21 ms·
Geez, it's been almost a decade since the last good space sim, Freelancer. I wonder why no one has made a mainstream space sim game since (X3 is a notable exce
by WhaleBiologist 14y ago
Geez, it's been almost a decade since the last good space sim, Freelancer.
I wonder why no one has made a mainstream space sim game since (X3 is a notable exception, though the learning curve is quite steep). Between this and Star Citizen, there seems to be legions of space nerds like myself, ready to throw money at even the possibility of a good game.
- outworlder 14y agoThere you go: 'legions of space nerds' is probably still a fraction of the total market - and the studios are not aiming for that. That should not prevent smaller operations from succeeding. The 'space' theme is still used (see SPAZ, FTL even if they are indies). I think that the 'simulation' genre is not as popular as before, flight simulators (combat or otherwise) have become rarer.
- talmand 14y agoActually this is a common problem caused by the large publishers. They don't seem to do much market research other than every once in a while they throw a bunch of small budget stuff out there and whatever genre sells decently gets spammed to hell and back. The other genres are essentially ignored until the selling genre is played out. Then we get the small projects again to repeat the process. It's an old argument: publishers say "we won't make that game because it won't sell" and the market says "we can't buy that game because you won't make it". But it's understandable, most of these companies have to show quarterly profits so they are adverse to risk. Creating a game that will cost millions of dollars and years to make for a genre that has stagnated, for whatever reason, is a huge risk. The small developers are the key to filling this niche. Things like the recent indie resurgence and Kickstarter have made this more evident. The problem is often the large publishers buy these small developers and then proceed to destroy what made them special. A few space sims, so to speak since SPAZ and FTL aren't quite the same, are out now and there are a few with big names attached in development by independents. If these have decent returns, on small developer terms at least, then I expect the large publishers to follow along spamming the genre. But only if they can figure out how to get them to be fun on consoles. Which is another side of the problem of stagnating genres but that's a different discussion.
- teamonkey 14y ago> They don't seem to do much market research other than every once in a while they throw a bunch of small budget stuff out there and whatever genre sells decently gets spammed to hell and back. Actually they do a massive amount of market research. It's not that they're ignorant of what the market wants, it's that the type of game you want is unprofitably niche. By "unprofitable" I mean it's a matter of where to invest their money. It's not that niche titles would be unprofitable, it's that other options will always have a better risk-reward balance.
- megrimlock 14y agoRight -- big publishers' size and distribution model requires them to focus on outsized wins. Their overhead is too high to take on the many smaller projects they would require to feed their cost structure. Smaller traditional publishers face similar problems, having to make few and careful bets and so often having to sell out to survive. Valve provides an interesting contrast here: with Steam/GreenLight they run a scaleable distribution channel for large numbers of small indies, taking a percentage without making particular and huge bets. It's like an index fund vs. managed fund, where the latter does intense research into specific options. Often that research in anchored in comparative analysis where someone has proven a juicy market exists (ex: Guitar Hero having a million clones in its wake).
- teamonkey 14y agoIt's easier for publishers to produce multiple, smaller titles. Economies of scale apply to some extent. And they do! But mainly as part of a broad portfolio. Valve are not typical developer/publishers. They are the gatekeeper, like Apple, Microsoft or Sony. Everything they do is to bring customers in to their walled garden. Their games have effectively infinite budget and can be seen as loss leaders. Greenlight isn't amazingly helpful for small indies because it requires your game to hit a critical mass of popularity like kickstarter. Unlike kickstarter you need to have already developed the game and have it float about on greenlight for 6mnths+ before you see any return (after Valve's XX% cut of sales).
- 14y ago
- randallsquared 14y agoAren't they all playing MMOs like Eve or Vendetta? Maybe that soaked up the demand.
- SeanDav 14y agoEve is a great game but you cannot play effectively solo - you have to join Mega Corp X to be effective and really who needs a boss telling them what to do while playing a game...
- mfringel 14y agoIndeed. I stopped playing EVE when the web of obligation felt too much like an uncompensated and slightly boring job.
- outworlder 14y agoDepends on what you mean by 'effective'. If you have no greater ambitions than the average MMO gamer, you can do well solo. And if you are smart about it, you can amass quite a lot of wealth. If you want to own territory or have fleets, then you do have to join a big corp.
- jheriko 14y agoHow do we know they haven't already been trying to make this game for the last 10 years... ;)
- DanBC 14y agoWhat about Kerbal Space Program? (http://www.youtube.com/playlist?list=PLD603D8234AE51EF0 http://www.youtube.com/playlist?list=PLD603D8234AE51EF0)
- ucee054 14y agoHave you tried Parkan 2 or The Precursors ? Have you tried Vendetta Online ?