For those waiting on an ipad version...
Re: For those waiting on an ipad version...
Just get it on pc
Re: For those waiting on an ipad version...
I guess there are lots of iOS Users out there who are disappointed this game came out for PC only/first. IMHO this was a bad move moneywise: Grimrock may have been sold million times by now...
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- Joined: Thu Aug 23, 2012 7:16 pm
Re: For those waiting on an ipad version...
Not everyone look "just" for money, so personally i think it was a good choice to do the first step on the PC. The most people have a PC or a console. I have both and i would never start to use an iphone or ipad for gaming as it is not possible to play all kind of games there comfortable.
Re: For those waiting on an ipad version...
If they release an ipad version I hope they also release one for andriod. I don't like apple much.
Re: For those waiting on an ipad version...
I bought an iphone4s a few months ago and was so annoyed with the thing.. (like noone can answer me how to deactivate spelling control.. itunes keeps messing with my pc.. wasn't pleased with image quality of the camera.. had to jailbreak the thing to just use the flash drive as acutal storage device (aka: copy to and from device outside of itunes for ANY type of files)..
In short I took it back, got 350 bucks for it (costed over 500) and bought myself a Lumia900. Now THAT is a beast of a machine runs smoothly, can use the drive for storage, opens my office documents without having to install third party apps and best of all.. NO ITUNES!
Im fine with LoG on pc and devs.. please keep focussing your energy for us old school pc gamers
In short I took it back, got 350 bucks for it (costed over 500) and bought myself a Lumia900. Now THAT is a beast of a machine runs smoothly, can use the drive for storage, opens my office documents without having to install third party apps and best of all.. NO ITUNES!
Im fine with LoG on pc and devs.. please keep focussing your energy for us old school pc gamers
Re: For those waiting on an ipad version...
Personally I like Android for phones. I'll keep playing on my PC regardless though!DJK wrote: In short I took it back, got 350 bucks for it (costed over 500) and bought myself a Lumia900. Now THAT is a beast of a machine runs smoothly, can use the drive for storage, opens my office documents without having to install third party apps and best of all.. NO ITUNES!
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: For those waiting on an ipad version...
It's 2012, it takes lots of qualified people, lots of time and thus money to develop a game nowadays. It's not 1982 when games were done overnight by a single person. So, in the end, money is the crucial factor.EvilTracer wrote:Not everyone look "just" for money.
The iPad (or android tabs) would have been the ideal gaming platform. The devs could have reached millions of users via the market places Apple etc. offers.
Re: For those waiting on an ipad version...
well, maybe, but I'm not so sure iPad and other tablet users are (as a demographic) really the most hardcore old-school RPG gamers, but PC players are definitely more likely to fit that bill.
Finished Dungeons - complete mods to play
Re: For those waiting on an ipad version...
I'm not sure if you need to be a so-called hardcore oldschool rpg'er to play a dungeon crawler? Sure, most of us remember Dungeon Master and older games but I guess with LOG on iOS you could adress a wider, also younger audience.Komag wrote:well, maybe, but I'm not so sure iPad and other tablet users are (as a demographic) really the most hardcore old-school RPG gamers, but PC players are definitely more likely to fit that bill.
Re: For those waiting on an ipad version...
Actually, the only relevance [AFAIK] that 2012 has on the difficulty of games is the absurd expectations of the 2012 market; the actual games are often [relatively] easier to make save for the extreme amount of content in some of them and the creation and Q&A time that that demands. In 1982 (even '92) DirectX did not exist, and you had to code for the specific platform and specific video card; and sometimes even the specific chipset of that brand of card (and you couldn't always check the version with code). One could not buy an engine like Flash or Dark Basic or download Unity3D or UDK for free; or acquire an advanced 3d modeler like Blender for free. Games in the mid 80's cost about what they do today** [as did Desktops with 1 to 4 MB ram btw], and it often required more low level understanding of the hardware ~~For each platform version (of which there were MANY).Ingstein wrote:It's 2012, it takes lots of qualified people, lots of time and thus money to develop a game nowadays. It's not 1982 when games were done overnight by a single person. So, in the end, money is the crucial factor.EvilTracer wrote:Not everyone look "just" for money.
Case in point: 'Legend of Grimrock' sold for $15 new, while 'Eye of the Beholder' sold for $50 new... and certainly wasn't made over night. Grimrock used Lua and DirectX middleware; EoB probably had to have that functionality coded in assembly; perhaps even specifically for that title... and then again for each CPU and video architecture. They sold if for Amiga, for IBM, for PCjr, Tandy... even for Sega and Nintendo ~later.
** Trivia: $49.95 in 1991 is equal to $81.23 in 2011. So an odd thing is that Skyrim's current day price of $59.95, is the equivalent cost of $36.87 back in 1991.
Also... the marketplace has changed from back then. A person can in fact code a game alone and make a fortune once again.
http://www.wired.com/gadgetlab/2009/02/shoot-is-iphone/