Backwards compatibility is just something that most companies don't have a vested interest in. First there wasn't a market for it so there was no need.. now there is a market for it.. so the games are repackaged and resold.
There are some excesses within the industry, within most industries, that need to be curbed and now is a good time to do so. But cutting the dev teams is not the answer. For a start lay offs and studio closures cost money. Then, when you need products most, you don't have them as you've laid off the guys who make the content. All that will ultimately happen come the other side of this downturn is people will need to be re-hired and a lot of money spent building up studios and IP again. Meanwhile your competitors who have held onto talent have games on the shelves.
Not sure where the comment about the Lost and the Damned came from. It's not so much an experiment in selling extra content without the expense of developing an entirely new game in response to economic conditions.It's about a savvy company exploiting their IP some time ago and Microsoft paying quite a lot to develop exclusive content to bolster their platform (and bottom line).
So how about this tip.. Look out for alternative ways of paying directly for games. Smaller cheaper purchases from Xbox LIVE Arcade, WiiWare or Indie games direct from the developer for example.
Nintendo Europe@Xaif:
It's not going to be available in Europe for around 6 months and when it does hit, it's going to cost nearly 5 times what it does in the US.
It seems a deal has been made with a German publisher to make it a disc based offering for €40. We get an extra episode though.. but I don't think it's worth an extra $40 and neither will most consumers.
It's a real shame that 2dboy have taken such a cavalier attitude to their dealings outside of the US. They've got a great game and then gone and shot themselves in the foot with taking a very very hands off approach and passing it all over to RTL. Maybe they had difficulty getting a Publisher on board do go WiiWare and couldn't work the Localisation and NoE submission themselves. But if they think World of Goo is going to be a success at full price on the shelves alongside big name games they're wrong. And the massive difference in cost and release date is going to do nothing but harm the community that's helped get them the popularity they deserve.
I'm happy I've bought the Mac/Linux/PC version and supported these guys. But I really hope they learn from this massive mistake.
Mark brings up the point that the PS3 is difficult to program for then jumps to 10 year old development models that no longer apply.
Now, while I'm not arguing with either statement individually, I don't get how they tie together in the discussion of bad PS3 ports. How would a different development model stop the PS3 being difficult to program for? Or stop the desire to port to another platform? Which development model does 'apply'?
I'm intruiged...
I can understand Valve wanting to make as much money as possible out of their IP, but if you ask too much up front you lose out as your product never ships on that platform. If they'd have gone for a more reasonable figure maybe there would have been a Mac version and Valve would have made some cash, instead everyone loses out. Like when the mostly complete Mac port of Half Life 1 was canned.
Pete Cohen has a few things to say on the subject too.
[www.macworld.com]