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Capcom Complainers

Why do you think a game company doesn't make games cause they actually like making video games? Is it really that hard to see that NT actually wants to make a game simply cause they like making games and the money is more of a side issue?

It's not hard to see, it's a fact. I know how the industry works, and I know how businesses operate, since I run one myself.

NT has been contracted to do this by CAPCOM, so they have the task of marketing this to the West. Call it 'creative problem-solving', and the brief they have been given is to reinvent it so Westerners will think it's awesome. However creatively they do that, they need to make it sell, because that is their job, and it is what they have been paid to do. They've not been paid to sit around coming up with random ideas and doing whatever they feel like.

I mean if I were a video game designer, I would simply make games for the fun of it, not just for money. I'd love to create stories and make great situations for characters for character designs.

Then the chances are you'd be sitting at home behind a desk writing games for yourself that would never come to be household-name multi-million shifters like the Devil May Cry games, or any of the other big sellers over here. One person's sense of fun alone can't do the work necessary to create games of this calibre and scope in the time allowed, you need a team, which needs to be paid and therefore backed up by investors who always want a profit in return; therefore what begins as a labour of love or a passion ends in the Games Industry as a part of a larger machine that must self-sustain. How many big games out there do you see that someone sat there doing by themselves for a laugh? And how many studios still in existence can you name that are not making a profit on their games, and not trying to...?

If you want to make small-time games for your own amusement more power to you. But you would never be able to create a game like DmC like that with current technology. The only way to make games like that at the moment and to balance the books is to make sure what you spend 3 years developing is definitely going to sell millions of units and to do that it has to be something people are attracted to, and the risks of your creative decisions MUST be carefully weighed up. Or else you are screwed.

Some game developers actually make games because it's fun.

Capcom may be not the people who follow this, but NT is, so I respect that.

I have already said that Game Industry workers probably do it for some personal fulfillment on the personal level, there's certainly worse you can do for a job... but not on the studio level; in the real world you don't get to do anything for 'fun' for a living unless you make a living first and foremost. They don't make games purely for fun. They make games because they like what they do, but ultimately their games are made to be sold, to turn a profit and to increase their AAA resume.

In short, what NT are doing with DmC isn't pure creativity— more a balancing act between adpating the existing IP to make it appeal to a wider audience and what creativity they can allow themselves within those (unenviable) constraints.
 
So...you think there is no integrity to video game development? Yeah, it's a job, but there are a lot of games that aren't geared towards simply appealing to a market...
 
So...you think there is no integrity to video game development? Yeah, it's a job, but there are a lot of games that aren't geared towards simply appealing to a market...
No, I never said that.

People who make some of up the Games Industry workforce— including my relatives in it— do have genuine passion for being creative or they probably wouldn't be there. But ultimately they have jobs because the Industry supplies them and gives them that opportunity to be creative and get paid a living wage for it. And in return their creativity creates things that the Industry can profit from. You can't have one without the other, technically speaking, but practically speaking money must come first, since without it you have nothing.

No, really, it does. Believe me, without money, you soon find your creative passions being shouldered aside in order to survive because survival comes first or there IS no creativity. Same with companies trying to eke out an existence and a foothold in the Industry and the market. Ever wonder why so few companies are taking risks with new IP at the moment, and the safe bets are sequels and reboots? Profit = survival for a large company.

Unless you're talking of small Indie game developers on the XBox or wherever else, I don't see too many developers taking risks right now on new IP, do you? If they ever do, it's because they can afford to, and they WILL have researched their potential markets before they even begin. And if you speak of small-niche developers in Japan and the like who have a smaller but loyal fanbase, those products ARE geared specifically to appeal to their fans. Which games are you speaking of that are not geared towards selling themselves? If you do mean the the DIY developers and not big companies, well yes there are always hobbists and a few hopeful entrepreneurs, but they are not in DmC's league in terms of this discussion, and ofc not subject to the pressures and concerns that CAPCOM and NT are.
 
You know, I love DMC2, but I think DmC will be a thousand times better than it in a few ways.

And there could totally be TrueStyle tounrmants for DmC, too, if people actually gave it a chance. Heck, I bet the TrueStylers could come up with some crazy stuff. If it can be done with DMC2, then I'm pretty sure it can be done with DmC :/

Meh, it will be 50/50 chance it may / may not happen.
 
Meh, it will be 50/50 chance it may / may not happen.

That all depends on whether or not people will give up on the game before they play it. It's impossible to know the inner workings of the game just by watching pre-release footage. Look back at DMC3 footage and tell me there was any inclination you could do half of what a TruStyler does.

It's something you need to have the game in your hands to do.
 
That all depends on whether or not people will give up on the game before they play it. It's impossible to know the inner workings of the game just by watching pre-release footage. Look back at DMC3 footage and tell me there was any inclination you could do half of what a TruStyler does.

It's something you need to have the game in your hands to do.

But we'll see next week hm?

I have doubts that it can be Trustyle variety is the spice of life but it can make it to easy, and yes I can do half the stuff they do without Royal guard cancels:3
 
But we'll see next week hm?

I have doubts that it can be Trustyle variety is the spice of life but it can make it to easy, and yes I can do half the stuff they do without Royal guard cancels:3

No sorry, I mean look back at DMC3 pre-release footage and tell me that there was any hint, any inclination, that it was possible to do the stuff that TrueStylers do with the game now. At the time there was no way of knowing we could do a Jump Cancel, or any of that other stuff.

And it's even better here, because DmC showed us several different ways a Jump Cancel can still be used, so...there's still a lot of possibility.
 
No sorry, I mean look back at DMC3 pre-release footage and tell me that there was any hint, any inclination, that it was possible to do the stuff that TrueStylers do with the game now. At the time there was no way of knowing we could do a Jump Cancel, or any of that other stuff.

