The relationship between revenues and figures behind legal and illegal installs of a game is in itself tricky to read. Speaking in terms of revenue “loss” and referring to the right part of the (for instance) ratio 1:15 is not only misleading – it’s wrong, as its correlation is only extremely loose and hypothetical. The loss is definitely there but a large amount of the illegal installs are downloaded only for checking the game out, tasting it and maybe nothing more than that. It’s important to view the “loss-related” figures more as an indicator of how much interest a game has created than as a reliable picture of lost potential buyers.
I’m sure Bartle knows what he’s talking about. But I’m not so sure if the tone in the article helps him, potential students or his school – or the game industry for that matter – when some of the arguments have nothing to do with a lack in a student's individual potentialities but rather seem to be a personal reaction after years of dealing with people he statistically can say don’t fit (in the industry or in his school I still can’t tell as his points can be interpreted in at least two ways).
Seriously, what has a stinking leather jacket in his office to do with a person’s abilities and potentials? The first impression of a person is very important but as a principal he would definitely know that education changes people. And – as he points out himself and which should call for viewing his own perspective in the same way – things don’t necessarily follow.
Actually, I’m not so sure if I get the point here. You have apparently met a lot of wannabes and ambiguous people out there and I have met them too. But as you point out – things don’t necessarily follow.
So, is it really about six students who shouldn’t develop games or is it six students who shouldn’t apply for your courses?
As console purchase apart from having the amount of cash at hand very much is determined by game preferences (at least that is often the initial incitement which MGS4 is an example of), it would have been interesting to see an elaboration of the correlation between specific game sales and peaks in console sales.
So, the strategy here is to link the casual gamers’ habits to the world of hardcore gamers?
Unfortunately are hardcore gamers (especially the ones who feel at home with games like Madworld) generally quite sensitive to and picky about graphics. It wouldn’t therefore be far fetched to believe this strategy actually would usher the potential hardcore Wii users into the camp of their two major adversaries.
If games and movies don't develop some mutual respect, all we can expect are films that are really bad action games and games that are really bad films, says Steven Poole.
Philip_Arcan's Comments
The relationship between revenues and figures behind legal and illegal installs of a game is in itself tricky to read. Speaking in terms of revenue “loss” and referring to the right part of the (for instance) ratio 1:15 is not only misleading – it’s wrong, as its correlation is only extremely loose and hypothetical. The loss is definitely there but a large amount of the illegal installs are downloaded only for checking the game out, tasting it and maybe nothing more than that. It’s important to view the “loss-related” figures more as an indicator of how much interest a game has created than as a reliable picture of lost potential buyers.
Philip Arcan
I’m sure Bartle knows what he’s talking about. But I’m not so sure if the tone in the article helps him, potential students or his school – or the game industry for that matter – when some of the arguments have nothing to do with a lack in a student's individual potentialities but rather seem to be a personal reaction after years of dealing with people he statistically can say don’t fit (in the industry or in his school I still can’t tell as his points can be interpreted in at least two ways).
Seriously, what has a stinking leather jacket in his office to do with a person’s abilities and potentials? The first impression of a person is very important but as a principal he would definitely know that education changes people. And – as he points out himself and which should call for viewing his own perspective in the same way – things don’t necessarily follow.
Philip Arcan
Actually, I’m not so sure if I get the point here. You have apparently met a lot of wannabes and ambiguous people out there and I have met them too. But as you point out – things don’t necessarily follow.
So, is it really about six students who shouldn’t develop games or is it six students who shouldn’t apply for your courses?
Philip Arcan
As console purchase apart from having the amount of cash at hand very much is determined by game preferences (at least that is often the initial incitement which MGS4 is an example of), it would have been interesting to see an elaboration of the correlation between specific game sales and peaks in console sales.
Philip Arcan
So, the strategy here is to link the casual gamers’ habits to the world of hardcore gamers?
Unfortunately are hardcore gamers (especially the ones who feel at home with games like Madworld) generally quite sensitive to and picky about graphics. It wouldn’t therefore be far fetched to believe this strategy actually would usher the potential hardcore Wii users into the camp of their two major adversaries.
Philip Arcan
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