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"Bad" games vs "Good" games

post #1 of 29
Thread Starter 
This isn't really PS3 specific, and, as far as I can tell, it has been happening on all systems basically since the conception of video games.

I don't think anyone would disagree that there are more "bad" games than "good" games out there. I don't mean so terribly bad that you couldn't possibly bear to play them (although there are plenty that fit that category too) but just lots of games that either appeal to a very small portion of the market, or just have really sub par game play and/or graphics.

I think some games like this can be explained by lack of planned development time, low budget, rushed development overall, etc, but it also seems that some games are just destined to fail right from the get go.

Do you guys think that these "bad" games are just destined to fail right from the very idea of them (by some developer somewhere) ? I'm not talking games that were/are hyped and don't live up to expectations, I'm talking more about the dozens of games that get released and half of us probably haven't even ever heard of them. I just can't help but think, "why did the developer bother?"

Did something really just go wrong with everything single one of these games somewhere along the development? Or were they just bad ideas that never should have gotten as far as they did? Even if it is a result of low-budgeting, then why even bother? Do they even turn any profit on some of these "no-name" games? If they get into it with a low-budget and expect (and typically receive) a low-budget "bad" game, then why did they even bother in the first place? Do they start off good, realize it's gone bad, get so far that they can't turn back and just release it instead of cutting their losses? Or do they really think it's good and are very surprised that people don't buy it up?

I'd like to say that the "bad" games make the "good" games seem that much better, but it would also be nice to have so many "good" games to choose from that you don't even know where to start.

Or is it more that the "good" games are SO "good" that the "bad" games seem worse than they really are? That is to say, is it the case that maybe the "bad" games would be "good" if the "good" games weren't SO "good."

I guess you could apply this same logic to just about anything in life, but with video games (sort of like movies), you are offering a product that pretty much has a set initial retail price ($60), and in a lot of cases, you are comparing yourself to a number of other products that are just much much better and cost the same.

Sorry for the long post, it is a bit philosophical and maybe a little business oriented, but I was just wondering about it and this all sort of spewed out of my mouth.

So what's the deal? Why are there so many more "bad" games than "good" games?
post #2 of 29
Absolutely impossible question to answer.

You assume there's some standard for what constitutes a "good" game and what constitutes a "bad" game. How do you make that distinction? Sales? Reviews? Your own opinion? Trade in numbers?

I understand what you're trying to say, but ultimately, there's no way to answer this without assuming that you know what makes a "good" game and what makes a "bad" game. What are your criteria?
post #3 of 29
Some examples of the specific "bad" and "good" games that you are thinking about would also be helpful. From what you are describing, it sounds like you expect all low-budget stuff to be horrible, and all big budget stuff to be great. I can show you plenty of examples in all forms of media where that is absolutely untrue. Clerks is a far better movie than Waterworld, and Katamari Damacy is a far better game than Madden '08.

To take the conversation one step further, you would need to also bring in the concept of "success" and "failure". Using the same example of Katamari, let's pair it up with Psychonauts. Both games are amazing, relatively low- to mid-budget, yet Katamari made piles of cash, and Psychonauts sputtered in the marketplace. Both are pretty much "no-name games" that nobody really heard about, both were criticly acclaimed, but were poorly marketed, only one succeeded. Does that make Psychonauts bad? Hell no!
post #4 of 29
Quote:
Originally Posted by darklordjames View Post

Does that make Psychonauts bad? Hell no!

Case in point, dear Rez-friend. I kinda think Psychonauts is bad. Credit to Tim Schafer for an outstanding story and concept, but the platforming controls/mechanics are pretty wonky.

I know critics loved this title, and it's a cult classic and all, so I should think it's a good game, but I just couldn't get over the piss-poor controls. Got to about the milkman stage, and called it quits.

