Rare Still Leery of Downloadable Content 44
GamesIndustry.biz reports on comments by Rare lead designer Gregg Mayles, who has gone on record saying that Rare will only do downloadable content if there is a need. The popularity of their Viva Piñata title notwithstanding, the company has no interest in making content if there is no interest. From the article: "'We've got plenty of ideas for what we can do with downloadable content because Piñata is such a unique game ... But the jury is still out.' However, the team does still see the potential of Xbox Live and the push for downloadable content, with Viva Piñata offering interaction between players over the service. 'That vision of sending Piñata to each other was around before Xbox Live even existed. That's why [Viva Piñata] began life on a handheld PDA device because we wanted one machine that could communicate with another,' revealed Mayles."
Re:No One Cares (Score:4, Informative)
Well, the main reason was that Rare stopped filling the role that Nintendo needed them to fill and Nintendo was moving away from the 'Second Party' model. Rare was needed by Nintendo in order to supply their systems with several high quality games every year in order to keep consumer interest high, which was something they did fairly well up until about 1998 or so; late in the N64 generation many Rare games were taking 24-36 months to complete in an age where a long development cycle was 18 months. When Nintendo passed on buying Rare Perfect Dark Zero had been in development for 12 months, Kameo for 18 and both of those games were only released in 2005 (meaning they were in development for 5+ years).
Rare is still a good developer with lots of talent, the problem is their management structure needs a serious change
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Neither Kameo no Perfect Dark Zero were that great. I have fond memories of Goldeneye, Diddy Kong Racing and Conkers Bad Fur Day, but the nostalgia may be clouding my judgement. Going back and playing these games now, they're not bad for a quick laugh, but they're not holding the attention the way I
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True only if your idea of a good game is one that revolves around shooting.
Re:No One Cares (Score:4, Insightful)
I can't say that I've had too much hands on time with either Kameo or Perfect Dark Zero but what I would say is that the problem with these games was not lack of skill or shoddy development work but that there were better games that were released before either of these games. With Game Development you're trying to hit a moving target, this target is pretty clear 12 months ahead of time, kind of blury 24 months ahead of time, and very hard to see 36 months ahead of time; I could imagine it would be nearly impossible to predict where games would be 60+ months in the future.
Goldeneye will suck in comparison to modern console FPS mainly because it was the game which spawned the genre on consoles; in the past 10 years they have come a long way. Conkers BFD would probably feel dated but I suspect the gameplay would still be fun, and I never liked DKR because I though Mario Kart was far superior. The game I think would demonstrate how great Rare once was would be Banjo Kazooie. Banjo Kazooie was probably the only platformer of the generation I thought was better that Mario 64, although Mario 64 was more important because it was more revolutionary; I personally don't think many games that have been released since then really exceed the quality of either of these games without moving drastically away from simple platforming.
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the donkey kong country series, to me that trilogy
raised the quality of 2D platformers to a new high
and there is also killer instinct
man those were the days
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And too many lines.
Unfortunate that
you must persist in these bad
non-haiku hotness
Which is ironic, because that was a haiku.
Ha.
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I did, however, enjoy every game that Rare created for Nintendo. Here's hopi
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Oh come on. (Score:1)
Re:Oh come on. (Score:4, Interesting)
You'd think they'd be all over offering content for for a game where it actually makes sense. Perhaps they're soured by poor sales of Seasonally themed Kameo skins...
Protip: maybe people don't want to buy insignificant chachkis for a mediocre game that only takes a few hours to complete. Maybe, just maybe, you'd have more success selling downloads of things that, I don't know, improve, extend, or refresh the gamplay?
Networking? Maybe... (Score:1)
Re:Networking? Maybe... (Score:5, Insightful)
I personally hope that everyone else is wrong about a micropayment based horse armor/episodal content system; personally, I don't want to spend $150+ to buy all of the race tracks and cars that were available in the base game in the previous generation.
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that is lame (Score:2)
that is so lame. "we'll jump in the bandwagon only if we see other people are making money first"
historically, its the one taking the risk that gets payed off in the long run. those jumping in later only gets fractions (ok, except for blizzard and WoW)
If we're beginning to see downloadable content its because there's a need for it, it'll only become bigger now.
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not saying that every risk pays off (thus calling it a risk) but sitting back and watching sure isnt how I ride my business.
Re:that is lame (Score:5, Insightful)
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i think not.
downloadable content is only the "online" version of single player/offline games.
If you look at it, downloadable content just means "make money in the same business model MMOs do".
I don't even see why its called a risk to begin with. They don't call it World of Warcrack for nothing, it
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Compare episodic games with a TV series:
- Most episodes are more or less self-contained mini-stories with a beginning and an end, which take place in the "universe" created by the previous episodes and are slightly connected with previous stories.
- Sometimes, there is a "big episode" which is split in two episodes. Things just hang at some point at
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That's because most of the MMOs out there are in fact botched products only rushed out to make a buck.
Pioneers get the arrows, settlers get the land (Score:1)
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First, I'll remind you that MS, *because* they were there first is now the biggest computer-related company. Gates also happens to be in the top 5 of the richest man - not sure if he is or not the richest man.
I had wish you had taken another example than MS because i dont like the way they do things but you cannot take away the fact that whatever they did succeeded : The got the user base. meaning anyone wanting to get a PC now gets a PC with windows. Not so true in these da
Rare already did that. (Score:2)
Don't forget, Rare already pushed that bandwagon a year ago - Kameo and Perfect Dark Zero both have quite a bit of downloadable content. A lot of it is themes and gamer pictures, but they also released extra maps, online co-op and new game modes, some of it months after release. Some of it was picked up, a lot of it apparently wasn't.
I don't blame them for not rushing into it this time, especially after the
Git off my lawn! (Score:2)
I guess Cranky still works there.
Anyone else.... (Score:1)
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Even better unless the DLC is something that's worthwhile (A new car they couldn't get in time for a racing game.) There's little reason to get DLC, especially Rare's DLC which does little to improve the game. Free downloads is a great way to thank fans or do something special, but charging for additional costumes really gets fans ba
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Well, Viva Pinata is a game that could, unquestionably, be enhanced by downloadable content. That doesn't seem to be the question. Rather, the question seems to be whether devoting resources to the development downloadable content will be as profitable as moving those resources to the development of full retail games.
For example, one of the additions under consideration is
Re:Refusing the reality of virtual reality, huh? (Score:4, Informative)
Rare's original IP (Conker, Perfect Dark) is in no way worth $375,000,000.
I don't know how much Microsoft paid for Bungie, but I guarantee you it was a better deal than Rare.
Oh yah... (Score:2)
The only "leering" going on here is Rare into my wallet.
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The IP. I think all that Rare really has at this time is a whole load of IP. Mikey.S. won't let go of that without a fight... but has the Wii given Nintendo enough pocket money and gumption to make it a done deal?
They Just Aren't Ready Yet (Score:2)
NEWS FLASH: Company doesn't want to work for free (Score:1)
1) DIY, homebrew. Huge fans of a game or people with way too much time on their hands (depending on your perspective). The problem is there is a danger letting people write code for you machine. This would open systems to hacks or malicious content, so everything would have to be
Killer Instinct... (Score:1)
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Downloadable content nothing.The real moneymaker.. (Score:2)