Want to read Slashdot from your mobile device? Point it at m.slashdot.org and keep reading!

 



Forgot your password?
typodupeerror
×
The Almighty Buck Entertainment Games

Game Developers Fear Hollywood-ization of Gaming 77

While the new generation of console hardware is something to look forward too, CNet has a story discussing the possible downsides to more beefy machinery. In specific, the increase in development time that next-gen games will require may "Hollywood-ize" the games industry even more than it already has been. Warren Spector, from the article: "Once hardware guys give us the capability to do something spectacular, someone's going to spend the money to do something spectacular...The quality bar is going to be raised. Someone is going to spend $20 million or $30 million or $40 million, and the rest of us who don't have deep pockets like that are going to have to find some way to compete."
This discussion has been archived. No new comments can be posted.

Game Developers Fear Hollywood-ization of Gaming

Comments Filter:
  • Thankfully .. (Score:5, Interesting)

    by .milfox ( 75510 ) on Friday May 13, 2005 @10:48PM (#12526555)
    Graphics quality isn't everything, same as how in hollywood, FX aren't everything. A movie / game can be awesome in appearance without being 'intresting' in plot at all.

    IMHO, plot and world matter MUCH more than the FX or graphics, so .... :P Think about how, say, Napoleon Dynamite or Blair Witch got immensely popular without mass amounts of money spent in their production. The same applies to games.
    • Re:Thankfully .. (Score:5, Insightful)

      by grumpygrodyguy ( 603716 ) on Friday May 13, 2005 @11:04PM (#12526641)
      IMHO, plot and world matter MUCH more than the FX or graphics, so .... :P

      I agree with you, but there's a problem. Noone has any patience anymore. We all want to be gratified immediately. Noone has the patience to sit down and 'get into' a text-based Zork game anymore, even though it might provide a much richer gaming experience for them. Some of my favortite games like Wasteland and The Bard's Tale are just too slow nowadays. I tried playing them again a while back and when it came to navigating a maze blind, or getting that 3rd servo motor in the sewers I just didn't have the patience to see it through.

      Paradoxically the more a game frustrates you, the more fond memories you have of it in later years. But it's harder and harder to pick up and play games like these, because they don't sell anymore. They don't sell because people don't want to work for a sense of accomplishment. They want the illusion of accomplishment. Also the internet has completely destroyed the 'puzzle game' genre because now you can just Google for walkthroughs, maps, passwords, you name it.

      In a lot of ways the gamer's greed ends up compromising the magic of gaming. Most people aren't even aware that they're doing it.
      • Re:Thankfully .. (Score:1, Interesting)

        by Anonymous Coward
        I dunno, I barely had the patience to play Bards Tale when I was 13. Think I only did so out of sheer boredom and long winters. If computers had good online connectivity in those days, I wouldn't have bothered.
      • Re:Thankfully .. (Score:4, Interesting)

        by .milfox ( 75510 ) on Friday May 13, 2005 @11:30PM (#12526758)
        I don't know about you. My favorite 'mainstream' game recently has been Morrowind, a game which has no expensive voiceovers, etc .. just all plot and a very immersive, detailed world.

        Apparently I'm not the only one, considering how popular that game has been. So I think there *IS* a market for it, and one that is being filled.

        Also look at things like civ, etc, which aren't graphics/effects heavy but still very popular.

      • They don't sell because people don't want to work for a sense of accomplishment. They want the illusion of accomplishment.

        I modded you up before I re-read your post so sorry if your rank goes down - my mod point is gone.

        That's an excellent evaluation of many games and maybe an allusion to the now and future workforce.
      • Re:Thankfully .. (Score:3, Insightful)

        by Dragoon412 ( 648209 )
        Did it ever occur to you that you may be a bit biased by reminiscing over those old games?

        Bard's Tale, for instance, had no story to speak of, no character development, and a maddeningly boring, repetetive style of gameplay. Sure, it was good for its day, but compared to games nowadays? It has almost nothing of worth.

        Another issue isn't so much instant gratification, but simply that many of us don't want to have to work at a game to have fun. If I want to work, I have school, and a job that at least pays
        • I half thought to post a counter argument to that guy, but you nailed most of them.

