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| [Sep 12, 2011, 8:23 pm ET] - Share - Viewing Comments |
A brief story on The Official Xbox Magazine offers some tidbits from their upcoming issue 78 on the just-announced Syndicate reinvention, focusing on the game's new first-person shooter approach. "It was always going to be an FPS," Starbreeze game director Neil McEwan tells them. "The original nub of the idea was to take that viewpoint from the original game and zoom into the Agent's head, and play that part. A closer experience - to become one of those Agents."
In spite of the genre change, he still feels they can be true to the original. "We're big fans of the original Syndicate, and we're definitely paying as much homage to it as we can - bringing across the essence of the world, the core essence of what it is to be an Agent," he explains. "That sounds wanky but it's true - we're taking the Persuadatron and evolving it in different ways, the weapons and brutality. On both facets of the game, the co-op and the single player, it's very key to stay true to it." He also offers this reassurance for disgruntled Bullfrog fans: "I think the game speaks for itself. We've been very lucky to work with a great, original world, and create another facet of it really. I would love them to like it. You're never going to please everyone."
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| 49. |
Re: Why the Syndicate Remake is a First-Person Shooter |
Sep 13, 2011, 06:23 |
InBlack |
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Jerykk wrote on Sep 13, 2011, 04:47:
The more complex and better a game is, the more EXPENSIVE IT IS TO PRODUCE. Thats the only connection you can make here. That's not necessarily true. A lot of low-budget indie games are deeper and more complex than big-budget mainstream games. Age of Decadence, for example, is infinitely more complex than BF3 but you can bet your ass that BF3 cost much, much more to develop. Just like with movies, production values are what cost the most, not complexity. In terms of development budget, at least. Marketing budgets are typically 2-3 times as large as development budgets. What you have stated is true, but it only affirms my point. Low budget games can have more complexity, but that takes time to develop, implement, Q&A, test, re-test, polish etc. etc. and that development time costs money. Indies can get away with it because typically they have a very small development team that usually works out of its own pocket and outside of a publishing deadline.
Now if you take that and combine it with a high-budget development structure i.e. complex and costly game engine, expensive 3d and 2d art assets and a large dev. team (that needs to be very well co-ordinated) to make all of that work I would imagine that your development costs skyrocket.
Now as you yourself stated marketing budgets are typicaly 2-3 times as large as development budgets.
So in the end its the marketing that sells the game, so publishers cut costs where they can and quality (Im talking gameplay here, not polish necessarily) be damned. |
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Sep 13, 04:47 |
Re: Why the Syndicate Remake is a First-Person Shooter |
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Beamer |
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Sep 12, 23:57 |
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Prez |
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Beamer |
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Prez |
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frag.machine |
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Sep 12, 21:31 |
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Sep 12, 21:43 |
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vrok |
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Sep 12, 21:55 |
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Dev |
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ThatMonkey |
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Alamar |
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Sep 13, 07:07 |
Re: Battlefield 3 Vehicle Preview |
Zadig |
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Sep 13, 07:36 |
Re: Why the Syndicate Remake is a First-Person Shooter |
tRens |
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wonkawonka |
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killer_roach |
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Zoom |
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tRens |
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Sep 13, 09:31 |
Re: Why the Syndicate Remake is a First-Person Shooter |
tRens |
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Sep 13, 10:50 |
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Muscular Beaver |
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Lobster |
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tRens |
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Creston |
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Re: Why the Syndicate Remake is a First-Person Shooter |
panbient |
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Re: Why the Syndicate Remake is a First-Person Shooter |
wonkawonka |
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