- Joined
- Oct 28, 2017
All this talk about video game patents reminds me that Nintendo patented the insanity meter concept from Eternal Darkness. But haven't really used it since, because that game has yet to receive a sequel or even a remake.
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Or even a port, to my knowledge.All this talk about video game patents reminds me that Nintendo patented the insanity meter concept from Eternal Darkness. But haven't really used it since, because that game has yet to receive a sequel or even a remake.
It was very impressive to look at and drive, it also had the full seating cabinet so the presentation from just looking at the machine was impressive, but there's a reason why it's forgotten. I had completely forgotten about it until we started talking about it.That must've been impressive as hell in '88 when home consoles were still stuck in the 8-bit era.
Neil Cuckmann pulling a Jeb! in the Golden Globes opening red carpet will never not be funny.Videogame writers, this is your future. Absolutely no one in Hollywood cares about your liberal arts degree or your inflated ego.
cuckmann-golden-globe.mp4
"NEXT GUY! NEXT GUY!"
Videogame writers, this is your future. Absolutely no one in Hollywood cares about your liberal arts degree or your inflated ego.
cuckmann-golden-globe.mp4
"NEXT GUY! NEXT GUY!"
You will never be a real Hollywood writer, Cuckmann. CopeVideogame writers, this is your future. Absolutely no one in Hollywood cares about your liberal arts degree or your inflated ego.
cuckmann-golden-globe.mp4
"NEXT GUY! NEXT GUY!"
In regards to Mega Man, it's a cornerstone of the NES library and not much else because of more or less what it was at the time. When the NES was current, it was really, really easy to accidentally buy a game that looked good, only to discover there's no password saving, and you'll have to start from the very first level every single time. When you spend $50 and even getting through the first level is strenuous, you've essentially paid $50 for two levels. That really sucks. But with Mega Man games, you got access to eight different levels all from the get-go, with a few more after you clear all 8, so you can just jump to another if you're having trouble. Mega Man 2 also had a difficulty selector, with Hard being the only difficulty from the Japanese version and essentially what every other game only had, so it was a lot easier than the others. And what do you know, it's also the most popular.Your franchises were never popular chuds:
https://youtube.com/watch?v=xee7FfFsgFk
MegaMan also went through a period of complete over saturation and now a period of dormancy. I think these factors lead to many of the issues and drop in brand health. The sad part is, the most recent title is now the highest selling in the series. MegaMan has legs, even in 2018, but because it isn’t the selling gangbusters, Capcom won’t pursue anything. I think this is the heart of the issue that the OP in question is missing. Many of the IPs still have legs and can be made on the cheap, yet Sony and others will only go for big hitters, which Sony is now taking pretty good losses because of.In regards to Mega Man, it's a cornerstone of the NES library and not much else because of more or less what it was at the time. When the NES was current, it was really, really easy to accidentally buy a game that looked good, only to discover there's no password saving, and you'll have to start from the very first level every single time. When you spend $50 and even getting through the first level is strenuous, you've essentially paid $50 for two levels. That really sucks. But with Mega Man games, you got access to eight different levels all from the get-go, with a few more after you clear all 8, so you can just jump to another if you're having trouble. Mega Man 2 also had a difficulty selector, with Hard being the only difficulty from the Japanese version and essentially what every other game only had, so it was a lot easier than the others. And what do you know, it's also the most popular.
Then time marched on, the SNES happened, more and more games featured saving, and the 2D platformer started to fall out of favor. Mega Man started to become old hat, and Mega Man X became more and more anime with each game. Mega Man never really stopped being iconic, but just being classic and iconic doesn't guarantee sales. Stuff gets to be old hat, and people already have what they like about the franchise. If a person loves Mega Man 2, they have Mega Man 2, and aren't by any means guaranteed to be interested in Mega Man 11. Much like how an old rock band, even with the same lineup, might not sell so many albums of their newest work, despite having countless fans of their classics from decades ago.
Twisted Metal just did well with its TV show and 2012 had many aspects that helped grow out the series. The reason 2012 likely didn’t do well was because of the years of mismanagement that took place prior. It was the newest (non-portable/port) entry in 11 years. It came when the PS3 was starting to be on the way out, and no one ported it to 4 unlike LBP3. Had the series built off Black back in the early 00s, it could have had some longevity, but Jaffe dicked around too long and the landscape of late 7th gen was not built for a sequel to a dead non-FPS IP from a decade ago.Franchises like PaRappa the Rapper and Twisted Metal are akin to one-hit wonders. PaRappa 1 and TM2 pretty much did everything anyone could want out of those franchises, and they're just not compelling enough to sell more and more to most people. That's what I figure, anyway. Neat video.