          I like to write novels about this sort of stuff, but I'll limit it to just one extra point. The reason you normally have nostalgia is that a game is the first to bring the new genre in. I remember Super Mario Bros as addicting at first play, but future platformers weren't as fun because I've already seen them in another form. Newer games deliver better game play that old school video games for the most part, but old vide
        • Comment removed based on user account deletion
    • Re:Thankfully .. (Score:2, Informative)

      by Sebadude ( 680162 )
      You're absolutely right, and most people with a brain will agree with you.

      But it's not the issue. The problem is that the studios that will spend $40 million producing a game will also spend millions to advertise it and put it in your face. How does an indie game, as wonderful as it may be, compete with the latest EA game as featured on MTV? (Did you catch the xbox 360 infomertial last night?)

      As is the case in the movie world, distribution is everything. Marketing is everything. And unfortunately, whe
    • Plot? Nope. (Score:4, Insightful)

      by DreadPiratePizz ( 803402 ) on Friday May 13, 2005 @11:30PM (#12526759)
      Not exactly. Plot is nice, but it's GAMEPLAY that matters. How do you think Doom got so popular?
      • Exactly. Plot is an enjoyable part of the game, but it doesn't make a good game. Plot and graphics may keep me playing a mediocre game, just long enough to beat it once, but only gameplay will keep me coming back and playing a game again and again.
      • By having a revolutionary engine for its time. Considering that the best anyone had every seen before Doom was Wolfenstein 3D, it was a huge leap technically. That and it was the first multiplayer first-person shooter. So it was not ONLY gameplay. Warren Spector is worried about the cost of developing games on the technical front. When it comes to game design (plot, gameplay, etc.) that's where they certainly can still compete. The problem is that most people don't want want deep, meaningful games. Sure,
      • Doom is a bad example, it had the best graphics of its time. When it came out, I was more interested in the graphics than the gameplay.
  • Fear Not (Score:4, Insightful)

    by Laven ( 102436 ) on Friday May 13, 2005 @11:06PM (#12526654)
    Anybody can spend millions of dollars on flashy CGI graphics, but that will never replace things like "plot writing" and "gameplay" which will remain of high importance.

    For example look at the Final Fantasy: The Movie. They spent tens of millions of dollars to do the most sophisticated (of the time) CGI rendering for that movie. But it failed because of the horribly poor plot writing and "acting". Sure this example isn't a game, but it exemplifies that flashy cinematic eyecandy is not what makes something great.
    • Sure this example isn't a game, but it exemplifies that flashy cinematic eyecandy is not what makes something great.

      Good example, but an even better example is coming to theatres next week.
    • True. Though it wouldn't feel like Final Fantasy if the storyline and characters weren't uninteresting crap.

      What I'm wondering is why in the world it would be bad for Hollywood to get into video games. All it means is that some expensive games will be based on movies. Designers will be able to play with some vast new options, and where's the drawback in basing it on a movie? It gives them a definite place to start, and they're playing on something familiar to people.

      And meanwhile, if you don't like a game
  • Diverging Market (Score:3, Insightful)

    by miyako ( 632510 ) <miyako AT gmail DOT com> on Friday May 13, 2005 @11:09PM (#12526669) Homepage Journal
    Videogames seem to becomming a more and more divergent market. I've noticed it a lot with the current generation of games.
    It seems like there have become three sort of general categories for games, and systems. The first is analogous to hard core action movies with essentially no plot. They appeal to the largest number of players, beccause they appeal to people normally not inclined to play games, and also can be a sort of guilty pleasure for more hard-core gamers. The XBOX seems to be mostly this sort of games.
    The second group is sort of like the hollywood drama, it appeals to people who like to thing their tastes are high brow, but in general they are cookie cutter, though they can often be good-enough to sustain people with higher brow tases during a drought. Occassionally one will really stand out as an excellent game. This seems to be what a lot of the most notable PS2 games are.
    The last sort is the games noir, the less notable types of games who's fans like to be somewhat elitist and like to think of as being high brow. These correspond to independent films and such. They are usually innovative, and sometimes they work out to be something great, in which case they generally are picked up by the mainstream. These tend to be the type of games that the gamecube gets.
    I think that what's going to happen is that the costs for the first, and somewhat for the second types of games will rise, and result in fruther hollywoodification of games, but I think it will also breath new life into the struggling third sort of games. The more every other game becomes a cookie cutter overhyped FX render of a giant turd, the sooner people will start to crave something really fun, unique, different.
    • You know, I don't think I'd categorize them that way. I'd say instead that there's different groups of gamers, but it isn't about which console you buy. It's not like HALO is something that I can just pick up and understand; it represents another step forward in the 3rd person shooter design. And similarly, a lot of obscure titles are published on the PS2 (Rez, for example).

