I told a couple of the devs at E3 several years ago that I thought drop-in competitive, as well as 2-player campaign (at least) would be awesome ideas for the series.
OK, they probably ignored me, but it's nice to see some good ideas finally come to light.
My thought exactly. Much more likely than the idea of a comeback.
The poor guy was just trying to keep in shape.
Actually, that's a relevant point. The career/resume of a programmer is boosted by having console experience. A developer who gives their programmers no chance to expand their skills in this area runs the risk of losing them to other developers.
Developers who really want to make a quick buck would develop a 360 exclusive. With a fixed hardware target and a PC-like development environment, you have the best of both worlds.
The only thing that could be quicker would be to license a multi-platform engine and use it with little to no modification... giving gamers tons of "Gears of Wars" or "Unreal 3" clones. Obviously, this does not apply to CryTek.
Seems to be exactly what we've been hearing about Rage since Quake Con, which has already been posted on N4G at least a couple of times.
While it is certainly true that PC gamers are not all pirates, if you go by the comments on gaming forums such as N4G, 50% are pirates, while 75% plan to buy the game used...
There are at least a couple things that can contribute to a poor PC port of a console-focused game, so a universal "PC is ALWAYS better" mantra is not true. Both of these can be addressed by adequate effort from the game developer, but low PC sales may not justify that effort for all titles:
1. Control Scheme: If the controls and game balance are tuned for the console joypad, but little attention is paid to modifying both for mouse and keyboard, both can feel wrong for ...
Yeah, I even thought Empire was almost too modern. One thing I loved about Rome and Medieval was the clear differentiation between units. With Empire, every unit felt pretty much like the next, unless you geeked out on the numbers (range, power, defense), alone.
Their argument is that video games should reflect real life, or the reverse will happen (real life will reflect video games). The two are incompatible as far as war crimes are concerned. Imagine the following scenarios as we try to enforce what they think should happen.
If the game is to reflect real life, it SHOULD always allow war crimes to be committed (kill any civilian, blow up any building, disobey any order). When the gamer launches the game three months or three years lat...
I suspect this is the crux of their "we're delivering what the gamers have asked for" statement. Gamers were demanding dedicated servers, and this is how they will deliver that request: you get dedicated servers, but we will host them (giving us control over piracy) and charge you monthly to play on them (giving us control over your wallet).
If that's all they are giving the gamers, I doubt it will float. I could see some interesting directions it could go with signific...
It took him 17 hours to finish the single player on recruit. He's upset about the ending.
Keyser, you don't HAVE to kill the little girls in Bioshock. In fact, there is a reward and an achievement if you don't...
Yeah, I had a similar problem. I had played UC2 for a couple of nights and was thoroughly enjoying it. I had to pick up MW2 as we were playing it at work. Finished it rather quickly - now I can get back to UC2.
They are both nice games, but I prefer single player games, and UC2 is much better in that respect. So I think I was a little spoiled by its beautiful graphics, fun cover-based combat, and nice pace.
Even if the developer does not HOST the dedicated servers, there is still a cost in developing and maintaining the code, as there are different requirements between dedicated and P2P.
Not only do I start by playing single player, I won't even buy a game if it has little to no single player component. I don't enjoy playing random strangers for long, and don't get friends together to play frequently.
For example, I've owned nearly every id Software game but one: Quake III Arena, because it was multiplayer-only (or simulated with bots). The concept was interesting, and the graphics good for the time, but I knew it would not hold my interest for long (based on pr...
"8-16 GB is more than enough for any game"
Right, and 640k RAM is more than anyone is ever going to need for their PC...
Lost Odyssee was shipped on 4 DVDs (I could not recall at the time of my post if it was 4 or 5). Rage is supposed to be shrunk down to one 25-50 GB BluRay or 2-3 DVDs (perhaps with more compression in the latter). If they had more room, I suspect they would reduce the compression or increase the size of their worlds.
While I ...
60 GB may be sufficient to serve your needs right now, but you know the size of games will continue to grow. Even now, you see the occasional 3-5 DVD game. When these become more common, you're limited to 1-2 games per month (especially since you'll use the connection for more than just downloading games). Once games become download-only, the ISPs will realize they have a captive audience and jack up the fees and/or reduce the bandwidth.
Beyond that, the console manufacturers wil...
Every time id Software creates a brand new engine technology, it blows away the competition (at least until the other developers copy its innovations). I'd have thought Rage would be on this list at least for that reason (besides the fact that the in-engine videos look amazing thus far).
Comparing 30-60 Hz gaming to controlling a UAV is ludicrous. A UAV can maintain level flight or the last state sent by the controller by itself, and is generally used in fairly open spaces - so it only NEEDs periodic update from the controller for changes that are fairly immune to lag, and the mission can be adjusted according to the connection parameters. So, if they have 5 second lag, they keep the reconnaissance above a proper ceiling, depending on the speed of the plane (a couple hundred ...