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Sonic's Ultimate Genesis Collection
While the collection is certainly impressive, I've gotta ask what the quality of the emulation is before I buy it. Things like this tend to be too good to be true.
Does Anyone Not Finish Games They Purchase?
author=Magi link=topic=3225.msg63909#msg63909 date=1235777509I don't even know who you're talking about because all I remember is running around the post-game dungeons and making and/or getting increasingly badass items and/or techniques, and fighting increasingly badass bosses. And Lenneth Valkyrie could kick seven shades of crap out of you even when she was a wee gel.author=Shadowtext link=topic=3225.msg63802#msg63802 date=1235714144You must have suppressed any or all memories of Tynave and Farlene.author=Ciel link=topic=3225.msg63797#msg63797 date=1235711474Yeah, in Bizarro World.
The only game I bought and never finished was Star Ocean 3 as it is unbelievably terrible.
Oh, and heraldry being essentially hacking the universe's source code. That's kind of cool.
Does Anyone Not Finish Games They Purchase?
author=Ciel link=topic=3225.msg63797#msg63797 date=1235711474Yeah, in Bizarro World.
The only game I bought and never finished was Star Ocean 3 as it is unbelievably terrible.
Non-linear RM* games
author=GreatRedSpirit link=topic=3217.msg63783#msg63783 date=1235707745So let me see if I've got the score here:
magical doors that can only be unlocked with the power of plot on the other hand not so much.
Okay:
- Wizards who can rewrite the laws of physics and summon down meteor strikes with a gesture.
- Eldritch evils whose bodies are composed entirely of alien geometries
- Rituals to call back the dead into a twisted servitude stuck in a rotting shell with no will of their own
Not okay:
- Doors magically wired to only respond to a specific stimulus.
Pirate Bay Copyright Case
author=Ciel link=topic=3173.msg63650#msg63650 date=1235640307Eh. Depends what you mean by "obviously." It's "obviously" the wrong thing to do if you accept that morality and legality are the same, or if you're only looking at things as they are now, and not as they could be, or as they would be now if we weren't stuck in an economic rut.
It is so obviously the "wrong" thing to do.
Take music piracy for example. The people who get hurt most by music piracy aren't the artists, it's the music companies. Artists who aren't A-list pop idols get very little money back from sales of CDs the money radio companies pay to play the music, and online revenue from, for example, iTunes because almost all of that money goes to their publishers. In like 75% of cases, they make way more money off of concerts than they do off of record sales, and hilariously enough, freely distributed music is a great way to advertise concerts. A number of bands have begun distributing their music as free downloads for specifically this reason, cutting out the middle man entirely. When the artist control the means of (re)production, the game changes considerably....to the point that distributing the music for free actually makes some of them more money (in the long run) than charging for it would have.
There's a case study of this happening in the literature world, too. Cory Doctorow, infamous copyright malcontent, has gotten into the practice of releasing pretty much all of his original fiction as free ebooks under the Creative Commons license at about the same time he's releasing them as for-pay dead tree versions. And all evidence points to his books selling far better because of people who liked what they read in the e-books buying the dead trees versions, largely because e-books still aren't the optimal way to read books. (If Kindles become ubiquitous, one has to wonder if that'll ruin his sinister scheme. But he seems pretty fond of Kindle, so maybe he's got other plans).
Obviously one or two examples aren't enough to prove a point, but I think it's enough to at least support the point that there could very well be ways for free online distribution of digital media being beneficial for both artists and consumers, and the main reason we won't explore them is because of the stigma of piracy being attached to it.
Now as I've been saying all along in this thread, depriving the people who worked to make something of the money they've earned if you're getting the benefit of that thing is wrong, no question of that. But I also feel like the publishing houses are (possibly without even realizing it) engaged in a campaign of social engineering that is going to set back our evolution as a creative society by getting the idea in people's heads that any time they watch TV, read a book, or listen to music, they owe some major publishers money for that privilege. I think it's a big part of why you see amateurs without a good idea to their name paranoid about people stealing their ideas even when those ideas aren't very good in the first place. And the attempt to lock up ideas as if they belong to anyone, even the people who created them, strikes me as one of the most immoral and self-destructive things a society can do.
I mean you've got to think of it in term of memology as the analog of genealogy it's supposed to be.
Like gene pools, the memeplexes that are able to spread out and propagate and get mixed up with others are the ones that become strongest and most diverse, and that make the species that has those memotypes (yay, word invention!) have the best chances of survival--either physical or intellectual. A meme that has conditional propagation, be it based on money or whatever, is about as useful to the memeplex as a neutered dog is to the doggie gene pool.
tl;dr: Intellectual property is anathema to intellect.
Does Anyone Not Finish Games They Purchase?
