... Combining those two misses a subtle but important point. The first is the actuality of the player's role and empowerment and the second is the perception...
http://www.wilddivine.com/ Comments please! (Im not associated with the project) Biofeedback, psychology, self-improvement and discovery, spiritual ...
I saw Black & White for $15 at retail the other day. I almost bit on it, but held off. I reminded myself that the game had no demo. It's certainly within my...
... I don't like the term "gameplay" because I think an awful lot of people automatically think of video gameplay or sports mechanics. The historical weight...
... Where’s my rocket launcher? Sorry, as much as I applaud any game developer trying to strike a blow for their personal freedom, the vision statement...
Not counting demos for E3, making a demo always seems to be an afterthought. All effort goes into hitting the deadline. Then when the game has shipped, you...
... Bandwidth, perhaps. A proper demo of an AA title is probably hundreds of megabytes now. If an insufficient number turn into sales, you could end up ...
Gerry Quinn
gerryq@...
Jun 1, 2003 1:39 pm
5492
... Curious indeed. It seems to not really be a game per se (in the sense of having concrete goals/victory conditions or whatever), but seems a potentially...
Yes to 1 and 2. On 3, I agree there's no logic to that, so I can't see why they'd do it. The most common reasons I hear are that they're afraid the demo will ...
... From: "Gerry Quinn" <gerryq@...> ... Maybe people will start using bitTorrent, if that is their only reason. If you don't know, it's a P2P client...
... New Agey, "Zen focusing" games have existed in the past. I remember a Hypercard stack where you stared at a candle flame and listened to a babbling brook...
... Hm, I suppose a demo is indeed a different medium than a full game. You have to be compelling in a short span of time. You need a good standalone...
... I'd agree here. I think it's a choice the team and the publisher have to make. They can either invest in a demo (which might fail to convince anyone, and...
... From: Brandon J. Van Every <vanevery@...> ... Yes. The problem with software that times out is that it's too easy to crack. All the code and...
Gerry Quinn
gerryq@...
Jun 2, 2003 2:43 pm
5501
... From: "Gerry Quinn" <gerryq@...> ... demo, ... impossible ... Yes, well the problem is that "feature limited" demos (aka crippleware) are exactly...
... Goodness yes! I once made a pledge never to pay for a game until I played it for a while, because I found that I was spending $50/game only to find out...
Edward Glowacki
glowack2@...
Jun 2, 2003 5:01 pm
5503
... This is quite common for business software, especially development tools. As you point out, the increased cost is a factor - no one's going to spend...
From: Edward Glowacki [mailto:glowack2@...] ... If only consumers would take some responsibility for their discretionary spending! I've never paid $50 for...
[self-approved as an official Moderator statement.] I've revised the Charter. The important change is I added a big statement on topicality. Other stuff I...
Paying $20 for a game like MOO3 would have been too much. Ignoring the 'fun' issue which is subjective, the game is seriously broken. The developers insisted...
... It was anyway, it's just Kazaa's better known than, say, Gamecopyworld or Megagames (web sites for cracks - you don't need Kazaa for a game to propagate...
... Kazaa is mass market, widely known to zillions of not technically proficient people, and almost as notorietous as Napster. It's a huge lessening of the...
... The ones I named don't have that issue. They're cracks-only, and have propagated at least as far as the same people who were spreading the word about Kazaa...
... It had some nice features. The continuous world (no load screens) was nice. The mule was cute but it made me think about player inventories. If a game's...
Can anyone name any AAA adventure game titles in recent years? By "AAA" I both mean the level of production values, and I have an additional requirement: the...
... I disagree that it's not an issue. The DirectX 9.0a End-User Runtime is up to 164MB! If your game needs it, the player doesn't have it, and the player...