Anyhow, this just proves that any assumptions about what makes a "good" game good and a "bad" game bad are too subjective to be very useful. I mean, how many of us agree with game reviewers? Aren't their jobs dedicated to determining "good" and "bad" games?
post #5 of 29
Thread Starter 
I was trying to stay away from personal opinions, and stick more to the widely accepted opinions. Such as game reviews. There are definitely people who whole-heartedly disagree with the poor reviews (and vice versa), but I think, generally speaking, you will find more people who agree with the review. I tried to use "good" and "bad" in quotes the whole time, because I understand that those terms are really subjective to whoever is saying them, so I meant to have it as more of an average opinion of the game.

I don't expect low budget stuff to be as good as big budget stuff, I guess I'm wondering, is it really beneficial to do low budget stuff at all? It seems like you are setting yourself up for failure from the get go. But I don't have enough business sense, I guess, to understand that even these games that I consider to be in the "bad" category probably make back enough money in the long run to cover the low budget. And that you probably get a "gem" every so often from a low budget title.

I mean, look back at the lists of the thousands of games for nintendo. How many of them have you even heard of, let alone played. And how many that you haven't heard of those do you think were REALLY good games? Probably not alot. It just seems like there are way more "failed" games than "successful" games, when defining "failed" as: 'in general, people never talk about how great it is' and successful as: 'in general, you hear people talking about how great it is.'

Some games that I think fall into each category. Just off the top of my head (and remember, these are what I consider to be in each category, and I do know that there are people out there who disagree, but I think, in general, most would agree). "Good" games would be games like: Warhawk, Rockband, COD4. "Bad" games would be games like: Most any game made from a movie, Dynasty Wars Gundam, Armored Core 4, Blacksite Area 51.

After reading all of what I just wrote again (including this post), I guess I never considered how much personal taste can factor into this, even when trying to speak generally. Let me try to rephrase my question into: When looking at sales numbers, in order from best selling to worst, for every ps3 game made to date, are the reasons for the games that are at the bottom well known? Did the developer know from the get-go, on some level, that the game would end up on the bottom of the sales lists? Could they have prevented it somehow? And, would they have wanted to? Or do they think every game will sell great and they are surprised when they don't? Or do they specifically spend "just enough" to get the game on the bottom of the list, but the bottom of the list still covers their investment, and that is considered "ok" or "good" or "a win" because eventually one of the suspected "bottom-listers" will be a mid to top lister and really pay off?
post #6 of 29
Hopping over the Game Rankings and looking at the 117 games for PS3 that at least have 1 review, I see nothing that really stands out as "That failed to make money". So many of the sub-80% games are multiplatform/multiregion games that cost little enough to do the PS3 version that the sales justified the cost.

Take Soldier of Fortune. Developed as a budget title, even if it sold poorly it was going to make money. I'm sure the devs even knew that it was going to review badly (48%), and in turn sell poorly. Spending so little on it, it probably turned a profit, and that is good enough for most publishers.

The whole business is built around the idea of "Make alot of stuff, break even on most of it, and hope something is a hit". Ubisoft on the Wii in the first year would be a perfect example. They made or ported about 10 games to the Wii in the first 6 months. All of them had budgets of about $2million or less. For those doing the math, those 10 games cost the same as a single average PS3/360 game. 3 of those games probably lost a sizable amount of cash, 5 probably broke just about even, and 1 sold well, and 1 was a massive hit. Overall, Ubi spent maybe $20million, but made all of that back off the one game that hit, plus some. Everything else was gravy. EA and Activision do the same thing on PS3/360, just with all those numbers multiplied by 10x. I used Ubi as the example because that was the most content I have ever seen from one publisher on one platform so early in it's life.

I'm sure Ubisoft knew that FarCry Wii was a pretty poor product after it's rushed development, but they also figured that it was good enough to put on retail shelves and bank off people buying the name FarCry. I'm sure they were right too. At worst it made it's really low budget back.

