jvd said:
Viewtifull joe 2 which sold okay
If by "sold okay" you mean that it bombed like shiznit, then we agree.
Viewtiful Joe 2, although being the best selling Capcom game in the December NPD, moved, IIRC, ~55K SKUs on the GC and 18K for the PS2 (Ridiculously low sales). It also bombed in Japan, and if it does like Viewtiful joe #1, Europe will see VJ2 bomb as well.
Acert93 said:
Out of the big three MS is the only one publically declairing the need to help developers.
They're pushing the whole "developer friendly" thing because they're the kings in this sector. And you always talks about the forte and advantages you have over your competitors.
And since next-gen, MS may have the "less powerful" (All, in relative terms, of course) hardware, they're then, smartly, centering their marketing around the software.
Acert93 said:
And MS is not just blowing smoke, they are doing something about it: XNA. Now, whether that will be enough to gain marketshare, I do not know.
To gain marketshare, you need to sell to customers, in order to attract consumer you need software, that's true. The situation is that XNA is relevant to the developers only, the publishers, malheuresement, don't care if the developer #1547 like or not the devkit he have to work with.
Also, most big publisher will use their in-house tools (developed internally, or 3th party tools), to facilitate the inevitable multi system developement. Making XNA redundant, and incomplete (lack of PS3 and Revolution support), for them.
An independent dev house, on the other hand, may be attracted by XNA.
And that works, we already saw a bunch of independent developers announcing theirs Xenon projects lately.
That said, all in all, I agree on the fact that it's great to see MS not neglecting developers (Like Sony did with the engrish approved PS2 Tool) by offering them very nice dev environement package like XNA.
DeanoC said:
Wrong! where do people get this idea from? programming costs account for 30-70% of the development budget (dependent on company). Currently we are something like 13 programmers, 3 designers and 9 artists...
Yes, it's actually dependent of the size of the company and the nature of the project, that said, your developers/ game designers/ artists ratio might be one of the strangest I have ever seen (If everybody works on the same game).
Are You, guys, working on multiple engines, or on some developement tool? And when the job is done you'll decrease the number of programmers for the project? Or actually, you really need 13 programmers for Heavenly Sword only?