industry news
'Consoles Are A Problem' Says Oddworld Dev
Posted by Stuart Houghton at 7:20 AM on September 6, 2008
Oddworld Inhabitants Lorne Lanning thinks that Consoles are a big problem for games developers.
"Personally, I think the consoles are a problem", he told GamesDeveloper.bizGameDaily, "Years ago I was excited about consoles, but anything that makes development more expensive, rather than better, faster, cheaper, I think is a step backwards".
"I'm more excited about what I see happening on PC because I see it allowing for more smaller games to be sold that can be delivered to anyone who's connected at much lower price points".
I think what he is getting at is that you can just write a game for a PC and release it — you don't have to negotiate with LIVE or PSN, for example — and use the Internet to get the code out to whatever niche audience you like.
This may be the case, but if you are developing a big title (like, say, a new Oddworld game) surely the big money sink is in the creative side of the IP? All that artwork, music and writing — plus the code, of course. Is the open nature of the PC that much of a boon when you have multiple graohics cards to support?
'Consoles Are a Problem,' says Lorne Lanning [GameDaily]

Activision-Blizzard seems to have forgotten all about another Sierra game.
And so the rumours of a possible Scout class upgrade coming up next dissolve in a hail of mini-gun bullets as the newly-created Official Team Fortress 2 Blog discusses upcoming changes to the Heavy, every Medic's best friend. In designer Robin Walker's highly informative post he explores the process behind updating a Team Fortress 2 class in great detail, starting with the overall goal of making the Heavy more viable as a standalone, non-Medicated class.
We mentioned the new Sony Playstation-edu initiative when
Game developers and publishers should have no trouble at all creating realistic worlds and populating them with realistic people as NaturalMotion and NVIDIA announce a partnership that pairs the former's morpheme animation engine with the latter's PhysX technology in one powerful force of realistically moving goodness.
There's a cute feature up over at 1UP at the moment, where a bunch of noted developers have been given one wish. ONE ONLY (no secondsys). Or three, if they'd like, but not two. And those wishes can only be applied to some aspect of games development, not, you know. For their missus to get larger norgs, or to get a never-ending cookie jar or something. Warren Spector wants an engine that makes games as "easy" to make as movies. Will Wright wants better AI pathfinding. BioWare's Muzyka & Zeschuk want convincing, emotional AI. Some of the others are more interesting than that, others aren't, others cheated and are now trapped inside a brass lantern for a thousand generations.
I've been giving the Wii a bit of a hard time lately as the new WiiWare games slowly eat away at my storage space, but of course this isn't anything a tiny SD card wouldn't take care of. How many WiiWare games can there be anyway? According to Nintendo of America's senior director of project development Tom Prata, more than a few, depending on your definition of a few.
Juan Gril has what he terms a 'rallying cry' up on Gamasutra: the topic is innovation, specifically in relation to the casual games market (but I think this discussion applies on a much broader level to the industry as a whole, as evidenced by slews of blog posts and articles bitching about the topic). He draws a line between games that use incremental innovation - that would be the various incarnations of the match 3 formula, for instance - and games that have totally unique mechanics.
We all know Japan hates the 360. We've all got our theories on why, too, but really, they're more like opinions. Few of you reading this are Japanese, even fewer of you make games specifically for the Japanese market. Which makes this GameSpot piece all the more interesting: they asked a whole bunch of Japanese devs just what they think is wrong with the 360.