The Ghost Blade

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dave_van_damn
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Re: The Ghost Blade

Post#211 » Tue Oct 13, 2015 1:05 am

hombreimaginario wrote:
DCGX wrote:...


Man, I just read your piece about Hucast, that was a great read. Finally a Hucast retrospective that's not missing details. Congratulations.

Just in case you guys are interested... http://segabits.com/blog/2015/10/05/opi ... dreamcast/


My thoughts exactly! And they included my Facebook message on Hucast's wall!
aka DavidHK on DC games.

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hombreimaginario
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Re: The Ghost Blade

Post#212 » Tue Oct 13, 2015 5:12 am

Wombat wrote:
hombreimaginario wrote:And that's why they need to add better copy protection, not just abandon that piece of the indie market! :(

I honestly doubt a copy protection will keep the pirates at bay. Every single commercially released indie game can be found in cracked form on the WWW. Adding a copy protection will only make it harder for Dreamcast fans alike to make their own private copy for use with for example the GDEMU. I have bought every indie release out there, but had to resort to the darkside of the WWW :( in order to get a few gems running on my GDEMU.


Well, it's still the only way. Think of Pier Solar. It took at least a couple years for hackers to dump the cartridge. It was going to be done eventually, sure, but at least it "protected" the huge investment these guys made. Think of Sturmwind, pretty much the same case, it took a while and I'm glad it did, as it's a great game and it took Duranik many years to finish it. It simply wouldn't have been fair.

After a few years (3-5), our own coding man Chui's opinion is we should release the games for like 1 € or even for free, so that piracy isn't even needed. Pathological pirates will be pirates anyway and if they can get something pirated instead of paying 1 €, but as I said that's pathological and we are not here to re-educate them ;)

My point is, making these games means tons of work and if you don't add some kind of copy protection you cannot be surprised if your work is made available in torrents everywhere. Making these games for AES only sort of protects that work from piracy, so that's the most obvious proof you need.

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mazonemayu
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Re: The Ghost Blade

Post#213 » Tue Oct 13, 2015 6:58 am

and even that isn't true, coz you can just as easily find neo geo roms on the web :lol: :lol:
We are SEGA generation.

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hombreimaginario
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Re: The Ghost Blade

Post#214 » Tue Oct 13, 2015 9:49 am

mazonemayu wrote:and even that isn't true, coz you can just as easily find neo geo roms on the web :lol: :lol:

You can, after they're dumped. But come on, you know it's not the same thing ;)

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mazonemayu
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Re: The Ghost Blade

Post#215 » Tue Oct 13, 2015 10:33 am

Actually it is, coz when ng dev team releases a new game it gets dumped and everyone gets to play it through their far emulator, so to say "piracy" is the reason they won't port to DC anymore is just rubbish
We are SEGA generation.

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hombreimaginario
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Re: The Ghost Blade

Post#216 » Tue Oct 13, 2015 11:28 am

mazonemayu wrote:Actually it is, coz when ng dev team releases a new game it gets dumped and everyone gets to play it through their far emulator, so to say "piracy" is the reason they won't port to DC anymore is just rubbish

But it is the reason, for them anyway.
Last edited by hombreimaginario on Thu Oct 15, 2015 5:04 am, edited 1 time in total.

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Omnibot2000
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Re: The Ghost Blade

Post#217 » Tue Oct 13, 2015 12:20 pm

I believe that the sales of XY... you know, that other shmup ;) were bad. But imho, the reasons for that were:

- Another shmup

- plagued with bugs

Gunlord sold very well, it was no shmup and properly ported. While I agree with Carlos that copy-protection is important for a maximum of sales (I think STURMWIND wouldn't have sold THAT much if it could have been copied from day 1), I think piracy is a minor problem because the DC community/the collectors want original retail releases/games on their shelves.
I am absolutely sure that for instance a Völgarr the Viking would sell 1.500+ units despite the fact that it is free for download. I would buy it. And I'm certainly not the only one.

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Wrath of Khan
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Re: The Ghost Blade

Post#218 » Tue Oct 13, 2015 6:55 pm

Omnibot2000 wrote:I believe that the sales of XY... you know, that other shmup ;) were bad. But imho, the reasons for that were:

- Another shmup

- plagued with bugs

Gunlord sold very well, it was no shmup and properly ported. While I agree with Carlos that copy-protection is important for a maximum of sales (I think STURMWIND wouldn't have sold THAT much if it could have been copied from day 1), I think piracy is a minor problem because the DC community/the collectors want original retail releases/games on their shelves.
I am absolutely sure that for instance a Völgarr the Viking would sell 1.500+ units despite the fact that it is free for download. I would buy it. And I'm certainly not the only one.

It's true that there are too many shmups being released. Gunlord was indeed a breath of fresh air. Hucast/ngdev team should consider releasing a game in a different genre -though I guess shmups are their expertise. A 2d beat em up, car game ala supercars2/ micro machines- action adventure ala flasback etc.

Also do we have exact sales figures for neo xyx and sturmwind? Nobody seems to know for sure how many copies a typical dc game sells. Iv'e heard 3 to 4,000 copies bandied about before and thought that this might be the average?

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Omnibot2000
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Re: The Ghost Blade

Post#219 » Wed Oct 14, 2015 3:57 am

Wrath of Khan wrote:A 2d beat em up, car game ala supercars2/ micro machines- action adventure ala flasback etc.

I think Kraut Busters would be a top seller like Gunlord, maybe even more successful.
Wrath of Khan wrote:Also do we have exact sales figures for neo xyx and sturmwind? Nobody seems to know for sure how many copies a typical dc game sells. Iv'e heard 3 to 4,000 copies bandied about before and thought that this might be the average?

Can't comment on xyx, but according to Duranik, STURMWIND sold more than 5.000 units.

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Wrath of Khan
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Re: The Ghost Blade

Post#220 » Wed Oct 14, 2015 3:18 pm

Omnibot2000 wrote:
Wrath of Khan wrote:A 2d beat em up, car game ala supercars2/ micro machines- action adventure ala flasback etc.

I think Kraut Busters would be a top seller like Gunlord, maybe even more successful.
Wrath of Khan wrote:Also do we have exact sales figures for neo xyx and sturmwind? Nobody seems to know for sure how many copies a typical dc game sells. Iv'e heard 3 to 4,000 copies bandied about before and thought that this might be the average?

Can't comment on xyx, but according to Duranik, STURMWIND sold more than 5.000 units.

5,000 units; not bad. Good for them. That gives us a good idea how many copies of a dreamcast game sells, more or less.

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