I think at this point we've played enough games that we set on a golden shelf that if something doesn't live up to that ideal, we get disappointed. That's even if, on its own, the game is great.
I think you're seeing a few factors at work.
2. A big part of what you're seeing is driven by the economics of the industry itself....
3. I think the interactive nature of the game necessarily makes consumers more critical of them.
Also, your game sounds intriguing! Will the melee combat be turn-based or real-time?
I think at this point we've played enough games that we set on a golden shelf that if something doesn't live up to that ideal, we get disappointed. That's even if, on its own, the game is great.
Re 2:
yeah, games are actually a lot cheaper nowadays, even thought the cost to make them keeps rising exponentially. (The Assassin's Creed games have had 1000+ people working them at certain periods, for example.) If they sales numbers hadn't been much higher today, it just wouldn't work. On PS2, a game that sold 500K was a pretty big success, on PC at the same time selling 250K was very good. Nowadays you need to sell 5 million (conservative amount) to break even! I've been a part of projects where an extra 6 months in development means you have to sell a few million more to break even...
Re 3: Hmm... you may be onto something. The time spent on games... the effort to learn and play... might create sense of ownership. Could be!
Re My game: melee will be real-time, but our "hook" is that you will not have direct control of the crew you send in to scavenge. You can tell them "go into that room" or "shoot everything that moves" but if there's something (&%#%¤ scary in the room, they might not obey you and run away instead. We did it this way because it creates a more realistic relationship, since you're giving orders from a console on your ship (much like Gorman in the APC) but it's also easier to do technically. Having direct control of units demands a huge number of features to be implemented and the game is more about exploring the unknown than tactical combat. (Heh... maybe I should start my own thread. Sorry guys!)
Actually, I think it's more akin to the "sunk costs" fallacy at work...
Do that! (Though a turn-based option will not work for what I have in mind. You don't control individual characters at all.)I should PM you about this for further detail..
another gameplay peeve: flying starfighters in all other modes do not behave the same as they do in Starfighter mode. They're a lot more fragile, and the bounding boxes (I think they call them) are much bigger around obstacles, so you cant get as close to objects as you can in Starfighter mode. I'm always hitting things that I wouldn't have otherwise.
I also cannot see troops that are on the ground, Granted, my TV is not ten feet wide.
I just remembered one thing I forgot to mention about the whole pre-order thing. A lot of people think devs/publishers just want to "lock you in" with an order but there's actually a lot more to it. It's not commonly known (so the Gods of Game Industry Secrets may be sending lightning bolts my way as I write this) but many companies use pre-order statistics to gauge how much they should invest in a title going forward. You can often calculate overall sales pretty accurately by looking at pre-order numbers (i.e. X number of pre-orders means Y number of overall sales and product health). Naturally, it's dependent on your game not causing a huge controversy like Aliens CM a few years ago. A so-so pre-order campaign can actually affect how marketing depts deal with your game. (You will sometimes have more senior marketing reps vying for "bigger sales" titles than others just for the prestige involved).
That's kind of what I figured. I preorder something if it's something I really want (like Fallout 4). I don't do it as much now because there are almost no demos put out before the game anymore. To me that means that they were losing sales because people tried things and then didn't buy the game.
alil off topic, so with the limited games for the PS4 VR and VR add-on content would you say its still worth buying?? im really hoping they support this and it doesn't just fade away...
There were moments when I felt slightly queasy, while looping around in wild circles, but hardly as much as I would expect would be the case actually maneuvering like that in space. The resolution is noticeably lessened, due to the need to render in stereo on the PS4, and I did notice a little more LOD pop-in than normal, but the frame rate stayed high, and it always felt smooth. Personally, I would make the trade-off any day, for the dramatic level of immersion that you get in VR.
Atari 5200 games in 1983 were about $150 in today's money....