quote:
Original post by SpittingTrashcan
Whoa!
I didn''t mean to start a flame war (my final comment was rather ill chosen), nor was I necessarily particularly interested in open source in specific... although it''s a topic worthy of debate, it wasn''t my intent to start that debate here.
Let me rephrase my basic question. To what extent should a game designer have the "buyer" and the "market" in mind? To what extent should he be creating for the gamer, to what extent for the common man, and to what extent for himself? And what balance creates the best (not just best-selling) games? Is financial motivation compatible with creativity and sound design? That''s what I wanted to ask. I''m not staking a claim anywhere on this... I just want to hear some opinions.
Like all products, if the developer of the product does not create a product that a consumer wants, it will eventually fail. Sure there are 6 billion Quake clones out there, and that''s because people buy them.
When it comes down to it (and this is from belief and no proof of my own), I think game developers are controlled to certain extent of revenue. If they come up with what they believe to be the next best thing, they sure better sell the idea to whoever is funding them or the project won''t get funded.
Also, I hope you don''t take my post about Open Source personally. I just think that Open Source will eventually be the death of programming if it get''s a big enough foot hold in the market. After all, you don''t see heart surgeons publishing detailed instructions on how to do a triple bypass on the net (with good reason).
borngamer