Korgscrew
Group: Super Admins
Posts: 3511
Joined: Dec. 1999 |
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Posted: April 24 2003, 00:33 |
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I think the problem is that what we're seeing with Music VR is a product that's still very much in its early stages.
Games certainly are being developed which have higher quality graphics than are to be seen in Music VR, but it also has to be remembered that they'll have cost a lot more to develop and are being put together by a large team of software writers and graphic designers. The decision which Mike made was not to follow in their footsteps. As a result, the product is less commercial, but perhaps closer to what Mike wants (in that you don't have to kill all the dolphins just because that's what the big companies think would make it sell to the usual teenage games market, and that sort of thing). Its development, with there being just one software writer, is going to be slower than with when there are five or more of them - even just a look at the editing software gives an idea of the huge number of parameters which have to be dealt with in order to make the Music VR world act as it does, and that's just what the front end shows...creating it in this way means, however, that Mike can do it more as a hobby than as a business, not having to coordinate a huge team. Of course, deciding not to undertake things in a commercial manner means that the uptake is unlikely to be like that of a commercial product (as has been reflected by the fact that, to my knowledge at least, Music VR hasn't been at the top of any games charts anywhere...). That is, however, the decision which Mike made.
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