Dno said:
bdbdbd said: @Dno: Whoa. That was by far the most ignorant post towards Unreal Tournament and Unreal engines. Epics bread and butter product is its games engines and games tend to be only tech demos about what you can do with the engine.
Why the publishers are using the hit driven model? As far as i can see, it's not viable model. Could the publishers want to raise the cost of entry to eliminate competition?
And, Wii released november 2006, that makes it 2 years and 9 nine months old. And that's a fact, not 3-4 years.
The devs are saying it's hard to make Wii games because they can't just rely on graphical upgrade what they can do with PS360, they need to make the game itself good.
@Ail: Yes, they need the type of games. But that's not different from last gen. And, EA doesn't need to create that huge revenue, if it can turn them into more profit. If they can't do it with the current model, EA is forced to sack staff anyway.
Why multi-million selling 3rd party games isn't easy to come up with, especially on Wii? We have lots of 1st party examples already and 3rd party games aswell. |
how is that ignorant? has any console epic games sold more then Gears? whats the highest selling unreal game on a console?
Fact a console 360 only title made epic a a lot of money and now people are asking about them a lot more.
You can go off topic as much as you like but ps360 companies make money.
ALl you are doing is calling us ingorant (which is not true because i know all about epic) and not giving any facts to back up the agruement that most 3rd parties do not need wii to make money. so into you agree or disagree on that topic i will not argue with you. |
You were saying Gears of War made Epic a rich company, when the game actually was only pocket money to Epic. And that has nothing to do with consoles, aside from demoing how their engine works with them.
Most 3rd parties do need the Wii. The actual sales of most games are below the profitability level of PS360 titles and in order to keep profiting, they have to have huge hits to offset the failures (at this point we could start thinking what's the idea of making these games, that aren't expected to sell anyway and eat away profits and resources from successful games).