Data4
Arcane
Massively.com of all places.
http://massively.joystiq.com/2014/04/20/stick-and-rudder-on-crowdfunding-entitlement-and-dev-abuse/
Choice parts:
http://massively.joystiq.com/2014/04/20/stick-and-rudder-on-crowdfunding-entitlement-and-dev-abuse/
Choice parts:
When a triple-A dev like former BioWare writer Jennifer Hepler says that "games cost much too much money to focus on a niche market" and that "to survive, they need to be such a broadly popular part of entertainment culture that you would be hard-pressed to find anyone who doesn't play games," she is inviting internet vitriol from the very people who made her industry successful and provided her with a job.
It's kind of a "duh" moment. I mean, really, should fans who are being marginalized by the industry's mass-market leanings simply smile and take the erosion of their pastime lying down?
More importantly, Hepler's statement is patently false -- or at least myopic -- as Star Citizen is showing us. Maybe BioWare's games "cost much too much money to focus on a niche market," and maybe that's because BioWare is doing it wrong and is a prime example of the sort of over-staffed and over-produced game development that needs to go away.
Why was BioWare, for example, unable to deliver an MMO with half of Star Citizen's feature set on nearly four times its budget? Now, you're right in thinking that Star Wars: The Old Republic and SC are vastly different MMOs. And that's my point. Star Citizen is going to have a fully voiced, story-driven campaign (Squadron 42), but it's also going to have sprawling, free-form sandbox play and all of the associated virtual world sticky stuff that SWTOR lacks. And oh yeah, actual space combat, too!
Maybe it's not so impossible to make a triple-A game with a relatively small budget? We'll find out when SC releases.