      Instead, I'd say there's the mainstream game players, who populate Yahoo! games and enjoy a Mindsweeper or Hearts distraction from tim
  • just a thought (Score:3, Insightful)

    by prurientknave ( 820507 ) on Friday May 13, 2005 @11:12PM (#12526681)
    I think the reason most forms of entertainment are becoming so passe is because it's no longer targeted at only rich or the geeky. Once entertainment is generated for the unwashed masses of proles it starts becoming stupid and tedious waste of time in the same way high school was stupid and tedious waste of time for most of us. The alternative is to start something else and draw enjoyment from it until the rest catch on and come in to ruin it for us again.
  • by Lord Bitman ( 95493 ) on Friday May 13, 2005 @11:21PM (#12526717)
    See, it's code. You can copy it. You can license it. Developing a really good game doesnt make other games worse, it makes them better. When a good game comes out, everyone buys license to use the game engine and makes more "really spectacular" things.
  • by Alzheimers ( 467217 ) on Friday May 13, 2005 @11:22PM (#12526720)
    How about making a game that doesn't rely on cheap special effects and ugly-looking "eyecandy" as a marketing ploy [deusex.com]? There are still good games out there on the consoles, bargin games that are loads of fun to play.

    Heck, games even ten years old would surive in this market with a little boost for the next gen consoles. The problem is the developers rely more on sequels of previous hits that don't get the full development time they deserve [thief3.com] and end up bombing, when fans would much rather see innovation and fun elements.

    I thought we've been down this road before.
    • i agree.

      why does mr. specter think we care what his opinion is anymore? whats he trying to say - it will cost more for him to make shit sequels in the future? great, save yourself some money and don't bother.

      honestly warren, it doesnt take $20 million to figure out that one type of ammo for pistols and rocket launchers and everything inbetween is a Bad Fucking Game Dynamic. when you have proved that you are even capable of make a good game again, THEN come back and tell us about all your problems.

  • by general_re ( 8883 ) on Friday May 13, 2005 @11:37PM (#12526799) Homepage
    But most big titles are familiar, critics say. Eight of the top 10 best-selling games in mid-April were sequels, some on to their fourth or fifth iteration, according to NPD Group.

    Sounds like Hollywood now, for crying out loud. This year, among others, we've got the sixth Star Wars, the fifth Batman movie, the fourth Harry Potter. And let's not mention the slew of derivatives drawn from other genres - Fantastic Four, Dukes of Hazzard - or the remakes of earlier films - Pink Panther, The Love Bug, Charlie and the Chocolate Factory, War of the Worlds. Et cetera, et cetera, et cetera - hell, if the gaming industry is as dry for new ideas as Hollywood is, might as well give 'em the big budgets to cover for it - if I can't have original, at least blow some shit up for me in a really expensive way.

    • Sounds like Hollywood now, for crying out loud

      I'm as tired of all the sequels as the next gamer. But I'll give the game industry this: At least their sequels are usually better their predecessor. When I heard about MGS3 I decided to pass thanks to the inferior story of MGS2 compared to MGS. I recently checked it out however and I was blown away. Not only is the story is just as great as MGS, they also further refined the gameplay down to every little detail.

      Now when's the last sequel movie you saw tha
  • My God.... (Score:4, Interesting)

    by Jason Scott ( 18815 ) on Friday May 13, 2005 @11:41PM (#12526818) Homepage
    They fear the "Hollywood-ization" of the Gaming Industry?

    What, is it 1985? Even by the middle of the 1980s, budgets were being blown on insanely stupid ideas trying to keep up with movies, buying movie licenses or paying stupid development costs to make the next Pac-Man or Donkey Kong.

    ALL of the game companies, and I mean ALL: Atari, Taito, Nintendo, Gottlieb... they all spent TONS of money developing INSANELY dumb games trying to get blockbusters instead of focusing on good gameplay and letting people work out games other ways.

    This is nothing new; just another article acting like there's something shiny and dew-like under the sun.

    The Gaming Industry has been polluted for decades.

  • Someone is going to spend $20 million or $30 million or $40 million...

    Funny, since I remember that the budget for Final Fantasy IX was already $40 million... and that was still on the original Playstation. I have no doubt they've gone higher since.

