Thing is Sureshot, to me that's not progress at all. I fully understand the development process, and I appreciate that financially Chris went down the route of attempting to increase the platforms he could appeal to.
To me however, it's basically still the same game... except I could play it on my iphone if I wanted. Funnily enough I think that's its platform. It's a phone game and it doesn't hold my attention anymore. I may be wrong about recent developments, but as a stat driven cricket game it still fails to provide an adequate database of history.
I happened to think the initial forays into new graphics were terrible, and the game suffered from the addition of more cricket into the calendar. I appreciate that he wasn't developing a game specifically for me, but he certainly lost me as a customer within a few iterations quite quickly.
People keep saying how difficult cricket is to code. Except in both Lara 2005 and Cricket 2010 the core game was fine. It could have been touched up, but it was the aspects of the game that were just not cricket that held them back. They play like games designed by people who don't play cricket. That's the main factor. The elements that would appeal to cricketers aren't there. They very much come across as attempts to make money from a gap in the market rather than actually a love of the game or even just a labour of love.
I love this idea that football is simple to code. Cricket is actually relatively easy compared to football. A cricket game occurs statically, over individual balls. I fail to see how having to code 22 players, and a ref to work independently and cohesively is any harder than essentially having to have a maximum of 2 players and then a fielder going through their AI routines...
Too many people say the sales aren't there, whilst not actually making a product that's really worth buying. You sometimes have to take the hit to build the customer base and get customers on your side. Plenty of small developers have made big money from doing just that.
Codies essentially released 3 bug-filled games that they didn't support, and then I'm supposed to be surprised no-one buys the third one?
If I remember correctly 2005 actually sold relatively well, but they would have lost a lot of their customers over the next two appalling releases.
As I said, developers make excuses all the time, which is their right and I appreciate they often have a publisher to satisfy. Rarely will they hold their hands up and say, "do you know what, we could have done that a lot better, and we ballsed that up" because as you say, their jobs are on the line.
I keep making the point, and only Zim seems to have accepted it. ICC 2010 with correct default fields would actually be a cracking game. Unfortunately the AI field selection is woeful (really, no one playing it who loves cricket could tell that
) because the default fields it has to pick from are terrible. If it played with actual fields, I could genuinely bat for series after series in batsman camera.
Anyway, I appreciate that you both have attachments to who you are defending but as a consumer I'm basically saying where they failed me and where they lost my custom.
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A final point, it's all very well suggesting FIFA and PRO have million pound budgets, but a lot of that is spent buying licenses... Don't release a game, charge full price, and then try and tell me that I should accept the fact it's not very good because it's hard to make a game. If they want me to pay money for it, make it worth paying for....
Edit/ I also happen to fund a lot of small developers by buying their games when I can, and normally grab whatever Indie humble bundle is floating around. I don't DL games, and I try not to buy 2nd hand. If a developer shows they're working for the people buying the game, and work with their customers to release what they customers want, then it goes a long way towards increasing sales. If they consistently alienate them, it goes a long way to shutting down studios...