Getting bought out by EAThings Games Developers Should Avoid

The ice levels in Psycho Fox ruleSureshot wrote:Ice/water levels, rarrrr!

And Thunder Force 3

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Tom_Baker wrote:I just finished watching a film about Stockholm syndrome. It started out terrible but by the end I really liked it.
Antiriad2097 wrote:Single format publishing!
Sometimes (not always) they could maximise profit by publishing a game across multiple platforms. I'd prefer to be able to play the cream of these games instead of missing out on so many because I can't afford all 3 consoles. There are many players who only own 1 or 2 consoles so they're losing sales for no reason. Cross platform development really isn't difficult, especially if you don't insist on forcing waggle into the Wii version.
I can see your point, and agree with you for the most part, but if games were published on all formats, what would be the point of having more than one format?Antiriad2097 wrote:Single format publishing!
Sometimes (not always) they could maximise profit by publishing a game across multiple platforms. I'd prefer to be able to play the cream of these games instead of missing out on so many because I can't afford all 3 consoles. There are many players who only own 1 or 2 consoles so they're losing sales for no reason. Cross platform development really isn't difficult, especially if you don't insist on forcing waggle into the Wii version.
They don't have to be identical games. Look at CoD4 - there's a version for PS3, 360 and DS! Where's the Wii version? Yes, it can't match the visuals of the big two, but it could do a solid version of the DS experience.RetroKingSimon wrote:I can see your point, and agree with you for the most part, but if games were published on all formats, what would be the point of having more than one format?Antiriad2097 wrote:Single format publishing!
Sometimes (not always) they could maximise profit by publishing a game across multiple platforms. I'd prefer to be able to play the cream of these games instead of missing out on so many because I can't afford all 3 consoles. There are many players who only own 1 or 2 consoles so they're losing sales for no reason. Cross platform development really isn't difficult, especially if you don't insist on forcing waggle into the Wii version.
As long as the games industry is dominated by super-rich companies like Sony and Microsoft, developers will always be bought out by one of them, or at least offered loads of money for an exclusive.
Tom_Baker wrote:I just finished watching a film about Stockholm syndrome. It started out terrible but by the end I really liked it.
Was it Super Smash Bros that let you shoot the names as they flew by? Even gave you a score at the end too, that livened it up a bit, I was constantly trying to beat my earlier scores.Crunchy wrote:Far, far worse than this are unskippable end credits that have a final cut scene tacked on the end to give you the "real" ending or somesuch.Frank Chickens wrote:Unskippable cut scenes. If we wanted to see your censored-poor attempts at Pixar we would buy an animation disc from a pound shop.
There is nothing worse than this in gaming. An absurdly long scrolling list of names that mean absolutely nothing to me and all set to dull music. Who cares about the non-entities that worked on the game? I sure don't.
Star Wars: Galactic Battlegrounds is like that. The tutorial has no provision to adjust the rate of the displayed text or to pause it and it just rushes right through most of it.necronom wrote:A big one for me is when you can't pause a cut-scene. I hate that. If anything happens while a scene is on, then that's it, you have missed it. Sometimes someone will shout me to say someone is on the phone, or the tea is ready, or come in and start talking to me.
I sometimes have to pause a game until I'm sure I won't be interrupted for the next few minutes so I can start another mission on GTA IV.
What's so hard about making the Start button stop and start the scenes? A replay option would also be good. I'll be getting MGS IV soon, and I'm hoping for a pause button.
WowOriginalJax wrote:paranoid marvin wrote:games where the programmer lets you choose the dificulty level ; this smacks of poor design and lazinessUm, sorry Marv - got to disagree -
Firstly the programmer only implements the design - so he/she isn't offering you the chance to choose - the designer is offering it.
Secondly there's more work involved in supporting difficulty levels, not less, so the laziness argument isn't valid (the amount of work depends on the type of game, but generally the play-through path is different because of increased AI difficulty or extra obstacles or whatever - it all has to be designed, coded and tested).
Thirdly it's a way to increase the longevity and replay value of the game. Sure some folks will go straight to 'Insanely Hard' level, but lots of others will be happy for a gentler introduction on the easy setting before tackling the variations that are introduced with the higher difficulty levels...
Well anyway, that's how I see it...
O-Jax
If an original element of a game is initially well received. I find that games using the same or similar elements to be also desirable, if they are done correctly. That is to say that as long as familiarity of the element does not significantly lessen its attractiveness then it's just more of what's good.revgiblet wrote:I hate the 'cookie cutter' games that come out.
[...]
i) Stealth
ii) Urban Street Racing
iii) Gorey fatalities
iv) Tedious RPG micromanagement in an action game
v) Lots of famous people doing voice acting
vi) Hint that there might be nudity in the game
[...]
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