I heard the news along the grapevine that Square Enix's takeover bid has been successful.
-Insert Inspiring Quote-
Maybe it's simpler, like most of their recent games sucking. Big projects like Infinite Undiscovery and Last Remnant has had lukewarm to downright bad reviews, and some of the previews of the latest FF13 games have people worried. The latest Star Ocean actually did well, but another developer (triAce) had a hand in that, too.Zeus wrote:Squeenix currently has most of their eggs in the RPG basket and the majority of that basket is filled with the white "FF" and brown "DQ" eggs. They've tried all other colours but no one seems to want them due to people's pre-conceived notions that coloured eggs are not "natural". And they've only really got the one basket right now. Sure it's big but what if it drops? And what if the Japanese desire for their FF and DQ games wanes? What will they do then?
Teenagers like you are the reason why EIDOS continues to put out total shit like the Tomb Raider series. You are part of the problem.RentCavalier wrote:I will only care about this if they decide to have Lara Croft have a fist-fight with Tifa Lockheart. In bikinis.
A few? The only thing they are really making any good money on are the ports of older games. They are almost as bad as Sega at this point with their Sonic franchise. Name five good games that they made in the past few years that wasn't a port.The Usual Seeker wrote:Eidos was purchased for the purpose of expanding more developmental resources in the Western market. This purchase won't effect Square or TriAce as they are different development houses. Square Enix has had great success with other titles, I doubt the failure of a few B-titles they put together with excess developmental resources had any impact on anything.
What?! Sci-fi, or should I say Syfy, makes profit with their F-rated horror movies and ECW bullshit. It still doesn't make them a good company. How you make your profit matters a great deal.The Usual Seeker wrote:Whether it is a port, a remake, or an original title is not relevant; the bottom line with success is profit.
It's the kind of low risk, low investment, high reward stuff that is too easy to do. Sqaure has been doing it too easy for a while lately. And when they do try to make big risks, they well, don't make big risks. They make the type of RPG that is "safe" and has a bunch of pretty FMV, instead of focus on the gameplay. Games like Blue Dragon and Last Remnant. And frankly, people are bored and tired of that same old bullshit.The Usual Seeker wrote:Then tell me, what is the problem with enhanced remake that are both critically and financially successful to the company? What is wrong with Square Enix being successful releasing stuff that their fans want?
I think Seek is arguing that profits/revenue are the ultimate measure of "quality" since it, indirectly, encompasses the market's (ie. everyone's) idea of "quality"SineSwiper wrote:What?! Sci-fi, or should I say Syfy, makes profit with their F-rated horror movies and ECW bullshit. It still doesn't make them a good company. How you make your profit matters a great deal.The Usual Seeker wrote:Whether it is a port, a remake, or an original title is not relevant; the bottom line with success is profit.
You got that out of "the bottom line with success is profit"? Quality is only as relevant as far as it can take sales when speaking of success. Quality is also subjective for the most part; and it is the selling qualities that are the bottom line for the success of the company. It would be foolish of Square to abandon a good source of income, and even more foolish of "fans" who want only original projects to say Square shouldn't make these; as instead of funding fewer original projects (due to the changing nature of the industry over the past decade) they would be funding no projects. Plus there are millions of fans (including myself) who want remakes of our favourite games.Zeus wrote:I think Seek is arguing that profits/revenue are the ultimate measure of "quality" since it, indirectly, encompasses the market's (ie. everyone's) idea of "quality"SineSwiper wrote:What?! Sci-fi, or should I say Syfy, makes profit with their F-rated horror movies and ECW bullshit. It still doesn't make them a good company. How you make your profit matters a great deal.The Usual Seeker wrote:Whether it is a port, a remake, or an original title is not relevant; the bottom line with success is profit.
I give up. I try to defend the guy and he takes it the wrong way ignoring all my posts above that seem to jive with what he's saying.The Usual Seeker wrote:You got that out of "the bottom line with success is profit"? Quality is only as relevant as far as it can take sales when speaking of success. Quality is also subjective for the most part; and it is the selling qualities that are the bottom line for the success of the company. It would be foolish of Square to abandon a good source of income, and even more foolish of "fans" who want only original projects to say Square shouldn't make these; as instead of funding fewer original projects (due to the changing nature of the industry over the past decade) they would be funding no projects. Plus there are millions of fans (including myself) who want remakes of our favourite games.Zeus wrote:I think Seek is arguing that profits/revenue are the ultimate measure of "quality" since it, indirectly, encompasses the market's (ie. everyone's) idea of "quality"SineSwiper wrote: What?! Sci-fi, or should I say Syfy, makes profit with their F-rated horror movies and ECW bullshit. It still doesn't make them a good company. How you make your profit matters a great deal.
