Talking Cloud Posts: 771 Joined: 10 Jul 2006 | |
Infamous Scribbler Posts: 634 Joined: 13 Jul 2006 | I, for one, hope to see this implemented more in the future. More efficient development cycles can really only help the industry. |
Paperboy Posts: 25 Joined: 13 Jul 2006 | The article was a really good read and proved that modern production methods do not necessarily kill innovative and creative game design. Instead it can boost the possibilities of smaller studios to persue their own ways by lowering production costs significantly and focussing the talent intensively on the core of the game creation process. Wideload has prooven that effectiveness does not diminish creativity, thus respect to them for taking the risk of finding new paths. For all interested, Gamasutra published a postmortem on the production of Stubbs. |
Beat Writer Posts: 174 Joined: 5 Sep 2006 | I like the business model that Wideload is adopting. It appears that it can be viable in today's market and we're likely to see it applied by other studios. However, I will wait to give my praise till the model actually produces a few innovative and groundbreaking titles. Stubbs was a good game, but that's all it was. Until I see some exciting new titles come from studios utilizing this method, I say it's unproven. The end product experience is what's important. |
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The Wideload Way