This made me chuckle, but I'm now dismayed because I can totally see EA making this some internal KPI ($$$ ripped off per user) that they track the mean, standard deviation, and so on YoY.
Very much so. I think I was first introduced to Codemasters as they were the publishers of the Dizzy-franchise by the Oliver Twins.
Codemasters released a hell of a lot of cheap and cheerful games, on cassette, for the ZX Spectrum. (The Spectrum was by far the most popular machine at the time in the UK, and it had a presence in Spain, along with other countries.)
The Spectrum was what got me interested in computers, all the way back in 82:
> Codemasters as they were the publishers of the Dizzy-franchise by the Oliver Twins.
Dizzy was great! Text adventures were around then, but Dizzy was a bit like an early point and click adventure in terms of puzzles with item combinations (with terrible platforming in place of pointing and clicking, and paper thin plots).
Whilst rarely on release, a lot of Codemasters titles ended up receiving Linux support which seemingly was 1st party. The games ran well and just worked, unlike some other Linux ports. Since coprorate buyouts usually look to trim the fat, I expect Linux support to die off quickly. As examples of this happening, look at Occulus and their Facebook acquisition.
Oof. I was just getting used to the idea that we have a decent rally sim/game (Dirt Rally) again.
It's a niche genre that requires a specialized physics engine, and there hasn't been decent entrant after Richard Burns Rally (2004) or before that. That was/is maintained by community binary patches for years and years after it EOL'd.
Rally car physics can't be simulated with just any car physics model, there is a lot going on with tyres on loose surfaces, differential gears in the drive train, turbo chargers etc.
I can't see it being lucrative enough for EA to make a niche game like that.
I don't think that's going to happen, they will just quietly kill Dirt Rally. That game is just way too difficult for a mainstream audience so it makes a poor platform to milk microtransactions.
The rest of the Dirt series (same name, very different game) might continue to exist to complement their NFS car game lineup.
Most likely though is that EA only wanted the licenses to F1 and WRC series.
No, for $60 each year you're purchasing the base game. Extra race cars will be made available from random loot boxes costing only 15 DiRTCoInZ each! What a steal! Your friends will be so envious when they see you in that ultra rare limited edition car, so get those boxes!
99% of the time though, you'll just win the same paint job for a car you don't own, or maybe a nifty steering wheel cover you can't see in game maybe if you're really, really lucky, you'll win some cool spinning rims....again...that only works for a car you don't own that can only be won from a different kind of lootbox available only during special events...
Also, all these things are one day trials...that have to be used within 7 days or they expire.
Burnout and Burnout 2 were made by Acclaim, yes, but there was more than just Burnout 3 with EA. Wikipedia mentions eight games. And yes, the series is dead (which is a shame), but Burnout Paradise became available on the Switch around June this year.
My hours playing Colin McRae Rally 2.0 with a force feedback wheel possibly saved my life. Driving on a motorway one winter coming round a bend, I suddenly encountered a patch of snow that hadn't been cleared. There was no time to slow down ahead of it, I was in the outside lane and with a vehicle in the lane next to me - I just gripped the wheel and responded with the reflexes I'd built up from the snow stages.
The car twitched and started snaking but I kept it under control in a way I know I wouldn't have been able to without the hours of in-game training.
I’ve never felt that time spent in a static simulator translates to real world car control at all. So much of driving at speed or at edge of vehicles performance is understanding the balance of the car as it shifts in bends or slides etc, something you simply can’t feel in a static chair no matter how impressive a force feedback steering wheel you purchase.
I’ve unfortunately been in several cars where driver has lost control and avoided an accident - most drivers in my experience can counter the scenario you describe intuitively - steer opposite way of slide, lift off gas to correct etc, just feels natural if you have driven a car even a small period of time.
Good in an FWD car, but this could kill you if you're driving RWD - lift-off oversteer is a common thing, so you really want to _reduce_ throttle input without completely cutting it.
