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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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#2
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Yes agree with the complexity.
Combat Flight sims are complex . . . you got physics of multiple things going on, on a 3D plane . . . sure we got 3D games but hey mainly operate off a 2D plane . . . FPS you can jump and run but generally you are stuck to 2D . . . games that have 3D with flight . . . like BattleField 3 aren't known for their accurate FM's . . . unless they are a dedicated flight sim. well we don't have it so bad . . . 1997 Duke Nukem Forever announced 2011 Duke Nukem Forever released yeah and at least IL-2 series is still being worked on unlike Duke . . . long version . . . http://voices.yahoo.com/timeline-duk...e-8643415.html 1997: Duke Nukem Forever is announced After the fantastic review of Duke Nukem 3D,creator 3D Realms decides to announce another sequel due for release in early '98. Immediately after the announcement, questions arose over the company's use of the Quake Engine. 1998: 3D Realms switches to Unreal Engine After having some problems with the Quake Engine previously used in development, 3D Realms decides to completely restart development of the game using the Unreal Engine, which was supposed to produce better results. 2001: Duke Nukem Forever is showed at E3 After some more troubles, 3D Realms decides to quiet the many rumblings by showing a snippet of the game at the Electronic Entertainment Expo. The demo was well received and once again put Forever at the very top of games "Most Anticipated Games" list. 2003: Duke Nukem Fights the Publishers After yet another long wait following the fantastic presentation two years prior, DNF is still not completed. Take-Two Interactive is now the publisher for the game and is quite disappointed in the development time. CNN reports a war of words breaks out that has Take-Two asking to take earnings write-downs because of the lack of progress on the game while George Broussard, co-owner of 3D Realms, responds with some not so friendly words. 2006: Things fall apart -- even more. Things just get worse for Broussard, 3D Realms, and Duke Nukem Forever. The game was not finished, even with Take-Two offering incentives to finish the game by the end of 2006. The developers obviously did not, and, because of the delays, employees began to leave the company, according to Shack News. 2009: Rock Bottom After spending $20 million of its own money and unsuccessfully trying to receive $6 million more from Take-Two, 3D Realms shuts down and suspends development, firing the rest of the staff, according to Kotaku. 2010: A Sliver of Hope Gearbox Studios decides to complete the game and announces this at the Penny Arcade Expo Sept. 2, according to MSNBC. The game was playable for the first time at the Penny Arcade Expo. 2011: A Long-Awaited Release After only nine months after the 2010 announcement by Gearbox, Duke Nukem Forever is finally released June 10, 2011. Although being in developmental hell for 14 years, after reading the negative reviews, gamers are now saying that it should have stayed there. |
#3
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Duke Nuk'em lol...
Anyway, a lot comes down to money/complexity and complexity coupled with our demands have increased. |
#4
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... why dont you just shut up and let the man speak his mind, fanboy?
This is a public forum. ![]() |
#5
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Simple answer to topic: Not enough manpower. If a new game is developed from a big player, e.g. Blizzard, there will be around 200 persons working on it. Another 50 persons for marketing, controlling, comunity work...
Such a game costs millions of bucks and they are more and more reaching the production cost of big blockbuster movies. Another dimension, I think! Do not know, how much people are involved in clod or bom, but I would giess 20 overall! ![]() ![]() |
#6
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judging by the online players numbers cod sold more than any racing sim i know, far more
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#7
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Maybe some key talents are missing on this project, I don't know... |
#8
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I did not want to mention the factor about talents and skill. I do not judge, because I can't
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