Based on the aesthetics, I wouldn't touch Binding of Isaac with a sanitized and disposable 10-foot pole. Dredmore doesn't sound fun at all from how you have described it, though I have a few friends who really enjoy it.
I always felt that a key component to the rogue-like genre was the 'a turn is a turn' mechanic, which 100 rogues and Izuna and Chocobo's Dungeon preserved, but Diablo didn't. I don't know if Dredmore or BoI do, and the enemies in Desktop Dungeons are static, which you failed to mention.
Thnaks to the other commenters for their suggestions!
@tendoboy1984 Those 6 racing games show a ton of variety, all right. And the last time a system announced ports of iPhone games, it was met with serious derision.
Gravity Rush is this platform's Kid Icarus: about the only thing that isn't a port or translation. Hope it's not delayed for as KI has been.
@tendoboy1984 Do any of these games interest me? Well, not really. Fighting games are about local multiplayer for me. Driving games are lame tech demos in most cases. Maybe I'll get FIFA, but I can't seem to find enough time to get my money's worth out of the copy I have for the 360.
I'm really looking forward to having access to Jean d'Arc, Valkyria 2, and the Persona ports without having to buy a dead [or nearly, anyway] console. I figure that by the time I make it through the parts of the back catalog I'm interested in, new stuff worth buying for the new machine should be on the way out.
If Uncharted and Ridge Racer are your big draw titles, I'm not sure you can claim this launch to be any better than a MS or N console.
So, the question remains: when/which/how much for those old titles? Any idea how large they are on disc [or memory stick]?
Can someone point me to the most recent article detailing the backwards compatibility / digital downloads of PSP games? I need to figure out if this is day 1 for me, or if I'll wait for the second wave of games to come out.
I don't have a PSP, so all those old games will be new to me. Of course, I'll need to find out if it's cheaper in total to buy hard copies of games and the smallest available mem card, or the largest available card and digital copies of games.
I'm hearing that folks are getting to max level during the pearly access week without extremely long gameplay sessions.
I'm hearing that players are swimming in free currency in-game with nothing interesting or meaningful to spend it on.
I'm hearing about a lack of end-game content and few reasons to cooperate with other players.
I'm hearing about game-crashing bugs that have existed for 6+ months without being addressed.
And these are things I'm hearing from fans of the game.
EA may have sold lots and lots of preorders and day-one copies, but if they don't redress these issues soon, they won't be getting many monthly payments from most players.
@doublerainbow Skyrim will have cost the publisher $100M easily.
You're talking about ~100 people making ~80k/year [average for non-executives (not including benefits)] for 5 years.
That's 40 million right there.
Add in all the copies of Photoshop, 3DS Max, and MS Office they needed to buy [at full retail], the ~$3000 PCs, PS3 and 360 dev kits [dev kits are about $3k each], the music suite, rent for the building, yadda yadda. Some of this is sunk cost from previous games, but a lot of that will be new purchases, too, unless you assume they made Skyrim on the exact same hardware they made Fallout 3 on.
Then, you have marketing, which for triple-A titles like this, easily surpasses $50 million by itself, and often, as was the case for many of the games it released against, over $100M.
So, yeah, a safe guesstimate is in the neighborhood of ~$200M to make the game, but probably more.
Now, to the original stats: if they ship 7 million copies of a game, and expect $450M in return, that nets out to ~$65 per copy shipped, which is more than retail price. Shipped copies are not sold copies; you have to expect that a large portion of those [maybe 25%] won't ever get sold. Retailers take a 60% cut for boxed products, including software. Steam takes less, but its still significant. Average Beth's cut to 50%.
(((7M*.75)*$60)*.5)=$157.5M expected return on copies of the game itself. I'd expect that they are still in the hole when you compare that return to the development costs of the game.
So, they are expecting to pull in ~$300M on Soundtracks, game guide, and DLC. Interesting. I wonder how much the horse armor will cost this time?
@Helghast102 Lucky for you, the collector's editions of Nirvana's "Nevermind" and REM's "Life's Rich Pageant" were both released this year! Now you can finally catch up on what people have been talking about for the last 20 years.
@Oddgirl Chalk it up to a difference in preference - I'm not a fan of motion controls at all, and therefore a motion controlled version of these would be a complete turn-off for me.
People like lots of games, and not everyone has to like the same things. I am ready for the motion-control fad to be over, though.
A Diversity of Roguelikes
Jan 19th 2012 5:38PM (Joystiq)I always felt that a key component to the rogue-like genre was the 'a turn is a turn' mechanic, which 100 rogues and Izuna and Chocobo's Dungeon preserved, but Diablo didn't. I don't know if Dredmore or BoI do, and the enemies in Desktop Dungeons are static, which you failed to mention.