Lift off oversteer can be done in FWD cars too - its just another variation on a clutch kick/handbrake/sharp steering input/whatever to lose traction to start the slide. I think we can likely all agree the finer points of managing oversteer is a little beyond scope of this discussion!
Chances of you driving anything today without ESC/DSC/etc (whatever your manufacturer labeled it) on really rare too unless you decided to turn it off, especially if it's only driving the rears. ESC is incredibly effective even on 20 year old cars.
Can't even turn that stuff off on a lot of cars, the button only partially disables it; some cars need a cheat code to fully disable, some simply can't. I wanted to boot my CX-5 around in a snowy parking lot but it kept deciding things like "ignore throttle input entirely and don't spin the wheels" when spinning all four madly is all I wanted to do.
I’ve never felt that time spent in a static simulator translates to real world car control at all.
It does, but you have to be intentional about recognizing the deficits, similar to how you can only get so much takeoff + landing training from a flight sim, and too much is detrimental. A quality FF setup + good pedals makes a massive difference on practicing good road-feel response into your brain. VR steps it up further with the full visual experience and helps with yaw angle management.
A generation of sim racers are starting to successfully cross over into real-life motorsports, most notably James Baldwin. The general consensus is that drivers with massive amounts of sim experience have excellent consistency and sensitivity, but limited racecraft skills. Contrary to your argument, the lack of sensory feedback seems to be actively advantageous in the long-term, because fast sim racers have learned to interpret more subtle signs of roll, yaw and tyre slip.
iRacing doesn't have rallying, only rally cross, which despite the similar name is not the same category of motorsport. RX is multi-car circuit racing, no pace notes, etc.
That said, how is the dirt racing in iRacing? I haven't had the time to try it in several years.
Dirt Rally was a decent sim, the issue is that no company can release a pure sim today simply because of how niche the market is and the cost of game development.
Codemasters have been going more arcade like and focusing on community content for a while now, they had a rather successful experiment with Onrush and many of the Onrush features are in Dirt 5 now, EA is essentially looking at Codemasters as those who can deliver the fortnite of racing games and they might be able to do so.
That doesn’t mean you won’t get a game that is a good enough sim, codemasters still has the exclusive rights to the rally franchise, so you’ll get quite a wide range of driving mechanics and good simulation and steering wheel support but you can’t build a game that requires a steering wheel and pedal setup today and expect it to sell.
I loved the Dirt series, I think I might have to go buy a recent version.
I've been getting into racing games again recently and the sheer number of RPG elements, unlocks, micro-transactions etc. in things like Forza is exhausting. And that isn't even EA.
I can't just restart the race, I have to wait while it loads 3 screens to show me how I'm 300 points nearer to unlocking some pointless skin or hitting the next tier or whatever.
> I loved the Dirt series, I think I might have to go buy a recent version.
Do note that Dirt Rally isn't really related to the rest of the Dirt series. The former is a pretty decent simulation of rally driving, while most of the Dirt series are "car games" with a physics model that's not intended to be realistic but fun to play on a gamepad.
Take a look at a game called DRAG. It's still in beta, but it has good reviews so far and does have a native Linux version. The devs seem to be pro-Linux. It looks to be very much in the simulation category of racers.
The engine is not really the issue. They could develop the Frosbite Engine to handle proper Dirt racing physics.
I think the main show stopper here is that EA doesn't make niche game. They make games that will sell millions of units. So I highly doubt that they will develop a accurate Dirt racing game, they will do what they did with every franchise: Make the gameplay incredibly "accessible" but dumbing it down a lot. You will end up with another generic racing game with a slightly more slippery physics.
They are at least publishing some nicher titles with EA Originals. I'm also not entirely convinced that DiRT is more niche than for example Madden, which is a series of sports games about a sport that is really only popular in one country.
I'm also not entirely convinced that DiRT is more niche than for example Madden
Madden is one of the better selling game franchise of all time with over 130 million copies sold. Despite this years Madden game being by far the worst reviewed Madden game in ages, it's still the 3rd highest selling game this year.