"I don't expect low budget stuff to be as good as big budget stuff"
The past in media has shown us that budget has almost nothing to do with quality. Big budget will sell more copies based purely on the higher marketing budget, but that does not mean that the product is going to be good. Hell, the highest quality and most polished games I played last year were all on the Wii as Mario Galaxy, Metroid Prime 3, and Resident Evil 4 Wii. Those games all had far lower budgets than COD4, Bioshock and Assassin's Creed, which were still good games, but not nearly as polished.
post #7 of 29
Thread Starter 
Thanks for the input, darklord. You've basically stated what I had been thinking - that developers/publishers KNOW the game is of poor quality (vs what it could be), yet they release it / go foward with it anyway. It sucks for us, the consumers, that their mindset is that as long as they break even most of the time, with an expected/unexpected hit every so often, that is OK. We end up with more mediocre to "bad" games than would be nice. I guess that's just business though.
post #8 of 29
It works the same in any industry, though. For every great album, there are 20 horrible ones. A great pair of shoes is surrounded by piles of uncomfotable garbage. A great laptop has 15 alternatives that are just bad. Every Taco Del Mar has 10 McDonalds. As effective consumers, our job is to sift through the garbage in an efficient manner and find the quality items that fit our wants and needs. The only way to send the message that sub-par ports and garbage games are not acceptable, is to send that message with your wallet by being informed and not buying the game.
post #9 of 29
In your scenario where it seems the game gets to the nearly finished stages and then gets judged on profitablility companies would lose tonnes of money if they reached this point then threw out the game because it likely wouldn't be profitable. Trust me, producers / developers throw out many games before they get past the story board stage, but once a certain amount of money is invested "sunk" your only logical financial choice is to push the game through to completion and hope to recover most of the costs. I would say this is why there are very few new IP's these days. Companies know that certain franchises will sell on name alone, so instead of investing money in new story development they invest in continuing stories because it's easier (characters are already developed), and the game play mechanics are already developed too (just do some tweaking to add some new features).
post #10 of 29
Quote:
Originally Posted by darklordjames View Post

It works the same in any industry, though. For every great album, there are 20 horrible ones. A great pair of shoes is surrounded by piles of uncomfotable garbage. A great laptop has 15 alternatives that are just bad. Every Taco Del Mar has 10 McDonalds. As effective consumers, our job is to sift through the garbage in an efficient manner and find the quality items that fit our wants and needs. The only way to send the message that sub-par ports and garbage games are not acceptable, is to send that message with your wallet by being informed and not buying the game.

Absolutely. Just like for every Pioneer plasma there is an Akai.
post #11 of 29
Thread Starter 
Agreed that this concept is the same for just about anything we buy as consumers, but a small difference is that the retail price of the games is all the same. You are paying $60 for the best games and $60 for the worst. At least initially. Sure, the garbage games come down in price faster than the better games, but still, take a look at how many $60 games are still $60 at places like best buy, and are definitely not worth that price, in the eyes of alot of people.

At least in a lot of the cases of laptops, shoes, and tvs, the prices can vary a little more. Not to say that often times the crap costs even more than the good, but at least the prices aren't "set" for such a long time. It's also tough to compare things you "need" to video games. A pair of shoes that are uncomfortable and poorly made but look great might serve the purpose of looking good for you for a while, and food at mcdonalds might not taste as good as taco del mar (I've never hard of this place, but going off of your example..) but the food isn't unbearably bad (to most) and you are hungry and maybe want variety, so you eat there anyway. Basically, you can find legitimate reasons to purchase the lower quality products (usually cost or convenience based), but with video games, there is no reason to suffer through a bad game. There is no "need" for them like there is for inferior products from many other categories. At least not that I can see Albums and movies, however, seem to fall into a similar boat to video games. Movies a little moreseo IMO, because music is extremely subjective and even more difficult to "rate" than games or movies.
post #12 of 29
PJ_Rage, if you're interested in questions like this, I would highly recommend having a look at Gamasutra's huge collection of game postmortems, written by the developers about their own games, going back more than ten years. It's very educational, especially the postmortem on Jurassic Park: Trespasser, which was one of the great flops of its day. It was a remarkably ambitious project, led by some extremely talented developers who were veterans of Looking Glass Technologies (one of whom, Seamus Blackley, went on to become one of the fathers of the XBox), and the end result was a complete disaster. On the other hand, it laid the groundwork for a lot of later improvements in game design, some of which are only starting to be fully realized a decade later.

