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1/18/12 1:18:03 PM#81
Originally posted by nariusseldon again. I repeat my key point. The reason I think they do not make sandboxes is NOT because of the demand or lack of demand but becuase of the cost of creating and maintaining. You are addressing a secondary point which is fine but my key point is that I THINK it has nothing to with demand but everything to do with cost. does your game have rainbow sprinkles and magic ponies!? |
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1/18/12 1:29:45 PM#82
Originally posted by SEANMCAD
Same point. The demand is not high enough to offset the cost. If they have a guarantee demand of 10M, they will start making it tomorrow. On the flip side, if the game is costing $5 to make, they don't need much demand. It is always a comparison between demand and supply (i.e. cost). |
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1/18/12 1:38:32 PM#83
Originally posted by nariusseldon no...I understand the demand to set of fhe cost arguement but I dont think that even comes into play. I think its is 10000000000%%% nothing more than cost. peroid end of story. I dont think they ever even consider if the player base can be larger or not. does your game have rainbow sprinkles and magic ponies!? |
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1/18/12 1:49:54 PM#84
Sandboxes aren't intrinsically expensive. A Tale in the Desert was made on a shoestring budget, and at its peak, had four paid employees. I think part of the problem is that some people think of "sandbox" as meaning things that computers can't realistically be programmed to do. |
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Cuathon
Hard Core Member
Joined: 10/24/04
Draw Something is now an MMO. God has forsaken us. |
1/18/12 1:55:18 PM#85
Originally posted by Quizzical I can program a computer to do so many things. Its more that the hardware can't handle the software load. I think there are many ways of getting around hardware limitations, mainly with much simpler graphics and physics. For instance I could probably get a gamemaker graphics level game that satisfied the majority of sandbox requirements. |
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1/18/12 1:57:45 PM#86
Originally posted by Cuathon Sure, there's a lot that can be done. But some people seem to want endless amounts of choices and branching that means that they'll miss 99% of the content, but still want there to be plenty of content that they do do. You can give a game a lot of scripted content, but infinite content is harder. |
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1/18/12 2:09:30 PM#87
Originally posted by Quizzical well that is a good point actually I concede my position. In fact I forgot about how deep a LOT of inexpensive games have been so I totally withdraw my statement :)
Xyson is another example, although in all fairness not sure its actually working does your game have rainbow sprinkles and magic ponies!? |
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1/18/12 2:32:12 PM#88
Originally posted by Quizzical
I dont think anyone is (or should) argue that sandbox MMOs are not being made. However, certainly there is no AAA development in this space.
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Cuathon
Hard Core Member
Joined: 10/24/04
Draw Something is now an MMO. God has forsaken us. |
1/18/12 2:38:20 PM#89
Originally posted by Quizzical Well actually you can generate endless content, its quite easy. The main issue is the graphical nature of the game and possibly how to modulate the challenge of auto content for players of varying levels. But then sandbox wise even scripted content might present challenge issues where some areas are more dangerous but in a sandbox its iffy to tell people that for exploration reasons.
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