Sorry, you're right. Globally It appears to be the 8th best selling console game this year. But more importantly it consistently sells those sort of numbers every single year without fail. Far from a niche game (or at least its a very popular and extremely profitable niche).
> I'm also not entirely convinced that DiRT is more niche than for example Madden
I used to work on Madden. Maybe this is non-obvious if you're not in the US, but it is hard to understate what a monumental cash cow that product is. It is like Excel is to Microsoft. It's a veritable firehose of money.
> really only popular in one country.
Sure, but that country has the third largest population in the world, and a greater GDP than the next two countries combined.
"That will be a big problem as EA tends to push all its companies to use the Frostbite engine."
It's actually changing since Patrick Söderlund left and Respawn has been succesful at releasing games not on Frostbite ( Apex Legend, SW Jedi Fallen Order ).
Richard Burns Rally is still played today. Unfortunately due to Codemaster's requirement for RaceNet, Dirt Rally 2.0 will not see the same longevity. CM should remove this requirement before the EA acquisition. EA has a long history of shutting down online services required to play games.
Actually, EA doesn't always kill games it shuts servers for. In fact, it gave the rights to online hosting of its entire back catalog of games to the amazing Aussie Scott Kevill, who runs GameRanger. You can play games as far back as Dungeon Keeper 2, or as recent as some of the new Battlefields on GameRanger, completely for free. It supports almost 1000 old PC games, and allows you to play online in games that only supported LAN play at launch. Command and Conquer, Medal of Honor, tons of others: https://www.gameranger.com/games/
I hate companies that kill online servers for games, and have dedicated a large portion of my life to bringing these games back, but EA hasn't really caused this type of situation in a while, thanks to GameRanger. There's plenty to dislike about EA, but killing online servers is something they actually handle better than most other PC game companies: everything is on GameRanger.
The decisions to withdraw particular features or modes of certain EA games, or to retire online services relating to older EA games are never easy. The development teams and operational staff pour their hearts into our games, their features and modes almost as much as the players, and it is hard to see one retired. As games are replaced with newer titles, the number of players still enjoying the games that have been live for some time dwindles to a level – typically fewer than 1% of all peak online players across all EA titles – where it’s no longer feasible to continue the behind-the-scenes work involved with keeping the online services for these games up and running. [1]
Certainly not all of those, but a fair number of those are supported on GameRanger. Battlefield 2, for example. They do still kill games, no denying that, and their track record with MMO's is terrible, but comparing the number of old EA games you can still play on GameRanger with the back catalog of a publisher like Ubisoft, EA has WAAAAY more old games still playable online with GameRanger.
Again, it's not a complete solution, butit seriously supports the vast majority of popular old EA games. Yeah, it doesn't support Monopoly for Wii... but for PC games it's the tits.
Colin McRae was a pretty cool game in its day but didn't really have the great physics that RBR did. But it was an earlier game so it was the best that there was available.
I remember Rallisport Challenge 2 was a fantastic game. Then I got the original DiRT, which had incredible graphics, but the car physics felt off. The cars seemed to rotate from a centre point when you turned. Like if you were square against a wall or barrier on your left, and tried to steer right, the back end of the car would initially press into the wall. Can't remember exactly, but I remember many people had similar complaints. To be fair, it wasn't terrible, but the steering just felt a bit more floaty than it should, IMO.
Do you know if the physics in Dirt Rally have improved on this? Or does the underlying issue remain?
I don't know about this specific issue, but it's hard to compare those two. If DiRT was simcade (more arcade than sim) then Dirt Rally would definitely be sim. Maybe not on the level of iRacing or Asetto Corsa, but it's as good as it gets (maybe Richard Burns Rally is more authentic, but it is pretty old)
> Do you know if the physics in Dirt Rally have improved on this?
Yes, the physics in Dirt Rally is not at all the same as with other Dirt series. It has got a pretty decent simulation of rally cars on gravel and other surfaces. It's awesome!
Do not fret. This would have been the inevitable cycle of a gaming company.
