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| 21 NOV 2002 at 3:30am |
MichalNGrand Inquisitor


Posts : 7058 Joined: 14 SEP 2003
Status : Online | Considering all the hoopla surrounding many A-games, I'd be quite happy with more low-key (and hence cheaper) B-games...
I forgot my sig.
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| 21 NOV 2002 at 3:41am |
GayleSchattenjger


Posts : 2544 Joined: 12 OCT 2002
Status : Online | That is an excellent thought, Mus.
There would probably more games to chose from and as long it runs well and something that you want to play then I am for having a B grade of adventure games.
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| 21 NOV 2002 at 3:43am |
Agustín CordesGuild Master


Posts : 5696 Joined: 23 OCT 2002 Location: AR, Buenos Aires
Status : Offline | We were discussing this in the Development forum. Is it really necessary for adventure games to keep on-par with current technologies? If you want to make profit, definitely yes. There are lots of potential buyers that will not be interested if they don't see the "Supports 3D" logo in the box. It's sad but it's true. So, why companies don't attempt B-games? As cheap as they may be, they don't think they're feasible.
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| 21 NOV 2002 at 5:18am |
eGoateeSpace Cadet


Posts : 157 Joined: 4 NOV 2002
Status : Online | Sort of a semi realMyst with production quality not as high polished. Well it could make adventure games more popular. And new players may get more expensive and better adventures after liking the B games. I hope slightly lower production value doesn't affect the stories so much that it turns off too many.
Simpsam
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| 21 NOV 2002 at 5:34am |
SirDaveGuild Master


Posts : 4941 Joined: 17 OCT 2002 Location: US
Status : Offline | I think this subject is related to the reason that small (essentially one-man) companies have been able to put out games like Comer, Rhem, and Dark Fall. They may not be stellar games in every respect, but IMHO, they're still very rewarding to play and I'm glad they were made.
Apparently, bigger companies are under the illusion they have to make investments of 1 to several million dollars to get even basic adventure games on the market. Examples like the games mentioned would tend to question whether this is necessary!

The future ain't what it used to be!
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| 21 NOV 2002 at 5:57am |
MichalNGrand Inquisitor


Posts : 7058 Joined: 14 SEP 2003
Status : Online | The primary objective of big companies is to make money.
If you think about that statement, it explains a lot
I forgot my sig.
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| 21 NOV 2002 at 11:54am |
RevliskciPrivate Detective


Posts : 724 Joined: 9 NOV 2002
Status : Offline | There already is a section of many gaming companies that produce B Games.
All those trout fishing, monster trucks and deer hunting games sell pretty well, don't cost much to make, and the profits from these games go into the budget for their big production A Games.
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| 21 NOV 2002 at 1:26pm |
LauraIntergalactic Janitor


Posts : 35 Joined: 9 NOV 2002
Status : Online | I wonder if B games would mean less testing though? I agree that I'd be happy with an adventure game that's not necessarily the newest technology, but I wouldn't want a buggy game..
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| 21 NOV 2002 at 1:30pm |
Agustín CordesGuild Master


Posts : 5696 Joined: 23 OCT 2002 Location: AR, Buenos Aires
Status : Offline | Dark Fall was less buggy than most mainstream games. It's reasonable, though. Using more technology means using more libraries, programming, etc. Then it's more probable to make bugs.
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| 21 NOV 2002 at 6:03pm |
JoYSorcerer Apprentice


Posts : 208 Joined: 10 OCT 2002
Status : Online | on the otherhand Syberia has lots of them, according to the distress calls you here on the internet. (sofar I only found one though)
JoY
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| 21 NOV 2002 at 8:04pm |
MichalNGrand Inquisitor


Posts : 7058 Joined: 14 SEP 2003
Status : Online | For me, Syberia (Canadian version, unpatched) was one of the most stable games I've seen recently. I had zero (technical!) problems with Syberia, it literally couldn't be any better as far as stability is concerned.
And Rael is very right on the modern technology - the more "latest and greatest" technologies and libraries a game uses, the more bugs it will have. Fact of life
I also have a suspicion that "one man" projects are less likely to have bugs because they're by definition less complex and because the author knows the code better.
I forgot my sig.
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| 23 NOV 2002 at 4:04am |
| Deleted User | Besides being simpler and less buggy, I also think one man projects are more labours of love than big company projects. Even if the ultimate goal is to make money, it somehow must be very dear to the writer. In any case more so than a game in which you are only one of the many writing it. I also have a feeling (and I am really guessing here, since I don't know anything about the actual work involved) that adventure games are more fun to make than FPS's or action games, and that that is one of the reasons why one-man or small companies (where the director is one of the game-designers) are more inclined to make adventures. Having a good time at work is as important to them as making money. Once a company get's so big the management looses touch with the actual work, money-making becomes the greatest issue.
There already is a section of many gaming companies that produce B Games. All those trout fishing, monster trucks and deer hunting games sell pretty well, don't cost much to make, and the profits from these games go into the budget for their big production A Games.
I forgot about them. And it's true I see more of them in stores than I see adventure games. Maybe the selling, and therefore the making, of adventure games declined when pc's started to become part of the common household. Too many idiots got one, and had to find something to do with it. "Now what kind of software could we sell an idiot ?"
Mus
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