Absolutely. There's no argument there, and I think I did articulate that somewhere in the post, didn't I?
Absolutely. There's no argument there, and I think I did articulate that somewhere in the post, didn't I?
Interesting note: I'm actually visiting Dejobaan currently during my visit to Boston. Been hanging out with Ichiro and will let him know he has a fan :)
Hey man, I'll try and give it a go later this week. Definitely send me an e-mail at rami@vlambeer.com with the link again so I don't miss it - I've been traveling a lot and we're releasing LUFTRAUSERS soon, so a lot of things just sort of slip through the cracks of time.
Our audiences as developers have a finite amount of money, but especially in terms of indie games our audiences are practically infinite. Even Minecraft continues to sell stable numbers, and you'd think everybody has heard of that.
No, there'd be less room for games that take risk because there'd be fewer games to earn money through for AAA studios.
Sure, too much Assassins Creed or too much Call of Duty is bad, but that wasn't my argument.
You get more good ideas by having more people develop more games, not by keeping a steady supply. Nostalgiabreaker32 sort of nails my argument: we already can't play every game now and that's not a problem, so let's just have way more, way more diverse games.
Not really, though. The fact that a lot of modern games are alike is because there's too much risk in creating something new - that risk comes from not knowing whether the audience will be there if a AAA tries something new. Having more games won't change that at all, but it will increase variety and validate audience…
Exactly.
My argument here was that 'plenty' doesn't mean 'enough'. More is always better, right?
I know enough people that think there are too many stealth games and are looking for just one other Mahjong game. More is never a bad thing, I'd argue.
Funny note: we had to disable most of those to get crisp pixels.
It's not a limitation, it's a deliberate choice - exactly to avoid that confusion. During gameplay, there's no confusion as to what's what exactly because things are color-coded without sacrificing functionality for a few extra colors. If you look carefully, there is an almost absurd amount of effects happening at…
Actually, we chose this style because it communicates the action best. We wanted to make a game about skill and making things as clear and unconfusing as possible was the best way to do that. Getting this style to look right took a lot longer than it would've if we had just added a whole bunch of colors.
Sales can be higher on Android, but they very rarely are. Worse still, the investment for creating a game for Android is much higher due to having to program for a wide range of devices - which takes way more time. Finally, support on Android costs way more time, because different devices produce different bugs.…
It was the other way around. See http://www.polygon.com/features/2013/… for the story.
Maybe not fruitless, just not now. We need to finish LUFTRAUSERS first.
Yup, we've got backups.
Yeah, that's what I thought when I saw it was gone. Police seemed to have had a lot of reports of theft these days.
The party was pretty much directly after the show floor closed, and I needed the gear at the E3. There was a serious amount of theft at the events surrounding E3 this year - I guess its just a risk you take. We'll be OK though, nothing vital was stolen (my passport, wallet and keys were on me).