el_rezzo's Profile
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| Username: | el_rezzo |
| Joined: | 26 May 2007 |
| $poons: | 35.40 |
| Total posts: | 677 [Show all] [0.09% of total / 0.31 posts per day] |
| Post Score: | 122 ( |
| Total votes: | 155 [Show all] |
| Location: | Geelong, VIC |
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el_rezzo's Recent Forum Posts
Re: Mass Effect 2 ‘Arrival’ DLC finally inbound (2 years ago)
Awesome, shall be a long wait between this and ME3 in November
Re: Fourth screenshot for Mass Effect 2: Arrival DLC (2 years ago)
So another boring shot tomorrow? Everyone knows it is coming so just announce the date it hits the marketplace.
Re: Motorstorm: Apocalypse Review (2 years ago)
Smurf80 wrote
Like how much are we talking? I import all the sport games from the US every year and after postage etc it really isnt that much cheaper for me. Worst part is having to wait.
$59 posted
Re: Kinect dominates Move (2 years ago)
pdaddy wrote
Without some decent post launch software though, how many people will be playing Kinect in months?
I got Kinect and I must admit, my 4 year old is able to navigate and play both Kinect Adventures and Kinectimals by herself, which is amazing to see (as she struggles with controllers)..
That being said, she doesnt buy the games, I do and I ain't seeing anything else worth buying!
I got Kinect and I must admit, my 4 year old is able to navigate and play both Kinect Adventures and Kinectimals by herself, which is amazing to see (as she struggles with controllers)..
That being said, she doesnt buy the games, I do and I ain't seeing anything else worth buying!
Re: Rumour: Crysis 2 PC to ship with DirectX 9 only (2 years ago)
LOLZ.
Look forward to picking it up during the Christmas sale once modders have unlocked the game properly.
Look forward to picking it up during the Christmas sale once modders have unlocked the game properly.
Re: Catherine localisation announced (2 years ago)
Good times will be had by all
Re: Bulletstorm Review (2 years ago)
Pure Fun
Re: AFL Live trailer (2 years ago)
Total bullshot
Re: MyGamerCard.net shuts down (2 years ago)
Achievements just give you more replay value out of your game if you want to. Most achievements are poorly thought out and require heaps of time in multiplayer and can be ignored but developers like Valve put in achievements that let you enjoy the game in a different way like One Bullet and the Gnome one.
Re: Bloody Good Time Review (2 years ago)
They went under before the game was even publicly announced by Ubisoft. The interview I posted above was by the Studio head who was the only one left to talk to when the game was coming out, he was hoping that sales of The Ship would continue to allow the company to "exist" until royalties came back from Bloody Good Time which seems very unlikely. There was a bit of hoopla about Ubisoft bringing in Bloody Good Time so they could pretend to care about publishing it whilst stealing the mechanics for the multiplayer portion of AssCreed Brotherhood but I can't remember the details 100%.
In any case it is sad to see talented modders who created a fantastic experience in The Ship fall into the trap of retail publishers. Thankfully DD has come a long way since The Ship so hopefully other indies can steer clear of the likes of Acti/Ubi/EA etc.
In any case it is sad to see talented modders who created a fantastic experience in The Ship fall into the trap of retail publishers. Thankfully DD has come a long way since The Ship so hopefully other indies can steer clear of the likes of Acti/Ubi/EA etc.
Re: Bloody Good Time Review (2 years ago)
"What was it like working with Ubisoft on the game?
Contractually, no comment.
In general, having worked in the industry for over 12 years, I can say that the creative freedom and the efficiency of independent development is somewhat inevitably lost, and that the milestone driven nature of working with a publisher is both open to abuse by publishers due to it's basis on subjective results (try to define "good" & "fun" in a contract!), and inefficient due to the slow turnaround of feedback and the distance of the working relationship.
