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Messages - Microcline

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211
they are now issuing warnings and removing comments on their boards after spending the day corralling all threads into one. They are trying to do some damage control in classic EA function. This is honestly probably going to do some serious damage to the company. It's not about this event alone, but rather the culmination of extensive and repetitive poor management. I feel bad for the innocent loss of jobs.
That doesn't strike me as out of the ordinary.  Stanley Woo has been ending lines since the Dragon Age 2 debacle, and TOR has been known to be run in the style of North Korea. They removed the unsubscribe button and locked the threads where people posted workarounds, banning users for farming credits, banned users for entering zones at low levels, banned users for using the trade network (essentially the only time I've seen an MMO company trying to shut down an in-game player run economy), and banned users for posting a workaround for the infinite-death loop resulting from the disastrous 1.1 patch (the party line was that if your character is trapped in the infinite loop you should make an alt).

I'm not too concerned about the loss of jobs given that from what I've heard TOR is a shining example of why outsourcing doesn't work for game development.  Coordinating the teams made quality assurance nearly impossible, customer service not always able to communicate with the playerbase, added massive overhead costs in addition to the bloated marketing and voiceacting budgets, and made the game an overall incoherent experience.

212
Other Games / Re: Dragon Age 3
« on: April 12, 2012, 12:36:35 pm »
The authors of books don't have to worry about the technology becoming obsolete... humanity will have language in some form for as far into the future as I can imagine. However, consoles may only be on the market for a decade or two before they fade into obscurity, and games at present are still very tied to present technology.

I think many game developers adapted to that fact by creating their present business model... and by extension this shift to DLC. It's not an innate part of the game as a medium (we find old PC games getting updated for new tech and making their way to services like GOG because they were considered great). I don't suspect we'll see many of this new generation of games hitting that service though, since so much of their income relies on the initial hype-inspired rush to buy games from the successful franchises of the past, which people will do without considering the quality of the product they're actually buying... and which won't lead to the game's long-term value as an artistic or storytelling medium.
It'd be naive to blame this on the medium, especially in the context of PC games.  It's also less relevant due to the fact that DA2 was graphically regressive (they cut corners a lot of corners on the engine and art) and that the pace of hardware innovation has slowed from the 90s and early 2000s.  Now, more than ever before, success is not tied to graphical or technical proficiency.

I'd argue that the current problems are a result of a business model adapted for the purpose of producing consistent profits.  By focusing largely on advertising and producing sub-par games, a publisher can make a large amount of money through pre-orders and week one sales before the players catch on.  This model will continue to be profitable until people catch on and stop pre-ordering games and listening to the industry shills.

As for DA3, it doesn't take any stretch of imagination to predict that it's going to set a new record for Bioware failure.

213

It's truly mind-boggling how many things can be expressed via RCT2 screenshots.

214
Man, watching EA's spin control is like watching the town drunk claim he's not an alcoholic.
"I don't have an alcohol problem"
"There are plenty of people with worse alcohol problems than me"
"You just hate me because you're racist/homophobic/misogynistic..."

Seeing the response makes me feel that maybe they were right to give them the award, especially if examined from a deontological rather than a consequentialist perspective.  It could be argued that the corruption and subversion of a culture's attempts at artistic endeavor is an especially unethical act.

215
Other Games / Re: 0x10^c: Notch's Game In Space
« on: April 06, 2012, 03:41:58 pm »
How DO you fund a truly MMO-based game like this, if not by a monthly fee?  I mean, what on earth do you charge for?  Pay-to-win sucks, and "you only buy it once" is a great way to bring down the game's servers in a real hurry once new players stop signing up.

Let's be generous and say that an average player uses $0.50 per month in bandwidth and amortized CPU costs, and that advertising costs and pay for the devs are fairly minimal.  What kind of payment scheme can you use, which guarantees an average income of like $6.00 per player per year?
I don't think anyone is debating the use of subscriptions for MMOs.  All things considered, a reasonable subscription is probably the most honest form of payment available for that kind of service.

The problem is that in exchange for a subscription the player tends to expect a minimum level of support.  Minecraft's multiplayer is a buggy, unfinished product made playable through extensive modification.  If Notch running a central server for his game, he discards that crutch.  It's almost impossible to argue that Mojang has the level of finesse and quality assurance required to pull something like this off.