And it's even better here, because DmC showed us several different ways a Jump Cancel can still be used, so...there's still a lot of possibility.

Yes, I can see that their was no way of doing Jump Cancels on pre release footage of DMC 3, but its called experimenting and adapting. If you went into the Practice Dojo and the enemy won't attack or their isn't a circle of them attacking you and also that they can't kill you in the Dojo, what can you experiment with when even the Jump Cancel is pretty easy to do in this game and you can't adapt on the spot? Sometimes the best practice is just pushing you in without any practice at all, because you have to adapt on the spot and experiment.

I have doubts that it will be hard as hell, but that is just my opinion.
 
Well, a tutorial mode is extremely useful for refining your skills and experimentation. Someone else said it somewhere there there is absolutely nothing wrong with a training mode, because they let you focus on inputs and just refining your playstyle, without having to worry about lulls in encounters, or getting hit out of stuff you're trying to do.

Being able to refine your playstyle elsewhere is perfectly fine when then bringing it into the campaign.
 
Well, a tutorial mode is extremely useful for refining your skills and experimentation. Someone else said it somewhere there there is absolutely nothing wrong with a training mode, because they let you focus on inputs and just refining your playstyle, without having to worry about lulls in encounters, or getting hit out of stuff you're trying to do.

Being able to refine your playstyle elsewhere is perfectly fine when then bringing it into the campaign.

While I have no doubt training mode does help, but what I am trying to say is the best training is in the campaign because they are trying to kill you, you are more focused and calculating when it happens, the enviorment doesn't change in training mode, so how are you going to adapt to a changing enviorment when training mode may not offer changing enviorments?
 
While I have no doubt training mode does help, but what I am trying to say is the best training is in the campaign because they are trying to kill you, you are more focused and calculating when it happens, the enviorment doesn't change in training mode, so how are you going to adapt to a changing enviorment when training mode may not offer changing enviorments?

You can still play the game for that, and they may have an option for enemies to attack back (as any good training mode does), but having an extra mode just to refine skills, not having to seek out enemies or worrying about being interrupted? How is that a bad thing? You're making it seem like the training mode completely overshadows the actual game O_o
 
You can still play the game for that, and they may have an option for enemies to attack back (as any good training mode does), but having an extra mode just to refine skills, not having to seek out enemies or worrying about being interrupted? How is that a bad thing? You're making it seem like the training mode completely overshadows the actual game :blink:
Its just in an opinon, I am not saying it does, I am saying it barely has that potential that it can. Training mode is good, but how good in a changing enviorment?

But like I said, till next week hm?
 
No, I never said that.

People who make some of up the Games Industry workforce— including my relatives in it— do have genuine passion for being creative or they probably wouldn't be there. But ultimately they have jobs because the Industry supplies them and gives them that opportunity to be creative and get paid a living wage for it. And in return their creativity creates things that the Industry can profit from. You can't have one without the other, technically speaking, but practically speaking money must come first, since without it you have nothing.

No, really, it does. Believe me, without money, you soon find your creative passions being shouldered aside in order to survive because survival comes first or there IS no creativity. Same with companies trying to eke out an existence and a foothold in the Industry and the market. Ever wonder why so few companies are taking risks with new IP at the moment, and the safe bets are sequels and reboots? Profit = survival for a large company.

Unless you're talking of small Indie game developers on the XBox or wherever else, I don't see too many developers taking risks right now on new IP, do you? If they ever do, it's because they can afford to, and they WILL have researched their potential markets before they even begin. And if you speak of small-niche developers in Japan and the like who have a smaller but loyal fanbase, those products ARE geared specifically to appeal to their fans. Which games are you speaking of that are not geared towards selling themselves? If you do mean the the DIY developers and not big companies, well yes there are always hobbists and a few hopeful entrepreneurs, but they are not in DmC's league in terms of this discussion, and ofc not subject to the pressures and concerns that CAPCOM and NT are.

I think that was a better word I was going for. Passion.

What I meant as in that was making video games for a passion and enjoying what you do, while focusing on the money and resources needed to make it, like designers, artist, background artist engineers for the frames and engines needed, treasurers and musical leaders.

But they can still have a bit of fun (passion) in what they do.

Yes, I can see that their was no way of doing Jump Cancels on pre release footage of DMC 3, but its called experimenting and adapting. If you went into the Practice Dojo and the enemy won't attack or their isn't a circle of them attacking you and also that they can't kill you in the Dojo, what can you experiment with when even the Jump Cancel is pretty easy to do in this game and you can't adapt on the spot? Sometimes the best practice is just pushing you in without any practice at all, because you have to adapt on the spot and experiment.

I have doubts that it will be hard as hell, but that is just my opinion.

please. in DMC3 those grunt enemies might as well be standing still the way they only do one it at a time.

Its just in an opinon, I am not saying it does, I am saying it barely has that potential that it can. Training mode is good, but how good in a changing enviorment?

But like I said, till next week hm?

When you fight demons in limbo, there's only some areas that actually shift during gameplay. like the underwatch level. You fight the demons, then the place breaks apart.
 
I understand that Video games are just part of a system just like anything else. If you played baseball really well as a kid, it was fun and now that ur in the big leagues... it's fun, but in a different way.

NT has always been offered the job for making "indy" games. I think thats why Capcom chose them because they have already developed games from other companies. Well... sorta other companies. I just like how enthusiastic Tam was when they finally got an Mature rated game. It was like he has freedom...well..some freedom to do what he likes. Not to mention NT is highly praised for some reason and they always seem to get top notch facilities and actors.
 
I'm actually starting to see the haters semi begging others to not try it because they want the true Dante bad. This is becoming funny.
 
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