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.
Gökhan Karadayı shared a little video, showing the incredible possibilities of his new UE4 system.
Members of the Unreal Engine 4 community know Gökhan Karadayı for his incredible photorealistic landscape packs, which he was distributing through the Unreal Engine Marketplace. This amazing artist from Turkey is currently working on the production of the new amazing project called Procedural Landscape Ecosystem.
The details are mostly under wraps now, but what this system does is seemingly similar to some of the things we’ve seen in Ghost Recon Wildlands and Horizon: Zero Dawn. You’ve got a very clever algorithm working on the placement of different assets, taking into consideration various peculiarities of the local biomes. These biomes have particular restrictions, that actually influence what kind of assets are used in the production.
The system is still being developed, but the results are just staggering. All of these images are taken from the randomly generated areas. None of these screenshots were actually art directed.
Gökhan Karadayı is going to release the project in Unreal Engine Marketplace some time in the future, but nothing concrete so far. This might as well be a huge game changer for environment production. A tool of this versatility available for the general UE4-crowd? And we thought this stuff is the prerogative of larger companies like Guerrilla Games.