Definitely not apples-to-apples. The music industry audience encompasses just about every living person in the developed world, so the potential volume is enormous. Also, the price point of music has generally been around $1 per song ($10-15 per album), so $10/month subscriptions actually work out pretty well for the music industry.
I believe you are correct there. Microsoft has the advantage here in that they CAN dictate the direction of an entire industry (and have countless times in the past). Often, it's not best player in the industry that prevails, but the one with the deepest pockets. MS has the luxury of taking a gamble and seeing if they can create a nice steady revenue stream from essentially becoming a game publisher. They have long past their motivation to become a premier game developer and would like no...
It's just human nature to desire cheaper costs and greater value. Humans are an inherently selfish species, but this can work to the greater good as long as there's balance. The problem is that a balance has to eventually settle in somewhere. Just like in the consumer goods industry, the desire for cheaper prices led to many goods being made with poverty wages overseas, which has a huge affect globally (i.e. quality, a "disposable" goods society, standard of living, jobs mar...
It reminds me a bit of the early days of mobile app store gaming. The first couple of years we had premium titles that were one-time purchases and could range anywhere from a few bucks to almost full-priced ($30-50). And then there was this race to the bottom mentality, where the thought process was that the volume would make up for the lack of revenue per copy sold. That's when prices dropped to $1.99 or 99 cents USD. And of course, once the smartphone honeymoon period ended and the ...
I'm just happy to see a retro scanline filter to be able to play classic 240p games the way they were intended. Classic game art for titles prior to the 480p era was designed with the CRT's blended output in mind.
You talk like the game did something to you personally. It’s a classic regardless. Rough around the edges and a product of its time, but still a classic.
Playing on the Vita without all four shoulder buttons would be a chore. The game was all about sneaking, crouching, going into first person view, leaning out from cover, and lining up your shots. Heck of a lot of coordination involved getting all those shoulder button fingers to work in tandem but felt extremely cool back in the day.
I've played through SF1 at least three times and always enjoyed it, despite the late 90s clunk.
SF 1 is still my favorite. Good memories playing it as a kid, and still think that the museum level and snow base are amazing for their day. On the contrary, I did not enjoy SF2 as much as 1, and I felt that part 3 was a slog.
See above… PS2 games on PS4 already have trophies.
They’ve technically already been doing this for years with the PS2 games on PS4. Those all run at 1080p, overclocked (less frame rate drops), and with Trophy support. The patent just secures the idea legally.
PS4 games will eventually stop. PS5 will remain a timed exclusive. PC will see ports 2 or 3 years down the line, depending on the game. GaaS may see multiplatform day 1 releases depending on the game. Sony needs to become flexible to remain viable in the industry, and they're creating a strategy where they can make the best decision for each title, game by game.
The reason: Spending $500M on one game when gamers aren't willing to pay for it full price. Solution: A) Stop making big budget games, B) keep increasing the prices, or C) expand the audience. Looks like Sony is going with Choice C to sustain its strategy of big budget games.
Remember when Sony exclusives were released on PC and on competing platforms the same year of release? Twisted Metal 1 and 2, ESPN Extreme Games on PC, and Wipeout, Destruction Derby (on Sega Saturn and PC) from the PS1 era? Maybe the legacy changes over time.
Exactly. As much as we all would like the opposite to be true, game companies are not charities and all have unique strategies to make them and their shareholders a growing profit. With game development becoming enormously expensive and gamers not willing to pay more (despite the fact that inflation has eroded this profit margin per game every year for decades), they have to find ways to maximize the return on everything developed. If you can't have growing margins per game/disc, you need...
The PS4 Pro is graphically twice as powerful as the Slim, not 3-4x.
The difference is that the Pro was the “niche” system while the Slim was the default flagship platform that developers spent most of their efforts defining their games on.. They would then bump up the graphics for the Pro, as a nice extra for owners of the enhanced console. One would expect that the Series X is the flagship XBox console this gen, with the S eventually becoming the niche system. So the S, b...
My brother falls into that boat. I'm a bit perplexed at how Microsoft/the game industry will manage a fractured hardware landscape a few years down the road. Will some casual Series S owners, not realizing the power differential, be stuck with inferior conversions of modern titles in a few years? Or will the game industry slowly drop off support as the technical requirements march on?
They other wild card here is that Series S sales obfuscate the next-gen landscape. I find it hard to envision the S being a viable choice 3 years from now when next-gen is targeted exclusively for game development. I hope that developers aren't forced to shuck out dreadful conversions to weaker S hardware (ala CyberPunk last gen), or else have to hold back creative vision to retain compatibility. And then if there are mid-gen refreshes......
Would that have made them the first "AAAA" development team? Sounds like incredible ego and hyperbole.
Reframe the issue as in the current problem with scalpers. Scalpers all paid for their systems too.... you wouldn't consider that an abuse of the system when someone has 50 PS5s sitting on eBay for a $400 premium?
Would be a nice feature, but that's exactly the kind of thing that would break Gamepass (and most subscription models) over the long-term. The whole point of a subscription service is that consistent stream of revenue that companies crave.