Programmers make a hit Game. It's successful and the sequel brings in top developers and lots of resources. The sequel is fantastic.
Then game 3. Programmers have left the company, the company goes full Apple and increases marketing budget with a game focused of gimmicky features rather than Quality.
The third game is a let down, but not awful.
And for the next 7 games the IP is milked and milked.
Everything to me at this point is metered in the LucasFilm purchase price of 4 billion. This past year has just proven companies can just chuck ridiculous amounts of money at anything as though it's not a big deal.
I don't know, how good of an example is that? I figure your point was "everything's massively inflated".
Now, hindsight is always 20/20, but now you look back on the fact, "Disney got Marvel and Lucasfilm for $4B apiece", they may as well have been stolen.
Disney has already made back it's 4b and then some.
Sure they've diluted the franchise a bit( I know I'll never see a Star Wars movie in the first week again and TROS's strange attempts to overwrite TLJ). But it's still been an amazing ROI for them .
Does suck so much of media is controlled by a single company though .
How I or anyone else feels is irrelevant, they purchased an asset for four billion and already made more than that.
Likewise code Masters expect them to milk these franchises dry until you ultimately don't even want to play the games anymore, but if EA can make 1.5 billion by the time the code Masters brand is dead, they would have made a profit.
You can always open up Unity or Unreal and make your own rally game
With all the billion dollar mergers and acquisitions going on these days, I can't help but wonder if any of the companies that exist today will manage to grow/merge their way into becoming Weyland-Yutani-style megacorporations? Is there some black-hole like critical mass a company can reach, where surrounding smaller companies just stop being able to escape its gravitational pull?
Usually it's the other way. I don't know of any studies (although I'm sure they exist) but after a certain size, companies stop being agile. Too much management, too much protecting what they have rather than seeking out the new. And then along comes some small, lean, agile competitor running out of their garage and disrupts them.
Sometimes the large company can buy them. Sometimes, they can copy the idea in time and name recognition carries them through. But it's not uncommon for the big giants to topple when this happens.
Game development seems to be in a weird spot though. Many game devs seem to follow the pattern of making a name for themselves by releasing some hit, leaving, and then making an indie game "by the makers of X". Not going to stop companies like EA from regurgitating the yearly Madden / CoD release or whatever, but it does keep things interesting.
I want to agree with this post, and in general the calcification of big companies allowing for disruption is true, but I just don't see big companies "toppling" very often. Who are the real mainstays who have actually died? Sears, Toys R Us, Lehman? The Xerox, Fuji, IBM's of the world, who really exemplify the calcification you describe, are humming along well enough. They may not be the 800 pound gorilla, but they definitely seem to be doing well enough.
Toppling is not always instant. Sears took decades to finally die (and if not for some questionable management decisions, might not have). And like I said, it's not always absolute. A large company can still continue on as a shadow of its former self. A large shadow, a still influential shadow, but a shadow nonetheless. IBM, Xexox; tiny players compared (and only compared) to what they were a few decades ago. Obviously they are still large, but they're not dominate. They're not controlling the future like they were decades ago.
It's really about the intersection between two lines:
* As a company gets bigger, it becomes complacent and slower to respond to changes in the market.
* As a company gets bigger, it gains economies of scale and powerful anti-competitive tools like regulatory capture, price dumping, etc. It also is able to capture more and more resources because the less competition there is, the more it can drive up prices or cut costs (and quality) without loss of customers.
The question is which of those has the greater slope. Given that the number of publicly traded companies is trending downwards at least here in the US, my strong suspicion is that the latter wins.
I think EA is depreacating Origin in favour of Steam, or at least not making Origin the centre of their universe. That's why you can buy FIFA21 on Steam and games like Dragon Age and their EA Origin Pass subscription.
Are they? Do EA games bought on Steam not require an Origin account any more? They did last time I checked, but that was a while ago, lately I've just been ignoring EA titles.
Yes and no, bought an EA game on Steam sale recently and starting it opens an Origin modal asking to update. AFAIK the options were 'update' 'auto update' and 'offline'. Offline did not work at all as you need to login in the next step.
