Basically. Theres Piston which is the steam box and acts as an intermediate for PC gaming. See by establishing a hardware standard now PC games can be optimized around a specific base. Shield feeds off that since it is pretty powerful in its own right, even though its technically a handheld its capable of HD output to a TV and playing whole libraries of games through Droid and Steam.
Then theres Ouya, which supposedly is going to have games exclusive to it, as well as being able to run droid stuff. I think its worth mentioning my mom's Galaxy Note runs Jet Set Radio better then my PS3. Everything about it is open source even the console itself, and its a devkit. The standard Ouya that any guy can buy is all you need to make a game and sell it for Ouya.
Those 3 additions, clutter up the 3 existing consoles.
You know WRC, I totally agree. People have no sense of value, and sure its partly gamers fault, but designers have made things toxic by devaluing their own work. Did you know that within the first month of being out, I saw an add at a local gamestop for Mass Effect 3 at 30$. If anyone remembers, I returned ff13-2 for full value because less then 2 weeks after buying it it also became half priced, by march I had rebought the game for less then 20$ NEW.
If you really want to see entitlement take a look at Square-Enix iOS games. People actually ccomplain 5$ is too much for chrono Trigger, but dish out 40$ on the base Theatrythem and 40$ more for songs that should have just been in the game.
St. Elmo's Fire wrote:If you have your foot in the door of the AAA developer career path and manage to stay there (think it was you who told us about the turnover rate of employees and loads of payoffs/re-hirings?), is some sort of lead position a viable eventual aspiration? Your game probably would still have to be done by yourself, but you could put "your" touch onto games you're being employed to develop in some ways?
Or, Kickstarter for your game project, whether it's a full time effort or on the side to your "job"? Guessing you've thought of that long ago anyway...
I've been in AAA for a bit, I was 17 when I first started and since then I've only worked on marketing for shooters or QA that should never have gotten to me in the first place for shooters. AAA development is a really messy messy business (it might not have been me, but I do see that kind of stuff happening)
One of the things a producer told me, was that he could guarantee me double the current budget of my game on kickstarter. To be honest, its not so much getting the games made thats a problem. Tim Schafer once said "If you make cool games people will always want to talk" and I've found that to be completely true, the thing is, it sucks hard if no one plays em, and even harder if people do play em, and don't get what you're trying to say.