It may be more accurate to say they fell out of popularity, but I guess that wouldn't garner as many clicks. Looking at PaRappa 1 for example, it sold well. The sequel may not have sold as well though (couldn't find anything), and seemed to be less well received. So some of these franchises were popular but then either became stagnant, had poor sequels, or something else happened along the way.Your franchises were never popular chuds:
https://youtube.com/watch?v=xee7FfFsgFk
Concerning Twisted Metal 2012's failure, I figured it had to do with how they hardly marketed the thing, and then gave up on it like a month after launch. It was pretty good, too.Twisted Metal just did well with its TV show and 2012 had many aspects that helped grow out the series. The reason 2012 likely didn’t do well was because of the years of mismanagement that took place prior. It was the newest (non-portable/port) entry in 11 years. It came when the PS3 was starting to be on the way out, and no one ported it to 4 unlike LBP3. Had the series built off Black back in the early 00s, it could have had some longevity, but Jaffe dicked around too long and the landscape of late 7th gen was not built for a sequel to a dead non-FPS IP from a decade ago.
TLOU was sort of the outlier of the 2012-2013 bunch. The others, most notably PS All-Stars, R&C, GOW, and Sly all did poorly around this time. I am sure marketing was part of it, but there was a very clear downward trend that TLOU just happened to avoid.I'm not so sure I'd bring up how the PS3 was on the way out and that's cause for it flopping, considering how successful The Last of Us was.
Gaming was in a weird place at that time, wasn't it? Wii U and PSVita both launched to zero fanfare, the Xbox brand was in the doghouse for Kinect being a big wet fart, and new PS3s were being bundled with five games. I think the 3DS was the only platform really doing well, getting all sorts of stuff like Animal Crossing New Leaf and Fire Emblem Awakening.TLOU was sort of the outlier of the 2012-2013 bunch. The others, most notably PS All-Stars, R&C, GOW, and Sly all did poorly around this time. I am sure marketing was part of it, but there was a very clear downward trend that TLOU just happened to avoid.
It should also be noted that the definition of popularity have shifted since then. It sounds strange but a big-dev retail game didn't need to sell 20 million copies to be a hit or to be popular. Selling 10 million within a year was almost unheard of because the market wasn't as top heavy as it is now.It may be more accurate to say they fell out of popularity, but I guess that wouldn't garner as many clicks. Looking at PaRappa 1 for example, it sold well. The sequel may not have sold as well though (couldn't find anything), and seemed to be less well received. So some of these franchises were popular but then either became stagnant, had poor sequels, or something else happened along the way.
5th best selling PSX release of the yearPC Data, which tracked sales in the United States, reported that Metal Gear Solid sold 1.06 million copies and earned $51,834,077 (equivalent to $93,064,000 in 2022) in revenue during 1998 alone. This made it the country's fifth-best-selling PlayStation release of 1998, and the third highest-grossing PlayStation title that year.
I'd argue the bigger problem from my vantage point is the failure to translate well from 2D to 3D. I've found it harder to go back to 2D games more and more as time goes on. When the N64 and PlayStation 1 started off with 3D that felt like the future to me and then here came megaman x 4 and 5 came out it felt like peering into a time capsule when everything else was 3D here capcom was still working in a single plane doing nothing new. Even Sonic attempted 3D and failed. Capcom just couldn't do it.MegaMan also went through a period of complete over saturation and now a period of dormancy
The 7th gen was a major transition point and I think many forget how bad the era could be. It was an era that brought a lot of newcomers into gaming and created massive divides that I would argue caused many of the deaths of IPs. The “Hardcore Gamer” culture lead to the FPS dominance in the industry that killed just about every genre that couldn’t fit the COD, Halo or Assassins Creed lineage. Add on the retro gamers who cursed any console past the SNES and Nintendrones who wouldn’t support anything not made by the big N, and anything outside the bubbles was doomed to fail.Gaming was in a weird place at that time, wasn't it? Wii U and PSVita both launched to zero fanfare, the Xbox brand was in the doghouse for Kinect being a big wet fart, and new PS3s were being bundled with five games. I think the 3DS was the only platform really doing well, getting all sorts of stuff like Animal Crossing New Leaf and Fire Emblem Awakening.
PSASBR was kinda bad and GoW (I'm assuming you mean Ascension) was getting stale, plus I'm not sure Sly was ever that popular but I really don't know.TLOU was sort of the outlier of the 2012-2013 bunch. The others, most notably PS All-Stars, R&C, GOW, and Sly all did poorly around this time. I am sure marketing was part of it, but there was a very clear downward trend that TLOU just happened to avoid.
Exactly, it runs contrary to reality, and people forget that there's used games, rentals, trades, borrowing, and piracy to consider.With modern sperg-standards that only focuses on sales numbers or Steam concurrent player metrics then MGS couldn't have been as popular as people make it out to be...
Idk, people probably just didn't want another NES throwback so soon.MM10 launched to a load groan in comparison to the hype MM9 had. It was far too much in a short span.