Doru Apreotesei's Blog
The author is a professional game designer. He strives to find the answers to very big questions, but can’t always be arsed to chronicle his progress. His main blog can be found at odiousrepeater.wordpress.com; only the stuff he's most happy with will be republished on Gamasutra.
The main topics will be games and philosophy, especially when the two intersect, though other things will no doubt creep in as well. Some of the stuff will be accessible to pretty much everyone, while some rants and ravings will no doubt only resonate with other game developers. Or just the author. Or nobody.
Opinions expressed are solely those of the author. The blog exists for entertainment purposes only. Names and places may well be outright invented – the author’s pretty bad at remembering stuff. If something pisses you off, it’s just a joke. If something hits close to home, make damn sure I wasn’t talking about someone else before complaining (or litigating), or you’ll look like an idiot. Indeed, everything on it is probably one big lie and should not be taken seriously.
"I do know that as long as players are willing to pay for overhead like they have been so far, the industry will find new and creative ways of selling it to them – and even elicit heartfelt, teary-eyed thanks in the process, because Stockholm Syndrome."
Remember, though, we’re not just talking about market transactions. We’re specifically talking about cheating here. And buying in-game Gold or items, or letting some professional gamer power-up your character, is definitely considered cheating...
"...judging by the last few major entries in the franchise, it would seem like the realities of the games business have finally caught up with the Japanese company that, for the longest time, seemed to almost never compromise on quality."
Just like the games press has done for many years now, all of the Kickstarter projects I’ve seen so far have leveraged the ignorance of their target audience to their own benefit. There’s plenty of lofty conceptual goals, but precious few details...
This post explores the real reasons behind games' delays, cancellations, reboots and other drastic changes-of-plans. It also looks into what's being done to counteract these problems within dev teams, and also how the industry as a whole has adapted.
Doru Apreotesei's Comments
[News - 06/24/2014 - 01:03]
[Blog - 05/29/2014 - 07:07]
Thanks for the reply. r ...
Thanks for the reply. r n r nIt 's not always easy to put oneself in the shoes of one 's two years younger self I suppose. And I 've written so much on the subject in the original article 's comments fields that I 'm even bored of walking ...
[Blog - 05/01/2014 - 03:36]
Mmm, it 's possible. But ...
Mmm, it 's possible. But it 's also not falsifiable at the moment. We 'd have to know their hit/miss ratio. And misses usually come to the surface accidentally . Like when they were delayed and later cancelled or perhaps when they ended up being the death of the companies ...
[Blog - 03/04/2014 - 10:06]
[News - 02/19/2014 - 12:05]
Now, there are several ways ...
Now, there are several ways one could interpret this, and I don t know for a fact what actually transpired. But from the information I do have, and my own experience with the industry, I m going to allow myself to speculate a little: r n r n1. Ken approached ...