




Sega's Grand Plans, Development Changes 27
Thanks to Gamesindustry.biz for their report detailing Sega's first press conference under their new boss, Hisao Oguchi. As well as announcing "a target of doubling the company's global market share in the next five years", Sega announced better-than-expected Japanese software sales, including a good performance for racing title Initial D, and also detailed major changes in the company's development structure, as explained via a GamePro article - highlights include: "Sonic Team and United Game Artists (makers of Space Channel 5 and Rez) will merge and form a company whose aim is games for casual users. Sega-AM2 will stay as is... [and] Virtua Fighter designer Yu Suzuki will form a new development team."
And yet no good... (Score:3, Insightful)
I really miss the years of Nintendo (85-93) where innovation hit games. People wernt afraid of developing a few "different" games. Yeah, many stunk, but those few were wonderful.
Now, it's "Lets Publish" v.X+1 of anything that sold in last quarter.
Kinda sad, but many linux games are more fun than Dancing Game 3000SuperX or DrivingGamePowerGo or 3DFPSShootSpree. Most of linux games are mindless (chess, go, shogi exempt) but at least keeps me interested more than 20 minutes.
Re:And yet no good... (Score:5, Insightful)
Mathematically speaking, this law can be paraphrased as
This sequal sales = last sequal sales * ( current quality / previous quality ) * Years between release / 2
The problem is that when figuring out if another sequel is warranted, developers usually take the 1st release sales figures into account, not the last, and try to minimize the time between releases to get the gaming goodies as quickly as possible. Bad news: Mega Man X8 sold poorly. Do the math.
What the industry needs is more seeds. More Ape Escape 1's and more Deceptions. More titles that sell millions because they are new, not because they are sequels. Sadly, though, this is difficult when all magazines cover is buzz, and buzz is hard to generate for a game that nobody has ever heard of let alone played.
Now I'm off to chat on the Worms 3D forums.
Re:And yet no good... (Score:1)
Re:And yet no good... (Score:3, Interesting)
As to Vice City, You might have a point there, since all it is is GTA3 with a little bit of spit 'n polish
Re:And yet no good... (Score:3, Informative)
Vice City is just an expansion pack. It was released 5 months a
Re:And yet no good... (Score:1)
While I agree that it's basically just another game on an almost-the-same engine (minor changes such as indoor areas similar to State of Emergency and motorcycles), Vice City was released almost a year after GTA 3 (Nov. 2001, Oct 2002).
Re:And yet no good... (Score:2)
Re:And yet no good... (Score:2)
Sequel.
According to my Compact Edition (unabridged) Oxford English Dictionary, that's the only word misspelled in my two previous posts. Reinvisioning isn't a word proper, but as invision refers to a lack of si
What? (Score:2)
I'm assuming you mean MegaMan 8, anyways, since X8 doesn't exist (X7 is going to be released in the fall).
Re:And yet no good... (Score:2)
In my world, Final Fantasy 10 outsold Ico.
Mario Sunshine outsold Battlezone.
The Sims expansion #14 outsold Planescape Torment.
etc. etc.
Re:And yet no good... (Score:1)
I do agree that many publishers are scared sh*tless of publishing something new, but I also think that the game buying public are also to blame for buying the mass volumes of gunk that are on offer. Also, not all sequels are just rehashes to cash in. GTA3:Vice City is one that was pretty innovative. Half-Life 2/Doom 3 (how often do those two get lumped together?) are
Re:And yet no good... (Score:5, Insightful)
It costs around $4 million to make a modern videogame and therefore the game needs to sell well to recoup that cost. It's hard to convince upper management to bet that much money when the odds look to be very much against financial success.
AM-2 (Score:1, Interesting)
Re:AM-2 (Score:1)
"Casual Gamers"? (Score:4, Insightful)
Re:"Casual Gamers"? (Score:2, Insightful)
Rez and Space Channel 5 are ideal for casual gamers. Both only use the control pad and 2 buttons. They have the simplicity of an NES game.
When I think "Casual Gamers" innovation and creativity usually does not come to mind.
If I look at the most popular games played by my non-gamer friends there is Tony Hawk, GTA3, Super Smash Bros Melee a
Re:"Casual Gamers"? (Score:1)
A lot of what "casual gaming" is all about is what the rest of CS calls "usability". Having a clean, easy to learn interface. Flight sims which need one to remember 25 key shortcuts are not for casual gamers.
The rest includes stuff like a balanced difficulty curve.
When you think of "casual gamers" you probably think of people who play yet another incarnation of Tetris. That's not true as such.
Sonic Space Channel Fighter (Score:3, Funny)
Rus
A NiGHTS Sequel, please! (Score:1)
NiGHTS into Dreams for the Saturn was a very creative and original game, and about the only reason I don't still play it is that I never got the analog controller for it, and the Saturn pad hurts after a bit.
A sequel to this game I'm certain would