I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.
Great stuff Fran!
What the hell are you saying? I can't make sense of it.
Portal and Left 4 Dead writer Chet Faliszek and Riot Games senior technical designer Kimberly Voll have announced the launch of a new studio called Stray Bombay Company (check out their awesome logo!) that will develop AI-driven “collaborative gaming experiences.”
“As Kim and I talked over the years about the kind of games we want to make, we realized we want to create games that give players a place to breathe and live in the moment,” Faliszek said at straybombay.com. “Games that tell stories knowing you are going to come back again and again, that change each time you play them without feeling completely random, and that help you feel like a real team that supports each other… not a bunch of folks in each other’s way. And where AI drives not just the enemies but helps drive the entire experience.”
“We think now is the time to change the culture of game development. Make everyone equals, not just in their impact on the project but in how we divide the loot of our success. Relax strict PTO policies because we trust each other to take the time you need. We want to build games that reflect our culture,” Voll stated.
I am starting off #GDC19 by announcing, @zanytomato and myself just formed a new game studio in Seattle – Stray Bombay Company (@straybombay) – you can read our announcement at https://t.co/i8Cuc2LdfX and we are at GDC all week looking for people to come join us!
— Chet Faliszek @ GDC (@chetfaliszek) March 18, 2019
“We are supported by like-minded, patient investors with Kevin at Upfront Ventures as our lead, who has known us for years, working with Chet on a gaming startup board, as well as Riot Games. They love and understand games but more importantly, have time and again backed founder-led and employee-owned tech startups from the beginning towards long-term, independent success.”
The team states that the plan now is to “go dark for a little bit as we start laying the foundation of our new world.”
“We know the direction we’re going. As people join the team, that’ll help find the game more clearly. We’re very iterative, everyone is a designer, everyone participates in the process. Everyone joining will have a big impact on the project. Obviously, we have a plan, there’s a framework that we can hang it all off, but everyone will be able to express themselves and have an impact.”
You can get more details here.
Ultimate River Tool is a powerful and easy component for Unreal Engine 4 that allows you to make rivers with automatic flow-map UV warping, cascades, and interactions with physical objects.
All future updates are included and will be available for download as soon as they are released.