I was never a fan of people making insanely large amounts of cash. At least, not the ones that decide not to do anything decent with it. If they're making somewhat more than they should, it's fine. Even if they're making a lot more than they should, it's fine. All I'm saying is if they're sacrificing creativity for the sake of a lot more cash that they don't need, then I'm probably not going to remain a huge fan of theirs.Yes, but those profits are largely sunk into developing new technologies for graphics, motion, and the computers/machinery to produce more cutting-edge projects. It's not like Mr. CEO rakes in a cool 40 mil. net profit and tap dances home with it. Even if that were the case (and it sometimes is), so? Those people have done something that many people don't mind paying for. They are, in a sense, providing a service. If some random sports player can pull in 10mil and an actor can do 20mil per movie, then what's wrong with gaming companies making a large profit off of something that's much harder to do than say, punt a football?The average game programmer (with a few years exp. under his/her belt) makes about 70,000 USD per year btw, so they're comfortable, but far from rich.
With the overwhelming amount of stale ideas out there, many are going to resort to buying them merely because there's no other option other than not buying video games period.Like I said, it's far from easy and there are many risks involved, but if you've already reached comfortable grounds for experimentation, why not? You don't need to start off with any drastic changes; just incorporate small ones into game over time and observe the reactions they get. This can help you to judge which ideas will float and which will sink. Better than that, though, is if more companies tried to gauge reactions from the public by use of the internet; posting polls on the company website forum pertaining to new ideas and whether or not the majority approves and whatnot. None of this is a surefire way of knowing which ideas will succeed or fail, but it certainly helps.I couldn't agree more, but from a business standpoint it's not very wise to be too progressive too quickly. It's hard to go into the specifics of the "whys", predicting the consumer base's reaction is like predicting the stock market; it can go either way at any tme solely based on what people are interested in. I mean, oranges might be in high demand this week, but what about the next? Just as a new gimmick may prove fun at first, but then wears thing quickly (think the DS' touch screen; great idea, executed poorly).Besides, companies like to milk an idea dry before they move onto something else. Maybe that's what you're getting at with the greed thing, but, no one's forcing anyone to buy stale ideas, they're doing it of their own free will.
I don't mind that they're exaggerated, really, but I do mind when they're continually exaggerated in the same manner. Variety is what I want - variety that doesn't remain essentially the same over the years, being tinkered with ever-so-slightly as the next batch of RPGs are let loose into the public.Well, as I said with how some games portray males as egotistical, bullheaded, etc, it's fair game. Personalities and appearances are exaggerated, even voices are. I mean, when's the last time you ran into a "bad guy" who was 7 feet tall, had a scar running down his face and a booming makes-Barry-White-sound-falsetto voice? Its part of the fun and fantasy of the experience, no one wants a game where the women are chatty and average looking, just as no one wants a game where the male hero is a limp-wristed insurance salesman with the dull pushover personality of an aspirin bottle.
It's extremely unfortunate that people are actually willing to stunt sales of a game just because a company is trying different things. Sure, if it's a drastic change that's clearly a horrible idea, then no problem, but if they're just trying to make characters with a personality different from what you'd normally expect or something, then there's no reason to ignore the game. Honestly, I wouldn't want people like that buying my games. People are far too conservative when it comes to video gaming; I see it on forums all the time - comments about how once-fans will no longer be purchasing *insert company here*'s products due to some slight, probably-not-permanent change that they happened to disprove of. It's saddening to see.I was talking about both. Look at the FF series; the male protagonists are usually emotional train wrecks with abandonment issues, then there's the overly tough guy as a sidekick party member, followed by the quiet, yet strong female voice, the spunky confident anatomicaly-a-little-too-correct loudmouth female to balance out the quiet one and shows obvious affection towards the protagonist, who the quiet, reserved female secretly likes also and so on. It's all a formula, to change one thing, you'd have to change many. Sure, it can be done but most people only know what they've been taught and have gotten comfortable with, they don't "think outside the box", so to speak.
Yeah, and that's also unfortunate, but there are definitely a good amount of females out there that wouldn't mind the job. The problem is reaching them.Thing is, most females aren't interested in sitting in front of a computer for 14 hours a day. Sexual bias has nothing to do with it, it's just how it is. You don't see alot of (straight) guys who work as fashion designers, do you? Because it doesn't interest them.
Sure, it's a relative term, but it isn't always hard to tell if you're a poor artist. All you have to do is take a look at other artists' works and then take a look at your own, and it's pretty easy to see.I'm terrible at forcing myself to do anything (which is probably why I'll never be a video game designer); I usually resort to what I enjoy doing within a matter of hours.Well, "good" art is an extremely relative term. Something could be perfectly drawn, shaded, yadda yadda, but still be crappy because it's unoriginal, uninspired, etc. Look at the Simpsons, when they first came out the cartoon looked like it was drawn by a four year old, but people still liked tem because they were original and had a style to them that, at the time, other shows didn't.Not the best example, but I'm sure you see what I'm getting at here.As for being lazy. well, I'm kinda lazy sometimes myself, so I just force myself to do something I have to do until I like it. =/
Edited by Balore, 22 December 2008 - 10:46 PM.











