Can we ever compete? | |
andreww (16:49 12/4/2001) Max (19:36 12/4/2001) andreww (21:15 12/4/2001) Wrath (12:10 14/4/2001) fwibbler (22:49 14/4/2001) davidm (23:30 14/4/2001) fwibbler (00:46 15/4/2001) Max (07:26 15/4/2001) Max (07:31 15/4/2001) davidm (12:50 15/4/2001) |
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Andrew | Message #85500, posted by andreww at 16:49, 12/4/2001 |
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If you read the comment I made on the 'lone programmer' article, what are other people's views about this issue? |
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Max Palmer | Message #85501, posted by Max at 19:36, 12/4/2001, in reply to message #85500 |
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Hi, I think people in the RISC OS games scene have the talent to compete. However, there are three big areas that work against us. [1] Time For some types of game, [3] obviously matters. [2] can also be a big problem - often the software that is at the disposal of the big companies is just so expensive that people in the Acorn world just couldn't compete and we certainly need a decent development environment. However, by far the biggest problem IMHO is time ([1]). A lot of us have full time jobs and don't have that much leisure time to play with. If someone could pay us to do the work (!) then a team of the best RISC OS coders, designers, artists and musicians could definitely compete. Look at what Artex are doing with Iron Dignity. From where I'm sitting, that game definately looks capable of competing. However Iron Dignity is a classic example of where the hardware difference comes into play. Another thing that's worth remembering is that a lot of the 'old' RISC OS games writers have made a successful transition to developing games as a career. I'm going in circles here. The talent is here, the time, the tools and the money aren't. It depends whether we're talking about talent or products ... Regards, Max |
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Andrew | Message #85502, posted by andreww at 21:15, 12/4/2001, in reply to message #85501 |
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I agree with you that time and resources act against us but I think RISC OS makes the process enjoyable and rewarding very often. Pehaps access to software will become the most important issue as graphics software is set to improve with packages being updated such as TopModel, Photodesk so cost may become prohibitive to part-time authors working alone. So, I would argue software partly but mainly the willingness of people to collaborate and stay committed until the release of a game which relates to the time factor as you say. Regards, Andrew |
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Nathan | Message #85503, posted by Wrath at 12:10, 14/4/2001, in reply to message #85502 |
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I for one believe that the *main* problem is software. If we had the software then the amount of time needed per project would be reduced. We neither hand the software or the time or the backup from big companies. Everyone is interested in ardware at this moment in time, noone cares about software. It seems a switch around from many years back. |
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fwibbler | Message #85504, posted by fwibbler at 22:49, 14/4/2001, in reply to message #85503 |
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Speaking as a buyer of games rather than a writer, I would say that in terms of impressiveness, no we probably can't compete. But is it necessary to? Yes, there are any number of PC games that look impressive, with fancy lighting effects and sound effects that could have come straight from the cinema, but they can also still be crap and no fun to play. I guess what I'm trying to say is that if you feel overwhelmed by the task of trying to create a visually stunning work of art to compete with PC games then don't try. It's far more enjoyable playing games like Inferno or Spheres of Chaos (to name but 2) than something that looks great but plays badly. It makes me sick when people look at games like Sunburst or Overload (to name but 2 more) and say 'This doesn't compare to anything on a PC' Such people are either shallow, short on brain power, or have never sampled the dubious delights of 'Machine Hunter' or 'War of the Worlds' on their PC's. Or all three! Above all, a game should be fun to play. |
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David McEwen | Message #85505, posted by davidm at 23:30, 14/4/2001, in reply to message #85504 |
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Personally I don't think that RISC OS games will ever compete with PC/console games unless things change drastically. As an avid games player I know that gameplay is key. However these days people expect more. It's a sad fact, but most consumers would rather play Tomb Raider <insert requisite digit> rather than Mr Driller. 3d has overtaken even the last bastions of 2d in the console world are turning to 3d (Treasure with Sin and Punishment). So to compete we need all singing all dancing 3d games...
1. Hardware - having to rewrite a fairly hefty chunk of a fairly old game to get a decent frame rate on our top speed machines is fairly sad. Hopefully something will rctify this situation soon... 2. Software - since I'm talking 3d we would ideally need 3d animation software etc... but I'm not holding my breath for that. 3. Human Resources - you need enough people to make a decent team 10+ to make something equivalent to PC/console schtuff. 4. Financially viable - there needs to be enough of a userbase to buy the game to recoup what you spent in creating it.
What RISC OS games should do is innovate. This is how to get games noticed. Look at some of the games that try something different and suceed, such as Bangaioh (sorry I'm a Treasure freak), pretty much every other Treasure game, Mr Driller... these are games created by *small* teams. They don't aim high they go for different. If that fails you can try riding the 2d tidal wave that the fabulous Gameboy Advance will create ;-) PC/console games are more often than not constrained by the publisher - can't do that with character y, we can't have that in one of our games, blah blah blah - RISC OS games aren't. Also RISC OS games are fuelled by dedication and love of the project, all to many PC/console games are fueled by money. This shows through with the percentage of mediocre games on the shelves... btw Doctor mentioning War of the Worlds is low, I know one of the artists that worked on that game, you have no idea what they had to deal with. |
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fwibbler | Message #85506, posted by fwibbler at 00:46, 15/4/2001, in reply to message #85505 |
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btw Doctor mentioning War of the Worlds is low, I know one of the artists that worked on that game, you have no idea what they had to deal with. I'm sorry. I was just trying to get my point across and I wasn't actually critisizing the graphics as much as the playability of it. |
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Max Palmer | Message #85507, posted by Max at 07:26, 15/4/2001, in reply to message #85506 |
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btw Doctor mentioning War of the Worlds is low, I know one of the artists that worked on that game, you have no idea what they had to deal with. I actually really liked that game, Max |
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Max Palmer | Message #85508, posted by Max at 07:31, 15/4/2001, in reply to message #85507 |
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... This is one of the most crucial areas we need to fix. After all, everyone moans about needing new software. The one thing thing that will make this whole process easier is an integrated development environment with a decent debugger. Make this happen, and more software will follow ... What RISC OS games should do is innovate. This is how to get games noticed. Look at some of the games that try something different and suceed, such as Bangaioh (sorry I'm a Treasure freak), pretty much every other Treasure game, Mr Driller... these are games created by *small* teams. They don't aim high they go for different. If that fails you can try riding the 2d tidal wave that the fabulous Gameboy Advance will create ;-) What are all these treasure games ? Any links available ? Max |
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David McEwen | Message #85509, posted by davidm at 12:50, 15/4/2001, in reply to message #85508 |
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Treasure's website is : http://www.treasure-inc.co.jp You'll need to feed it through something like eLingo to make it readable. The latest Edge has a great article on them. The easiest way to see their games is via emulation or your friendly import store (alot of these go for heavy wodges of cash though...) : Gunstar Heroes -> Megadrive There are loads of sites dedicated to these games. |
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