While I have never met a developer who has a good thing to say about a publisher, I was still hoping that it would be a lot more of a co-operative venture, taking the best of Outerlight, and the best of Ubisoft, and combining them. On a positive note, I can say they had an excellent QA team in Romania.
While people often compare the games industry to the film industry, I'd rather compare a games team with a band, trying to come up with a new hit album, the publisher being the guy that sits in the corner and suggests you try a major rather than minor key for the chorus, and maybe change the lyrics to mention lady Diana...oh, and have you thought about hot backing singers, and maybe wearing monkey suits, marketing says they are both big right now. Not ideal.
In retrospect do you believe that Outerlight should have self-published the game?
I guess this is the right time to talk about the two business models, publisher and independent.
The traditional publishing model is awful for developers, it's their gilded cage. It requires costly pitching, to emissaries of publishers, who return to corporate rooms & badly pitch the idea to large groups who need consensus to act, and typically take 6 months to close any deal they offer. Publishers are motivated by greed, but restrained by fear of risk, and thus seek sure deals, licenses and sequels, which makes pitching innovation almost pointless. Should you get a deal, the usual is 20 percent royalties, but after the retailer takes their share of 50 percent, you are getting 20 percent of the 50 percent left (so 10 percent of retail price). That doesn't sound too bad, until you realise that the developer is the one that actually pays for the development, the publisher has just advanced the developer their share of the royalties to pay for making the game.
So...the developer takes 10 percent of retail, after ALL costs have been repaid from that 10 percent. Assuming the game cost £2m to make, and sold for 20 pounds, the developer gets 2 pounds for every unit, once the 2 million punds is repaid, so that's 1 million copies before the developer sees their first 2 pounds, meanwhile the publisher has recouped their 2 million pound and is sitting on an extra 6 million pounds. What happens next? History shows us the developer goes bust, or gets acquired by a publisher, and the publisher maybe buys another publisher for kicks.
The self-funded, digitally distributed model should be the future, it brings 70 percent of the retail price back to the developer, which means 14 pounds for every unit sold. Assuming the game cost 2 million pounds to make (although it wouldn't, being independently developed it would be half the price, being twice as efficient!), that's a break even for the developer at 142,000 units, instead of at 1 million units. If they did get very lucky and sell 1 million units they'd make a profit of 12 million pounds, instead of 0. For an efficient team like ours, we made the game for 700,000 pounds, so our break even would be at 50,000 copies. Instead of games development being seen as a hit or miss industry, it should be seen as a break even or profit industry, there is no miss, only the chance to do better next time.
All money aside, innovation is hard. Coming up with the next big idea is hard, and it's even harder to make it into a reality. Creating a good team, keeping them happy, and keeping the project on track is hard. Developers don't need a monkey on their backs making it harder.
However, the independent route still has the key flaw of needing funding. Investors are justifiably skeptical about developers (after all, we usually go bust), and banks don't lend, despite the public bail out, so where will the development capital come from? At the moment, the main option remains a publishing deal, and while it seems like a lifeline, it's more like a shackle with a death sentence at the end."
http://news.bigdownload.com/2010/10/04/interview-we-chat-with-outerlights-co-founder-about-bloody-goo/
Contractually, no comment.
In general, having worked in the industry for over 12 years, I can say that the creative freedom and the efficiency of independent development is somewhat inevitably lost, and that the milestone driven nature of working with a publisher is both open to abuse by publishers due to it's basis on subjective results (try to define "good" & "fun" in a contract!), and inefficient due to the slow turnaround of feedback and the distance of the working relationship.
While I have never met a developer who has a good thing to say about a publisher, I was still hoping that it would be a lot more of a co-operative venture, taking the best of Outerlight, and the best of Ubisoft, and combining them. On a positive note, I can say they had an excellent QA team in Romania.
