DOOM is a PC game titlat that wasn’t initially released in stores. It was uploaded to an FTP server in the University of Wisconsin-Madison and on the Software Creations BBS on the 10th of December; released as a shareware game, people were encouraged to download and spread the game around to all their friends.
In days before social networks and the wildfire of the Internet (or high speed networking) this game still managed to spread around to everyone in the gaming community. From1993 to 1995 the title had an estimated install base of 10 million computers. We were one of them.
Granted, ten million copies were installed but most were not registered and simply remained as shareware. However, over one million copies were sold for the registered version of DOOM and this brought momentum to their next non-shareware copy of the DOOM series. The Ultimate Doom (version 1.9, including episode IV) was released, making this the first time that Doom was sold commercially in stores.
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Derrick, that’s Shogun: Total War (it was the first Total War game in its series so the graphics aren’t that good compared to the recent Total War games). I liked that game too.
If you liked Nobunaga’s Ambition you might like Genghis Khan 2, also made by KOEI (http://www.abandonia.com/en/games/505/Genghis+Khan+II+-+Clan+of+the+Gray+Wolf.html)
What’s your take in Valve’s concept of episodic releases? They explained that with that kind of structure they can easily take advantage of new technologies as they come up, and not have to hold back using new technologies until the next reiteration of their game.
The problems with long release cycles, taking it to the extreme, with Duke Nukem Forever (I think) the reason why it was so delayed was by the time they reached mid-development, their game, the graphics, the engine look so obsolete, so they bought a new engine, and by the time they reached back to mid-development, the then new engine they bought gets outdated, and the cycle repeats.
Something like this happened with Blizzard with their Warcraft Adventures (it was never released).
I think episodic structures work well for some games (Sam and Max), and long development cycles for others. So long as I get a game I can enjoy I don’t really care that much
Here’s what *I* think about it, underdog: They take way too friggin’ long. They keep changing the engine, when all you need to do is create levels.
Look at Telltale Games – now they do episodic content right.
@jonahfalcon: yeah I know, the wait is killing me for episode 3.
but from a developer’s viewpoint, improving the engine continually will do good in the long run since it’ll not only help with that game their making at the moment, but they can use it for their future games as well.
keeping the engine up-to-date with new technologies is always good. I’ve worked with commercial engines that, while popular, they start showing their age in that we couldn’t incorporate features we had in mind because of its limitations that could have been fixed with newer libraries