216
Other Games / Re: 0x10^c: Notch's Game In Space
« on: April 05, 2012, 10:48:33 pm »
From Notch's Twitter: "If I can find a good voice synthesizer, one of the possible outputs for the DCPU is a text to speech speaker. "Good morning, Notch!""
Oh hellz yes.
aeiou aeiou aeiou John Madden John Madden John Madden John Madden football aeiou aeiou

Spoiler (click to show/hide)

217
Other Games / Re: 0x10^c: Notch's Game In Space
« on: April 05, 2012, 01:34:33 pm »
While I certainly find programs like Minecraft and Blockade Runner enjoyable, I think it would do them a disservice to refer to them in their current states as "games".  Perhaps the reaction would be less acerbic if they marketed themselves as building toys first and games second, as this seems to be the function at which they're most adept.  They realize something we've all thought about--the potential for the application of computers to products like LEGO, which have grown increasingly irrelevant as they focus more and more on gimmicks and IP tie-ins.  While programs like Terraria and Ace of Spades might be better games and we can rag on Notch all day for being pompous, unprofessional, and having a terrible fanbase, we can't deny that he made this program before we did, and that since then we haven't been able to produce a more complete "LEGO-sim" (for lack of a better word) than he has.  The only substantive criticism I can level at his development process is that he really should release the source code once he loses interest.  Unfortunately I think he is reluctant to open source as Minecraft is the cash-cow keeping the bloated money-sink that is Mojang afloat (he really needs to trim the fat by firing everyone who isn't a programmer).

This idea might be entertaining if he drops the MMO/subscription model as he is in no way competent enough to run one, but only time will tell.

They represent the commercialization of the actual people who play games themselves.

They are also painfully boring and unoriginal, but that is neither here nor there.
What? You mean people other than developers/publishers/"journalists" making money of video games? In a game like minecraft where even the base game is a confusing mess for a new player I don't see how instructional videos are "The worst aspects of the video gaming community." Especially in the light of the recent ME3 drama and most major gaming journalists turning on their readers like rabid attack dogs, the whole Jennifer Helper hate mail campaign that recently occurred, the rampant homophobia/racism endemic in the gaming community, etc.

I mean, going by what you said, surely people who play in organised competitions or leagues are MUCH worse, because they're doing nothing but playing the game. Yogscast at least create content. Startcraft/Street fighter players literally just play the game. So how are Yogscast worse exactly?
Most of the hate directed at Hepler was over bad writing (note: there are two mistakes in the video--at 4:00 the image to which he shows is not M.I.T.H. but an unrelated book and at 4:37 he cites the "old white guys" quote which is often falsely attributed to Hepler).  It was EA, IGN, Kotaku, and other advertising sites that decided to smear any criticism as the product of homophobia and racism.  The majority of the gaming community is older, intelligent, and well-educated, but for some reason gaming media still belittles us at every turn, as the stranglehold on publications means that gaming is one of the few industries where you can repeatedly insult your audience without repercussions.

As for Yogscast, while I personally don't enjoy their work it's no excuse for the way Notch treated them.

Guys, you can stop bashing the monthly fee. That's for an optional persistent multiplayer universe. Single player will be a single payment for what will probably be an enjoyable sandbox.
We're aware of this.  We just think that given the inevitably glitchy and unfinished nature of the game it would be more suited to player-run servers akin to Minecraft than a Mojang-run central server.

218
(...) it was a game with a laundry list of "coming-soon" features.

I can't help finding that discussion, and specifically that sentence, terribly ironic on a bay12 forum...
I think Notch is more vulnerable to criticism on this because
(i) He released his game as a commercial product
(ii) He moved his game to completed status when it's still clearly in alpha
(iii) His rate in implementing these features has slowed greatly since the first few months
Toady, as a freeware dev who maintains a consistent rate of progress and freely admits that his game's in alpha is much less vulnerable to criticism for lofty design goals.

That said, I can't bring myself to dislike Notch or begrudge him for his success.  As much as I can complain about his questionable design decisions and less-than-professional standards, he made a decent game in a criminally underrepresented niche.  I certainly don't regret spending $13 on it, and I'm probably not alone in that ($26 is pushing the boundary of good taste, though).

219
I'll have to wait and see what players say about it. One thing a game like Dominions 3 shines in is variety and options from variety. Sure, races can be a little too similar to each other at times, but they make up for it with special units, special spells and traits that encourage you to use Dominion in different ways.

But yeah. MoM offers a lot of replay that other TBS/4x games don't get close enough to, because the upper level benefits offered by races boil down to essentially the same things. And they're often lacking in flavor too, which is kind of the biggest sin to me. I'll play a race I don't even like in Dom 3 just to see what the back story is on their sacred units.