While people often compare the games industry to the film industry, I'd rather compare a games team with a band, trying to come up with a new hit album, the publisher being the guy that sits in the corner and suggests you try a major rather than minor key for the chorus, and maybe change the lyrics to mention lady Diana...oh, and have you thought about hot backing singers, and maybe wearing monkey suits, marketing says they are both big right now. Not ideal.
In retrospect do you believe that Outerlight should have self-published the game?
I guess this is the right time to talk about the two business models, publisher and independent.
The traditional publishing model is awful for developers, it's their gilded cage. It requires costly pitching, to emissaries of publishers, who return to corporate rooms & badly pitch the idea to large groups who need consensus to act, and typically take 6 months to close any deal they offer. Publishers are motivated by greed, but restrained by fear of risk, and thus seek sure deals, licenses and sequels, which makes pitching innovation almost pointless. Should you get a deal, the usual is 20 percent royalties, but after the retailer takes their share of 50 percent, you are getting 20 percent of the 50 percent left (so 10 percent of retail price). That doesn't sound too bad, until you realise that the developer is the one that actually pays for the development, the publisher has just advanced the developer their share of the royalties to pay for making the game.
So...the developer takes 10 percent of retail, after ALL costs have been repaid from that 10 percent. Assuming the game cost £2m to make, and sold for 20 pounds, the developer gets 2 pounds for every unit, once the 2 million punds is repaid, so that's 1 million copies before the developer sees their first 2 pounds, meanwhile the publisher has recouped their 2 million pound and is sitting on an extra 6 million pounds. What happens next? History shows us the developer goes bust, or gets acquired by a publisher, and the publisher maybe buys another publisher for kicks.
The self-funded, digitally distributed model should be the future, it brings 70 percent of the retail price back to the developer, which means 14 pounds for every unit sold. Assuming the game cost 2 million pounds to make (although it wouldn't, being independently developed it would be half the price, being twice as efficient!), that's a break even for the developer at 142,000 units, instead of at 1 million units. If they did get very lucky and sell 1 million units they'd make a profit of 12 million pounds, instead of 0. For an efficient team like ours, we made the game for 700,000 pounds, so our break even would be at 50,000 copies. Instead of games development being seen as a hit or miss industry, it should be seen as a break even or profit industry, there is no miss, only the chance to do better next time.
All money aside, innovation is hard. Coming up with the next big idea is hard, and it's even harder to make it into a reality. Creating a good team, keeping them happy, and keeping the project on track is hard. Developers don't need a monkey on their backs making it harder.
However, the independent route still has the key flaw of needing funding. Investors are justifiably skeptical about developers (after all, we usually go bust), and banks don't lend, despite the public bail out, so where will the development capital come from? At the moment, the main option remains a publishing deal, and while it seems like a lifeline, it's more like a shackle with a death sentence at the end."
http://news.bigdownload.com/2010/10/04/interview-we-chat-with-outerlights-co-founder-about-bloody-goo/
Re: L.A. Noire boxart and preorder bonuses revealed (2 years ago)
Early access to items is okay but withholding substantial content is ridiculous. Like in COD they could give instant access to certain perks or in an RPG they could start you at level 3 or something. Removing quests and only allowing Best Buy purchasers to play them is just lunacy. Hopefully the Australian release has them included otherwise I will import to make up the difference in price.
Re: L.A. Noire boxart and preorder bonuses revealed (2 years ago)
retailer exclusive singleplayer content makes me sad. This is not pokemon, I want the whole game damn it!
Re: Elders Scrolls V: Skyrim gameplay trailer (2 years ago)
It shall be any enjoyable romp made all the better by the eventual mods on PC that make it one of the best games of all time like the Elders Scrolls that have come before it.
Re: New Prototype 2 teaser video (2 years ago)
It has been much too long to wait for a sequel to the fantastic original. Still boot up Prototype from time to time just to have a fun time destroying everything.