Thnaks to the other commenters for their suggestions!
PlayStation Vita's 25-game North American launch lineup, pricing laid bare
Dec 23rd 2011 2:40AM (Joystiq)Those 6 racing games show a ton of variety, all right. And the last time a system announced ports of iPhone games, it was met with serious derision.
Gravity Rush is this platform's Kid Icarus: about the only thing that isn't a port or translation. Hope it's not delayed for as KI has been.
PlayStation Vita's 25-game North American launch lineup, pricing laid bare
Dec 23rd 2011 2:34AM (Joystiq)Do any of these games interest me? Well, not really. Fighting games are about local multiplayer for me. Driving games are lame tech demos in most cases. Maybe I'll get FIFA, but I can't seem to find enough time to get my money's worth out of the copy I have for the 360.
I'm really looking forward to having access to Jean d'Arc, Valkyria 2, and the Persona ports without having to buy a dead [or nearly, anyway] console. I figure that by the time I make it through the parts of the back catalog I'm interested in, new stuff worth buying for the new machine should be on the way out.
If Uncharted and Ridge Racer are your big draw titles, I'm not sure you can claim this launch to be any better than a MS or N console.
So, the question remains: when/which/how much for those old titles? Any idea how large they are on disc [or memory stick]?
PlayStation Vita's 25-game North American launch lineup, pricing laid bare
Dec 22nd 2011 8:53PM (Joystiq)I don't have a PSP, so all those old games will be new to me. Of course, I'll need to find out if it's cheaper in total to buy hard copies of games and the smallest available mem card, or the largest available card and digital copies of games.
Atlus announces Gungnir, teases another 'G' game
Dec 22nd 2011 12:47PM (Joystiq)Analyst claims SWTOR could already have 1.5 million players
Dec 20th 2011 3:19PM (Massively)I'm hearing that players are swimming in free currency in-game with nothing interesting or meaningful to spend it on.
I'm hearing about a lack of end-game content and few reasons to cooperate with other players.
I'm hearing about game-crashing bugs that have existed for 6+ months without being addressed.
And these are things I'm hearing from fans of the game.
EA may have sold lots and lots of preorders and day-one copies, but if they don't redress these issues soon, they won't be getting many monthly payments from most players.
Zenimax: Skyrim ships 10 million copies, outsells other PC titles three to one
Dec 16th 2011 2:15PM (Joystiq)Bethesda ships 7 million Skyrim launch units, expects $450 million in return
Nov 16th 2011 12:21PM (Joystiq)Skyrim will have cost the publisher $100M easily.
You're talking about ~100 people making ~80k/year [average for non-executives (not including benefits)] for 5 years.
That's 40 million right there.
Add in all the copies of Photoshop, 3DS Max, and MS Office they needed to buy [at full retail], the ~$3000 PCs, PS3 and 360 dev kits [dev kits are about $3k each], the music suite, rent for the building, yadda yadda. Some of this is sunk cost from previous games, but a lot of that will be new purchases, too, unless you assume they made Skyrim on the exact same hardware they made Fallout 3 on.
Then, you have marketing, which for triple-A titles like this, easily surpasses $50 million by itself, and often, as was the case for many of the games it released against, over $100M.
So, yeah, a safe guesstimate is in the neighborhood of ~$200M to make the game, but probably more.
Now, to the original stats: if they ship 7 million copies of a game, and expect $450M in return, that nets out to ~$65 per copy shipped, which is more than retail price. Shipped copies are not sold copies; you have to expect that a large portion of those [maybe 25%] won't ever get sold. Retailers take a 60% cut for boxed products, including software. Steam takes less, but its still significant. Average Beth's cut to 50%.
(((7M*.75)*$60)*.5)=$157.5M expected return on copies of the game itself. I'd expect that they are still in the hole when you compare that return to the development costs of the game.
So, they are expecting to pull in ~$300M on Soundtracks, game guide, and DLC. Interesting. I wonder how much the horse armor will cost this time?
Bethesda ships 7 million Skyrim launch units, expects $450 million in return
Nov 16th 2011 12:00PM (Joystiq)Lucky for you, the collector's editions of Nirvana's "Nevermind" and REM's "Life's Rich Pageant" were both released this year! Now you can finally catch up on what people have been talking about for the last 20 years.
'Infinity Blade FX' brings the iOS hit to arcades
Oct 13th 2011 7:44PM (Joystiq)Chalk it up to a difference in preference - I'm not a fan of motion controls at all, and therefore a motion controlled version of these would be a complete turn-off for me.
People like lots of games, and not everyone has to like the same things. I am ready for the motion-control fad to be over, though.