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A Convoluted Conversation With Martin Hollis|wow gold

A Convoluted Conversation With Martin Hollis|wow gold

Yeah, for sure. I was interviewing CC2's president wow gold wow gold Hiroshi Matsuyama yesterday. When that company was founded, they had 10 employees, and they wow gold wow gold were making PlayStation 1 games. He said that just didn't work.

And I said, "But now, there are small teams that can make wow gold wow gold download games." And he replied, "That's the crucial difference. People will take a look at wow gold wow power leveling a download game, and they will appreciate the fact that it's made by 10 people. If they go to wow gold aion gold a store to buy a $50 game, they don't say, 'Oh, that's a good game for a game made by 10 people.'" [laughs] Which I thought was pretty interesting.

MH: Right. It was tough, to be blunt, for Zoonami, in like our first three years. We were like wow gold World of Warcraft Gold a bicycle trying to go as fast as a car. We couldn't do it, really. We were working on a retail product that was intended for Gamecube, and it was real tough.

We did a lot of amazing stuff; we hadn't like settled down to a core idea or anything, but in the end, it was just like, "This isn't working." Go into a shop today, and it's like, "We can't find a place in this world." So, that's changed a lot. We did a DS game for Eidos, Zendoku. For DS and PSP. That was kind of okay for that kind of scale.

But digital is just perfect for us. It has made everything wow gold wow gold possible for us. And I don't entirely agree with what you said [before the interview started] about...

Triple-A type games.

MH: Yeah. So, to me, there's no reason you couldn't make a game with two people and it could be the biggest game of the year. There's no reason why that couldn't happen. It's going to be a rarity, like a big rarity, and the same thing for 10 people. The mass market are always looking for shining production quality and a bajillion polygons...

It's certainly not the biggest game of the year in terms of, necessarily, revenue, but certainly in terms of buzz, one of the biggest games of the year was Braid, and that was made by a developer and an artist.

MH: Right. So that's like a fine example. The outlets aren't really there yet. You can't sell like 10 million copies on digital very easy. And you really need to sell like a hundred million to be in the similar ballpark of whatever game just did really well at retail at $50.

Resident Evil 5.

MH: Yeah. So, you need to sell like five, 10 times as many to be as significant in the world. But still, I think we're going to get there in a few years. Digital games by small teams, occasionally, they're going to be headline news.

I think another thing that's good about digital games is that even people who are going to go for Resident Evil, or whatever -- and I'm not slighting Resident Evil, but Resident Evil is a highly conventional game. People are willing to give something less conventional a shot on digital distribution, aren't they?

MH: Which segues very neatly. Let's take a look at Bonsai Barber. Why don't you have a go? It's a unique game. People are saying very myyqqm1030 unique, but I don't say that. It's not grammatical.







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