Re: Fable 3 PC dated (2 years ago)
The 360 version will be around $20 by then, also what other PC game comes out in May that everyone who loves RPG's should buy? http://www.gog.com/en/page/tw2v2/
Scubafinch wrote
I was only in JB HIFI the other day and saw 3 excited kids getting their mum to buy Black Ops. The oldest could have been no more than 12! Perhaps an 18 on the box, like in the UK, would have made her think twice.
More of my money going overseas! Aside from the Collectors Edition of The Witcher 2 I don't think I will be buying any games locally.
Re: Killzone 3 Review (2 years ago)
Great review, there have been a few reviewers that have raged on the game for no reason other than it being a hyped exclusive. The demo was enough to show that Guerrilla had improved on the very good (but not great) Killzone 2. Can't wait to pick up the sharpshooter too as the Move handled impressively in the demo.
Re: Risen 2: Dark Waters announced (2 years ago)
Banned? Picked it up cheap from PlayAsia so I had no idea, seems like the only reason it would be banned is because the developer is too small to fight the ban.
Re: Crysis 2 PC demo hitting at the start of March (2 years ago)
A13x wrote
I thought the demo came out already?
Re: The Witcher 2: Assassins of Kings screenshots (2 years ago)
Y2Jason wrote
Actually, they're QUITE interested in it!
admeister wrote
Low frames? Awww. My computer is a little better than the minimum requirements. Maybe I won't be able to play this.
Re: The Witcher 2: Assassins of Kings screenshots (2 years ago)
Benza wrote
god damm the game is gorgeous but I shudder to think how it will run on my pc
----- OS: Win XP / Vista / Win 7
----- Processor: Intel Core 2 Duo 2.2 GHz or similar AMD
----- Memory: 1 GB for XP / 2 GB for Vista
----- Graphics: Nvidia GF 8800 512 VR or similar AMD
----- Hard Drive: 8GB for game and 8GB bonus content
Re: The Witcher 2: Assassins of Kings screenshots (2 years ago)
Sin Ogaris wrote
My only hope is that it's optimized a bit better than the first game, which really needs a fairly beefy machine to run well, even at lower settings.
Re: The Witcher 2: Assassins of Kings screenshots (2 years ago)
The Witcher 2 will be the most important PC game of the year, looks leagues ahead of any other game. Makes the Sandy Bridge upgrade all worthwhile.
Re: Telltale announces The Walking Dead (2 years ago)
Currently working on:
Back to the Future: The Game (December 2010-May 2011)
Jurassic Park: The Game (April 2011)
Untitled The Walking Dead game (TBD)
Untitled Fables game (TBD)
Untitled King's Quest game (TBD)
Hector: Badge of Carnage (Q1 2012)
Puzzle Agent 2 (2011
Back to the Future: The Game (December 2010-May 2011)
Jurassic Park: The Game (April 2011)
Untitled The Walking Dead game (TBD)
Untitled Fables game (TBD)
Untitled King's Quest game (TBD)
Hector: Badge of Carnage (Q1 2012)
Puzzle Agent 2 (2011
Re: Portal 2 on PlayStation 3 to feature Move support (2 years ago)
Future support, not day one support
FYI, Valve just sent a note that Portal 2 does NOT include support for PlayStation Move. Blames the news on a quote "lost in translation." - Patrick Klepek on Twitter
Translation was correct so it must have been a mistake by the Playstation blog.
FYI, Valve just sent a note that Portal 2 does NOT include support for PlayStation Move. Blames the news on a quote "lost in translation." - Patrick Klepek on Twitter
Translation was correct so it must have been a mistake by the Playstation blog.
Goosta wrote
There are still games being released for the PSP?
Re: Win 1 of 5 copies of the Sega Dreamcast Collection (2 years ago)
That record looks awesome!
Re: Win one of six copies of Dead Space 2 (2 years ago)
Will the PS3 version be the Limited Edition first press that comes with DS Extraction? Torn between Achievements and Move enabled Extraction
