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Comment Re:From the porting cave... (Score 1) 330

I used to be in the same kind of company as you (at least, a lot of our work was ports). I find that it's not the porting itself that takes the time - that, at least, people find easy to schedule for, because they know it's going to be tough to port from Atari to PSN, or from XBox360 to Wii. It's the features that kill you. The project gets scheduled as "It'll be easy - it's only a port" or "It'll be tough, but at least you only have to port it". But then later everybody always wants you to jam console-specific features on that really add no value to the game but take as much effort as the port itself - think of every re-released platformer on the DS that now has a little map on the bottom screen. If the game didn't have a map before, you basically have to hack one in. And then they want touchscreen, and some kind of camera and microphone feature for the DSi, and it has to upload gameplay data to some kind of central server... I don't think I've ever seen a straight port to a modern console. I'd like to see how well it sells compared to one with all the bells and whistles added. After all, the biggest target market is people who already own the game - why spend more time and money on messing up their memories?

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