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In most cases devs would like their creations to be available to enjoy by as many people as possible, they just often don’t know up front on which all platforms something can be made available and if so, when exactly. That is often only known once far along enough on the port.

“His argument is based on the crux that he’s largely considering the VR HMDs under a console based model, and he doesn’t understand how anyone can make money without that.”

If one implements custom functionality using the Oculus SDK, it makes sense that version is not playable on Vive automatically or can cause bugs.

Yes, being a developer myself, i know he is right.

It’s not just a problem with Elmo and Sesame Street.

I had the pleasure of getting in touch with a bunch of people at Valve and they are very intelligent, friendly and very passionate people and the polar opposite of lazy.

No, sadly you are wrong on a few ends (both as dev and gamer i wish you weren’t).

The problem is it reduced sales for all, and most first for the smaller ones who don’t have the marketing muscle to promote something at all or long term.

It can be an awesome thing when a dev puts in constant effort to support his/her game for a long while with updates, something i am thankful about as player and striving for as developer.

There is not just “open” and “closed” as options, it can be something in between, and that is way better than either of the extremes =)

It was the Steam Greenlight introduction and then later accelerated way more as things got pushed through Steam Greenlight in huge amounts at once.

I find it even way crazier that 80% of all games on Steam were released in the last 3 years.

Very nice piece =)

Shows how messed up the iOS App Store meanwhile is that asking 10 for a game seems high and extremely unusual.

Nice, sounds fun =).

Sad to hear, but really, it is sadly also not a thing that specific to this game developer but rather hitting most mobile studios one way or the other, heavily.

As a developer, this scenario is the most likely:

better finger/gesture detection sounds cool, but i also hope it gets an alaogue stick on one controller and 2-4 front face buttons on the other.

=) Well, dunno, the steam days are now, so since there is no Vive 2.0 there, likely there won’t be one for the next year either.

Actually motion controls can be super fun, i think Jim’s main issue is not much space and a health issue not allowing him to enjoy it.