Codemasters ceases development for Gamecube

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According to spong.com Codemasters has stopped developing title for the Gamecube. And it adds that others will also stop making games for the Gamecube.

Is this true? Anyone from the videogame industry able to confirm this?


http://www.spong.com/x?art=4457
 
They are working on Colin McRae Rally 3 for the NGC...

So I'm not sure this info is accurate.
 
I visited Codemasters' website (codemasters.com). CMR 3 is out for the PS2 and Xbox, but I don't see anything about CMR 3 for the Gamecube.

edit:

Oops. Apparently there is supposed to be CMR 3 for GC, but since the dev team changed (?) they do not have date for release.

However, go to the website codemasters.com and use "game search" and if you look under "select a platform", you won't find "GC" or "Gamecube".
 
Yesterday Codemasters confirmed this is not true. They will continue GC support. The only title that was canceled was a Pro Race Driver.
 
Ok. Anyway, if I bought some of their racing games, it wil be on the ps2.

Gc pad vs FF wheel : ps2 wins. :D
 
16:09 UK publisher and developer Codemasters has no immediate plans to release software on GameCube, preferring to focus on PC and other next-gen formats. It's believed this position boils down to a simple questions of numbers, although the company will not say anything officially to this effect.
A spokesperson told us: "While we have nothing currently in development for GameCube we will continue to assess the viability of releasing versions of our games on Nintendo's console." We say: don't hold your breath.

Looking at the bigger picture, this must make worrying reading for Nintendo, and don't be surprised if this trend continues with other publishers. Industry insiders are already pointing to massive companies like EA and Activision slowly backing away from GameCube development, with one source telling us: "EA is definitely scaling back on GameCube development - and they've sold almost twice as many units of Xbox games than GameCube games."

It's certainly no secret that GameCube-specific versions of the big franchises have been performing less well in relation to PS2 and, more worryingly, Xbox versions. And with GC hardware sales falling worldwide, alarm bells are beginning to sound as far as third-party development is concerned.

Nintendo, of course, has an exceptionally strong first-party line up, but if Codemasters' position is mirrored by other third-party publishers, expect more than a few nervous glances at Nintendo HQ.

In other Codemasters news, the company has announced it is to attend this year's Games Developers Conference, to be held in California from March 4-8, with the aim of signing "five A to triple-A game titles." The company sees GDC as the perfect opportunity to do business and is focusing on "US-centric games" on all formats.

We'll keep you posted on all developments.

:rolleyes:
 
And I'm pretty sure even those compatible games don't even have real force feedback in the sense GT3 does, for example. Most games on PS2 that support Logitech wheel, also don't have real FF.
 
Is that opposed to Fake Feedback? :? I don't think you can really call one real, just not as sophisticated... (and actually there are quite a few sophisticated FF games for the PS2 besides GT3. F355, GPC and WRC come time mind especially if you're using the Logitec MOMO wheel)
 
Tactile Feedback Technology


Traditionally, communication via control devices has been a one-way street. You move your mouse, joystick, wheel, gamepad, etc., and that device communicates a signal to the PC or console. Communication back to you could only come from the display (PC monitor or TV) or from speakers.

Tactile feedback adds technology to control devices that allows them to communicate to you as well. Today, the two primary types of tactile feedback for control devices are vibration feedback and force feedback.

About Vibration Feedback
Vibration feedback works on the same principles as the vibration mode in your mobile phone or pager, but is typically much more sophisticated. It can be used to communicate specific ideas or sensations. The effects can range from a simple buzz that serves as an alert or confirmation, to a slower rhythmic motion that simulates vibrations from an approaching train, to a single, strong jolt that simulates a collision.

However, vibration feedback cannot resist your movement, assist it, or provide any directional movement or information. Because they are much simpler, vibration feedback devices tend to be much less expensive than force feedback devices.

About Force Feedback
Force feedback is a more sophisticated technology and provides people with very realistic tactile feedback. It has been widely used for some time in medical, space and flight simulators to provide lifelike training for students and professionals who make split-second decisions based not just on sight and sound, but also on their sense of touch.

This cutting-edge technology has been extended to PC and next-generation console gaming over the last five years, and is now coming to the Nintendo GameCube. Force feedback is substantially more rich, realistic and engaging than the non-directional vibration feedback to which many gamers are accustomed. Through the use of advanced software and electronics, force feedback can move a steering wheel, joystick, or mouse as if the device were subject to real external forces.

Force feedback devices include one or more motors plus additional mechanical and electrical components and are capable of a wide variety of effects. Force feedback can resist your movement, or assist it, and is capable of providing specific directional movement and information. And it can also provide sophisticated vibration.
 
Is that opposed to Fake Feedback? I don't think you can really call one real, just not as sophisticated...
Or a complete lack of. Many games that support that wheel support it only so you can steer left/right and such. They don't send FF information to it at all.[/quote]
 
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