Plus it isn't like Dominions doesn't have its own faults.

I once heard someone describe Dominion 3's largest fault is that it tried to trick you into creating/purchasing uttarly useless units. Mind you a lot of these units that are useless are doing it just to show how useless they are.

Dominions is one of those "Boobytrap" strategy games where a lot of learning how to play is to ignore large swaths of the content only made to distract you.
I think the big problem with the balance of Dominions is that even veteran players only have personal theories on what units are valuable.  The long playing time means that it's difficult to become good at more than a few civilizations, and even then you only have experience with a few very specific match-ups.  Looking at strategy guides in the forums feels like reading Ph.D. dissertations in that each player generally has experience and theories on a specific build of a civilization that they adapted over a small sample of matches.  If very fast, heavily deterministic games with large playerbases like Street Fighter and Starcraft can have things that are sleeper OP, I shudder to think what balancing a game like Dominions is like.  It'd probably be difficult to make Dominions balance-able (within a timeframe that is reasonable to a human) without removing what most of what makes it fun.

I'd agree with Nenjin that the big difference between MoM and Dominions is the single player.  Even disregarding things like how the micro seriously hurts the addictiveness of Dominions when not played over a long period of time with other people, the city/dungeon/Myrror mechanics made for a much more rewarding single-player experience.  Also, Dominions doesn't have an awesome opening cutscene.

220
General Discussion / Re: When Kickstarter goes wrong?
« on: March 25, 2012, 06:39:15 pm »
Wish I could get $20,000 for a bullshit project I'd never finish.
I'd say that in this case knowing IGF judges is far more lucrative.  Not only did Phil Fish manage to scam the IGF out of $30,000, but he followed it up by declaring that Japanese games "just suck" and twittering that "gamers are the worst fucking people".

221
Other Games / Re: The Elder Scrolls V: Skyrim
« on: March 25, 2012, 03:44:35 pm »
I tired this. It just takes longer.

You could just not pick master level locks, since your warrior isn't able to. He's completely under your control. Your desire to limit your own control shouldn't be the reason others are limited in theirs.

Let us play the game how we want to, and you can play it how you want.
If that's the attitude that you're going to take, why have skill levels and perks in the first place?  Surely we can decide whether our characters use magic or one-handed and light or heavy armor, and having metrics of our character's skill just limits our own control.  I would argue that in this case the idea that any character build can open any lock in a game that prides itself on character customization would be considered the aberrant opinion (note that if you were really bothered by your barbarian being unable to pick locks, you could always use the console to boost your skill, meaning that the game could still cater to this if players really wanted to).  While it is certainly possible to make an RPG without character metrics, TES has prided itself since Daggerfall in allowing the player to customize their character in a way such that the gameplay reflects their roleplaying.

222
Other Games / Re: The Elder Scrolls V: Skyrim
« on: March 24, 2012, 07:55:06 pm »
I thought New Vegas did it best.  It had the same minigame but each lock required a minimum skill level.  The problem with Skyrim's system is that the character skill doesn't matter at all.  Lockpicks are dirt cheap and opening doors is just a matter of playing hotter/colder (or, for those above the age of twelve, performing a binary search).  If any build can pick any lock (except for the super special unpickable plot doors that are used to lock random cellars but not treasure vaults), what's the point of having a skill for it, apart from using the level scaling to pick on the type of people who thought swimming would be a good investment in Deus Ex?

Is it immersive to be able to pick every lock while playing as a barbarian who knows nothing about thieving? If you want to have a RP experience with Skyrim, you have to play the game with self-imposed rules.
Strictly speaking, I think this may be the definition of RP.
The implication of this argument is that any game that can be played with self-imposed restrictions is just as much and RPG as Skyrim.  Outside of GM-less freeform, most people often expect some types of simulationist elements in RPGs, and this becomes especially important in single-player CRPGs, where the computer takes many of the roles that would often be delegated to the GM.

Also, my money's still on Valenwood, for the reasons that I mentioned when the previous kalpa of this thread was talking about the next location.

223
Other Games / Re: Mass Effect 3
« on: March 24, 2012, 04:21:00 pm »
Hey, that faith in the gamer community I had?

http://www.edge-online.com/news/mass-effect-pledgers-thought-they-were-paying-new-ending

Shattered. I guess I learned my lesson.

