It’s strange, I’ve somehow become accustomed to associating long development periods — say three to four years — with quality products, which is a bit silly. Now Capcom has come out and stated that it wishes to reduce the time its games spend in development, and doesn’t mind if it has to spend extra cash to make it so.
Doodle Jump is now an icon of iPhone gaming, but it almost died at launch after selling just 21 copies on its first day of release. How did developer Lima Sky get from there to Doodle Jump being a more famous app than anything not called Angry Birds? The answer is a strange mix of snack food, bubble wrap, blogger nagging, brotherly co-operation and sheer luck.
Once upon a time we used consoles to play video games, but that’s just old and crap now. From now on consoles should actually be part of the video game itself and everything else is just a little bit rubbish.
Gamasutra currently has a pretty interesting interview with David Cage, where he discusses, among other things, the development of Heavy Rain — its successes, its failures. His observation that Heavy Rain had to completely do away with ‘Game Over’ situations was perhaps the most interesting for me, mainly because that was precisely what I felt made the game so compelling.
Alright, I don’t think anyone here can beat me. I’ve suffered through six Xbox 360 RRODs — four personal retail units, and two debug review units. Not once did I think I could delve into this graveyard and create anything constructive, but a local Australian artist clearly did — he used them to build a coffee table! And now it’s for sale…
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