Why do we need 3-4 large corperations do what we could do better than them? Why can't a group of people create a small game and sell it and be rewarded with thier spoils of war?
What is stopping us from making a very low end game console ourselves that's open to any indy game software publishers as well as high-mid range game software publishers?
The hardware specifications of the platform is both low power and small,and of course cheap. We are not trying to make money. We are trying to create an enviroment that individual game developers make money off of thier hard work.Not a privately owned corperate entity.
Platform Hardware Specifications:
OS: Windows Phone 7 (bulk license)
GPU: ARM Mali(x4)400MHz(fan,heat spreader,heat sink,larger case)
128MB 1T-SRAM(PoP)
CPU: ARM Cortex A9 2GHz
1GB DDR3(same memory as in the Apple A4 soc) RAM(PoP)
mass storage:16GB HDD Drive(low end)
standardized engine
game storage media :microSD card (up to 32GB storage limit)
or download directly to the HDD.
Game Company y:non profit game publisher/distributor/marketer(tax exempt)
Main means of income: advertisements,trialware,product endorsements
Demographic: customers that desire a affordable game console with affordable games.
customers that can't afford $150-$500 game consoles + accessories. They also don't want to buy $60 shovelware/a-turd-pressed-into-a-DVDrom/crap all year save maybe 6-8 good games spread accross four platforms.
They also want more ABOVE MEDIOCRE games than 6-8 a year. Quantity over quality aproach. At least now if a developer makes a crap/uninspired rushed mess game the unbiased market will penalize them for it. The true game designing talent will be rewarded.
The price of the console can be about $49.99. Its already packaged with windows freeware games,trialware games(like WoW) and other PC multimedia trailware(like netflicks or ABC,CBS,Fox streamed TV) preinstalled on the device. It also has loads of windows programs(like VB++or MSN messenger) that you might find useful.
By making game developement process cheaper(ALOT less payrole,ads revenue, and no software licenses) and faster(standardize engines,partially assisted developement/debugging support) the publisher can make more games and risk more.
Fun games made back in 1985 are still fun in 2010.Unified shaders or not fun is fun. Problem is when you only have 3-4 fun games a year because of insane cost overhead.
Overhead is toxic. People are out of jobs because of overhead.In our enviroment the developer sells software directly with the customer. No overhead other than the IRS.
Screw trying to make a profit off of selling software let's use the resources we have(ad revenue,surplus on our game software,surplus on hardware sales,private investors) to make the best game publishing platform ever.
What is stopping us from making a very low end game console ourselves that's open to any indy game software publishers as well as high-mid range game software publishers?
The hardware specifications of the platform is both low power and small,and of course cheap. We are not trying to make money. We are trying to create an enviroment that individual game developers make money off of thier hard work.Not a privately owned corperate entity.
Platform Hardware Specifications:
OS: Windows Phone 7 (bulk license)
GPU: ARM Mali(x4)400MHz(fan,heat spreader,heat sink,larger case)
128MB 1T-SRAM(PoP)
CPU: ARM Cortex A9 2GHz
1GB DDR3(same memory as in the Apple A4 soc) RAM(PoP)
mass storage:16GB HDD Drive(low end)
standardized engine
game storage media :microSD card (up to 32GB storage limit)
or download directly to the HDD.
Game Company y:non profit game publisher/distributor/marketer(tax exempt)
Main means of income: advertisements,trialware,product endorsements
Demographic: customers that desire a affordable game console with affordable games.
customers that can't afford $150-$500 game consoles + accessories. They also don't want to buy $60 shovelware/a-turd-pressed-into-a-DVDrom/crap all year save maybe 6-8 good games spread accross four platforms.
They also want more ABOVE MEDIOCRE games than 6-8 a year. Quantity over quality aproach. At least now if a developer makes a crap/uninspired rushed mess game the unbiased market will penalize them for it. The true game designing talent will be rewarded.
The price of the console can be about $49.99. Its already packaged with windows freeware games,trialware games(like WoW) and other PC multimedia trailware(like netflicks or ABC,CBS,Fox streamed TV) preinstalled on the device. It also has loads of windows programs(like VB++or MSN messenger) that you might find useful.
By making game developement process cheaper(ALOT less payrole,ads revenue, and no software licenses) and faster(standardize engines,partially assisted developement/debugging support) the publisher can make more games and risk more.
Fun games made back in 1985 are still fun in 2010.Unified shaders or not fun is fun. Problem is when you only have 3-4 fun games a year because of insane cost overhead.
Overhead is toxic. People are out of jobs because of overhead.In our enviroment the developer sells software directly with the customer. No overhead other than the IRS.
Screw trying to make a profit off of selling software let's use the resources we have(ad revenue,surplus on our game software,surplus on hardware sales,private investors) to make the best game publishing platform ever.