Yes, its rare. But it doesn't understate the obvious. Whether devs tell you or not they've planned in or decided to make it a one-shot before the game is released. You can wrap it up and bring close and then drop a sequel. I mean you could, but not these days when everyone wants a cash cow.
What's really going down is: 'Yes I announced a trilogy, but I'd like to post my retraction in advance, so if it doesn't work out don't say it didn't warn you.' If you still didn't get it-- telling everyone it was a trilogy never happened.
@CnEY The App Store actually gets developers exposure and limits the amount of management oversight you need to release an app. Do it the old fashion way and you'd be stuck pitching it to publishers or distributing and marketing the whole thing yourself. Releasing to the browser maybe fine for big names that would love to cut out the middle man and their oversight. But its unsuitable for small outfits and indies that need a vehicle for their products.
What's wrong is the model where you are "encouraged" to a release game as an exclusive for a certain platform and given benefits to do so. Not only that, they take a slice off the top like the App Store and what they give you in return is a suit telling you how your game doesn't fit their mold and why you should strip this element or that.
Although marketing people for devs and publishers usually inflate their numbers, the number of downloads, while not important to gamers, is important to industry members. If the numbers are accurate it contributes an indicator of turnover from full version sales due as a result of the demo. While its certainly not the complete picture it entices developers to follow additional models of revenue generation.
inSane planned as trilogy, but 'if the first game doesn't work, there won't be a trilogy,' Bilson says
Mar 6th 2011 12:54AM (Joystiq)Yes, its rare. But it doesn't understate the obvious. Whether devs tell you or not they've planned in or decided to make it a one-shot before the game is released. You can wrap it up and bring close and then drop a sequel. I mean you could, but not these days when everyone wants a cash cow.
What's really going down is: 'Yes I announced a trilogy, but I'd like to post my retraction in advance, so if it doesn't work out don't say it didn't warn you.' If you still didn't get it-- telling everyone it was a trilogy never happened.
Social game devs rail against divisiveness, armchair designers, and s*** crayons
Mar 6th 2011 12:19AM (Joystiq)The App Store actually gets developers exposure and limits the amount of management oversight you need to release an app. Do it the old fashion way and you'd be stuck pitching it to publishers or distributing and marketing the whole thing yourself. Releasing to the browser maybe fine for big names that would love to cut out the middle man and their oversight. But its unsuitable for small outfits and indies that need a vehicle for their products.
What's wrong is the model where you are "encouraged" to a release game as an exclusive for a certain platform and given benefits to do so. Not only that, they take a slice off the top like the App Store and what they give you in return is a suit telling you how your game doesn't fit their mold and why you should strip this element or that.
Fruit Ninja surpasses 20 million total downloads
Mar 5th 2011 11:49PM (Joystiq)Although marketing people for devs and publishers usually inflate their numbers, the number of downloads, while not important to gamers, is important to industry members. If the numbers are accurate it contributes an indicator of turnover from full version sales due as a result of the demo. While its certainly not the complete picture it entices developers to follow additional models of revenue generation.
Swarm preview: Extensive expendability
Mar 2nd 2011 6:56PM (Joystiq)I think he was also missing the word Worms. Let's go with Wormmings
Sanyo's entry-level PLV-Z700 projector runs $1,995, shipping in October
Aug 26th 2008 6:12PM (Engadget)