The whole collection of articles gives some great insight into how some games become successes, and some with enormous potential become utter failures.
post #13 of 29
Quote:
Originally Posted by PJ_Rage View Post

Agreed that this concept is the same for just about anything we buy as consumers, but a small difference is that the retail price of the games is all the same. You are paying $60 for the best games and $60 for the worst. At least initially. Sure, the garbage games come down in price faster than the better games, but still, take a look at how many $60 games are still $60 at places like best buy, and are definitely not worth that price, in the eyes of alot of people.

...Basically, you can find legitimate reasons to purchase the lower quality products (usually cost or convenience based), but with video games, there is no reason to suffer through a bad game. There is no "need" for them like there is for inferior products from many other categories. At least not that I can see Albums and movies, however, seem to fall into a similar boat to video games. Movies a little moreseo IMO, because music is extremely subjective and even more difficult to "rate" than games or movies.

Wait, who's forcing you to spend $60 for a bad game? Moreover, who's forcing you to suffer through a bad game!! Holy Frick, man. Sounds like someone's just kidnapped your family to get you to play Lair! So you wanna trade in one kind of fascism to save you from being forced to suffer through a video game for another kind of fascism to regulate the evil developers from overpricing their inferior games? Eeeeeeek, time to shave your head!

Welcome to the world of free will and having choices and realizing that the world doesn't revolve around your perception of value. Do you honestly expect a company to say, Yeah, sorry...we know we got really lazy on this one, so we're only going to charge $40 for it.? Good luck with your letter writing campaign on that one. I'll still sign your petition, though. Won't get us anywhere, but I like signing stuff. Gives the delusional hope...Albeit false hope. I'm bit of a softy for stuff like that.
post #14 of 29
Thread Starter 
Quote:
Originally Posted by Kess View Post

Wait, who's forcing you to spend $60 for a bad game? Moreover, who's forcing you to suffer through a bad game!! Holy Frick, man. Sounds like someone's just kidnapped your family to get you to play Lair! So you wanna trade in one kind of fascism to save you from being forced to suffer through a video game for another kind of fascism to regulate the evil developers from overpricing their inferior games? Eeeeeeek, time to shave your head!

Welcome to the world of free will and having choices and realizing that the world doesn't revolve around your perception of value. Do you honestly expect a company to say, Yeah, sorry...we know we got really lazy on this one, so we're only going to charge $40 for it.? Good luck with your letter writing campaign on that one. I'll still sign your petition, though. Won't get us anywhere, but I like signing stuff. Gives the delusional hope...Albeit false hope. I'm bit of a softy for stuff like that.

I think you misread my post, heh. I am not the one buying bad $60 games, nor am I the one suffering through them. I was indicating that there is no need or reason to do this, and implying that for those reasons, not many people do so, particularly the ones who find the game to be a suffering waste of money

Regarding your second portion, you're right, I guess I don't expect them to admit that the game is crap, but it might not be a bad thing if the games were priced based on factors other than "games cost $60." Things like budget, hype, and reviews might be a good start. I might not like paying more money for better games than for worse games, but it would seem more just. And before we go down this route too far, I do realize that it is pretty impractical that it could/would ever happen. It just sucks when games like Area 51 come out and the developer even says it's a piece of crap. Why should it even cost $60 then? Why should I even want to try it at the same price as other games, when the developers themselves tell me it's not up to par? It doesn't seem fair. (I know, life isn't fair ).