Wait, no. I was trying to argue with you, not him. Come back!Zeus wrote:I give up. I try to defend the guy and he takes it the wrong way ignoring all my posts above that seem to jive with what he's saying.
Sine, this is your battle now.
*smacks Seek in the head* Explain to me how our two arguments are different. Just because you move shit from one pile to the next don't make it look or smell differentThe Usual Seeker wrote:Zeus, I guess you didn't notice; but since my first reply I have disagreed with both you and Sine.
You argued that Enix bought Eidos because it was making sure it had eggs in different baskets in case Japan got bored with RPGs
I argued that Enix purchased Eidos for the simple purpose of expansion.
Fine. Ignore Seek and we'll just argue with each other. Use quotes so I know what you're referring to since you're forcing me to use this inferior board script :-)SineSwiper wrote:Wait, no. I was trying to argue with you, not him. Come back!Zeus wrote:I give up. I try to defend the guy and he takes it the wrong way ignoring all my posts above that seem to jive with what he's saying.
Sine, this is your battle now.
There's a key difference in diversifying for survival and expanding for growth. One argument implies danger in the market, and the other implies success.Zeus wrote:*smacks Seek in the head* Explain to me how our two arguments are different. Just because you move shit from one pile to the next don't make it look or smell differentThe Usual Seeker wrote:Zeus, I guess you didn't notice; but since my first reply I have disagreed with both you and Sine.
You argued that Enix bought Eidos because it was making sure it had eggs in different baskets in case Japan got bored with RPGs
I argued that Enix purchased Eidos for the simple purpose of expansion.
And what would that success be based on considering their action to acquire Enix?The Usual Seeker wrote:There's a key difference in diversifying for survival and expanding for growth. One argument implies danger in the market, and the other implies success.Zeus wrote:*smacks Seek in the head* Explain to me how our two arguments are different. Just because you move shit from one pile to the next don't make it look or smell differentThe Usual Seeker wrote:Zeus, I guess you didn't notice; but since my first reply I have disagreed with both you and Sine.
You argued that Enix bought Eidos because it was making sure it had eggs in different baskets in case Japan got bored with RPGs
I argued that Enix purchased Eidos for the simple purpose of expansion.
So their purchase of a struggling company's assets has nothing to do with the fact that they're in a completely different genre and they're trying to diversify to mitigate their risks? It only has to do with acquiring assets and increasing their total resources, period?The Usual Seeker wrote:Continued growth of total resources.
All the publishers have been orgiastically snapping up popular developers and creating monolithing publishing corporations. Even Blizzard sold out to Activision lately. It makes me fear for the health of their franchises.SineSwiper wrote:EIDOS? Of all the things to buy? Square is becoming more and more like EA.
I don't see the publishing consolidation of popular developers as "success" for anyone but the executives as the publishing companies, and certainly not for the consumers. It tends to squelch originality something awful in the development process.The Usual Seeker wrote:There's a key difference in diversifying for survival and expanding for growth. One argument implies danger in the market, and the other implies success.Zeus wrote:*smacks Seek in the head* Explain to me how our two arguments are different. Just because you move shit from one pile to the next don't make it look or smell differentThe Usual Seeker wrote:Zeus, I guess you didn't notice; but since my first reply I have disagreed with both you and Sine.
You argued that Enix bought Eidos because it was making sure it had eggs in different baskets in case Japan got bored with RPGs
I argued that Enix purchased Eidos for the simple purpose of expansion.
You have a profitable company that has been expanding a lot over the past decade, and is looking to expand further; it has taken note of the opportunities for expansion in the Western market and wants to aggressively pursue those opportunities. The reason for buying Eidos was expansion, not for survival. I haven't seen any evidence to suggest otherwise.Zeus wrote:So their purchase of a struggling company's assets has nothing to do with the fact that they're in a completely different genre and they're trying to diversify to mitigate their risks? It only has to do with acquiring assets and increasing their total resources, period?The Usual Seeker wrote:Continued growth of total resources.
