DS #2107: Final Fantasy Crystal Chronicles: Rings Of Fate (USA)

DemonHunt

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Another quick question:

Where should we keep our eyes glued to to see where fixes are released? I.e. who releases them and where?
 

HBK

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Shuny said:
WORKING WITH:
DS-Xtreme (1.1.2 and 1.1.3)

It is a joke ? DS-Xtreme beating R4 on compatibility ...

Nope, the R4 has been pwned on this game.
tongue.gif
 

DemonHunt

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As I said previously, the dslinker team has been told that there is a problem (checked their forum)
but the n-card team have absolutely no way of contacting them (unless you speak chinese), their website refused to accept my comments..
 

mmoroz

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thebobevil said:
If they charged less for games, less and less people would pirate.

There are budget titles in Japan that are as cheap as 1500 yen (roughly £7 / $15 / 10 euros), and that proves how low manufacturing costs really are, as all DS cartridges are manufactured by Nintendo, regardless of who the actual publisher is.

If they would take a lower profit per title, they would sell more, and therefore make more money, in the long run.

Seriously, how many people would pirate games if a new title cost as little as £7 / $15 / 10 euros ?

Especially as one of the main gripes with gamers today is how short games are, in comparison to their pricetag.

Hey hey, the cost of the game mostly comes from paying for the developers, not from cartridges! A decent game developer costs about US $150,000 / year (salary of $80,000/year, and their tools, workspace, insurance, taxes, training, etc of US$70,000/year). Project leaders would cost more, newbie programmers - less. Let's say you need 3 average developers working for 1 years to make a good Nintendo DS game, that's $450,000. Add another $250,000 in other costs (like advertising, management salaries, paying investors back on the money they invested etc.), so let's say a total cost of a full-budget game is $800,000.

Say, you hope to sell 50,000 copies (I think that's about average for a number of copies sold for a full-budget game). You need to make at least $20 / game just to get a tiny profit. And retailers and distributors take (together) almost half of the retail price, so if you pay $40 for your cartridge, about $20 actually goes to the developers. Of course, on the top games of the year, they'll make huge profits, but most developers, however hard they work, can't expect to sell a million copies.

Now, a "budget game" is maybe made by 3 inexperienced, low-paid developers working for half a year, at a total cost of maybe $300,000. Sometimes, it comes out ok, but usually it's total crap. Their costs are much much less than for a full-budget game, so they can afford to sell their games for $15-20.

Of course, all these numbers vary a lot, but these examples are at least in the right ballpark. So please don't say "Zelda should cost $15 because cartridges are dirt cheap". Cartridge price is maybe
 

Bob Evil

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I'm aware it comes from paying the developers ... and from developing new protection methods
wink.gif
... these people are getting good salaries for churning out short, incomplete product these days.

That's my whole point.

They need performance related pay for games developers ... games are getting shorter and sloppier.


I write for television and if I produced such sloppy work, I'd be relegated to writing for game shows.

You can't give someone part of something and expect to get paid for the whole thing ... releasing additional content later, at additional cost, is not good, either.

It would be like me being commissioned to write a new 6-part dramatisation, and only handing over outlines for 5 parts, whilst telling them it was all there, really ... I'd be giving them say, episodes 1,2,3,5 & 6, and hoping that they didn't notice episode 4 was gone ... yet still expecting to get paid.
 

mmoroz

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thebobevil said:
I'm aware it comes from paying the developers ... and from developing new protection methods
wink.gif
... these people are getting good salaries for churning out short, incomplete product these days.

That's my whole point.

They need performance related pay for games developers ... games are getting shorter and sloppier.


I write for television and if I produced such sloppy work, I'd be relegated to writing for game shows.

You can't give someone part of something and expect to get paid for the whole thing ... releasing additional content later, at additional cost, is not good, either.

It would be like me being commissioned to write a new 6-part dramatisation, and only handing over outlines for 5 parts, whilst telling them it was all there, really ... I'd be giving them say, episodes 1,2,3,5 & 6, and hoping that they didn't notice episode 4 was gone ... yet still expecting to get paid.

That may be so. I was just explainng that the *cost* of the game doesn't allow selling them for $15. Whether Nintendo and other companies like it or not, they have to pay their developes a fixed salary - you can't pay them only if the game "is good". That's just how the world works. If you promise developers to pay only if the game sells, they'll go work elsewhere.

As for making good games, I guess they found out that good games don't really sell much better than crappy games (Zelda sells well, sure; but many crap games sell better than good games). So they learnt to do better advertising, to put famous characters in games, etc - rather than make the games themselves good. Sorry, that's just what business is -- you sell what people buy, not what you think is "good".

Blame stupid buyers who buy shit.

But if you force them to sell games cheaper, there'll be even less good games than you see today. Cuz it does cost a lot of money to make a decent game.
 

rukiri

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? I think the last time 3 guys made a mainstream game was in the atari days.

360/PS3 console dev teams are in the 60-100+ range.

For a smaller scale DS game, I honestly don't know, but I would *guess* around a dozen full-time dev's plus a boatload of support people. Just look at the credits after you beat any game, it's a lot more people than some here seem to think.

SE obviously spent a lot more time and resources to make this game than most DS dev's do on their games. -> they charge a higher price. That sounds fair to me. Certainly more fair than spending 60 bucks for 8 hrs of gameplay for some ps3/360 games.
 

DarkCrudus

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yunarREDblue said:
if ds linker already noticed,

does anyone knows how to contact the supercard team?

is there anyone besides me whose using supercard dsone sdhc?

God Bless pirates

-im desperate-

im using it. and idk how to contact them, i just put a topic up in their forums...
 

test84

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I've read 7 pages of here but dont have time to read more,
So just to have a fixed checkpoint, Until now there is not known way to fix this game on flash carts that originally had problems with (such as DSTT), is that right? you just have to save and load to pass random errors, am I right?
 
T

Toutatis

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test84 said:
I've read 7 pages of here but dont have time to read more,
So just to have a fixed checkpoint, Until now there is not known way to fix this game on flash carts that originally had problems with (such as DSTT), is that right? you just have to save and load to pass random errors, am I right?

You are.
 

ShadowStitch

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Heh. I don't even really wanna play the game at all, but this antipiracy trick is pretty clever. ...For as much as "Wasting development time and money to temporarily hinder pirates from playing a rom of a game they never intended to buy in the first place." can be considered clever. People who have the knowhow to download roms and utilize a flashcart are certainly going to be intelligent enough to (At the very least) troll the emu forums until they get an answer. Few are the pirates who are so rabid hardcore that they would run out and buy the game rather than play one of the other 2000 roms out there while they wait for a solution to appear.

Anyways, kudos to Squenix for having the balls to set up a flimsy barricade in the way of an charging behemoth, and expecting it to make any difference at all.

For more entertaining dirty antipiracy tricks, this is a cool little read: Earthbound Antipiracy measures @ Starmen.net
 

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