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- Path: newsflash.hol.gr!news
- From: stilian@prometheus.hol.gr (Stelios Stagakis)
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,comp.sys.amiga.misc
- Subject: Re: AB3D II beats Quake....
- Followup-To: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,comp.sys.amiga.misc
- Date: Wed, 27 Mar 96 03:04:57
- Organization: Axis Entertainment Group Inc.
- Distribution: world
- Message-ID: <19960327.15FF30.3660@prometheus.hol.gr>
- References: <00000305748693794383@BIRDLAND> <16826.6654T1297T1833@mbox.vol.it> <19960325.FFD68.5CEA@prometheus.hol.gr> <4j6q56$2gf@nadine.teleport.com> <19960326.168C40.2BB0@prometheus.hol.gr> <4j8ms7$qpu@nadine.teleport.com>
- Reply-To: stilian@hol.gr
- NNTP-Posting-Host: ppp5-han.hol.gr
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-
- Stephan Schaem (sschaem@teleport.com) wrote:
- > : > You would have bitched madly too if the gameplay was perfect but
- > : > the frame rate wasnt there.
- > : No, I wouldn't. The most important factor in a game is the gameplay,
- > : right? Although I don't see your point here; how can a game have a
- > : perfect gameplay while running at 3 frames per second?
- > Exactly my point... frame rate is as important...
-
- Not as important as gameplay.
-
- > : - VK runs at 25fps on a stock A1200;
- > : RR runs every frame on a stock PSX!
- > So you blame VK on its 25fps frame rate now?
-
- No, I was pointing out the differences between VK and RR. *sigh*
-
- > : - VK has non-existant gameplay;
- > : RR has gameplay. (Try linking 2 PSXs together and play with a friend!
- > : That is, if you got any.)
- > I didn't bother to link with anyone, it was too lame playing as is.
-
- Why RR was "too lame playing"? Care to be more specific?
-
- > : - VK has 3 tracks;
- > : RR has 1 track only, but it's a REAL track, not just a poor texture
- > : mapped ground.
- > Do having building and stuff make it a realtrack?
-
- Well, RR has uphills, downhills, things to bump on, road obstacles -
- just as if you were driving for real. VK has a flat ground and when
- you get off the track it slows down. Wow.
-
- > So you blame VK for its poor programing of the powerfull '32bit' A1200
- > HW?
-
- Yes, if you want a good racing game with a 3D feel to it on the Amiga
- try XTReme Racing instead.
-
- > Personaly I think RR sucked... I had it for an evening, played and I was
- > done. I had more fun watching the demo of it then playing it...
- > Something that sux is something that sux... So its better to write sucky
- > games on a platform where it can sell millions no?
-
- This is your own opinion. Maybe you don't like simple racing games
- with realistic graphics, but that doesn't mean others shouldn't.
-
- > Anyway, basicly you said VK failed because it had only 3 track, runned
- > pretty smothly but had no gameplay... thats RR to me, who care about
- > smooth cool gfx if the gameplay isn't there.
-
- Do you honestly think VK and RR have got the same gameplay?
-
- > : > You also forget 1 tiny point.... even if all amiga games where extra
- > : > fun to play, how many games the average amiga user buy a year?
- > : How should I know? I've never seen all Amiga games to be "extra fun to
- > : play" for a year in a row.
- > Well, its something you better know if you plan to make a game for
- > the amiga market...
-
- Thanks for telling me.
-
- > : Cannon Fodder II sold approx. 120,000 copies on its first 3 days of
- > : sale, if I remember right. If a game has excellent gameplay, Amiga
- > : Format will rave about it (well, other mags too) and it won't sell
- > : just "4000 copies if your lucky".
- >
- > Amiga only? I didn't know that many amiga still existed :)
-
- Now you do.
-
- > I remember of a number, populous when the amiga was at its peek. it
- > sold an acumulative of ~50,000 copies. The problem is that you have
- > a few game like that on the amiga market and it leave no room for others.
- > 120,000 is a total dream number for the amiga.
-
- If a game is worth playing, it will sell, maybe with a few exceptions.
-
- > : Of course not, there are other reasons too. Many companies need to/will
- > : port their games on the Amiga to increase their annual incomes in order
- > : to survive the strong competition out there.
- > what usually happen is some amiga programmer will do the port for near
- > nothing... I dont think compagnies would even care about it otherwise.
- > For other you would have to do it for free or give them money for them
- > to do an amiga port.
-
- Worms is a recent example of a game developed on the Amiga first.
- If game companies like to keep a tight budget by doing straight ports
- from the PC, instead of taking advantage of Amiga's custom chips,
- it's their problem. Street Fighter II is an example of this. They
- blame piracy about bad sales later.
-
- > : > Tell, me would you invest 1 year team work in an amiga game?
- > : Yes.
- > I hope you come up with the next Lemming, or populous, or canon fodder...
- > Personaly I think you have totaly dreamy vision of the amiga game market.
-
- Maybe.
-
- > 1) "You have no money, a friend give you 500 disk with games, you dont
- > hurt the market a bit by playing them"
- > 2) "You have 500 disk with games, you sell copy to 'friends', you are
- > a lowlife parasite like your 'friends'/customers".
-
- Yup. What's your point?
-
- --
- Stel.
-