First of all, that's not an equation. An equation includes an "=" sign, what you have there is an inequality.
I know that, but it sounds pretty stupid to say that they "get that inequality mixed up."
Furthermore, I want Lucasarts to make as much money as humanly possible on any decent adventure game they release, even if it's just a shallow little remake. Why? This allows them to allocate more funds to future projects in the same vein to increase the quality.
If all they were doing was applying a blur filter to the original MI, pre-recording the midi instruments, and using a higher resolution font for the dialogue, but charging $20+ for it, then yeah I'd definitely have a severe problem with that. But they're, for the most part, creating new high resolution backgrounds and character art, recording live musicians, and full voiceovers for only $10 (or less if you get it on sale).
On a side note, the reason indie games may be of higher quality than you'd expect from a mainstream title is that the majority of indie developers are doing everything by themselves, and for themselves. They don't have the strict deadlines, they don't have massive teams of employees demanding hefty paychecks, they can work as long and as hard as they want on something without having to spend an extra penny. If a mainstream studio worked their employees 16 hours a day every day of the week, they'd either have a massive turnover rate, or be paying ridiculous wages for that amount of work. Many indie developers are only a couple of guys, and many of them work incredibly hard on their games because they either have hopes of getting their company to become mainstream, or that they want to get a career in a more prestigious company. If you enjoy indie games, that's great, but I don't think there's anything inherently wrong with mainstream games, they just have to follow different sets of rules.
I've seen that LucasArts has released SNES "Super Star Wars" on Wii's Virtual Console, and they plan to release the other two episodes.
Correction: they already have in the US. Rest of the point stands.
Personally, all I want is for LucasArts to make their back catalogue easily available, instead of me having to rummage through Amazon and Ebay if I want to buy, for example, Hit The Road.
Furthermore, I want Lucasarts to make as much money as humanly possible on any decent adventure game they release, even if it's just a shallow little remake. Why? This allows them to allocate more funds to future projects in the same vein to increase the quality.
They seem to have done fine enough with the money they had to allocate to the Secret of Monkey Island remake.
If all they were doing was applying a blur filter to the original MI, pre-recording the midi instruments, and using a higher resolution font for the dialogue, but charging $20+ for it, then yeah I'd definitely have a severe problem with that. But they're, for the most part, creating new high resolution backgrounds and character art, recording live musicians, and full voiceovers for only $10 (or less if you get it on sale).
That is a good point, especially because I greatly enjoyed the Secret remake(I didn't even have the issues with Guybrush's look that most people seemed to). But if that's ALL we get, I'm going to be disappointed on the whole, no matter how nice the remakes are.
If a mainstream studio worked their employees 16 hours a day every day of the week, they'd either have a massive turnover rate, or be paying ridiculous wages for that amount of work. Many indie developers are only a couple of guys, and many of them work incredibly hard on their games because they either have hopes of getting their company to become mainstream, or that they want to get a career in a more prestigious company. If you enjoy indie games, that's great, but I don't think there's anything inherently wrong with mainstream games, they just have to follow different sets of rules.
If anyone gets to run by advantageous rules, it's the big developers. They have the resources to buy and push the smaller guys around. They can spend unfathomable amounts of money on ads to bombard people with the product constantly, to the point that a franchise can find its way in the public consciousness as greatness by sheer force of dollars. A big company can usually fall back on their held licenses, allowing other developers to to the grunt work while they rake in licensing fees.
I'm not going to shed a tear for the big multinational multi-million dollar corporation because a person is willing to work night and day to create something good, and ends up outshining a gigantic workforce with millions in resources behind it.
I'm patiently waiting for Sam & Max: Hit the Road|SE !
Unless Steve Purcell/TTG (depending on their agreement, which I assume assures TTG exclusive rights for a while) agree to do it, I imagine the most Lucasarts could do is the aforementioned blur filter, heh.
Comments
I know that, but it sounds pretty stupid to say that they "get that inequality mixed up."
Furthermore, I want Lucasarts to make as much money as humanly possible on any decent adventure game they release, even if it's just a shallow little remake. Why? This allows them to allocate more funds to future projects in the same vein to increase the quality.
If all they were doing was applying a blur filter to the original MI, pre-recording the midi instruments, and using a higher resolution font for the dialogue, but charging $20+ for it, then yeah I'd definitely have a severe problem with that. But they're, for the most part, creating new high resolution backgrounds and character art, recording live musicians, and full voiceovers for only $10 (or less if you get it on sale).
On a side note, the reason indie games may be of higher quality than you'd expect from a mainstream title is that the majority of indie developers are doing everything by themselves, and for themselves. They don't have the strict deadlines, they don't have massive teams of employees demanding hefty paychecks, they can work as long and as hard as they want on something without having to spend an extra penny. If a mainstream studio worked their employees 16 hours a day every day of the week, they'd either have a massive turnover rate, or be paying ridiculous wages for that amount of work. Many indie developers are only a couple of guys, and many of them work incredibly hard on their games because they either have hopes of getting their company to become mainstream, or that they want to get a career in a more prestigious company. If you enjoy indie games, that's great, but I don't think there's anything inherently wrong with mainstream games, they just have to follow different sets of rules.
Personally, all I want is for LucasArts to make their back catalogue easily available, instead of me having to rummage through Amazon and Ebay if I want to buy, for example, Hit The Road.
That is a good point, especially because I greatly enjoyed the Secret remake(I didn't even have the issues with Guybrush's look that most people seemed to). But if that's ALL we get, I'm going to be disappointed on the whole, no matter how nice the remakes are.
I've heard differently.
If anyone gets to run by advantageous rules, it's the big developers. They have the resources to buy and push the smaller guys around. They can spend unfathomable amounts of money on ads to bombard people with the product constantly, to the point that a franchise can find its way in the public consciousness as greatness by sheer force of dollars. A big company can usually fall back on their held licenses, allowing other developers to to the grunt work while they rake in licensing fees.
I'm not going to shed a tear for the big multinational multi-million dollar corporation because a person is willing to work night and day to create something good, and ends up outshining a gigantic workforce with millions in resources behind it.
Unless Steve Purcell/TTG (depending on their agreement, which I assume assures TTG exclusive rights for a while) agree to do it, I imagine the most Lucasarts could do is the aforementioned blur filter, heh.