My head is spinning with all of this by now anyway. By this point, we are past what I was trying to get at with my initial questions. I really just wanted to know why when you look at a library of games for any system, you see a bunch that were not very good at all. And not just in my personal tastes, but confirmed by reviews and sales numbers. My initial thought when realizing this fact, is that the developers should not have even bothered with the games. There should have / must have been some sort of clue that the games were going to end up on the bottom (before it was too late), so I wondered: "what happened?" I think that post mortem site is going to answer alot of that, along with the comments made here and just the realizations I came to myself already.

Sorry to muck up the forum here with some philosophical business crap that most of you don't care to read

BTW, Dixie, thanks for that link! I'm starting to read through it now, it's great stuff. Definitely answering some of the questions I have/had.
post #15 of 29
Lol. I just found your "effective consumer" speech ironic and funny.

Stop being such a crybaby.
post #16 of 29
post #17 of 29
Quote:
Originally Posted by confidenceman View Post

Absolutely impossible question to answer.

You assume there's some standard for what constitutes a "good" game and what constitutes a "bad" game. How do you make that distinction? Sales? Reviews? Your own opinion? Trade in numbers?

I understand what you're trying to say, but ultimately, there's no way to answer this without assuming that you know what makes a "good" game and what makes a "bad" game. What are your criteria?

LOL some of you guys get so philisophical about a simple question! Just give him titles of good games and bad games


Uncharted is a very good game. I only have 2 games so far, so im not the best source ...
post #18 of 29
Quote:
Originally Posted by JohnR_IN_LA View Post

LOL some of you guys get so philisophical about a simple question! Just give him titles of good games and bad games


Uncharted is a very good game. I only have 2 games so far, so im not the best source ...

agreed. quite simply...games like unchartered, heavenly sword, Rachet and clank TOD are excellent, whereas games like Def Jam Icon, Genji, Transformers and pretty much every other game based on the motion picture aren't
post #19 of 29
Thread Starter 
Quote:
Originally Posted by trinityblade View Post

agreed. quite simply...games like unchartered, heavenly sword, Rachet and clank TOD are excellent, whereas games like Def Jam Icon, Genji, Transformers and pretty much every other game based on the motion picture aren't

Right. It was a philosophical question though. I'm not asking which games are good or bad, I was trying to find out why they make bad games.

I can't remember the last "good" game based on a movie, for example. Goldeneye for n64 is the only one that comes to mind and that was ages ago. So why do they bother? I guess it's because they can still turn a good enough profit by selling whatever small amount of copies they do.
post #20 of 29
Quote:
Originally Posted by PJ_Rage View Post

I can't remember the last "good" game based on a movie, for example. Goldeneye for n64 is the only one that comes to mind and that was ages ago. So why do they bother? I guess it's because they can still turn a good enough profit by selling whatever small amount of copies they do.

hit the nail on the head. With regards to games based on movies: Its a case of just trying to suck as much money out of the project as possible. More often than not, the developers are rushed in order to finish the game in time for the movie premier which results in buggy, lack luster games. As far as other games go...no idea why they're bad. Could be time/budget restraints where developers need to take short cuts?
post #21 of 29
Quote:
Originally Posted by PJ_Rage View Post

Right. It was a philosophical question though. I'm not asking which games are good or bad, I was trying to find out why they make bad games.

I can't remember the last "good" game based on a movie, for example. Goldeneye for n64 is the only one that comes to mind and that was ages ago. So why do they bother? I guess it's because they can still turn a good enough profit by selling whatever small amount of copies they do.

