Kojima outlined the advantages of the episodic model

Within the framework of the world’s promotion tour Metal Gear Rising Hideo Kojima (Hideo Kojima) had the imprudence of getting to the eye of EDGE journalists, so he had to give an interview. The conversation was about the episodic model of the distribution of gaming projects. According to the head Kojima Productions, This model will help developers solve many pressing problems that will appear with the release of new generation consoles.

In the future, the budgets of games for Neksten can significantly increase, and in order to protect themselves from a commercial failure, publishers and developers can resort to the experience of television. “Many television companies first produce pilot episodes to look at the reaction of the audience, and only then they start the full -scale production of the entire series,” he reasoned. – The pilots of the games can be distributed through digital channels, fans will test and evaluate content, and by their reaction it will become clear whether it makes sense to continue the development. The creation of such episodes will not take much time – a year or even less ".

Kojima He also added that an increase in the role of social functions in new consoles in every possible way has such feedback between game products and users. So far, the way of episodic distribution is not widespread, but history knows several successful cases of its application. Comes to mind right away Telltale Games.

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No. When releasing demos, https://noaccount-casinos.co.uk/review/spins-heaven/ the game itself is usually almost ready. T.e. The money has already been spent. And here, first, only a pilot episode is created. And while the players do not test it, the rest of the episodes will not be created.

Then they start the full -scale production of the entire series, ”he reasoned. – The pilots of the games can be distributed through digital channels, fans will test and evaluate content, and by their reaction it will become clear whether it makes sense to continue the development. The creation of such episodes will not take much time – a year or even less ".

After all, we have already tried the “episodic model” to apply to games. And not anyhow anyone, but Half-Life and Sin-the result did not justify itself. Why stepping on the same rake is not entirely clear, because TellTale products are somewhat specific in itself, and it is unlikely to look back at it, except for Quanic Dream.

Yes, it was a matter … But I think that if a new “demo” of strangers came out, one who describes all the horrors of the game; )
Then if only the most outcast fans would not refuse her … So this statistics are quite logical ..
And this model allows you to clearly find out the needs of players at minimal costs, which is very good ..

The main advantages of the episodic system are that the 3 episode can reach any time that you (developer) wish.

Such a scheme is doomed to failure, as the pilot requires the engine, and even in order to like the players need good animation, beautiful models and effects, well, smaller bugs and smaller bugs. So this method is not a cake or even a cutlet in the dough, just a demo and it will look more beautiful and it will have the form of a final product that the user will be able to evaluate.
The only bite right option is to release a demo a month after the release, so as not to lose 50% of customers who were disappointed in the demo.

This is a successful move from the point of view of commerce, look at profit from Starcraft 2, and in total the game was cut into 3 parts, but the profit turned out: 3

And if the episode does not like it, it turns out that the heads and the publisher stupidly throw money on it.And if they save when creating an episode, then the players may not like it and they will not buy full entrustation.The system is still not finalized.

This is largely the merit, as you put it, the franchise itself and the competently conducted company around the sale of episodes: the first was formed from Aftermath, which Valve spun as soon as possible, and the second was generally in conjunction with two independent projects. I am to the fact that not everyone can organize something like that for their episodes =)

You can create a demo with any level on a free engine, and then promise everyone that the whole game will be the same exciting.

“We have gone through the episodic phase and are now moving to short cycles” (I mean games development cycles).

And this is also some kind of money. They distributed free of charge, and people did not like it, because the pilot and not brought to mind (hypothetically)-how many times the developer company can still afford a similar feint with his ears, hoping that the costs will be repelled?

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