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Oddworld strangers wrath map5/26/2023 That may kick it into another category of financibility as well. What Cloud Imperium did is a much grander way. I’ve spent some time with Chris Roberts at Cloud Imperium to pick his brain on how he’s doing what he’s doing. Releasing smaller products, engaging an audience sooner, nurturing the audience, and investing over time. Not reading the script from there, but learning. There’s been a lot more learning from the social and free-to-play space. But the idea of building something that big without building it alongside the audience as an ongoing player, that seems crazy today. I wouldn’t mind building a $10 million title that’s very small and gets into the audience, and then we grow it into a $50 million title. Developer mia fajne pomysy jak odróni gr od klasycznych FPSów. When we get a moment like being on stage with Sony, where they generously host us to speak to their cause, we’re up there with a little seven-figure title going against titles that people are spending $100 million on.īack to my other point, I wouldn’t want to build $50 million titles. Strangers Wrath to moja ulubiona gra wuniwersum Oddworld. ![]() That allows us to have cheaper price points. Wonderful! Take your 30 percent! Because we get 70 percent. We’re thrilled about the 30 percent that we give to all our network partners that host us, the digital distribution sites. As that happens, and as we basically eliminate the traditional distribution models, most of the money that the gamer is spending will come right back to the developer. Creators are connecting to their audience. But we’re looking more at the future than we are at the past, as far as the migratory patterns and how the environment is changing for all of us. GamesBeat: But is it possible just to stay indie for the rest of your life? Lanning: I want to stay indie until I can afford triple-A. GamesBeat: At this point in your road map, do you think you want to stay indie? Do you feel like you’re on a road going back to being more like a triple-A operation? More important, the development system itself is remarkably developer-friendly. They made getting access to their development systems very easy. I was in shock that I would even be invited on stage at E3. Mark Cerny and some other people were talking about it. I started getting invitations almost a year ago to show up at little secret hotel conferences where they were doing deep technical dives into the technology. I give a lot of this credit to Adam Boyes and Shuhei Yoshida and those minds driving things today. Leading back to your question on PS4, the history of PSN and Oddworld and the successes that were happening there were kind of no-brainers. ![]() They said, “We’d love to have you on stage at E3, but we need at least a 30-day window on other platforms.” We’re like, “Are you kidding? That’d be priceless. That was part of the exchange for being on stage. Lanning: We will be on the PS 4 at or near launch. ![]() GamesBeat: You’re scheduled for 2014 with New ‘n’ Tasty?
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