Spent a while considering whether to just return the game, eventually gave in, updated, and made an Origin account.
I've asked Steam support to remove a purchased game from my list once. Not refund, just remove it so I don't ever see it again.
It was some ubisoft title that i bought, forgot 6 months about it, then started up and found out it requires UPlay. I have the same opinion about Origin.
The consolidation seems to be really accelerating in the video game space in the last couple of year.
Microsoft, EA, Sony Worldwide Studios and other seem to be on an acquisition spree.
I understand the logic of EA not developing niche games and the worry that they might kill Dirt Rally off. If that's the case though - why did they buy Codemasters in the first place? That's a lot of money for the trademarks.
I doubt they will kill Rally. EA, like Disney, love milking any franchise. Expect the same Rally/F1 games released yearly with little change. They are looking at this as a cash cow.
Codemasters also makes the F1 video game, which got a huge boost in attention this year due to the COVID-shortened season and F1 drivers participating in sim races. I can't find any definitive numbers, but I'd imagine that F1 2020 is the biggest revenue generator for Codemasters this year (if you look at Steam, it appears to have outsold Madden 21).
I feel like this has more to do with F1’s popularity than DIRT. F1 2020 actually improved their simulation aspects too. Guess it’s off to iRacing for F1 simulation. I can see the FIFA-ization of the next few F1 games turning me off.
The only issue with F1 in iracing is that its almost too realistic. unless you spend hours tweaking the setup and really know what you are doing, the car will be difficult to drive and significantly slower than anyone else in the F1 leagues, who have spend that time fine tuning their setups.
Oh yea and they are still difficult to drive even with a good setup. 1000 HP rear wheel drive monsters...
153 comments
[ 3.6 ms ] story [ 234 ms ] threadTo get an engine you have to get the right loot box.
https://www.formula1.com/en/latest/article.the-2021-f1-cost-...
Then
Codemasters
-
Inventor of
Colin McRae
Rally
-
For a time
You kept Colin's
Spirit alive.
-
Alas under EA
No studio
Shall survive.
- please don't hurt me, EJ Thribb
https://youtu.be/TsCQ2KMBheM
I haven't watched yet but, despite a wild style, Kim usually has great historical videos.
Codemasters released a hell of a lot of cheap and cheerful games, on cassette, for the ZX Spectrum. (The Spectrum was by far the most popular machine at the time in the UK, and it had a presence in Spain, along with other countries.)
The Spectrum was what got me interested in computers, all the way back in 82:
https://blog.steve.fi/how_i_started_programming.html
Dizzy was great! Text adventures were around then, but Dizzy was a bit like an early point and click adventure in terms of puzzles with item combinations (with terrible platforming in place of pointing and clicking, and paper thin plots).
https://en.wikipedia.org/wiki/BMX_Simulator
A sad day indeed.
I wonder if a few years from now we might see a company of former devs from Codemasters, continuing the legacy.
Man, I hope so. This is quite frustrating.
It's a niche genre that requires a specialized physics engine, and there hasn't been decent entrant after Richard Burns Rally (2004) or before that. That was/is maintained by community binary patches for years and years after it EOL'd.
Rally car physics can't be simulated with just any car physics model, there is a lot going on with tyres on loose surfaces, differential gears in the drive train, turbo chargers etc.
I can't see it being lucrative enough for EA to make a niche game like that.
The rest of the Dirt series (same name, very different game) might continue to exist to complement their NFS car game lineup.
Most likely though is that EA only wanted the licenses to F1 and WRC series.
Typical.
Also, all these things are one day trials...that have to be used within 7 days or they expire.
The car twitched and started snaking but I kept it under control in a way I know I wouldn't have been able to without the hours of in-game training.
I’ve unfortunately been in several cars where driver has lost control and avoided an accident - most drivers in my experience can counter the scenario you describe intuitively - steer opposite way of slide, lift off gas to correct etc, just feels natural if you have driven a car even a small period of time.
