curl-6 said:
Still doesn't make MH AAA. It's simply not big budget enough to qualify. |
How much does a MH game cost to make?
curl-6 said:
Still doesn't make MH AAA. It's simply not big budget enough to qualify. |
How much does a MH game cost to make?
Vena said:
If you wanted to build a PC to the quality of a console? It'd be about the same price with an OS that did stuff. Building a PC for more than 400$ will get you a lot more as well. Please try to be realistic here, there is nothing magical or expensive in a console. This is not a good thing. |
That was exactly my point. Your post did not come across that way so maybe I misunderstood it?
Regardless, People are paying double for a PC to play these "garbage" indies. I know, I have firends all over steam who are playing them. My buddy just gifted me Running with Rifles which is plenty fun BTW.
There is no arms race with PCs here. There is no grand conspiracy to pull a bait and switch on us good gamers. There are already great games both AAA and indie on these consoles and the gen has just started. You are over dramatizing the situation as evidenced by the hyperbolic statements like cesspool etc. You must not be over 20 or just don't play a lot of video games because there are just as many "garbage" AAA or AA titles as there are indies. Mainly due to the constant pressures of being under the gun to finish a game quickly to ensure a steady stream of AAA titles.
No Man's Sky (come on who doesn't think that doesn't look amazing), Shovel Knight, Don't Starve, Limbo, The Swapper, Hotline Miami, FTL, Bastion, Transistor, The Binding of Isaac, Super Meat Boy, Fez, Monaco, DayZ, Spelunky, Rust, et al all think it is you who needs to be realistic here with regards to the quality of indie titles.
You are waaaaaay overstating your case here.
| Zanten said:
Ehhhh, it might have helped with keeping out the muck, (although stuff like the patching fee actually kept devs from trying to patch glitched games,) but the old publisher policies were rife with their own issues; for one thing, many of the Publishers involved were, to put it bluntly, complete dicks and abused the crap out of their role. Given Microsoft would assign a limited number of 'slots' to each, based I believe on some objective measure of the Publisher's size or sales... in any case, only publishers who sold physical games at retail qualified for these slots, and because the slots were limited, publishers would often use their 'supply' as leverage. A developer looking to release on the Xbox 360 would sometimes end up having to either accept insane conditions, ("If we publish for you, not only do you have to give us a cut of the revenue from the 360 platform, you have to give us a cut from ALL the platforms, even the ones that you could self-publish on.") or simply not publish on the Xbox 360 at all. And since the Parity clause meant if you published anywhere else first, you COULDN'T publish on Xbox 360 afterwards, plenty of devs were hesitant to burn that particular bridge. So at best you were signing up with a 'partner' who, really, didn't contribute anything except a 'ration token' that only existed because Microsoft created that sort of artificial scarcity, a Publisher who in exchange for the token would often get a piece of the ENTIRE pie, not just the part they were 'helping' with. They weren't contributing to development costs, weren't doing aaaanything to help make the game, just holding a golden key with one hand, and holding the other out for payment. The kicker is, this option was viewed as the lesser of two evils compared to publishing with Microsoft, with whom publishing meant giving the platform cut, and a publisher's cut, and agreeing to timed exclusivity at minimum. Given announcing to the world that your game will be coming out on Xbox 360 first generated a fair bit of bad PR, and hurt sales potential on future platforms, it was an option devs wanted to avoid at all costs. And said costs were, generally, pretty severe. Reports from one Dev suggested that getting his title released on the Xbox 360 was vastly more expensive, and time consuming, than releasing on ANY of the other platforms, without really offering enough revenue to make the whole ordeal worth it. So it wasn't just a matter of whether a developer could afford it; more and more, it became a matter of 'Why am I bothering with all this junk at all, when I can go publish over there, ignore the Xbox platform entirely, and probably make more money in the long run?" So by the time the Xbox One was readying for release, the indie devs were starting to drop away in droves and pass on the Xbox One altogether, which is why Microsoft ended up changing their policies to begin with. Because it wasn't just the shovelware devs that were leaving, it was actual indie devs who made games audiences LIKED, games