It is a good question -- I'm not sure why so many people are giving you flak for asking it. I think a good chunk of it is the business processes that drive the game industry. There's a fixed release schedule determined at the beginning of the development process (especially if the game is targeted for a holiday release), and after a certain point management isn't going to accept release date slippage. They'll order the developers to take what they've got, get it in a state where it doesn't actually crash, and ship it. I think they figure they can get enough sales from people who don't read reviews, or who fall for pretty packaging, to recoup their costs. They'd rather get some guaranteed returns on their existing investment than keep pouring money into a pushed-back release so the programmers can get it right. If they're shooting for a November/December release, then losing a week of pre-Christmas sales could be worth far more money than they'd make from sales of a better game released in January.

As far as games based on movies go, the last one I remember hearing good reviews of was Chronicles of Riddick: Escape from Butcher Bay. Apparently that turned out surprisingly well. Before that, though, the only movie-based games I can think of that have been really good are (some of) the LucasArts Star Wars games, especially the earlier ones. (X-Wing, Tie Fighter, Dark Forces and the Jedi Knight games, the Rogue Squadron games on Gamecube, and so forth.) Of course, those are atypical, since that's an enduring property and the games don't have to be rushed out to coincide with a film's release. The majority of movie-based games, though, don't need to be good in order to hit their sales targets, though. They're not being sold to "serious gamers" who read reviews; they're being sold to people who liked the movie and will buy anything with the movie's name on it (or even better, whose kids liked the movie and demand the game).

Also, never underestimate the power of niche games. The classic example is the Cabela's Deer Hunter games. I've never known or heard of a gamer who would touch them with a 10-foot pole, but they've always been a solid moneymaker for the publisher, because there are people out there who buy them and love them. Those people aren't part of the "gaming community" as we usually think of it, but there are plenty of them.

The upshot is, there are lots of ways to make money from publishing video games, and publishing a AAA game is only one of them. Budget and specialty titles have their place and their audience, and people who think of themselves as "gamers" (which I suspect includes most of the people on this thread) are only one part of the market, albeit the most visible part of it.
post #22 of 29
Thread Starter 
Thanks for the response Dixie.

So, do you think that alot of the games that end up in the top tier are there in large part because they didn't run into alot of hiccups and stayed on schedule/budget? Or are more there because the release date was pushed back numerous times, and the game wasn't rushed out before everyone, including the developers, were happy with it?

I mean, are there some cases (like Haze) where maybe they see a lot of potential in the game, and don't mind pushing the date back a few times to get it "just right" instead of forcing the release.

I wonder how they make that determination. That a game is "worth it" to push the release back and/or invest even more money into it, to make it better. That is a little bit of what I was getting at too. Do they release fairly early that the game just isn't going to be "worth it" and will likely be a bottom tier game for XYZ reasons?
post #23 of 29
I suspect a big part of it does come down to publishers and their priorities. Some of it is communication between management and developers. Some of it, though, is a matter of whether the publisher understands the nature of development and is convinced that the game can be a real success if given enough time and financial support, or if they regard it simply as "product" that needs to be on the market by a given date in order for the company to hit their financial targets. I think that's part of what leads to the "ship-it-now" mentality.

A classic (if atypical) example of a game that went way past its development schedule was the original Half-Life, which seemed for a while like it would go the way of Duke Nukem Forever. The extra time really paid off and resulted in a great game, but I suspect it was only possible because Valve's founders were Microsoft veterans with deep pockets, and did not have to rely on external funding and corresponding demands from a publisher.
post #24 of 29
Thread Starter 
So, the short answer to all of my questions is basically that we would probably see alot more "good" games if developers were fully funded and not rushed. But since that just can't feasibly be the case, we wind up seeing some less than stellar games that probably only bearly cover the development cost.
post #25 of 29
Why they make bad games =
So gamers will rent them
post #26 of 29
Quote:
Originally Posted by Dixie Flatline View Post

As far as games based on movies go, the last one I remember hearing good reviews of was Chronicles of Riddick: Escape from Butcher Bay. Apparently that turned out surprisingly well. Before that, though, the only movie-based games I can think of that have been really good are (some of) the LucasArts Star Wars games, especially the earlier ones. (X-Wing, Tie Fighter, Dark Forces and the Jedi Knight games, the Rogue Squadron games on Gamecube, and so forth.) Of course, those are atypical, since that's an enduring property and the games don't have to be rushed out to coincide with a film's release. The majority of movie-based games, though, don't need to be good in order to hit their sales targets, though. They're not being sold to "serious gamers" who read reviews; they're being sold to people who liked the movie and will buy anything with the movie's name on it (or even better, whose kids liked the movie and demand the game).