  • by supabeast! ( 84658 ) on Friday May 13, 2005 @11:54PM (#12526876)
    Those crazy effects will only cost a lot at first - shortly after people will create new tools that drastically lower the cost of implementing those effects. In other words, all three Lord of the Rings movies were made for less money than Terminator 2, and the effects look a lot better. Expect the same thing to happen with video games.
  • Shenmue (Score:3, Insightful)

    by jetfuel ( 755102 ) on Saturday May 14, 2005 @12:09AM (#12526950) Homepage
    Shenmue cost $40-60 million dollars, and was/is the most expensive video game ever produced. In this case, the result was actually really frickin' good.

    Shenmue at Wikipedia [wikipedia.org]
  • Hollywoodization is not going to hurt developers that much. Even today, you've got big budget games like Halo 2 or Final Fantasy X coming out, that cost tens of millions of dollars to make. Sure, big budget games will probably always sell more copies, and have better graphics, sound and production values. However, that doesn't stop cheap, innovative, fun games [namco.com] from doing very well.

    If Hollywoodization is the future, it won't be such a bad thing. There is room enough in the market for both Sideways and

  • If you don't want to play Madden 2021 and Halo 6 then you don't have to! To many people the golden-age of video games is the NES/SNES days, or the ULTIMA and SIMCITY 1 days on for PC gamers. This is after the reflex/memorization only games of atari but before the games got overly graphics oriented. It's now actually a hell of a lot easier to make a sidescroller or overhead rpg then it used to be when the game was coded in assembly. Here's a list of a few one man or small team games that are pretty damn
  • by Guspaz ( 556486 ) on Saturday May 14, 2005 @12:40AM (#12527093)
    The quality bar is going to be raised. Someone is going to spend $20 million or $30 million or $40 million, and the rest of us who don't have deep pockets like that are going to have to find some way to compete.

    Half-Life 2 cost $40 million to make, and is arguably one of the best single player games ever made. It looks to me like the bar is already set, and at $40 million to boot. The person quoted in the article better FIND some deep pockets.

    That said, a game doesn't have to cost that much to become popular. There are a few mods out there that are more popular than a lot of "blockbuster" games, and yet cost almost nothing to make. The trick seems to be making your first game low-budget as a startup company, and then using the proceeds from that to fund a big-budget followup.
    • The trick seems to be making your first game low-budget as a startup company, and then using the proceeds from that to fund a big-budget followup.

      Problem number 2 is that the console makers often don't seem to want low-budget games from startups, so how are you going to get a signed bootloader so that you can even sell your company's first title?

      • Easy. Do a PC game, and if it's successful, you will have ample opportunity to not only port that game to consoles, but to develop new games for consoles.
        • Easy. Do a PC game

          Not all games are rated M. For those games that are rated E, E10+, or T, how will parents afford a recent PC for each child so that all the children in the household can LAN up, as opposed to a single console for the family? And how can a PC game developer prevent the game from triggering bugs in some obscure combination of hardware drivers?

          • There are plenty of blockbuster M-rated PC games. Who said anything about children?

            If you really want to make a console game, but don't have the budget, but know you can make a good game, there is an option. Make a good PC game, use the money that game produces to make a console game.

            Sometimes you don't get to make the game you wanted, sometimes you have to make a game that will make money to finance the game you want to make.
            • Who said anything about children?

              Gratuitous violence offends me. If what you imply is correct, that the gratuitous violence of an M-rated title is necessary in order to attract seed capital, then I'm not sure I could survive in a startup game development firm.

              • That's not what I'm implying. What I'm saying is that if making an E rated game is not possible, you may have to make an M rated game. But you haven't presented any reason why you couldn't make a low-budget E-rated game other than PCs being expensive.

                You're wrong of course, since not only are there PCs out there that cost less than the $400 that new consoles can cost, but most families already have PCs that children can play games on. It is a poor assumption that every parant buying a game for their child
                • but most families already have PCs that children can play games on.

                  No, most families have PC, singular, that children can stand in line to play games on. The PC isn't well suited to multiplayer on the same screen.

                  I would also point out that what does and doesn't offend YOU is totally irrelevant to the way the videogame market works.

                  Does this mean that if the games that investors like make me vomit, then I should not work in the video game industry?

                  • No, most families have PC, singular, that children can stand in line to play games on. The PC isn't well suited to multiplayer on the same screen.

