and could have been made in 1999, but the attention to detail is why MW1 sold as much as it did.

The lesson an astute kid would learn from this generation and this last decade in general is that great developers don't need processing power.   In fact, the very best developers (by a mile) seem to deliberately reject the cutting edge.

Video game makers are not artists or visionaries, they're craftsmen.  Somewhere between chef and carpenter.  Sure you have a little leeway create, but there are rules you have to follow or you end up with a steaming pile of shit--like Dead Space Extraction.