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Feature: Developers Roundtable - Part
4
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SimHQ:
At the same time is there active interest from developers
in producing an accurate flight sim for the console market?
Would you yourself be interested in creating a realistic simulation
(flight, ground, naval) that would run on a modern console
system?
Steve
(Battlefront): We aren't even looking to move over to
the console for Combat Mission 2, and the market for that
on the console is far more plausible. Again, the economics
of console... well... if you read the above answers, you know
the rest.
Rick
(XSI): I certainly think the interest is there
I am not sure what the degree of curiosity is, unless of course
you happen to be MS. The larger high fidelity game producing
companies are certainly taking a hard look at this, but most
of us will have to play the wait and see game.
Julian
(XSI): I think certainly the market is too
big to ignore.
David
(Matrix Games): We have been looking into it and we have
talked with some development houses but nothing that has made
us considered moving in the direction just yet.
SimHQ:
How difficult would it be to develop a high-fidelity flight
or driving simulation on a console? What do you think are
the major limitations in place preventing the development
of a Falcon 4.0 on a console type system?
Chris
(Lead Pursuit): It would be very challenging to produce
something of the complexity of Falcon for the console
narrowing down the key commands alone would be tricky, let
alone the coding.
Rick
(XSI): I think the dilemma could be in generating enough
sales volume, etc
just because you have a console flight
sim, doesnt guaranty huge sales. There will always be
a small market for high fidelity flight games, but I doubt
they will ever flood the market. At any rate, it should be
interesting to see.
Julian
(XSI): I think basically the only limitations in the next
generation of consoles are input devices.
Steve
(Battlefront): Driving games have a chance on consoles
since there is an established market. The big publishers haven't
totally lost their interest in this market, though last year
one of the founders of modern racing games, Papyrus, was consolidated
out of existence. That can't be a good sign.
David
(Matrix Games): I am unsure how difficult it would be,
but I believe the largest limitation is finding a game that
would fit the console market and a publisher to back it up.
SimHQ:
Gamers consider the biggest sticking point in playing simulations
(especially flight) on the console to be the poor controls
currently fielded with these systems. Do you foresee companies
like NaturalPoint, CH Products, Saitek and Thrustmaster developing
drivers or systems that will work on these systems, or will
it take a whole new type of controller to bring simulations
to life on a console?
Julian
(XSI): Definitely, I think its only
a matter of time, it may take a simulation developer teaming
with one of these companies before it will happen, but I certainly
believe it will happen sooner or later.
Rick
(XSI): I would imagine concrete plans are
already in place with participating hardware companies.
Chris
(Lead Pursuit): Only if they can see that there is a demand.
That will be determined by software titles using those controllers.
David
(Matrix Games): I believe we'll reenter the glory days
of complex joysticks to make the console fly. (Get it? Fly?)
These will have to be specifically tailored to consoles with
the ability to cross over to other game types (to help them
gain sales).
Steve
(Battlefront): This could be a chicken and egg sort of
thing. No need for the controls if there aren't games that
have the sales volume to get hardware developers interested.
Bad controls means less interest from software developers
to port their products. What needs to happen is for a BIG
publisher to have a BIG product and a strategic alliance with
a hardware company to market something that caters to it.
This could, in theory, happen any day now. But will it? Not
unless the market appears to be rather substantial. Otherwise
you'll see more of the same old same old.
SimHQ:
Software piracy is a problem that will never really go
away, despite the efforts of many to curb it. As developers
how do you view the latest copy protection programs? Do you
find that they actually have curbed software piracy or has
the outcry over some of the copy protection programs turned
the idea into a double edged sword?
Julian
(XSI): Exactly correct, software piracy will never go
away, or even be controlled no matter how much money is thrown
at it. My personal belief is that many of the protection programs
and schemes only end up inconveniencing the legitimate end
user. Its important that consumers, particularly in
this genre realize that piracy is counterproductive, and the
end result will be that they will be less likely to see further
flight simulation development, but at the same time I feel
developers have a responsibility to not introduce protection
methods that inconvenience paying users, and ironically in
extreme cases actually encourage piracy due to the fact that
the pirated version with protection removed is superior to
the original.
Rick
(XSI): I definitely feel that it is a double edged sword;
Piracy costs the entertainment software industry billions
of dollars each year, but I really dont believe that
it will ever completely disappear. Targeting the appropriate
illegal software sites, warez, etc... this could be the tip
of the iceberg in stumping the growth of game piracy. Law
enforcement continues to find and prosecute many of these
people, but we all need to help before piracy networks go
beyond the reach of law enforcement and slowly eradicate the
profits developers need to stay in business. I think that
many of the current protection methods being used help a bit,
but in most cases become more of an annoyance and frustration
to gamers and dont do enough in curving piracy. They
tend to add more of a psychological boost to the developers,
but the piracy setbacks still persist. Keep in mind
this is our community and it is our duty as devoted customers
to protect it as well.
Nils
(eSim Games): To what extent self-publishing developers
will rely on copy protection is a question that will probably
vary with the individual situation of each company. But software
piracy is a serious threat, let there be no mistake. And nobody
is really happy about copy protection since it makes things
more difficult for everybody the legitimate customers,
and the tech support if the copy protection is too aggressive.
But what choice do we actually have?
Martin
(Battlefront): So far, every anti-piracy scheme has been
cracked sooner or later. Like you say it's a problem that
will never go away. So the main purpose of such programs is
to buy time for the publisher to keep his "first to market"
advantage. Important for shelf distribution (otherwise retail
will be reluctant to buy games from you to put on their shelf),
but far less important for our distribution method. Which
is why we have never used such programs.
Let's
also not forget that it is questionable how many people who
play the pirated version of your game would turn into paying
customers if you try to force them to. This isn't to mean
that we condone piracy, but we try to counter it by making
darn good games and hoping for support because people will
want more of the good stuff, rather than wasting thousands
of dollars on the attempt to force them against their will.
David
(Matrix Games): Software Piracy, in our eyes, is something
that will never go away and the most determined people are
unstoppable. We pursue to course of action that says we should
make our games hard enough to crack that the average person
who is considering purchase won't be bothered. We do not subscribe
to the invasive methods some companies are employing due to
the risk they impose in both reputation and litigation.
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