OddWorld Inhabitants Leaving the Gaming Industry 40
Via Games*Design*Art*Culture*, a link to a Hollywood reporter story breaking the news that Oddworld Inhabitants is closing up shop in the games industry. Owner Lanning is apparently going to move the company into movies and TV, as a result of sour experiences in the current gaming industry environment. From the article: "As game production costs rise, publishers want more sure bets because with rising costs come rising risks. What we see is an industry which is rapidly discouraging innovation because people don't want to take chances on more innovative types of titles."
Gaming is a victim of its own success (Score:4, Insightful)
IANAG, but I wonder if open source will be able to create a rich online FPS game/MMORG that offers the rich world-depth of a big-budget game without the need for millions of dollars in development labor.
Re:Gaming is a victim of its own success (Score:2, Interesting)
Why, though? (Score:2)
Personally I believe what the open source world needs is a bunch of good, simple tools. For the Amiga these were Soundtracker and DeluxePaint 2. For Linux we would need similar tools, and some extra's like a 3D modeller, and a distribution to bring it
Re:Why, though? (Score:2)
As the Amiga died, the people who really loved graphics either stayed with it (I knew one person who was still using her Amiga in around y2K to do her painting) or moved to the Mac.
Most artist types don't care about the OS. They just want to paint or make music. Linux is probably the single worst choice for those folks. Even if you DID get good software for it
Re:Gaming is a victim of its own success (Score:3, Interesting)
Well, that depends on how they're recruited. Artists etc need a portfolio to get a job. The best type of portfolio to develop is the kind where you've done work on a project. An artist that's in-between jobs or trying to break into the industry would be an ideal candidate to work on an Open Source game. That is, more or less, what I did. I did some pro-bono work for a garage game. Since there were no real deadline
Re:Gaming is a victim of its own success (Score:2, Interesting)
Well there are MUDs. Been around for a while. Most of themare low on the graphics, but are involving none the less.
Re:Gaming is a victim of its own success (Score:2, Funny)
Hollywood-style realism.
Re:Gaming is a victim of its own success (Score:1)
Well, you could always check out Once [once.net.nz]. It's pretty idealistic, and they really need code ragers and artists bad, but the idea's there. Apart from questions surrounding "who the hell's going to fund all this 'width!?" I think an open source Massive game holds potential to deliver fun, rather than somethi
No, Lanning is a victim of his own failures (Score:1, Interesting)
Now they're closing shop because their X-Box games needing porting back to PS2 and they'd made it impossible. It's no different to what small developers like Mucky Foot were doing one project previously - developing on the PC when their primary market was PS1, and forcing a poor backport - but this wasn't some fly-by-night Guildford spinoff, it
how is that different (Score:5, Insightful)
They are going to be disappointed. This is already a very accurate description of the TV and motion picture industries.
Re:how is that different (Score:2)
Just like every other industry? (Score:5, Insightful)
That was an early warning sign, IMHO. The same thing has happened in movies for example, where we are treated to endless $100 million budget movies that make $500 million, but are shit basically. Same thing happens in pharmaceutical research where money goes to replicating me-too generic drugs (e.g., fluoxetine) to cash in instead of *actually* being innovative.
Car industry? Same thing. Besides genuinely new or advanced driving, we are basically in the same metal cages we had in 1950, except with lots of plastic and electronics to massage our fat asses. Mercedes makes rain-sensor wipers, then eveyone else has it too. Lexus installs runflats, well so does BMW. All the same, different brands.
Maybe it's more to do with ever extending globalisation as EA and their ilk eat up the small developer, sort of like say MGM or 20th Century Fox, or Daimler-Benz eating up Chrysler and everything in every industry eventually becomes under one banner.
Hang on, that's just like Microsoft buying up all the competition.
Not quite in the auto industry. (Score:2)
Re:Just like every other industry? (Score:2)
Re:Just like every other industry? (Score:3, Insightful)
First, what was "an early warning sign"?...it's unclear from your post.
2 - movies) You are true in saying that studios have a constant flow of high-budget movies that are carefully created to be sure-fire successes...BUT, that doesn't mean there aren't other people making and successfully selling and distributing low-budget independent films. Look around, and you'll find at least one independent film theater near most well-sized cities. Go to a video rental place, and you'll see lots o
Bad marketing (Score:3, Interesting)
Re:Bad marketing (Score:2)
The gaming industry is a close family relation to the RIAA and MPAA, just without a cute acronym. The same thirst for money though.
Re:Bad marketing (Score:2)
This was one of the best games I have played in the last few years. I enjoyed the entire thing all the way through. It never got boring, and looked awesome all the way through.
Too bad people didn't buy Stranger's Wrath in droves, because I would like to see a lot more from them.
A shame (Score:2, Insightful)
Re:A shame (Score:1, Insightful)
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[Japanese phrase with mundane meaning]
Re:A shame (Score:3, Informative)
Re:A shame (Score:1)
Whiplash! [teamxbox.com] was funny as all get-out, sold for 20$, and yet, didn't even make a dent in sales.
I don't know what went wrong. Probably a lack of word-of-mouth, though I told all my friends about it and absolutely adore that game (it's wickedly funny humor on a very well written platform style game).
So the "sell cheap by a major studio" trick doesn't always work.
Re:A shame (Score:1)
The solution... or at least the start of one (Score:3, Interesting)
Re:The solution... or at least the start of one (Score:2)
I think that's part of the solution, because it's tied to budget. Here's the main problem with different/original games right now:
Non-mass-market titles should not get mass-market budgets.
That's taken for granted in movies. If you're spending $100 million, you need to be making Armageddon. If you're spending $10 million, you can make Gods and Monsters. In games, though, most games get similar budgets. A studio often allocates $8 million
Re:The solution... or at least the start of one (Score:2)
The real cost in games right now is artists. Detailed models with detailed animation and textures that look good at high resolutions take a lot of time and money. Add in a simi
Quintology (Score:1)
Game topic without PA links? (Score:3, Funny)
Ah, here we go:0 -23&res=l [penny-arcade.com]
0 -08&res=l [penny-arcade.com]
http://www.penny-arcade.com/view.php3?date=2000-1
http://www.penny-arcade.com/view.php3?date=2001-1
Maybe it's odd, but... (Score:1)
Re:Sounds more like... (Score:1)
I dont think so!.. (Score:2)
Their game didnt sold so well, not because they werent innovative (probably thats the only reason of their few sales anyway) it just wasnt very good, the Platform part wasnt really that original, easy or fun to play (it felt and played as a ps1 game) and as soon as you started to feel comfortable with the FPS (which was the one tha