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0x10c Interview; Test Footage

An article on PC Gamer talks with Mojang's Markus 'Notch' Persson and Tobias Möllstam about 0x10c, their upcoming space simulation. "The goal is to have it feel a bit like Firefly," says Notch. "You can try to land on a planet but you mess up and, instead of having the ship just explode like it would in real life, the landing gear gets broken. Then you have to try to fix that by finding resources. Instead of the adventure being flying from here to here, it’s: I set the destination, oh god I hit a small asteroid and the cloaking device broke. I think they really nailed that kind of emergent aspect in FTL." They also include a link to this trailer showing footage of a "first draft" of an "art test" for the game.

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31. Re: 0x10c Interview; Test Footage Oct 13, 2012, 13:29 Slashman
 
NKD wrote on Oct 13, 2012, 12:33:
I don't really buy into the concept that indie's are obligated to spend millions and millions developing their next title if they are successful just to measure up to some arbitrary level of "Triple A" polish and art.

I don't what you think I'm saying. Here is what I am saying:

Most indie games don't even sell 500k copies. This guy, with a tiny team, sold more copies than most AAA games these days sell. He did it with no publisher taking a cut and extremely small overhead. He now has the means to produce something better. If this was a startup indie company, I could maybe excuse that because they need to start somewhere. But this guy has the finances and resources to do much better.

I don't care about 'AAA standards', I just want graphics that don't make me feel like I'm playing something from more than a decade and a half ago. I have no reason to doubt he can get the gameplay right. Why not work on polishing the graphics and art too. You no longer have the excuse of: 'We're a small indie. We can only do so much.'

Minecraft was hugely successful with meager art and a shoestring budget. If Notch can't do it again, then him spending millions of more dollars is only going to get you a prettier failure, not a more successful game.

If he can't make a good game again, then he's failed as a developer. Making games is a risk. The difference is that he has a huge buffer of cash to help mitigate it, while most indies live or die based on their next tile.
 
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