The LOTR games which were similar to devil may cry were quite enjoyable and cinematic and I think they are a touch newer than Chronicles of Riddick.
post #27 of 29
Quote:
Originally Posted by PJ_Rage View Post

So, the short answer to all of my questions is basically that we would probably see alot more "good" games if developers were fully funded and not rushed. But since that just can't feasibly be the case, we wind up seeing some less than stellar games that probably only bearly cover the development cost.

Another good example of this is mentioned in the postmortem of the original Ratchet & Clank. Insomniac was actually working for several months on a different game codenamed I-5, and it just wasn't very good. Fortunately, they scrapped the whole thing, took the lessons learned from the experience, and started fresh working on R&C. If they hadn't had the luxury of throwing away months' worth of work, then we would have wound up with a mediocre and doubtless long-forgotten game, instead of R&C, which is a classic.
post #28 of 29
So, it sounds like you're basically asking about development budgets. By "bad" games, it sounds like you mean "less funded" games.

Some of these lower budget games can be quite good (IMO). And some, like No More Heroes, take the aesthetic of low budget game design to a whole new level.

I also don't think that funding and time are good solutions to improving game design. For example, TimeShift was given much more time and was massively reworked from the ground up. It turned out to be not very well reviewed, and I didn't like it much myself. Sometimes, a game just needs to be finished, and no amount of further development tweaks can save it. This is why I'm not too hopeful about the much-delayed, over-hyped game Too Human. It's been in the cooker for too long.

There's a sweet spot in game development. Enough time and resources to get the job done well and on time, but not so much that the developers rely too much on a constant stream of changes, corrections, tweaks, and improvements. They need to be under constant time and money pressure.

The opposite situation can obviously also be a problem. If a development team is given too little time or money, there's not much they can do, especially if they're working for an inflexible publisher. Licensed titles are notoriously inflexible since they're so time sensitive. The game needs to be released very close to the time the movie is released.

Not just that, but for other licenses (cartoons, toys, etc.) where time is not of the essence, the publisher can safely assume that most of the game's buyers are buying the game because of the license, not because of the quality of the game (Pokemon, Samurai Champloo, .hack, Barbie, and so on). So, in those cases, not only are they limited in budget, but there's also very little QA oversight. It just needs to reflect the license.

Goldeneye was a brilliant exception to the rule that has continued to have a lasting effect on the entire console gaming industry. FPSs and multiplayer fragging have never been the same since. Hell, it even influenced PC multiplayer gaming.

The Chronicles of Riddick is the other famous example. But it was more of an odd little blip, and hasn't really had any lasting influence on the industry. It's more famous for not being a total disaster of a licensed title, rather than for being an exceptional game (which it isn't).

The Nintendo Wii, though, is setting out to change this whole way of thinking. Not only are budgets greatly reduced for Wii title development, but games like No More Heroes and WarioWare dive headlong into their own "B movie" style. Downloadable PSN and XBLA titles are also changing this way of thinking, too. Saying that a low budget game is a "bad" game may now be changed forever.

Anyhow, now that you've clarified your position a bit better, those are some of my immediate thoughts.
post #29 of 29
"not because of the quality of the game (Pokemon,"

Ahem. The core Pokemon games are absolutly top-notch. Few games last year were as polished as Pokemon Diamond/Pearl, nor as addicting, nor as purely fun.
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