would a fixed resolution make you not want to buy a game?

Started by
24 comments, last by Luckless 13 years, 2 months ago
If I'd like the game, I'd buy it, as long as it's a casual game. If I'd really, really like it, I'd buy it no matter the genre.

You'd probably lose about 40% of the potential buyers (my own personal estimate).
You don't get to 12.5 billion dollars without conning a few people.
Advertisement
In a casual game, it wouldn't be a turn off for me. Just running in a window would be acceptable for me. I would def not want the black bars option though.




But from the replies you've gotten here, it definitely seems you would lose some sales.. as referenced by the World of Goo example though, making a [s]good[/s] great game is far better for sales than meeting the technical checklist of your would-be buyers.




Good luck either way!


1) Render your game to a texture at the 4:3 ratio
2) If the window is the same size, just draw the texture there as is.
3) If the window is bigger, center your game over a background image.

The above is only if you game is stuck at the 4:3 ratio for some reason. Like a port of an old game, or a game based around a small square playing field. Otherwise, its a case of just being stupid and lazy.


As for native resolution. Most off the shelf PCs can't render games at their native monitor resolutions at appropriate frame rates.


This is exactly how I handle it at the moment. but once the resolution gets big enough, everything becomes very blocky and unpleasant to look at let alone hard to tell what things are.

I've decided to go for making two sets of textures, a low res version and a high res version. probably means another month or two of tedious work for me, but sometimes you got to please the masses.. At least things wont look horrible at higher resolutions.

I should've asked what kind of gamer you guys are aswell. I'm going to take a stab in the dark and assume most of you that scoffed at the idea of a fixed smaller resolution are more on the hardcore game side? Ofcourse I want to aim for the biggest audience as possible, but deep down my target isn't those that think Crysis 2 will be the second coming of jesus. but more for a the younger and older ages groups. the same group of people that love handhelds and the Wii.
[ dev journal ]
[ current projects' videos ]
[ Zolo Project ]
I'm not mean, I just like to get to the point.

[quote name='Daaark' timestamp='1297188936' post='4771437']
1) Render your game to a texture at the 4:3 ratio
2) If the window is the same size, just draw the texture there as is.
3) If the window is bigger, center your game over a background image.

The above is only if you game is stuck at the 4:3 ratio for some reason. Like a port of an old game, or a game based around a small square playing field. Otherwise, its a case of just being stupid and lazy.


As for native resolution. Most off the shelf PCs can't render games at their native monitor resolutions at appropriate frame rates.


This is exactly how I handle it at the moment. but once the resolution gets big enough, everything becomes very blocky and unpleasant to look at let alone hard to tell what things are.

I've decided to go for making two sets of textures, a low res version and a high res version. probably means another month or two of tedious work for me, but sometimes you got to please the masses.. At least things wont look horrible at higher resolutions.
[/quote]You have still not explained what this game is like and whether it uses sprite graphics, 3D or what. What you have told about your course of action, two sets of textures etc., sounds quite weird and suboptimal to me.
If it was a good game or one that interested me then no a fixed resolution would not put me off. If it is very much a pick up ad play for 30 min game then i don't see an issues. If i was to play it for extended periods of time i suppose i would rather have some options when it comes to size. Without playing it i cant really have a strong opinion either way but form what you have said i cant see a serious problem with it.


World of Goo runs at a fixed resolution of 800x600, and is a massive success.


Really? So why does it seem to run at my native 1680*1050 after I set it in the config file, and doesn't act like other programs the change the resolution on my main monitor that in turns causes issues on my secondary monitor?
Old Username: Talroth
If your signature on a web forum takes up more space than your average post, then you are doing things wrong.

This topic is closed to new replies.

Advertisement