Najzanimljiviji detalji za one kojima se ne da sve čitat
August: the Hangar module, which essentially is in-engine. You walk into your hangar and look around the ships you've backed, get into the ship and walk inside it, and you'll even be able to invite some of your friends to your hangar.
December: Dogfighting module, which is taking the ship that you've backed into a deathmatch with other players or AI. You'll be able to customize your ship, put weapons on it.
"With Wing Commander there were compromises I made on certain projects because we were part of EA. I wasn't planning on Wing 4, but at the time there was a console transition and Wing 3 was the biggest-selling game they had on their books at the time. They told me, 'We need another one of your games or we're screwed this quarter unless you do it. Can you make the game in seven months?' We didn't quite do it in seven months, we did it in nine, but it's still amazing to me. There were compromises made in the game; I did it because EA was like 'We really need this' and that's what you do when you're part of the company. In this case I feel that I don't have to worry about that; there should not be any compromises made."
On the Activision and EA scale of things they're not getting out of bed unless they think it's five million units, and they really want ten million or more. They probably lose money selling two million units. Whereas if I sell two million units I'm making a lot of money, for two reasons. I don't have the same overhead and costs, and also I capture a lot more of the dollars. On our stuff right now, we capture 96 percent of the dollars; that goes straight to us."
"In the old model as a developer I would have captured 20 cents on the dollar." -->
Najzanimljiviji detalji za one kojima se ne da sve čitat
August: the Hangar module, which essentially is in-engine. You walk into your hangar and look around the ships you've backed, get into the ship and walk inside it, and you'll even be able to invite some of your friends to your hangar.
December: Dogfighting module, which is taking the ship that you've backed into a deathmatch with other players or AI. You'll be able to customize your ship, put weapons on it.
"With Wing Commander there were compromises I made on certain projects because we were part of EA. I wasn't planning on Wing 4, but at the time there was a console transition and Wing 3 was the biggest-selling game they had on their books at the time. They told me, 'We need another one of your games or we're screwed this quarter unless you do it. Can you make the game in seven months?' We didn't quite do it in seven months, we did it in nine, but it's still amazing to me. There were compromises made in the game; I did it because EA was like 'We really need this' and that's what you do when you're part of the company. In this case I feel that I don't have to worry about that; there should not be any compromises made."
On the Activision and EA scale of things they're not getting out of bed unless they think it's five million units, and they really want ten million or more. They probably lose money selling two million units. Whereas if I sell two million units I'm making a lot of money, for two reasons. I don't have the same overhead and costs, and also I capture a lot more of the dollars. On our stuff right now, we capture 96 percent of the dollars; that goes straight to us."
"In the old model as a developer I would have captured 20 cents on the dollar."