Yes, there has been attempts at strategy games on the console, and they where all more or less festivals of fail. I 'm not sure it only comes down to the control. I think it has to do also with the kind of situation in which you play. Strategy games require concentration and effort, and seems better suited for sitting down by your desk, the same way as Super Monkey Ball is best played in the couch with friends and beers. Titles on both platforms are at their very best when they play to their pla
Sibben71
Good points. Unfortunately, consumer expectations help drive the production of games like Lost Planet. Too many are way too obsessed with looks and great tech and then they're all surprised when they get games that look great, but as you put it, plays like dogs. The Sims is interesting. It caters mainly to women who don't giving a flying **** about polygons. They just want nice stuff to play with--and they can has it. Other areas of the market gets the same old Doom rehashes ov
[quote]Reality is the exact opposite of the claim, the console industry is dwarfed by the PC industry. The NPD only measures retail sales, and doesn't even track the other models at all.[/quote] Valve does not release sales figure for Steam, so what Newell says is just that, whatever he says. Estimates, based on info from Valve (http://www.gamedev.net/reference/articles/article2271.asp), from 2005 had it at 25% of their total sales. This might, and probably, have increased since then bu
Semantics. What I meant is when [I]they are sufficiently different in design as to not be viable on a console[/I]. Why are so many PC gamers so stingy about this subject? ;)
[quote]The revenue from WOW dwarfs your entire list annually.Super Mario Bros only sold anywhere near that high because it came with the NES itself. The Sims still beat it by a wide margin. Cherry picking data out of context never gets you accurate results, just useful ones for a particular point.[/quote] You're basically making the point that I have tried to put across. Which is that PC games can be very successful when they are specific to the platform (e.g. WOW or The Sims). When t
[quote]In short, the PC games business is moving away from a upfront retail-centric business models to ones that incorporate digital downloads, micropayments (ie. buying tokens or in-game goods for real money), subscriptions, and advertising. Our current metrics for measuring game profitability does not properly account for these factors.[/quote] Exactly. This is the way forward. If the PC segment manages to do the exact opposite of what Big Media has done with music and movie download
[quote]"This is a market that dwarfs the size of any of the proprietary closed platforms", Newell said. "PC is where all the action is, and there's a perception problem." [/quote] Really, Gabe? Some actual figures: Half-Life 2 (PC): 4M Halo 3 (360): 8M Grand Theft Auto San Andreas (PS2/Xbox): 20M Call Of Duty 4 (PS3/360): 10M Super Mario Bros (NES): 40M Gran Turismo 3 (PS2): 15M Source: VGChartz.com
I can bash BioWare as much as I like? OMG! I'm gonna start booking their conference rooms just to screw with them. [quote]Wait, how can piracy not affect console. You can always mod your consoles to play pirated games.[/quote] Yes you can, but it's not very common. Most console consumers sit in front of their televison sets and can't be bothered. For better or for worse.
[quote]7. Miller time.[/quote] WTF! It's crunch time. Stop foolin' around. ;)
[quote]What is the point of these posts?[/quote] Move along, these are not the posts you're looking for. [quote]You also ignored my example of Mass Effect - do you really believe that having to pause every time you want to switch a weapon or a power is somehow better than being able to do it on the fly without interrupting the action?[/quote] That's just poor control design and could have been done better. But the guys at BioWare work for the same company as I do. Can'
[quote]So on, so forth. It's not as much of an issue when a game is made for PC and then ported to console, but no console port to PC has ever brought the game up to the PC's native level of complexity (again, shooters and such obviously excluded).[/quote] Might be time to brush up on your gaming history. Keep in mind that most innovative gameplay ideas over the past thirty years have emerged on console or arcade first. From Pong and Pac-Man through shoot-em-ups, to platformers and acti
[quote]Give me WASD with a mouse any day of the week and I'll obliterate any mouthy controller user.[/quote] Of course it's easier to aim with a mouse than with a pad. That's not the point. It's sure better to play driving games with a steering wheel, but Gran Turismo works with a pad as well. It'll be interesting to see what happens when things like the Wii remote gets better quality (right now it's too wonky). That'll be the day. My point is, that the mouse aiming alone is no
Your easiest solution would probably be to download XSI ModTools (free) and import your Max model. Then read the PDF's Stardock has on setting up models for export from XSI. Modelling and texturing in Max but doing setup and export from XSI would probably be the cleanest approach.
[quote]The PC, with a keyboard and mouse, is capable of providing a more streamlined gaming experience with more complex control schemes. The console is limited to your gamepad with, by comparison, an extremely limited number of buttons.[/quote] If any control scheme is streamlined--it's a good console layout. Even for shooters. That's what consoles does best as I see it; fast paced action games. And the limitation of buttons means designers needs to decide what is actually important an
There are at least three main reasons why many developers move towards consoles and away from PC games, and those are the inherent problems the PC scene needs to see resolved before it can regrow. 1) [B]Piracy[/B]. It's no joke. If you've seen figures on how much sales are lost to piracy you know what I am talking about. It's totally ridiculous in some instances. Subscriptions, like in MMO's is one way and this is already beginning to change. But economically the PC market today is stil
The game was made with softimage|XSI, AFIK, and there are some pdf's describing how to export. XSI is also one of the very best modelling apps around. Their Foundation version is not very expensive compared to other packages, and the ModTool version is free, but I am unsure if the latter works with Sins.
I really wish they would add auto-download for Galaxy Forge created maps too. Maybe they don't want to on account of the fact that you can actually make them unplayable and buggy, which I guess you cant with the in-game map creator. By the way, has anyone else noticed that Galaxy Forge maps seems to sometimes come out mirrored from how they are laid out in the editor?
The Galaxy Forge allows you only to an extent to do this. You can set systems to be totally random, which means the amount of planets will be random too (as they might not be generated as planets but rather roids or junk). There is a "Spawn probability" flag on systems but I have not tried it. Maybe it allows systems to spawn or not. You might want to experiment with that. But I agree, there should be some simple way to make totally random maps setup within certain parameters, like Civ