zerocool84
Lifer
- Nov 11, 2004
- 36,041
- 472
- 126
If I prefer to play on one console, why shouldn't I be able to.
Like said before, it'd create no competition. Why the need for multiple consoles then?
If I prefer to play on one console, why shouldn't I be able to.
Like said before, it'd create no competition. Why the need for multiple consoles then?
I kind of preferred the Genesis/SNES era myself, great competition, and not that many exclusives (Mario/Sonic/Zelda mainly). Almost every decent game was on both consoles![]()
These days we seem to have a lot of artificial 'exclusives'. Halo irritated the crap out of me. It would have been multiplatform until Microsoft hosed it. What we ended up with was a watered down shadow of what could have been. Then finally we were treated to the absolutely HORRIBLE consolized PC port. Garbage.
16 bit was more exclusive than any other generation. That's what made it worth owning each console.
Its harder to swallow today when the systems are four times as expensive and have 99% the same games.
Its one thing to have two $99 toys with 30 unique games, its another to have to buy another $400 "DVD player" to pick up the 3-4 exclusives you want.
We need MORE exclusives to make it worth the cost of entry. I hate having 3 systems just to play the 5 exclusives I want while everything else is exactly the same.
This generation is extremely boring and cookie cutter.
AAAA game development costs have skyrocketed so much that making console exclusives would be a suicide move if you aren't first party. Bioshock Infinite took $200M to make, while IIRC that latest Tomb Raider and Max Payne 3 even failed to recoup their budget while available on 360, PS3 and PC. I'm sure the quality of the games must have some impact but can you even imagine both being more successful as exclusives? Hell no.
Games these days are "extremely boring and cookie cutter" because devs think they have play them safe to appeal to everyone or the realism shooter crowd to recoup their enormous investments.
Why? You could pay each programmer and artist a 1 million dollar a year salary and STILL not approach $200 million. Where is the money going?
In reality programmers and artists don't even break $100k a year, so again why does a game cost $200 million to produce now when it didn't before?
Is Activisions CEOs penthouse suite and Armani suit falsely included in "the cost to make a game"?
because there is A LOT more than just a couple programmers and artists going into making these games. you ever look at the credits of a game when you finish it? hundreds, if not over a thousand of people are involved. and this is for the big budget titles obviously, not an indie game.
and you are delusional if you don't think programmers make over $100k/yr.
You know, for all tens and hundreds of millions dollars dumped into making games they don't have the cash to hire an intern with a working brain to come up with a non-retarded UI.
*cough* Bethesda *cough*. Priorities!
I just don't get how Tomb Raider sold over 3 million units and it hasn't even broke even. It's an incredible game, but how many copies did they really expect? How could the budget have been so high?
because there is A LOT more than just a couple programmers and artists going into making these games. you ever look at the credits of a game when you finish it? hundreds, if not over a thousand of people are involved. and this is for the big budget titles obviously, not an indie game.
and you are delusional if you don't think programmers make over $100k/yr.
A lot of the programmers used in games don't make anywhere close to $100k a year. More like half of that. The market for game programmers is such a pipe dream, it has become a race to the bottom. Every college kid wants to be a game programmer these days, and they can. You get hired on a contract for a fraction of what you can make in other software jobs, work terrible hours, and then once the game is done, your contract is up and you have to find another job.
At least, this is the picture I've been painted by a few friends who have done it. I am sure this isn't true for all game programmer positions though, just entry level. Once you've got some experience and a portfolio of good work behind you, landing a lead programmer job at a studio should net you a good amount of money.
A lot of the programmers used in games don't make anywhere close to $100k a year. More like half of that. The market for game programmers is such a pipe dream, it has become a race to the bottom. Every college kid wants to be a game programmer these days, and they can. You get hired on a contract for a fraction of what you can make in other software jobs, work terrible hours, and then once the game is done, your contract is up and you have to find another job.
At least, this is the picture I've been painted by a few friends who have done it. I am sure this isn't true for all game programmer positions though, just entry level. Once you've got some experience and a portfolio of good work behind you, landing a lead programmer job at a studio should net you a good amount of money.
Yup. I got out of programming and into IT. Sys admin, network engineer, SQL admin, boring as hell but all pay 3 times or more what a programmer makes and nowhere near as stressful.
I think you're wrong. I'd rank nearly all of the greatest 16-bit games as exclusives. Besides fighting games, sports games like NHL 94, and Earthworm Jim, there's not really that many multiplatform 16-bit games that are considered classics, at all. The last two generations have had more multiplatform games than we saw in the 80s and 90s. I think you have it backwards.
again, another delusional statement.
most entry level programmer jobs in ANY industry don't make anywhere close to 100k either. so i'm not surprised that the entry level guys don't make much at all and are worked like dogs. hell i wasn't even making $50k at my first job out of school.
How does all this programmer, IT, square shit have anything to do with the Xbox One? Can we get this back on topic and you guys take your dick measuring contest somewhere else?
Why? You could pay each programmer and artist a 1 million dollar a year salary and STILL not approach $200 million. Where is the money going?
In reality programmers and artists don't even break $100k a year, so again why does a game cost $200 million to produce now when it didn't before?