                    What is this, a grammar lesson? If I say "Nearly all elephants have trunks.", does that mean that elephants have more than one trunk?

                    Apparently you've never heard of a little thing called "taking turns". Let me explain how it works. Say you have a group of people who want to do the same thing, but only one can do it at a time. Well, what you do is have ONE pers
                    • Apparently you've never heard of a little thing called "taking turns".

                      Could a game with similar mechanics to Nintendo's Mario Party or Super Smash Bros. Melee have been made on a PC platform? How can players "take turns" in a fighting game?

                    • Yes, a game similar to Mario Party could easily have been made on a PC platform. First of all, there is the internet for multiplayer gaming. Second of all, Nintendo ported Mario Party to handhelds just fine by turning it into a single player game (Nobody said every game had to be multiplayer). And of course, fighting games DO have single player modes.

                      Are there types of games that don't work on PC? Very likely. But there are, of course, some games that wouldn't have made the transition very well. However th
                    • First of all, there is the internet for multiplayer gaming.

                      Which doesn't help if two children in the same household want to play against each other. It also doesn't help if the parents can't afford broadband because they're putting food on the children's plates or because they don't want their children to see erotica.

                    • If parents can't afford broadband because they're spending it all feeding themselves, the entire discussion is moot as they are unlikely to be able to afford an expensive game console and games, and even then, if they bought it used, they would probably see additional controllers or a TV large enough to play multiplayer mode as a luxury.

                      If parents are avoiding broadband because they are afraid of porn, they have much more serious problems in their parenting that should take precedence over a discussion ove
  • Um, the game of the year is still Cave Story [romhack.net], despite everyone else's multi-million dollar budgets...

    Let EA, et al spend all the money they want, good for them.
  • I don't buy this (Score:3, Insightful)

    by AbraCadaver ( 312271 ) on Saturday May 14, 2005 @01:40AM (#12527343)
    With this perspective, a game like "Gish" or "Orbz" couldn't exist simply because a game like Halo or Morrowind "raised the bar". Several disparities exist between the hollywood distribution model and that of games:

    Number One: "the internet". Right now, hollywood is very much against the internet for distributing movies legally because they can't figure out how to suck more profit for each of the middle men involved - the game industry, at least the game companies, LOVE this. The game publishing companies (much like the distribution companies for movies) might not like this, because it enables game creators to directly publish their own material (aka direct download, etc). This allows a tiny game company to get their product out without all the huge overhead costs involved in an "on the shelf" product. Traditionally in the movie industry, it was virtually impossible for a small independent film to get the same notice or distribution as a huge film. In the game industry, a game like Gish will be noticed and can be equally distributed without a huge budget.

    Number Two: Games provide more long term entertainment than movies - as long as mods and mod developers are out there, a small game company/individual can get a huge amount of notice, because you can make mods on a shoestring budget and distribute them for next to nothing. Most recent game makers usually allow mods if not encourage them outright. Hollywood is old-school and too worried about payoffs and liscensing rights to even THINK of independant people using parts of their movies, etc (in general) to make a NEW movie or a changed version. Think of how lucas would shit if you made a short of starwars clips voiced over and published as a movie without paying him off first. It's a crude analog to a mod, but you get the idea.

    Number three: Hollywood has too many middlemen involved with EVERYthing, thus costs are astronomical. You have to pay off this group and that union and these guys and those people just to get stuff done. Costs are spread all over the board, outside of the movie company as well as internally. With a game company, the costs outside of the company are less fragmented. You basically have creation/production (usually internal), publishing (external/internal) and maintenance (internal). Some people will argue that yes, some things are being outsourced at the moment, and these could be arguably be considered the same as the movies. That logic works until you realize that with Hollywood politics today, you have to hire/pay your unions, or pubishers can't carry your film. This and that contract prohibit a non-union film maker from being distributed by someone with an agreement with the unions, etc, blah blah. That kind of setup doesn't exist (yet!) in the games industry, due to the internet distribution model as a possibility:
    "You won't carry my games? Screw you, I'll publish them myself."

    As a matter of fact, movie makers like Robert Rodriguez are moving the movie industry toward how game makers create stuff: "You wont publish my movie without union workers? Screw you, I'll publish it myself"

    The two industries are very different right now, and the sooner everyone realizes this, the better.
    • You seem to think self-publishing is the future. But how can one self-publish if all major consoles require the bootloader to have been signed by the console maker? And how are you going to sell your same-screen multiplayer title on PCs when very few people have their PC hooked up to a large enough TV to make same-screen multiplayer on PCs viable?