All I said is they were diversifying because their main market for their main source of revenue was in an overall decline and that they want to diversify a little bit. Hence the purchase of a company who's in a completely different genre and basically in a different market.The Usual Seeker wrote:You have a profitable company that has been expanding a lot over the past decade, and is looking to expand further; it has taken note of the opportunities for expansion in the Western market and wants to aggressively pursue those opportunities. The reason for buying Eidos was expansion, not for survival. I haven't seen any evidence to suggest otherwise.Zeus wrote:So their purchase of a struggling company's assets has nothing to do with the fact that they're in a completely different genre and they're trying to diversify to mitigate their risks? It only has to do with acquiring assets and increasing their total resources, period?The Usual Seeker wrote:Continued growth of total resources.
No, what you have proven is that you don't understand the argument, even though it is clearly written multiple times now. You are providing a different argument for the motivation for the purchase of Eidos; this is the disagreement.Zeus wrote:All I said is they were diversifying because their main market for their main source of revenue was in an overall decline and that they want to diversify a little bit. Hence the purchase of a company who's in a completely different genre and basically in a different market.
You don't actually think about what someone wrote, do you? What I've been trying to prove to you this whole time is we're saying the same thing just providing different support for the same argument
Not necessarily. Some of the games were good and the first two were very fresh back then. I haven't tried Legends but I heard it's quite good.SineSwiper wrote:The whole reason for this was to have a game that was basically a license to print money (Tomb Raider). It requires zero talent and zero capital to make a TR game, and yet millions of virgin teenage boys are willing to buy this shit.
If all you are doing is changing the level design, making a shitty story, and increasing the polygons on Laura's tits, that doesn't require 2-3 million dollars. Of course, with Square owning it, it WILL cost 2-3 million dollars to add all of the FMV. However, teenaged boys will pay $200 to see Laura in FMV, so it will make a ton more money. (Imagine something like the Bayonetta trailer.)Replay wrote:Also, Sine, it takes talent and capital, with a Capital C, to make ANY modern game. I would pretty much bet anything you like that you can't do a Tomb Raider game for a next-gen console for less than two or three million these days, even before marketing and distribution. That's erring on the lower side of what it usually costs to do a next-gen title. And no, that's not pocket change for anybody. I don't think you realize that nothing is a sure bet in the game industry, ever.
Sorry. I forgot Pokemon. That's about the only franchise where I'd actually agree with your implication that all you have to do is remake a few levels, slap some uninspiring new art over the old art, and then release it and watch truckloads of cash come rolling in. But Nintendo will never, ever, ever, ever, ever, ever, ever let go of their lock on that one, so it's pretty tangential to this discussion.Replay wrote:There are two franchises that are generally considered a "license to print money" that I'm aware of in the game industry - Tetris, and Bejeweled.
Not even close. DQ8 came out in November, 2005. Blue Dragon came out in August, 2007.SineSwiper wrote:Also, DQ is another license to print money, and it goes in that same bucket of "old skool uncreative gaming" as Blue Dragon. (Hell, Blue Dragon was practically a hold over game before DQ8 came out.)
QFT. Also, take a look at how many people are usually listed in the credits on just about any non-portable game released. Probably anywhere from 25-50% of the staff will be QA, so the cost of paying them is probably about one-third to one-half of what it costs to employ the average non-QA person on the title, but any "full-price" game usually has more than 28 people working on it without even without counting the QA crew.Kupek wrote:Not even close. DQ8 came out in November, 2005. Blue Dragon came out in August, 2007.SineSwiper wrote:Also, DQ is another license to print money, and it goes in that same bucket of "old skool uncreative gaming" as Blue Dragon. (Hell, Blue Dragon was practically a hold over game before DQ8 came out.)
Have you played DQ8? It's wonderful. Yeah, it's old school gameplay, but it's done well. I've heard the same thing about all of the DQ remakes: they're a joy to play. I look forward to getting a DS Lite or a DSi so I can have fun with them.
Also, Sine, do some math before you say something won't cost $2 million. Let's assume that all people working on the game make $70k a year. In reality, some will make less, some will make more. This includes all developers, designers, and artists. Also keep in mind that game developers tend to be in high cost-of-living places.
At $70k a year, $2 million dollars pays for 28 people. If we want that money to be spread over two years, then it's only 14. For you and I, $2 million is a lot of money. But it's not a huge amount of money if you're running a business - people are expensive. Keep in mind I didn't even factor in benefits.