Other’s mileage may vary of course!
Good in an FWD car, but this could kill you if you're driving RWD - lift-off oversteer is a common thing, so you really want to _reduce_ throttle input without completely cutting it.
Chances of you driving anything today without ESC/DSC/etc (whatever your manufacturer labeled it) on really rare too unless you decided to turn it off, especially if it's only driving the rears. ESC is incredibly effective even on 20 year old cars.
It does, but you have to be intentional about recognizing the deficits, similar to how you can only get so much takeoff + landing training from a flight sim, and too much is detrimental. A quality FF setup + good pedals makes a massive difference on practicing good road-feel response into your brain. VR steps it up further with the full visual experience and helps with yaw angle management.
https://dirtfish.com/rally/robert-reid-virtual-rally-safety/
https://www.youtube.com/watch?v=iq5S_-GN0cY
https://www.youtube.com/watch?v=t5nTsgIG4jo
When I was driving IRL.
That said, I believe commercial flight simulators fulfill some of the FAA requirements of flying an aircraft.
Well it's not as if the game is going away right? You can still play it.
It works pretty well on Linux as well.
That said, how is the dirt racing in iRacing? I haven't had the time to try it in several years.
Codemasters have been going more arcade like and focusing on community content for a while now, they had a rather successful experiment with Onrush and many of the Onrush features are in Dirt 5 now, EA is essentially looking at Codemasters as those who can deliver the fortnite of racing games and they might be able to do so.
That doesn’t mean you won’t get a game that is a good enough sim, codemasters still has the exclusive rights to the rally franchise, so you’ll get quite a wide range of driving mechanics and good simulation and steering wheel support but you can’t build a game that requires a steering wheel and pedal setup today and expect it to sell.
The F1 game has been solidly arcade-y since at least 2010.
I've been getting into racing games again recently and the sheer number of RPG elements, unlocks, micro-transactions etc. in things like Forza is exhausting. And that isn't even EA.
I can't just restart the race, I have to wait while it loads 3 screens to show me how I'm 300 points nearer to unlocking some pointless skin or hitting the next tier or whatever.
Do note that Dirt Rally isn't really related to the rest of the Dirt series. The former is a pretty decent simulation of rally driving, while most of the Dirt series are "car games" with a physics model that's not intended to be realistic but fun to play on a gamepad.
That will be a big problem as EA tends to push all its companies to use the Frostbite engine.
I think the main show stopper here is that EA doesn't make niche game. They make games that will sell millions of units. So I highly doubt that they will develop a accurate Dirt racing game, they will do what they did with every franchise: Make the gameplay incredibly "accessible" but dumbing it down a lot. You will end up with another generic racing game with a slightly more slippery physics.
Madden is one of the better selling game franchise of all time with over 130 million copies sold. Despite this years Madden game being by far the worst reviewed Madden game in ages, it's still the 3rd highest selling game this year.
Globally or in the US?
So, yes, mostly in the US.
Dirt Rally, the rally sim, definitely is a smaller niche and the only one of its genre still under active development.
The rest of the Dirt series, which don't AFAIK share the physics engine with Dirt Rally, is much more mainstream.
Although I can't guess what the market size is for a racing game these days.
I used to work on Madden. Maybe this is non-obvious if you're not in the US, but it is hard to understate what a monumental cash cow that product is. It is like Excel is to Microsoft. It's a veritable firehose of money.
> really only popular in one country.
Sure, but that country has the third largest population in the world, and a greater GDP than the next two countries combined.
It's actually changing since Patrick Söderlund left and Respawn has been succesful at releasing games not on Frostbite ( Apex Legend, SW Jedi Fallen Order ).
EA made an announcement about this but didn't make a big deal about it: https://answers.ea.com/t5/C-C-The-Ultimate-Collection/Info-G...
I hate companies that kill online servers for games, and have dedicated a large portion of my life to bringing these games back, but EA hasn't really caused this type of situation in a while, thanks to GameRanger. There's plenty to dislike about EA, but killing online servers is something they actually handle better than most other PC game companies: everything is on GameRanger.
