![]() We've taken great care to ensure we're not just porting controls over but are customising them to the Xbox gameplay so they are intuitive for players to get to grips with. The biggest change is obviously the change from keyboard/mouse to controller-based play. What were the main challenges in bringing a PC-based game like this over to a console? However, there are lots of possibilities in creating games for far less than 20-50 million $ and I think there's still a market for space games if you keep the budgets to a realistic size. To be honest, at the moment I am not sure that the space sim genre will attract many studios to finance a big budget development the same way first person shooters can as fans of the genre are smaller. ![]() The idea of the 'space' genre got lost in the mix. Later, when the first Ego-Shooters came out, the studios concentrated their attentions on them, adding more involving storylines, player guidance, complex level design and movie-like atmosphere. Space shooters and flight simulators were developed with 3D graphics and were successful as depended less on real world-complexity. Space shooters were at their peak at a time when games started releasing with 3D graphics but the graphic cards were not powerful enough to display complex ground scenarios. Why do you think there are relatively few games of this type on PCs too? The Xbox controller works great and during our testing with younger console gamers we saw that they were absolutely fascinated by the gameplay. However, PC savvy gamers are used to this genre and I am sure that pure console gamers would be interested in some space exploration. ![]() ![]() Also, flying through space is a different gameplay proposition than a ground based 'run and gun' one and might be new to some of the younger gamers as this space flight sim genre is rare on consoles. Maybe developers or publishers think that gamers are more interested in identifying with a character rather than controlling a ship. ![]()
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