You need about 3 people to do a passable DS-level game (programmer, artist, someone else). I'm not convinced the middle ground is that games are no longer suitable to be sold in a box for any powerful console.Kupek wrote:I think there is a middle-ground, and that's the kind of game that shows up on XBLA, Wii Ware, PSN and some DS games.
Actually, three people is pretty light for the DS, Don. That's more Game Boy advance level, or a mobile phone team. I don't have much experience at all with the number of people required for the DS, but I'm guessing you probably want at least eight or ten to make something decent. (Remember, you have to have enough content and gameplay to fill up both screens.)Don wrote:You need about 3 people to do a passable DS-level game (programmer, artist, someone else). I'm not convinced the middle ground is that games are no longer suitable to be sold in a box for any powerful console.Kupek wrote:I think there is a middle-ground, and that's the kind of game that shows up on XBLA, Wii Ware, PSN and some DS games.
For a "full" 360 or especially PS3 game, you really do. And yes, the development tools are still not that great, though they're leagues beyond their predecessors. A few friends of mine have seen the dev tools for the PS2, and their take on it was "I don't know how anyone finishes a game for this system, ever."Don wrote:I don't know if it's because they lack a good reusable environment but this model is really not sustainable if you need $2 milion to make just an average or even below average game.
Also, just as a postscript, I don't think this is true, except maybe about the PS3 in the U.S., which has turned into a colossal fuckup by Sony. The truth is that while any given title has strong elements of a crapshoot to it, the industry as a whole is still growing and is one of the few sectors that I think you can pretty much count on to stay reasonably healthy through the next few years of almost inevitable financial devastation. People like cheap forms of entertainment when things go bad - it gives unemployed people something to do while looking for work, or to take their minds off all the stress or whatever. Movies did fairly well during the Depression and I suspect it's going to be similar for gaming in this era.Don wrote: I realize graphics are a huge part of cost but there must be some way to come up with passable graphics without requiring a million dollars or the whole industry is doomed anyway.
Sadly, you should try to imagine it. I agree with everything you've said, but the truth is that most companies do actually reinvent the wheel any time they start a new franchise. Publishers and developers are too scared of making something that looks a lot like what's already out there. I think it's dumb, but that's how it is.Don wrote:Of course all the Touhou and bullet hell games in general are just the same game with different patterns. How is that really different from most RPGs, action games, fighting games, or FPS? If a niche genre can be solved, why not one that makes a ton of money? Like you said a lot of people just like the same old thing + 1. It'd seem like perfecting this process is a very good idea indeed. When they make Madden (year+1) they sure aren't rebuilding the game from scratch.
Let's take something like Star Ocean. What goes in such a game? Well you got a story, but that's totally independent of technology. Likewise music is totally independent of technology as well. You got some kind of world that you run around and talk to people and interact with. I'd hope by now this problem is essentially solved. It might take longer to render your newest model compared to 10 years ago but you're still just placing model X at location Z.
Now let's get to the actual combat engine, since Star Ocean has relatively heavy emphasis on combat even for a RPG. You got some kind of battlefield that you can move around in real time and attack enemy in various ways. Each of the Star Oceans has slightly different rules but overall you have some kind of box you and your enemies are in. They make some attacks based on some logic (no technology involved, just programming). You move your character around and give them some inputs. Depending on the current incarnations your selection of ability might be slightly different, but you can certainly start with a very basic system that handles real time combat in a boxed environment and then just tweak it as necessary.
Even if you don't have some kind of benevolent authority that just comes out with standardized tools to develop most common genre games, you'd at least think if you made say, Star Ocean 1, then you'd be able to keep the basic engine around for newer stuff. Granted sometimes there is a big change in technology and your old system no longer works, but I'd say anything made in the PS2 or later era should provide a solid base to work with. I really don't see the generation after PS2 enabled you to do anything you couldn't earlier not counting Wii's controller scheme. The games I see on XBox 360/PS3 more or less just looks like a prettier version of the same thing on PS2.
Now I'm quite aware doing stuff like motion capturing, good graphics, voice acting, and so on could use a lot of manpower and is probably where the money goes to. If you look at any game's credit the vast majority of the people listed are under graphics. Perhaps what the industry really needs is more standardized tools to produce graphic cheaply. I really have a hard time imagining your basic engine can be tough to do after games have been out for so long.