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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#15 |
Machinist's Mate
![]() Join Date: Jun 2008
Posts: 130
Downloads: 0
Uploads: 0
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In the past game developpers wanted to make their vision into a game.
Maybe that was why games were so deep, creative and interesting before, the developers really wanted to make them as they dreamed about, they were putting their soul into the job. Now the developers wants to make a game that will just appeal to as much people as possible, will go to extremities as even "dumbing down" their product if it can touch even more customers, such games have nothing to do with their visions, they are just commercial designs. I remember having read about "Sin episodes" from i think the same guys that made the original "Sin" a game based on the quake2 engine. In the article that was a bit sarcastic though, at some points it described that some kind of ninja were supposed to assault the player in a plant. Those ninja-like guys were of course black, to use the darker corner of the plant and create an ambiance. But the developers thought that the player was not seeing the ninja-like guys well enough as it was already dark in the plant. Then they gave those ninja textures huge yellow bright colors. I don't know if the story was true, but i remember the screenshot with those ninja-like guys and their strange yellow bright colored parts. That's an example of why games are now made to catter for the maximum of people, in the hope to sell as much as possible. Unfortunately for developers, sometime dumbing down your game willingfully like that is a complete mistake, as in an industry that is saturated with games cloning each other, the customer would then go to the game that may take him the less for an idiot. |
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