      • Self-publishing works for the PC. No need to have a bootloader signed.
        And why do you need same-screen multiplayer on PCs?
        The LAN party where everyone brings his own machine is a well established concept.
        • And why do you need same-screen multiplayer on PCs?
          The LAN party where everyone brings his own machine is a well established concept.

          Do you think parents would let kids take the only family PC to some (comparative) stranger's house?

          • I've been to several LAN parties where the kids had their own machines. Does of course not work for the poor part of the population, but from a game publishers' view there are enough well-off families where the kids have their own computers.
            • LAN parties are an assload of work. At least an hour of set-up time and days of planning. I like to be able to play now, when I have 2 friends over. I can do that with my trusty old Dreamcast.
        • And why do you need same-screen multiplayer on PCs?

          Because I want it. Because the best fun you can have with a screen is crowding a whole bunch've people onto a sofa in front of a big projector and playing Bomberman, Super Smash Brothers, and Powerstone II till the cows come home.

          Now that more people are hooking PCs up to the living room TV sets, I hope to see opensource developers making more fun party games. USB gamepads and hubs also mean that gameports and keyjamming are no longer an excuse.
    • I think what is really happening is that the game industry has not reached the same level of maturity as the now 70-year-old film industry has. Games will get there, and soon. Once the bar is high enough that it really excludes little (say, less than 100 employee) studios everywhere from making mainstream games, there will be room for little studios to make independant games that are about on the scale of what we would call mainstream now.

      It is not simply about how games are published. You realize that mos

  • a large part of the expense of Hollywood movies is overpaying actors. This is a necessary component of Hollywood, since a big part of the movie experience (at least in the states) is living vicariously through your favorite rich star/starlet. It's that whole 'glammor' thing they built up in the 50's and 60's. Gaming just doesn't have this, and for good reason. For one thing, your favorite programmer usually doesn't look too good on a magazine cover (lack of sunlight will kinda do that to a guy). Moreover, t
  • Comparing hollywood and video game production as a person who does neither, I'm still aware that hollywood has extensive prop libraries. What I find lame about the video game industry is that code and objects are so easy to store. Prop houses don't keep entire sets because they take up too much space. Entire levels though fit on a hard drive.

    I'm not suggesting developers give away their material to competitors for free. Charge some money, but make it still cheaper for the licensors than re-modeling the wheel for the thousandth time. This should make development less costly and faster.

    For coding the games, I know code is complicated, but can't some of it, particularly for games sharing the same engine, be modularized and techniques shared? Or does optimizing each game for maximum frame rate make this impossible? It just seems like there must be some things that can speed up coding.
    • Yes, code can be shared. In fact, this is common practice right now. The Doom3 engine was an investment by id Software. The game itself is probably not going to make them nearly as much money in the long run as licensing out their engine to other developers. The same is true of the Unreal engine, and the Source engine (Half-Life 2). Content is a little more difficult to share. Objects in a game world are not really just "props". Most of the work involved in content creation is very specific to the game its
  • Sure, people will feel the need to make huge, bloated, flashy games. Yet, they forget, a game like Katami Darmacy(sp?), which is not full of advanced graphics or effects, did VERY well. The key is gameplay. Anyone remember Square's The Bouncer? Looked great, played horrible, sold hardly at all. How about Frequency? Not expensive, not really advance graphics, but had great fun game play, an sold rather well. Heck, look at the whole current genre of SRPG's on the PS2. If you don't get them soon after they
  • Not to be cynical...but. Welcome to capitalism. People WILL try to get ahead simply by outspending you. Typical of a rich-get-richer poor-get-poorer climate where you have to HAVE money to MAKE it.
  • Tetris is one of the most valuable gaming licenses/concepts ever. If Tetris didn't exist, and it came out today, it would rake in the dough all day long, just like it did in the 90's. There will always be room for games that "play" amazingly well, even alongside some future "blockbuster" video games.
  • Didn't the "hollywoodization" start then?

  • Just ask for yourself...

    Why are there so many people out there play Nethack? or say any other games from 10 years ago.

    That should get you started.

Solutions are obvious if one only has the optical power to observe them over the horizon. -- K.A. Arsdall

Working...