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Edited Date/Time
9/12/2012 7:31pm
Anyone catch his interview on DMXS last Wednesday?
Sounds like the mobile phone gaming market is killing the console market because games can be made quick and cheaply. He said it takes something like $20 million to make a console game and for a small market of core mx'rs, it's hard to justify making a game. Dang!
So if someone made a game it would take just over 300,000 copies just to break even at $65/game. Not sure how many get sold to make it worthwhile.
Sounds like the mobile phone gaming market is killing the console market because games can be made quick and cheaply. He said it takes something like $20 million to make a console game and for a small market of core mx'rs, it's hard to justify making a game. Dang!
So if someone made a game it would take just over 300,000 copies just to break even at $65/game. Not sure how many get sold to make it worthwhile.
Wish a studio could buy reflex for cheap and tune it up for under 5 mil and publish it. Could make that back easy.
The Shop
The "who cares just buy mx sim, it's the be all end all" reply is the standard for any thread that has nothing to do with mx sim.
I've always said playing MxS is ten times harder than riding in real life and it shouldn't be that difficult. Over time, I'm decent at it but honestly I'd be fine with MX Alive physics and control with the full points series, authentic bikes/riders/teams and AI of MUD. (And yeah, MUDs gameplay is way too simple and arcade but it did get all the other stuff right, ironically.)
I wouldn't be surprised to see 2XL make an mx game for it. It runs Android so they could just port their current Android games over and crank the graphics up a little bit.
Hope it works out!
you act like i have an affiliation with the game or something. im not benefiting at all by getting more noobs on the game. why would i lie about its awesomeness.
someone must be mad they a goon at sim.
and AMA game? like an ama series? full points series? realistic game play? dude. the only thing you asked for that isnt in this game is the AI. which suck ass on any game anyways. MXsim has every ama track replicated. and had a full 250 and 450 sx and mx season. where have you been? the races are even live streamed. and there are prizes.
edit: i forgot to mention the real bikes and gear. and continuous patches to make the game better. which one was just released this week that helped optimize the game for better frame rate.
It's not as sleek a package as everyone really wants, but the content is all there. You just have to learn some marginal computer skills and be a little more flexible.
also to note, this next sx season, for the replica series (which means you sign up, run timed qualifying to make top 40, race heats, lcqs and mains on replica tracks) will have a license system, which means its going to give more people the opportunity to be able to race these sx races. i think its "pro, A, B & C" classes.
Some people confuse the game with being real hard to master (as in, you can't even idle through a corner without sliding out for the first 15 minutes of firing it up), to thinking that it is spot on realistic. To put it simply, it's not the most fun mx game i've played, has the feel of a mid 90's game, and i got real sick and tired of the immature kiddy mx sim community. Bobbing up in 99% of any other thread that's not about mx sim boasting that it's the best thing since sliced bread is getting pretty long in the tooth, we get it.
theres plenty of older folks that play the game. theres also voice chat that i guess alot of newer people wouldnt know about. you have to download teamspeak. you can even set up your own and hang around and talk with people you want. instead of anyone thats in the room being able to talk. offers alot more control.
im curious as to why you get the mid 90s feel from it? its certainly getting better with time. its ever evolving. and terrain shadders i think is the next big thing. lets hope then the visuals will be more appealing to you. it still wont look like a cartoon though like MvA and MUD, if thats what you are after.
im sorry that you are so bothered by me bringing it up in all these "i wish we had a good mx game" threads. but im just spreading light that there is a good mx game. "it"s the best thing since sliced bread" of mx games is a very accurate statement.
so in short, incase you are just skimming this nonsense, could you tell me the CONS in your mxsim experience?
also, what is your in game name?
Just like if I am playing NHL13 or Madden 13. I could care less about throwing me out there as QB for the Redskins. Because, let's face it. It ain't going to happen and that, my friends, is the ultimate display of being unrealistic. However, playing as RG3 will be great. I'm sure you can get my analogy.
But hey, I see the good in almost all MX games so I'm not hating on any of them.
Pit Row
I have to download things to make it more realistic. have to have a decent computer. I can't play it easily while drunk or drinking
You guys are asking for a tailor made game marketed in a very specific direction. The NASCAR franchise has changed hands a few times because it's difficult to make money with. IRL and other national TV series don't have dedicated console games. Until 2010 not even F1 had a passable excuse for one. There's a reason for that. It costs a ton of money to make these games and they don't often sell.
Makes you wonder how. Check out my post for more detailed discussion.
Maybe an mx game need to be outsourced to India or wherever and made for a lower cost so they can make a profit, I don't know.
It seems hopeless.
Why doesn't THQ just release those sx tracks for Alive they supposedly had ready to go when they pulled the plug. Easy cash for them.
As I've said, you can make a game for nothing if you have people that are passionate about making a game, and don't mind not getting paid. People throw around these large numbers, which I'm sure works fine for NFL, NBA, NHL, or a PGA game. A simple market analysis would reveal that there isn't the revenue in making an MX game on that kind of a budget.
For example, I would be curious to hear how much money the MX Sim developer has invested in the game. I'm guessing it is the most profitable MX game to be released in a long time.
A game like Battlefield or Call of Duty can afford to spend 100 million on advertising, but they are such household names in gaming, I wonder if they really need to and if it really benefits all that much.
*edit* I'm not sure about the guy that came up with the 5 million to lease a game engine, but unreal engine is around 350k with royalties or 750k without royalties. Not cheap, but a long way from 5 million.
This from the Unreal ModDB page:
Only a week after Unity announced the free use of their engine for indie and mod teams, Epic Games has unveiled UDK UNREAL DEVELOPMENT KIT (clever name that) for use by indie and mod teams. While the choice of tools and engines available to mod and indie developers increases by the day, traditionally engines the magnitude and relevance of UE have been out of the reach of smaller teams due to licensing costs edging close to a million.
http://www.moddb.com/engines/unreal-engine-3/news/unreal-engine-3-free-…
A game engine basically handles the core elements of a game. Textures, terrain, physics, particles, lighting, objects, animations, scripts, and networking...I'm sure there is more but you get the idea.
Having access to a game engine just means it's a baseline setting and a toolkit for those that wish to make a game. FE: Instead of having to cast out every part of a dirt bike, you just go buy one. These free games engines give you the bike and the tools to work on it, as well. (basic analogy)
The thing is that it takes a crew to make the track to ride on, and the technicians to get the potential out of the bike.
Pretty much any of the free game engines are capable of doing anything that you want to do with them. So you need people that know what they are doing more than any amount of money. In fact, I'll say that the big money factor for games has hurt it more than helped.
You need people that can 3d model bikes, animate them in game, design tracks, make the appropriate textures for the tracks, programmers that can modify the source code (add systems like terrain degradation,) create scripts for the game logic, tweak/ modify networking capabilities, physics, sample or synthesize sounds. There is so much to it from a group up approach.
I never got into MX Sim, but it's a perfect example of what can be done with some skilled people. The demo is utter crap, and the game looks horrible in it's standard form, but the community have made better models, textures, and tracks. (they are still lacking big time on animations and physics, though.)
So I'm not sure if there is any simple way to answer "what a game engine needs" except for people that know how to use it...
Post a reply to: Roncada on DMXS