In Belgium publishers are obligated to send a single copy to the national library, so in that case the only public funding that is wasted is the extra storage space, which would be rather minimal. I don’t know if Japan has similar rules, but I wouldn’t call it a “massive” waste compared to some other places where public money is spent.
I studied some courses on archival, so I am probably biased. I think preservation is important, and even in this case I would prefer for them to be archived too, as the box and box art are also part of the piece and of cultural significance.
I also can’t say I know for sure, but given how grubby Nintendo is and the crap they get away with, it wouldn’t even surprise me if they’re somehow an exception to such a rule.
I mean, the video game industry is about as good as the record industry for its treatment of talent. “You should want to do this for free” seems to be the motto of 8-figure executives.
Works for me. I got stuck on the puppet king second phase and gave up. Not like rage quit, I just never went back to the game after like a dozen attempts, uninstalled it months later to free up space.
I love difficulty adjustments. Tuning a game to be right for every audience is impossible, better to let the end client have some control over fine tuning their experience.
Control is an excellent example of this for me. My GOTY when it came out, still an all time fav. I love the story and setting, but the combat is tedious after a while. In that case, lowering enemy health made the game less boring without being substantially easier, giving me the kind of experience I could enjoy.
Amen! There’s nothing I hate more than damage-sponge enemies. I love active dodging, blocking, and targeting weak spots, but NOBODY should survive multiple headshots just because they have a lot of HP.
I’m not sure if you’ve played directly on release but they did nerf the puppet king two weeks after release or so, he has way less HP than he used to when the game came out
I will buy a Switch 2 for however much it costs and when Nintendo first party titles start costing a whole week of work plus overtime I will still buy them. I will take out a mortgage for the eventual $49,999.99 console and $4,999.99 games. I will sell individual organs directly to Nintendo for whatever they want. I will singlehandedly commit genocide with my bare hands for Nintendo. I will gladly die for Nintendo. I live to serve my angel of salvation.
I think it’s interesting to note here that he was the Director of the first two Katamaris, Director/Designer of Noby Noby Boy, but from there on out is just a designer. I think it shows that not only does he want to work with other people but that he doesn’t necessarily want full creative control as much as he values the input from others in creative ideas.
Which also makes it a little frustrating that all the games are still marketed as “From the Creator of Katamari Damacy!” while it seems like he’s just another designer on a team and he’s happy with that. More like the businesses use him as a marketing gimmick, maybe?
That list is crazy, so many niche platforms and limited availability:
Glitch was a failed Flash based MMO, that launched as a production release, was pulled back into beta 2 months later and then closed in late 2012. During this second beta they seemed to host a virtual death cult. Its messaging framework was later rebranded as Slack
Tenya Wanya Teens was designed to tour as an art piece last exhibited in 2014
Alphabet was bundled with Experimental Game Pack 01, a promo for LA Game Space a failed incubator/exhibition space the broke up in 2018
Woorld was a mixed reality game developed for Google Tango, a tech that hasn’t seen support on a new device since 2017
Crankin’s Time Travel Adventure was developed for the Playdate and was featured in Season 1. This is still available, in fact it is a pack-in title with the Playdate.
I’ve just wish listed Wattam, its his only still available non-Katamari title that runs on a mainstream platform.
I could take one look at those models and animations and tell you it wasn’t cheap. Then probably a lot of money went into those CG cut-scenes that were intended to be rolled out weekly.
Just heard the story. Apparently it cost 200m by the point they presented the alpha and it was absolute crap. So Sony put another 200m into outsourcing the work asap to fix it.
It was interesting, at the time, but far more interesting, thoughtful, and artistic indie games have popped up since.
It’s artstyle isn’t as unique as it was on release, nor is the gameplay. It’s no small wonder it did not do well.
This guy must have been huffing his own farts thinking this was a good time and market to do it in.
It’s never been tougher for indie games, and people are outright bored by linear narratives. Braid is presented with events out-of-order but it still tells a linear story.
Much more complex narratives exist now, and Braid just can’t compete on that level.
videogameschronicle.com
Ważne