COLIN CREASY
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"an unrelated note, can we have the option to edit comments? I'm coming across like an idiot here.
That will teach me not to proof"
Wednesday, June 10, 2009
"... not having a computer in 1990 is really no excuse! LucasFilm Games and LucasArts has re-released the game several times! (I believe the last was on the now highly sought "Monkey Madness" disk that was packaged with some copies of The Curse of Monkey Island.)
The comedy is timeless, though, so I'm sure you'll enjoy it... though seeing it through the eyes of an adolescent (or younger) is really the way to go: the adventure seems grander, the characters are funnier, and the quotes are... er... more quotable. Lets put it this way: to this day, whenever I have shish-ka-bobs for dinner, I instinctively think of The Secret of Monkey Island. That's staying"
Wednesday, June 10, 2009
"niel - Although I haven't played it personally, I have heard that inFAMOUS does a better job of differentiating between the two alignments than mere palette swaps. Specifically, it relates to the types/classes of attacks you learn: if you're playing as good, your attacks are more focused and precise so that you don't harm innocent by-standers, but if you choose to be evil, your attacks will be much more widespread (because, who cares if a few civilians die?).
Now, that's a pretty good (and subtle) way to convey characterization without being"
Tuesday, June 09, 2009
"... that face should have been a colon followed by a capital P, for ": Pro"
Tuesday, June 09, 2009
"ek, sorry, you had me confused with your first reply.
While that is a product of the Forza community (however that's defined... a can of worms I won't attempt to get into), it's still being used as an example of one of the key aspects of the game. I suppose I should be more clear when I explain my problem with the Forza demonstration: two of the three sections focused on creation (car painting and video editing), with only one section being devoted to racing proper.
My argument lies with the use of the words "definitive" and "racing", because if the focus is not on these, then it is a game about the love of cars. And that's fine, but there is a company out there who loves cars, but loves even more so the realistic racing aspect inherent in those cars: Polyphony Digital.
I was having a conversation with a friend about this, and I explained to him that my favorite racing games of all time are Need for Speed Underground and Mario Kart. And that's all fine and good. But if someone were to ask me what I thought the definitive racing game of all time was... well, I'd have to go with (barring GT4:P) Gran Turismo 3: A-Spec, because it's 100% committed to delivering the most complete (definitive) racing experience available. I think a lot of that has to do with Polyphony Digital not getting distracted by other aspects of car culture... for better or worse.
Is it weird or obsessive to get hung up on one sentence? I suppose you could make that claim... but Communication theorists do it all the time. It's important to analyze the information that's being conveyed to us and question that information when it is misrepresenting reality. I can only comment on what I've seen and heard, but I believe that the problems that arrise from this scattershot approach to game design, especially in this kind of niche genre, is compounded by misrepresenting the game through PR-speak.
But I could be wrong and have been in the past... Forza 3 could be the combination of everything from Gran Turismo 4 plus a very impressive (and that's the truth) car customization tool and video editor. However, I dou"
Tuesday, June 09, 2009
"sure there's a lot of consumer and market research that has gone into the game pricing scheme... I'm no economist, so I won't venture to explain anything, but something tells me that $60 is a sweet spot for whatever reason.
That said, why not full games, on day one, at $15~20 dollars? Again, *I do not understand the economics of the thing* but I would be interested to know how many more copies of a game would sell (2x? 3x?) if it came out on release date at a significant price reduction, especially multiplayer games that are (by their own design) more enjoyable the earlier you get into"
Tuesday, June 09, 2009
"ek, that first video was part of the official Forza 3 conference rollout... I believe it was intended to show off the video editing features of Forza 3. It can be seen again (in higher quality) here: http://www.gametrailers.com/video/e3-09-forza-motorsport/50000
Believe me, that conference is burned into my brain, so I wouldn't confuse seeing something on YouTube with something I saw live.
The first comment on that page is pretty much the response I expected to come out of the gaming press: "wait is it still a sim? im confused." When a game is being touted as "definitive" of the racing genre, I do not expect to see cars behaving the way they do in that trailer. I would, however, expect that from a game like Burnout or Midnight Club, which are as much about style as they are substance.
I think what has happened is that Forza and PGR have become blurred, and Microsoft is attempting to satisfy everyone... but I have my d"
Tuesday, June 09, 2009
"id forget about the iPhone... it seems like independents are doing quite well for themselves on"
Tuesday, June 09, 2009
"le I appreciate your thoughts and agree with many of the points you make (i.e. the return to garage developers... weird how that may come full circle), I don't see these necessarily being "games that are maximized for low investment and high return." This is especially true of games which feature homosexuality at the forefront, I'm sad to say.
Your example of Portal is an interesting one in that I doubt you have ever played the game (yes, a fully developed one) that led to the team being hired by Valve... I know I haven't. It took Valve taking over the creative development and throwing a bunch of money at the project to get it noticed by the masses... that is, the high return. Would of Valve gambled on a game that, while technically innovative, dealt with homosexuality... would EA have published it? Doubtful.
Braid is an exception, and it is making Jonathan Blow money in spite of extreme odds against him. Why is his story so rare? Because he has become successful in the distribution of his game through a service that is designed to be all but prohibitive of independent publishers/developers. But these services seem to be the only option: distribute through a service and gain attention but lose control and profitability, or distribute via the Internet and maintain independence but lose the mainstream and secure distribution. It's a really tough game to play, and until the distribution system is changed, I don't see technology helping the little man that"
Tuesday, June 09, 2009