So, a few people too dumb to understand the concept of charity represent all of the people involved? It says right there in the article that 'some people' sent mail about that.
Agreed.  Given how hostile gaming media have been to critics of ME3 and the fact that no numbers or posts are cited in the edge article to indicate the magnitude I'm inclined to think that these are a minority used to strawman the majority, similar to how they also tried to marginalize critics by accusing them of homophobia and misogyny.  That said, even if I don't agree with Jerry and Mike's opinion on ME3, I strongly agree with them discouraging the use of their charity for blatant marketing purposes, as this can often be underhanded.

I don't really see the appeal in "Retake Mass Effect".  It seems wasteful, like a campaign to get George Lucas and M. Night Shyamalan to start making good movies.  They've got their heads so far up their asses that they don't see how gaping plot holes, trite characters, and general bad pacing and writing are flaws that they need to address (Bioware is further hampered by their lapdogs at IGN and Destructoid trying as hard as they can to stop the spread of word-of-mouth, unlike legitimate journalists like Erik Kain).  While EA is somewhat to blame and I can't really condemn the Bioware team for phoning it in given what always happens to EA's subsidiaries, I can still say that Bioware, in their hubris, brought this on themselves.  Their last major releases have been a mediocre game and two bad games, so they've already been given far more leeway than Westwood and Bullfrog.  At this point, the best thing that any consumer can do is acknowledge that it's a lost cause and the best option is to stop financially supporting their products and inform other consumers to do the same, so that the executives can put the studio out of its misery and the creators can move on.  What's the point of offering creative criticism to people who believe that the title of "artist" grants infallibility?

224
Other Games / Re: Faerie Solitaire Givaway (25000 Copies)
« on: March 24, 2012, 02:57:06 am »
This is a very interesting marketing strategy.  They clearly want to maximize interest in the game, likely to stir up interest for the sequel, so instead of releasing it for free they hold an easily winnable raffle for a finite (but large) number of copies for a finite amount of time.  While nobody would care about it being released for free (most flash portals are inundated with simple puzzle games with Skinner box RPG mechanics), creating a sense of a limited time offer is a proven strategy for marketing a product, or in this case, getting the consumer to check out the page, enter the raffle, and download the game.  The only thing I'd have done differently is that I would have offered a few less copies, say 5000-10,000, as falling short of the total would make their game look unpopular while slightly overshooting wouldn't hurt the goal of generating buzz.

Well it's either that or they misplaced three zeros and I'm grossly overestimating them.  I'm also wondering why they're selling their game on Steam, when it doesn't strike me as something that would appeal to that demographic while it could likely thrive as a Facebook microtransaction farm.  While I admire their innovative approach to marketing, I can't say that they do a good job of selling the idea of the product..  Is it just me or is their pitch unappealing and bizarrely worded?
Quote
Don't like solitaire? It has a bad reputation because of many bad games, but we would like to change that. We are making solitaire games which are fun to play and have a lot to offer. We make other sorts of games too of course. Like Dark Souls? Monster Hunter? EVE? So do we, and we try to bridge the gap between the games we like to play and less popular genres to make it easier for people who may normally not like games like solitaire to have a good time playing the games we make. Good luck to all who enter!
Also, he'd better not be implying that his game is in the same league as, let alone above Spider Solitaire.

225
General Discussion / Re: When Kickstarter goes wrong?
« on: March 24, 2012, 02:14:59 am »
I never paid much attention to Kickstarter.  It could probably work for very rare, specific cases (aforementioned board games, reprints of popular works already distributed through electronic media, and projects by high profile individuals/teams who have a reputation that would be forever sullied by a failure to produce a quality product).  Whether it will be used for video game funding seems highly dependent on whether Schafer pulls through and satisfies his pledges.

I'm inclined to be distrustful of projects under $10,000, as if the creator doesn't trust the idea enough to fund it, why should I?

Oh god-i-don't-believe-in, you people made me read this whole thread. I nearly broke a rib laughing. The best bit by far was Thera. Its already been mentioned but "Thera is a computer game." followed by two minutes of silence. I almost ruptured myself. To think, less than 150 years ago you would have had to pay a shilling to gawk at the mentally ill.
The funniest part of that video is that the only major difference between that kid and ZUN is that ZUN never posted a few hours worth of coding and spriting (and that's being generous) on Kickstarter expecting $5000.

Well, that and a copious amount of alcohol.

I'm still puzzled by the request for $5000.  It's both too big and too small to be realistic.  It's way to much to expect for an amateur shmup/danmaku (everyone's first coding product) and way to little to provide living expenses for a one-man team for any reasonable amount of time.

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