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Posted: Wed, 8th Oct 2014 00:00 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 01:41; edited 1 time in total
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ixigia
[Moderator] Consigliere
Posts: 65100
Location: Italy
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Posted: Wed, 8th Oct 2014 01:47 Post subject: |
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Silly Crytek, of course you can't wow gamers with graphics, when you first piss them off with stale gameplay design and decisions xD
That's the very definition of doing it wrong. They have a nice engine, and both Far Cry and Crysis #1 showed glimmers of greatness in terms of entertainment (then the mutants first and the aliens later took it away ), try to replicate that instead of focusing on one-button simulators and "cinematic garbage". 
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Posted: Wed, 8th Oct 2014 01:55 Post subject: |
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ok, wasteland 2 is shit, gears of war is great, 30 fps are enough, motion blur is great, now i know KC has been a troll all this time.
atleast i fucking hope for the sake of humanity that he is one.
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Morphineus
VIP Member
Posts: 24883
Location: Sweden
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Posted: Wed, 8th Oct 2014 01:59 Post subject: |
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Nah he isn't nefarious.
He just has low standards and is quite content with mediocrity. Maybe it's because he's not used of better. 
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Posted: Wed, 8th Oct 2014 02:35 Post subject: |
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and for me the only thing that irks me is the camera ...
is not like Wasteland 1 or Fallout 1 ... the most horrible thing are when they make you turn it around to explore the world ... for chest or caves ... FUCK YOU CAMERA 
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Posted: Wed, 8th Oct 2014 21:28 Post subject: |
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Werelds wrote: | KillerCrocker wrote: | Werelds wrote: |
*looks at Divinity: Original Sin*
*looks at Wasteland 2*
*looks at Transistor*
No, not really. You do realise a game doesn't need to sell 10 million to break even, right? Dark Souls was profitable at 1 million sales already.
#1: games do not get higher development budgets now than they did a decade ago. Some do, but majority don't. Marketing is where they lose their money.
#2: up until very recent, no effort went into making shit look good with most "AAA" developers. Indie developers still take pride in their art and presentation. And it's only very recent (last 18 months or so) that some "mainstream" developers have started doing the same again. Bioshock comes to mind.
#3: people are spoiled? With what? Call of Doody 27? Gears of Bore 7? Halol 9? Those are the ones selling millions and millions to the sheep.
#4: need to spend money to make them look better? Really? Right now there are far more choices in capable engines than 10 years ago, let alone 20 years ago. CE3, UE3/UE4, Unity are all very easy to get started with. As long as the assets you feed them are of decent quality, it'll look great. But there's the issue: the assets have been limited because certain platforms couldn't handle things bigger than a matchbox. And then there's the rehashing of assets, like in CoD. Half the textures are simply copied over from 6 years ago. That sure costs a lot of time and money. |
pardon me but You examples are rather poor. Wasteland2 is pure shit.
Divinity is not for everyone.
Transistor is isometric indie game. Enough it enough
And games are getting MORE expensive to make. That is a fact. Games now cost like 100 million to make (for proper aaa title) and are expected to sell in millions of copies (look at tomb raider's dumb square enix).
Making aaa game was not as expensive years ago. Now that every fingernail needs to be done with humanlike precision, more time is needed, more skill, more people... more money |
You say my examples are poor, yet you quote with a 100 million game? Please, what game would that be? Tomb Raider? That's $100m including marketing. But okay, want some AAA examples?
HL2 was estimated to be on a $40m budget. Elite Dangerous is doing its thing on probably about £25m (about $40m give or take). Star Citizen, which has an exceptional budget by any standard according to anyone in the industry? $55m. Or shall I go back a few years, pick one of your favourites? Gears of Bore 2 cost $12m - which is actually a 100% confirmed figure, because Sweeney said this in a presentation. The Witcher 2? About 25 million zloty, or $7.5m. Beyond: Two Souls? €20 or $27m.
But let me take one from "your" side of the story, Bioshock Infinite was reported to have cost $200m. Problem #1 was that that was a financial impossibility since Irrational, 2K and Take-Two _all_ were in financial trouble during the game's development. Problem #2 with that figure is that Ken Levine explicitly DENIED it. $100m would've already been hard for them, they simply didn't have that kind of cash available. Or do you think every game gets made by having investor rounds?
Do I really need to go on? Games do not cost anywhere NEAR $100m to make. $50m is already an exceptional budget. Just think about it for a second. Let's say a game takes 4 years to make (which is one more than the average AAA game, two more than a doody game). Let's say rent, utilities and what not for whatever building they work in is $30000 per month (let's just go with crazy numbers) - that's $1.44m over 4 years. So now let's say they employ 100 people to work on it, each getting $100k per year. That's $40m - $41.44m total. For FOUR years. With 100 people making 100 grand every year. Do you realise how fucking INSANE $100m sounds?
So that $100m for Tomb Raider? That comes out to 200 people working on it for 5 years, each being paid $100k. Tomb Raider's costs (or GTA V for example) will be higher than the average AAA game because both of them were delayed and took awfully long, but $100m is far from a typical AAA budget. And mind you, when a company like Ubisoft says they have 300 people on it, what they mean is 50 well paid people and 250 interns. That's how the industry works. |
You forgot hardware, food, drink, blow jobs and bullshit.
dust.
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Posted: Wed, 1st Feb 2017 18:32 Post subject: |
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Layoffs at Crytek
Financial trouble continues.
Quote: |
Embattled game company Crytek has suffered a round of layoffs.
Eurogamer was alerted to the news this morning by a source close to the company, and a representative confirmed the detail in a statement.
15 people are set to lose their jobs, Crytek said, from the main office in Frankfurt, Germany. The staff were a part of Crytek's in-house publishing and marketing team.
Crytek co-founder and managing director Avni Yerli said the company was in the process of scaling down the business to focus on game development and technology. Crytek is currently working on free-to-download shooter Warface, which was recently picked up by Russian internet company Mail.ru. It's also working to make money from licensing its game engine, CryEngine.
"Unfortunately, one of the inevitable effects of this process has been the redundancies we are announcing today," Yerli said. "We are extremely grateful for the hard work and dedication of each and every person at Crytek, and the team members we now have to say goodbye to will receive comprehensive support that reflect that gratitude.
"We will also be on hand to offer whatever support we can as they seek to find new positions elsewhere that reflect their considerable talents."
One source told Eurogamer that Crytek has yet to pay staff wages for the month of December. Crytek saw an exodus of staff during 2016 as wages went unpaid for months. Many staff have gone to Cloud Imperium Games, maker of Star Citizen. Morale is low, we understand.
In December, Crytek said it was selling off multiple studios, including its Budapest (Hungary), Sofia (Bulgaria), Seoul (South Korea) and Shanghai (China) developers.
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http://www.eurogamer.net/articles/2017-02-01-layoffs-at-crytek
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