that did well on their own merit. If they hadn't removed the Publisher requirement, forget just bad indie games, Microsoft would have been lucky to get that many GOOD ones on their platform, or indie games at all. =P ___ Anywhooo, back on topic I go. x3 To be specific, I do believe that there should be a gateway, as it were, even if it's a small team making sure that the game is not complete crap, making sure we don't get flooded with Flappy Bird clones, etc. Everything that has been streamlined, in terms of application time and cost, is great, but there should definitely not be any form of automated 'let em in when the counter strikes ten,' ala Greenlight. Right now Sony seeeems to be doing okay, if a bit over-enthusiastic, and I am hoping they'll reign that in and be a tad more discerning. If nothing else, I haven't yet seen any disasters on PS4 that match Soda Drinker Pro, and God knows those 'developers' (very loosely speaking) would get on PS4 if they had the chance. =P But just like unmoderated self-publishing is getting abused by crap developers, Microsoft's old policies got abused by crap publishers. =P A balance needs to be found between the two, that will benefit both the developers who actually release games that draw an audience, and the audience that won't have to dig through mountains of crap to find it. |
Totally agree. We went from one exteme to another and we need to find the sweet spot in between. Not sure about MS because their policies still need a lot of work, but Sony really needs to tighten up on the quality control. I really, really don't want the Playstation Store to become another Steam. *shudders*
Goatseye said:
It's just a matter of time. Wait till they get used to dev kits and the flood gate will open. |
Dev Kits have nothing to do with the quality assurance process.
However, quality assurance also has nothing to do with whether a game is good or not. It's quite simply not worth the time of devs who don't genuinely think they have a product that might sell to bother releasing on PSN though. It's actually a costly and time consuming process while steam/iOS etc is all done at the push of a button.
MikeRox said:
|
What about more independent devs getting used to it and more IPs show up at the marketplace? Who is going to stop them?
Goatseye said:
What about more independent devs getting used to it and more IPs show up at the marketplace? Who is going to stop them? |
I edited my above post. Again, there is no simple button to push to publish on PSN. There are still lots of hurdles to jump to get your product listed. So it won't open the floodgates as no one is going to put more effort into getting something published than they did into the actual product.
Sure rubbish will hit PSN that is indie, but no more or less than rubbish that is AAA.
| MikeRox said:
Sure rubbish will hit PSN that is indie, but no more or less than rubbish that is AAA. |
No more than AAA?
Are you sure? Because I don't see AAA devs making cash grab NES platformers en mass with dubious quality.
Sure they're not flawless but comparing the quality output of Indy developers to big devs is pushing it.
Microsoft had it right with publishing most of them under Arcade banner.
Some of them are very talented but they're in a sea of dookie.
Goatseye said:
No more than AAA? Are you sure? Because I don't see AAA devs making cash grab NES platformers en mass with dubious quality. Sure they're not flawless but comparing the quality output of Indy developers to big devs is pushing it. Microsoft had it right with publishing most of them under Arcade banner. Some of them are very talented but they're in a sea of dookie. |
So which PS4 games do you consider NES platformers en mass with dubious quality? I'd wager that 8bit styled platformers don't even make up the majority of the indie releases on PSN.
| MikeRox said:
|
Sit back and relax, Sony said they have hundreds of Indy games coming within 1 year.
I'm pretty sure PS4 will catch on the trend.
Aura7541 said:
Totally agree. We went from one exteme to another and we need to find the sweet spot in between. Not sure about MS because their policies still need a lot of work, but Sony really needs to tighten up on the quality control. I really, really don't want the Playstation Store to become another Steam. *shudders* |
This is what I'm most worried about with teh indie revolution. It's kind of similar to the problem that existed on Wii. There was just so much junk that you had people had to resort to only buying stuff with ninty's stamp on the box
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It is possibly the oldest, easily the most profitable, surely the most vicious. It is the only one international in scope. It is the only one in which the profits are reckoned in dollars and the losses in lives"---Maj. Gen. Smedley Butler