tag:blogger.com,1999:blog-1083509480143917931.post7709581199710954435..comments2023-12-18T12:39:27.533+11:00Comments on Raptured Reality: Creativity Vs Profits: What's More Important?Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-1083509480143917931.post-12275218392594458962010-01-23T05:22:57.841+11:002010-01-23T05:22:57.841+11:00Joseph -- While your example is sound, Too Human -...Joseph -- While your example is sound, <i>Too Human</i> -- and other games like it such as <i>Perfect Dark: Zero</i> -- is unique in that it had to accommodate three different consoles: the PS1 where it was originally announced, the GameCube when Silicon Knights were a second-party developer for Nintendo and then, of course, the Xbox 360 where it was finally released. I'm not entirely sure but I think it might have even been scheduled for the original Xbox at some point, meaning that the game certainly had a tumultuous time in development. So with this in mind, the fact that opinions are so mixed about the game could be considered impressive given the difficulties it had. The fact that some people out there still enjoyed it proves, first and foremost, that we all have our own individual opinions, but more than that, it shows that it wasn't nearly as bad as it could have been. A mediocre game, while not ideal, is a much better result than a terrible game. Since the game was part of an intended trilogy, here's hoping Silicon Knights have been given a second chance (perhaps based off the reputation they have from <i>Eternal Darkness</i>) to reboot and nail their intentions with the <i>Too Human</i> franchise.<br /><br />With all that said, I haven't played the game so take my comments with a grain of salt.Anonymoushttps://www.blogger.com/profile/00626684107210848128noreply@blogger.comtag:blogger.com,1999:blog-1083509480143917931.post-38125047876316314852010-01-21T14:42:37.709+11:002010-01-21T14:42:37.709+11:00It certainly is quite a perplexing issue. Not all ...It certainly is quite a perplexing issue. Not all developers would have the same budget as the famed Polyphony Digital or Team ICO, and as such their goal would be to release the game ASAP. Take movie tie-ins for example, most developers have such a small team and budget to work with that their primary goal is to make the game functional and release it on time. Should the film be a smash hit, then you can expect to rake in a huge profit, otherwise you're looking at substantial losses if the film's a flop.<br /><br />As you mentioned, Steven, sometimes a long development time isn’t necessarily a good thing either. At the top of my head I can think of Too Human as a game that failed to deliver. Right from its humble beginnings as a PSone game, the developers boasted it would be a groundbreaking title. Fast forward two generations, the end result was a game that didn’t quite live up to expectations and was panned critically. I believe a few of the criticisms at the time were the gameplay was unpolished and there were several other minor annoyances. Now, for a game that had an estimated budget of $80million and was in development for almost ten years, one would think it would have achieved a milestone in one form or another. Another strong example is Duke Nukem Forever, and to be quite frank if I need to go into detail about that one whoever’s reading this shouldn’t consider themselves a gamer!<br /><br />Just some food for thought…Joseph Rositanohttps://www.blogger.com/profile/05901711944316652763noreply@blogger.com