[1] https://www.ea.com/service-updates
Games impacted by the above policy:
https://www.ea.com/service-updates/a-h
https://www.ea.com/service-updates/i-q
https://www.ea.com/service-updates/r-z
Again, it's not a complete solution, butit seriously supports the vast majority of popular old EA games. Yeah, it doesn't support Monopoly for Wii... but for PC games it's the tits.
Yes, thanks to a small community of volunteers (to whom I am very grateful) maintaining it with patches you need to download from a forum website.
If you install it from original install media to a Windows 10 box, it won't even launch without the 3rd party patches.
You forget Colin McRae Rally, surely?
Colin McRae was a pretty cool game in its day but didn't really have the great physics that RBR did. But it was an earlier game so it was the best that there was available.
Do you know if the physics in Dirt Rally have improved on this? Or does the underlying issue remain?
Yes, the physics in Dirt Rally is not at all the same as with other Dirt series. It has got a pretty decent simulation of rally cars on gravel and other surfaces. It's awesome!
Programmers make a hit Game. It's successful and the sequel brings in top developers and lots of resources. The sequel is fantastic.
Then game 3. Programmers have left the company, the company goes full Apple and increases marketing budget with a game focused of gimmicky features rather than Quality.
The third game is a let down, but not awful.
And for the next 7 games the IP is milked and milked.
Sure they've diluted the franchise a bit( I know I'll never see a Star Wars movie in the first week again and TROS's strange attempts to overwrite TLJ). But it's still been an amazing ROI for them .
Does suck so much of media is controlled by a single company though .
Likewise code Masters expect them to milk these franchises dry until you ultimately don't even want to play the games anymore, but if EA can make 1.5 billion by the time the code Masters brand is dead, they would have made a profit.
You can always open up Unity or Unreal and make your own rally game
There's reason to think that Disney may retroactively erase the entire sequel trilogy. https://www.youtube.com/watch?v=9AMRRGCkW-k
https://youtu.be/itdfe5yQ0Hg
Sometimes the large company can buy them. Sometimes, they can copy the idea in time and name recognition carries them through. But it's not uncommon for the big giants to topple when this happens.
Game development seems to be in a weird spot though. Many game devs seem to follow the pattern of making a name for themselves by releasing some hit, leaving, and then making an indie game "by the makers of X". Not going to stop companies like EA from regurgitating the yearly Madden / CoD release or whatever, but it does keep things interesting.
* As a company gets bigger, it becomes complacent and slower to respond to changes in the market.
* As a company gets bigger, it gains economies of scale and powerful anti-competitive tools like regulatory capture, price dumping, etc. It also is able to capture more and more resources because the less competition there is, the more it can drive up prices or cut costs (and quality) without loss of customers.
The question is which of those has the greater slope. Given that the number of publicly traded companies is trending downwards at least here in the US, my strong suspicion is that the latter wins.
Then, there are no more competitors, and you have no choice but to buy from them.
Do not give in. Find another way.
I wonder how long till their current titles get patched to require Origin...
Layers of garbage to play simple stuff.
Spent a while considering whether to just return the game, eventually gave in, updated, and made an Origin account.
It was some ubisoft title that i bought, forgot 6 months about it, then started up and found out it requires UPlay. I have the same opinion about Origin.
“Tencent Will Acquire Warframe's Parent Company For $1.5 Billion”
- https://www.thegamer.com/tencent-purchase-warframe-parent-co...
EA will turn it into a derby arcade racer, probably with destruction of opponents' cars. To appeal to as broad audience as possible.
Then, do you want a new liveries, new pilot, new tracks - $$$.
After two games series will be killed as its not making 1000% return.
Well only then a new studio will be able to create a new rally series :/
Shame that EA acquired them.
For those of us who so far preferred wheels to legs: what's ‘the FIFA-ization’? Just so we know what to expect.
Oh yea and they are still difficult to drive even with a good setup. 1000 HP rear wheel drive monsters...