08-30-2010, 01:54 PM | #121 | |||
Blue Psychic, Programmer
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So while not every copy pirated is a lost sale, pretty much every copy pirated as a "demo" is. That leaves you with only half the picture. You know that a pirated copy is not going to turn into a sale, but you don't know how many sales are actually being lost to pirated copies. In the business of business, you always hedge your bets with money, meaning in this case, they're making unreasonable assumptions. Quote:
First off, making an engine from scratch is hard. You have to really know what you're doing and be comfortable with low-level access, which is why we reuse them to high Heaven once we have one finished and debugged. Writing them is simply not fun. That's a double-whammy, because it means that other people aren't going to want to have to write one. So how do you get your money out of the pit? You license it. People are willing to pay good money so they don't have to go through the hassle. Basically, an engine is no different than any other software package. The programming industry lives and dies by reusable code. If you need something pre-done for you, you shop around and buy the package that best fits your needs, modify it as necessary if it's legal in the terms, and integrate it into the rest of your system. It lets you get your own work done and get the product out faster. If engines were all free, it would mean a LOT of time and money down the hole with no way to recoup the costs. Aside from that, there are free open-source engines out there, such as Blender's or OGRE. They just don't see business use to my knowledge. I can't speak for their quality, but they are out there for the indie guys.
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08-31-2010, 01:11 AM | #122 |
Local Rookie Indie Dev
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You know there is a simpler way they can do this that won't amount to screwing everyone over (I'm almost defiantly not buying a new gen system if this goes live). Pressure law makers or used game stores to provide a 50% cut of all used game sales on their titles. You make a profit off a game you refuse to rerelease. And we don't have to wake up in the morning to find Game stop boarded up because the insecure babies caused a second game crash.
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08-31-2010, 01:25 AM | #123 |
FRONT KICK OF DOOM!
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You do realize that Madden '06 players would revolt right?
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08-31-2010, 01:34 AM | #124 |
Local Rookie Indie Dev
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That's a risk worth taking. (If you were responding to me)
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08-31-2010, 08:30 AM | #125 | |
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People still play Madden '06? I thought all the servers were shut down for up to Madden '09 due to lack of interest.
(Seriously, though, that was a bad move on their part.)
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08-31-2010, 11:58 AM | #126 | ||
FRONT KICK OF DOOM!
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That's more a joke.
Most sports games are notorious for reselling at $2 dollars in one year. Quote:
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08-31-2010, 02:24 PM | #127 |
Archer and Armstrong vs. the World
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I don't see polygon count as increasing the price, since to me it just seems like "use stronger computer to generate 3D models with larger polygon count", but yeah, if it literally takes more manhours because they have to model more individual objects then it makes sense that the price would go up on the high end. However, the games that used to sell for 20.00 on the low end when released as Greatest Hits are now 30.00 minimum brand-new, it's kind of annoying, and the controller, instead of replacing the Dualshock 2 at 29.99, they just raised the price to 50.00 and left the Dualshock 2 at 30.00 (for whatever reason I can't really fathom, okay, it costs more because it has SIXAXIS in it, which was a near-worthless money sink at this point, it's not the consumer's fault). Basically I just see a lot of price-gouging going on in little ways in an attempt to get more money out of people for no particular reason (especially as applies to games that continue to not cost as much as others--God of War III possesses the quality to charge 60.00, probably, but WWE is shit at any price so for that particular company it's not justified, it's just because in the current market they can charge that much that they do, as I doubt it cost near as much as GoW3 and probably is a nth of the quality).
The idea of making games stores give a 50% cut of used game sales to the companies is insane, btw, I agree with Jagos on that. Pretty soon used book stores will be having to pay 50% to the publishers or Suncoast will have to start paying 50% to the studios, for something that is a hard-copy one-unit item. Online distribution is one thing, but a single physical game disc is a single physical game disc. |
08-31-2010, 11:01 PM | #128 | ||
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There is no magic "increase polygon count" button. It all has to be done by hand. Maybe you can get away with using a base model for characters, but that base model still needs to be made. Even then, you have to do all their different outfits over it, which is basically the same amount of work as just starting from scratch unless you have standardized meshes like Oblivion where all the world shares the same ten or so basic outfit shapes. I mean I hate to break it to you, but this is definitely not your area of expertise. The reason things are more expensive to make is entirely because of the higher polygon count.
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08-31-2010, 11:16 PM | #129 |
The Straightest Shota
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Well the higher polygon count and the fact that game prices haven't been keeping up with inflation for the last 30 years.
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