They raped their golden goose with the new fee structures a while back and hasn't been the same since.
For the past six years, I've worked for small businesses that sell R/C cars and model trains on eBay. The 15% commission (12% eBay final value fee, 3% PayPal fee) hasn't really changed much over the past six years and isn't much different from Amazon other than that eBay's insertion fees are much lower at certain volume levels. So how are you defining "new"?
1. close Facebook
2. go to work
So how should people who don't use Facebook get a job in the first place? This story from 15 months ago claims that people without an account appear even more suspicious than those with few friends.
I'm of two minds about this. If you want to emulate a typical gamepad/controller, wouldn't you want the movement to be on the left hand, and action buttons on the right hand? (i.e WASD for movement)
Arrows, Z, and X are consistent with other completely keyboard-driven PC games, especially console emulators like FCEUX and VisualBoyAdvance. I see the demand for console-style PC games as overlapping with the user base for these emulators. Personally I see WASD as more for use along with a mouse, but a user who prefers WASD can set that in the game's menu in a manner that is "as painless as possible". From the main menu, choose "Controls", then "Player 1", then "Change", then press the keys in the order shown on the screen.
Correct me if I'm wrong, but looking at wiki it sounds like XInput and DirectInput are closed source MS stuff.
SDL for Windows calls DirectInput. Under other operating systems, it'd use whatever API the port of SDL calls.
I think these ideas are something that individual game makers would decide on their own. It's up to them if they want to make their game to also play well on the living room TV.
True. But I meant these in the context of a developer who already seeks to target a TV. I was looking for good reasons why even these ideas wouldn't be enough.
You mean that the developer couldn't afford the certification costs to bring it to consoles.
You mean that the console maker chose to set the certification costs at a prohibitive level. Besides, Nintendo rejected The Binding of Isaac due to its subject matter. No certification costs short of 51% of Nintendo's market cap could force a change in Nintendo's review guidelines.
MORE people don't budget properly
Which is why I recommended that the OS publisher reword the IAP confirmation like so:
You have spent $51 in this app and $29 in other apps in the past 30 days. Do you want to spend $1 now?
[ Cancel | Pay $1.00 ]
I'd be interested to see what excuse this sort of alert might leave for not budgeting.
Was stealth an intended mechanic of the game, or is something more akin to speedrunning a game that was never balanced for that kind of play?
The guards in the first castle of A Link to the Past have particular patrol patterns, and a guard don't enter alert until Link enters the guard's line of sight. If stealth weren't intended, alert would have been based on distance instead of line of sight. I've programmed a few games myself, and there are fewer lines of code involved in checking distance than in checking line of sight.
I remember in Xenon II being amazed at the idea of a shoot 'em up that allowed the ship to go in to reverse.
Which Fantasy Zone did a couple years earlier.
These days, aside from some L4D and Civilisation, it's most open source stuff for me. Games like TOME aren't terribly original
Open source video games have three problems. First, they're pretty much limited to PC and possibly Android, as console makers are allergic to copyleft. This discourages games in genres more suited to a D-pad and buttons. Second, unless the business model is to sell copies of proprietary mission packs for a free engine, there's not much of a way to pay the artists. The typical model of selling support doesn't work as well as it does for, say, RHEL because games that aren't MMO need less support than libraries or line-of-business software. Some Slashdot users would in fact prefer a world without video games to a world with proprietary software of any sort (1, 2, 3). Third, open source developers tend not to know exactly where "not terribly original" ends and "call the lawyers" begins. Given Alexey Pajitnov's claim that open source destroys the market, I wouldn't be surprised if the Free Software Foundation found itself on the business end of a lawsuit from over M-x tetris in Emacs the way The Tetris Company successfully sued Xio over Mino . Apparently the copyright rules differ between video games (Tetris v. Xio) and everything else (Lotus v. Borland; Oracle v. Google).
When you develop a game to a certain platform you must understand the philosophy behind the platform.
I agree. But what do you suggest that an indie developer do if, say, it has a concept (or even a working PC prototype) of a console-oriented game but no console license? Must it develop several unrelated PC or mobile titles first?
Never mind that there's hundreds of good games and titles that don't get put into publication because the publishers don't want to take risks anymore
Or because the console maker didn't want to take risks. Consider Bob's Game for Nintendo DS and The Binding of Isaac for Nintendo 3DS.
Not one game ever has ever failed to be pirated.
At launch, consoles are pretty much piracy-free. Several arcade games are still undumped. How long must a work go without piracy before it "fails" in your estimation? The full 95-year copyright term?
I remember the first time I found I was able to shoot glass out of a window - Counter-Strike.
I seem to remember Paperboy and Goldeneye letting players break a window first.
The FUN games are all from the small indie studios these days.
So where are the FUN games that I can play with friends in the same room? Indie games tend to be for PCs, and PCs have historically encouraged Internet play over couch multiplayer.
To communicate is the beginning of understanding. -- AT&T