Between a job, other hobbies, and my attempts to train myself for and/or break into another career altogether, my free time is at an all-time low, despite my disposable income being at an all-time high. It's become increasingly difficult to finish long games. I only just finished Zelda: Twilight Princess a month or two ago, after having it a year. But it does speaks worlds for games that I do finish fairly quickly, like Tales of Vesperia (by "fairly quickly," I mean it only took me like a month, and I actually stuck with it).
Actually, I think that might be a big part of why portables are doing so well right now. Gamers are getting older and older, and a lot of them are in basically the same situation as me, and games that can be started and stopped quickly and saved anywhere are a lot easier for someone with a busy schedule to finish. I may not be able to finish Dragon Quest VIII, but if I could play it when I'm riding in a car or on my lunch break at work, or going to the bathroom, I could probably knock it out in a couple of weeks. It's a lot tougher to get in a few minutes at a time of a console game because between the load times, the time it takes to save, and the time it takes to get your TV set up to play it (not to mention the extra steps if you're playing import titles--slide card, anyone?), it feels like playing for less than a few hours at a time is more trouble than it's worth. Which, yes, is incredibly lazy, but I don't care.
Doesn't hurt that they're cheap to buy and to make, either. Being cheap to make means the developers take more risks, and being cheap to buy means the consumers aren't as scared to take risks on new ideas either.
Actually, I think that might be a big part of why portables are doing so well right now. Gamers are getting older and older, and a lot of them are in basically the same situation as me, and games that can be started and stopped quickly and saved anywhere are a lot easier for someone with a busy schedule to finish. I may not be able to finish Dragon Quest VIII, but if I could play it when I'm riding in a car or on my lunch break at work, or going to the bathroom, I could probably knock it out in a couple of weeks. It's a lot tougher to get in a few minutes at a time of a console game because between the load times, the time it takes to save, and the time it takes to get your TV set up to play it (not to mention the extra steps if you're playing import titles--slide card, anyone?), it feels like playing for less than a few hours at a time is more trouble than it's worth. Which, yes, is incredibly lazy, but I don't care.
Doesn't hurt that they're cheap to buy and to make, either. Being cheap to make means the developers take more risks, and being cheap to buy means the consumers aren't as scared to take risks on new ideas either.
Non-linear RM* games
author=Craze link=topic=3217.msg63696#msg63696 date=1235675954Aw shucks. You're makin' me blush. As for the question--in the words of Fuura Kafuka, "The possibility exists."
I guess I was, but I was also specifically targeting you. I greatly respect your game development opinions and would like to see if it would be possible for you to enjoy this sort of game.
I'm just not sure how. Especially how to do it such that you're not going to alienate people who usually are fans of the genre.
Non-linear RM* games
author=G-Flex link=topic=3217.msg63575#msg63575 date=1235601085Which is why I didn't say "Sandbox games are not good games," just that too much freedom too consistently turns me off a game. I did say they tend to be more toys than games (going by the old Will Wright assertion that Sim City isn't a game, it's a toy), and I stick by that, but that doesn't make them bad products for the audience that enjoys them.
Then the problem isn't with the game, it's with you, or that just isn't the kind of game you enjoy.
When Craze asked me how to make a sandbox game that I would enjoy, I assumed he meant "How do you make a sandbox game to appeal to people who don't like sandbox games?" Sorta like how the DVD Monty Python and the Holy Grail included those subtitles for people who don't like Monty Python, I guess.
Pirate Bay Copyright Case
author=Fallen-Griever link=topic=3173.msg63495#msg63495 date=1235563657To recoup the expenses the developers incurred in creating it.
If a developer only releases a digital copy (i.e. the customer cannot go and buy a physical copy of the program/movie/whatever in a store) then I don't see why the customer should pay for it. Why? Because the customer is not getting anything that differentiates their "real" copy from a pirated copy. There isn't even much proof that their copy isn't "real" in comparison to a well-pirated copy. Therefore, there is no incentive or advantage in paying for the product, so why should they bother..?
I think eventually the economic model's going to have to change to allow some way of dealing with the lack of inherit value (in economic terms, since demand can never outstrip supply) to any given piece of digital media, but for the time being we do have a duty to pay for the software and media we use. Especially the stuff we like, since our money helps to get more of those things made.
Non-linear RM* games
author=Craze link=topic=3217.msg63513#msg63513 date=1235577226The reason I don't like sandbox games is because they feel more like toys than games, with no real goals (or if there are real goals, no real drive to complete them, no personal connection to getting them fulfilled), and so many options that leave me unable to make any decisions. Take care of those problems and I might enjoy the game.
Shadowtext: How could I (or Max, or anybody) make you enjoy a sandbox dungeon-delving RPG made in VX?
But then again, those are practically defining aspects of the sandbox game, and exactly what fans like about them. Sandbox fans aren't as indecisive as me and are more than willing to come up with their own goals.
The other option is just to make the gameplay so addictive in other ways that I don't even care about any of that. I can't give you any pointers there, though, because if I knew of any easy ways to make addictive gameplay I'd be using it to make my own games.













