16th February 2003, 12:57 AM
*Claps for Hudson*
I think the point that Hudson, LL, and I are trying to make is that if you're going to scale, you have to scale on ALL of the factors of circumstance, not one. But this gets quite difficult, because you can't completely discount Halo's popularity. Part of that popularity was based upon the quality of the game, so what percentage of sales are dependent upon actual quality, and what percentage is dependent upon Halo being a standout title? And what percentage of Xbox sales were caused by Halo? Isn't there at least SOME interdependence? How much? And how much of that "how much" is based upon personal biases?
As a human being, sometimes it is just more accurate to look at it from a 3rd party developer perspective (no sliding scales) than to create a faulty sliding scale, trying to be omniscient.
After all, software projections for a game are supposed to account for all of these factors. But what is the conclusion of the percentage of this goal that a game sells? It is not the objective success of a game, but rather the degree of satisfaction of the developer. So the scale that OB1 is moving toward is, perhaps, not really his goal.
I think the point that Hudson, LL, and I are trying to make is that if you're going to scale, you have to scale on ALL of the factors of circumstance, not one. But this gets quite difficult, because you can't completely discount Halo's popularity. Part of that popularity was based upon the quality of the game, so what percentage of sales are dependent upon actual quality, and what percentage is dependent upon Halo being a standout title? And what percentage of Xbox sales were caused by Halo? Isn't there at least SOME interdependence? How much? And how much of that "how much" is based upon personal biases?
As a human being, sometimes it is just more accurate to look at it from a 3rd party developer perspective (no sliding scales) than to create a faulty sliding scale, trying to be omniscient.
After all, software projections for a game are supposed to account for all of these factors. But what is the conclusion of the percentage of this goal that a game sells? It is not the objective success of a game, but rather the degree of satisfaction of the developer. So the scale that OB1 is moving toward is, perhaps, not really his goal.