Someone should tell Tarseem that Warner Independent folded long ago and Paramount Vantage barely exists.
Also, wait, Hellblade isn't their big traditional AAA project then?
Only 12 people are on it.
The rest are on projects for publishers.
Someone should tell Tarseem that Warner Independent folded long ago and Paramount Vantage barely exists.
Also, wait, Hellblade isn't their big traditional AAA project then?
Am I reading this right?As the Xbox 360 and PS3 were winding down, and due to the perceived threat of mobile and PC, console publishers were unsure about the future of consoles full stop. They were taking a very cautious wait and see attitude or pulling out of consoles altogether. The global financial crisis wasn’t helping.
how do you "feel" indie
Indie = independent
maybe if people stopped associated indie with 2d platformers and realized there's a shit ton of indies that are no different than AAA we wouldn't need a term like independent aaa
Am I reading this right?
They're saying publishers were evaluating the option of quitting console games forever? That seems sensational.
PS4 and XBO were being developed in secret (like always). I'm sure information had to be relayed between Publishers and Sony/MS for it to not happen.
Am I reading this right?
They're saying publishers were evaluating the option of quitting console games forever? That seems sensational.
PS4 and XBO were being developed in secret (like always). I'm sure information had to be relayed between Publishers and Sony/MS for it to not happen.
Am I reading this right?
They're saying publishers were evaluating the option of quitting console games forever? That seems sensational.
PS4 and XBO were being developed in secret (like always). I'm sure information had to be relayed between Publishers and Sony/MS for it to not happen.
I think Hellblade will be a success for Ninja Theory regardless, first of all they are developing it with a much more focus, It has a fraction of their past titles budget, and it will release digitally, so most of the money will go to them directly.Even though this is true, DmC did well for the studio. It was the first game they made royalties off of, and the success of that game allowed for the studio to expand.
Anyway, this is a very interesting idea. I'm looking forward to seeing what HellBlade can turn into. But since they've only got 12 people on it, they're also working on something else. Which I assumed is a published title.
Not in the same sense, but I think they will still have those AAA production values.Also, wait, Hellblade isn't their big traditional AAA project then?
Or they can just do that with their own IP. Don't want them anywhere near a DMC game ever again.I want that multiplayer DmC prototype.
I hope they come back to it.
Only 12 people are on it.
The rest are on projects for publishers.
I would guess a mix of downloadable titles and development support for other projects.Are we sure they haven't...uh...downsized? What do you think they're working on?
Are we sure they haven't...uh...downsized? What do you think they're working on?
Wow, only 4.5m between Heavenly Sword, DmC, and Enslaved? That's pretty damn low. I wasn't a fan of Enslaved but I thought they made a solid DmC game, but even if it was a lot different from its predecessors
Or they can just do that with their own IP. Don't want them anywhere near a DMC game ever again.
Great article. I hope they succeed in independent AAA as many studios that were broken down might have a reason to start up again. It will also help convince big publishers that we don't want generic shooters.
Imagine cool action games selling millions while being independent. Don't you think it would make publishers re-think their whole spreadsheet model. This is very good for the industry.
Great article. Love this studio, so much passion.
So is Hellblade only going to be a small game then? Or is the team so small because it's still so early in development?Only 12 people are on it.
The rest are on projects for publishers.
They once said Heavenly Sword sold around 1.5M
and Enslaved Sold around 750.000k
So... DmC sold 2.250M?
I think it's "decent" numbers for HS and DmC....... but dammit Enslaved deserved much more ;_;
The AAA games landscape is run almost identically to the Major Label recording industry for musicians.
Switch "publisher" to "record label" and "IP" with "album masters", and it's the same deal.
The game industry needs to get better at handling their business. The democratization of tools and distribution is making that much easier at a much faster pace now.
But as game players, we need to start holding ourselves responsible as well. If you're upset that creative, risk-taking games are no longer being made, we need to accept that it is we who continue to purchase these so-called "AAA" games. Everyone is responsible: the game players, the distributors/publishers and the developers.
We simply need to cut out the middleman, if you ask me.
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They talk about that in the presentation that is linked in the OP.Where are developers going to get money to fund themselves?
Did they ever do -development support- before ?!, It seems to be they'd rather be doing their own game.I would guess a mix of downloadable titles and development support for other projects.
Kinda of both.So is Hellblade only going to be a small game then? Or is the team so small because it's still so early in development?
After the trailer I thought this would be the spiritual sequel to Heavenly Sword.
I hope smaller doesn't mean a shorter SP campaign.Our core proposal is to make a game that looks and feels AAA, but is smaller, has focused gameplay, and is sold for the price of a DVD movie.
Am I reading this right?
They're saying publishers were evaluating the option of quitting console games forever? That seems sensational.
PS4 and XBO were being developed in secret (like always). I'm sure information had to be relayed between Publishers and Sony/MS for it to not happen.
Or that they are wrong for not funding a sequel to a game that was both poorly received and didn't sell? This industry indeed![]()
At the time, a game development team would be expected to start at 15-25 people and build up during production. We had built our team up to 80 die-hard loyal developers and this didn’t fit into the cost-analysis model of AAA production. Exclusivity meant that we weren’t free to develop or find new projects for the team outside of heavenly sword 2. We explored every option open to us and found none that didn’t involve the dissolution of the team. This was not a situation that either party had envisioned but nevertheless, it was where we were at. Publishers need to protect their interests and developers need to protect theirs.
We knew that the value of a creative company comes from the team-work, experience and talent of the people in it. Creating games is a very personal endeavour that takes a lot out of you and it’s a very painful thing to let your baby go but keeping the team together was more important and more valuable to us. For that reason, we felt the only correct choice was to walk away from both the IP and the technology and seek a deal that would allow us to stay together as a team.
I hope smaller doesn't mean a shorter SP campaign.
Doesn't help that AAA don't really have standards when Publishers set these ridiculous numbers to hit sometimes with sales.Also, a 79% metacritic score = poorly received? 1.5 million = bad sales? Dem AAA standards.
hmmm, I hope they don't go way down, I think I can settle for a 7hrs journey or something for that price.It sounds like it will, but the game will cost less as well ($15-$20 is the cost of DVD). I hope the game is at least as long as Heavenly Sword.
not a fan of Ninja Theory or that game ideas but that was interesting, I would definitely like something like this from other studios.For those not following their Twitter feed, Ninja Theory posted a post containing pitch materials for Razer.
Blog Post Link
Lot of interesting stuff in there, including some in-depth documentation and a couple pre-visualization trailers. Although I doubt this we'll start any sort of trend, I'd love to see more studios releasing this sort of stuff to the public. It's a great view into the industry, and I could only see it as a healthy thing for developers to learn from.
Not to mention I love the Syd Mead vibe I'm getting from the color palette. I'd link one of the concept art pieces but they're rather large.