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[其他] 从玩家角度结合现在状况看,你们觉得当年史克威尔和ENIX应不应该合体???

引用:
原帖由 987654s 于 2012-5-8 23:06 发表

第二方只有被关闭的命运。
口袋妖怪是啥?bungie是啥?


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引用:
原帖由 987654s 于 2012-5-8 23:13 发表
是啥?这种公司被限死了你看不出来?
被关闭和限死了的关系是?
另外索尼也有第二方分手的啊,瑞奇与叮当制作公司insomniac既没有被关闭,也没有被限死
说话过过脑子



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引用:
原帖由 987654s 于 2012-5-8 23:16 发表
bungie 是独立的开发商。
所以叫第二方啊...


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233,蠢蛋大过天,我退了

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Halo and buyout

In 1999, Bungie announced its next product, Halo, as a Real-time strategy game for Windows and Macintosh.[22] Halo's public unveiling occurred at the Macworld Expo 1999 keynote address by Apple's then-interim-CEO Steve Jobs (after a closed-door screening at E3 in 1999).[22]

On June 19, 2000, soon after Halo's preview at Electronic Entertainment Expo 2000, Microsoft announced that it had acquired Bungie Software and that Bungie would become a part of the Microsoft Game Division under the name Bungie Studios. Halo would be developed as an exclusive title for the Xbox. The reasons for Bungie accepting Microsoft's offer were varied. Jones stated that "I don't remember the details exactly, it was all a blur. We'd been talking to people for years and years—before we even published Marathon, Activision made a serious offer. But the chance to work on Xbox—the chance to work with a company that took the games seriously. Before that we worried that we'd get bought by someone who just wanted Mac ports or didn't have a clue."[23] Martin O'Donnell, who had joined Bungie as an employee only ten days before the merger was announced, remembers that the stability of the Xbox as a development platform was not the only benefit.[15] Around the same time, it was discovered that Asian versions of Myth II could entirely erase a player's hard drive; the glitch led to a massive recall of the games right before they shipped,[8][17] which cost Bungie nearly one million dollars.[8] O'Donnell stated in a Bungie podcast that this recall created some financial uncertainty, although accepting the offer was not something "Bungie had to do."[15] Seropian and Jones had refused to accept Microsoft's offer until the entire studio agreed to the buyout.[8]

As a result of the buyout, the rights to Myth and Oni were transferred to Take-Two Interactive as part of the three-way deal between Microsoft, Bungie and Take-Two; most of the original Oni developers were able to continue working on Oni until its release in 2001.[24] Halo: Combat Evolved, meanwhile, went on to become a critically acclaimed hit, selling more than 6.5 million copies,[25] and becoming the Xbox's flagship franchise.[26]

Halo's success led to Bungie creating two sequels. Halo 2 was released on November 9, 2004, making more than $125 million on release day and setting a record in the entertainment industry.[27] Halo 3, the final installment in the Halo trilogy, was released on September 25, 2007 and surpassed Halo 2's records, making $170 million in its first twenty-four hours of release[28] and becoming the most pre-ordered game in history.[citation needed]


http://en.wikipedia.org/wiki/Bungie

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事实证明成为第二方一样有变为第三方的可能,没有所谓被限制一说,更和一定关门没有关系

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