Is the game set in Milan? At least it was at some point judging by the concept art.
Posts by FrieChamp
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Let's see who's profiting from this situation:
- The editor who wrote the article (getting tons of clicks due to the controversy/backlash).
- The people who create video responses to such articles and who know that this is a topic that gamers will get enraged by/content they will share (like you).
Note that you are missing from this list.
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Combat looks good!
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Reviews are starting to come in and they are mostly between 70-80: https://www.metacritic.com/game/pc/rage-2
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Quote from [HP]
5 hours ago, [HP] said:
WHAT!? @Radu can you please post some more game ideas because IT'S WORKING!
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Quote from Radu
3 minutes ago, Radu said: You know what'd make for a great open world game though? Predator. It would actually play into that fantasy pretty well having a large jungle area to go about hunting and using your gadgets. Story-wise could be something simple like a previous predator having been captured that you need to rescue and also destroy the tech that's been taken. You could throw in the aliens as a subplot, like destroying the hives before they can spread.
That WOULD be cool. But you'll probably have to be satisfied with the Avatar game for now.
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Quote from Castle
11 hours ago, Castle said: Castle's Epic Rant

Tell 'em the truth, Castle!
QuoteQuote Its like staring into the abyss. If you end up trying to be a lead then you will invariably become that lead who misses the good old days when you were in the trenches, swig a bottle of gin and pat level designers on the back with a tear in your eye.
QuoteQuote Staring:
[*] (...) [*] That one guy who barely speaks English but fucking kicks ass. [*] Always at least one Australian guy! [/list]
Man, some lines had me burst out loud in laughter. ?
Probably been mentioned before around here but if anyone who is reading this is interested in experienced developers speaking candidly there is the Game Dev Unchained podcast that I can recommend: https://www.gamedevunchained.com/about-1
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Quote from blackdog
9 hours ago, blackdog said: I think at the moment, the best way to imagine this is "God of War in space" as the interview I posted makes it sounds like they hired the God of War (2018) director for this purpose, and built a team around him. I don't think GoW had any particular feature, other than a really good and well told story (if I'm wrong apologies, don't have a PS4).
Considering GoW was the 2018 GOTY they seem set up for success.
You are confusing Cory Barlog and Stig Asmussen.
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Did you copy/paste this from a different message board and forgot to remove the formatting? Was missing the UNPAID tag btw.
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Quote from blackdog
1 hour ago, blackdog said: On the subject of Valve, I dunno how or why anyone would come out saying what has been reported, is just bollocks. Sounds like cheap damage control. If they cared about making a successful game, they would have made Artifact for mobile, it’s my understanding card games are quite successful there.
Not entirely sure what report you are referring to specifically but I don't see anything wrong with testing out the waters on PC first and distribute via their own platform where their core audience is. Then tweak the game and add a layer of complexity later by porting it to mobile. Basically what Blizzard did with Hearthstone. Valve is not a mobile-first company and saying that the game would have been more successful there because card games are popular on the platform (just taking your word here) is a giant leap. Also, imagine what the gamers' reaction would have been if they had made a DOTA game for mobile first/only ? (actually no need to imagine just see last year's blizzcon).
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Anybody remember this .gif?
[Blocked Image: https://i.imgur.com/tvungbD.gif]
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I've heard mixed reactions but I'm 6 episodes in and I am really enjoying it. ?
@Vaya What's your favourite?
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Besides it being a cool new tech and hip thing to work on plus small fish in a small pond and all that - what are Revulsion players going to get out of it?
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Quote from zastels
28 minutes ago, zastels said: This is why I feel so many people in this thread are stupid, you people are dumb. You people are killing artistic expression with your stupid fucking rabel. You do a total disservice to the world of map making in general when you make a pariah out of someone just starting off, you act like a cancer.
This thread should not be locked, this is what actual real discussion looks like. There is no "topic" in conversations, topics naturally delineate as they become more interesting. Locking a thread runs as a direct contravention to the basic principles instilled by the Charter of Rights and Freedoms section 2, and well as the first amendment. If you can't handle freedom of speech, then leave Mapcore! This is a place for artists, not marxists looking to control the speech and expression of others.
This is not the US. This is MapCore. Locking this thread before it violates MapCore's rules any further:
QuoteQuote [*] No personal attacks, discrimination, flaming, hate speech, or offensive slurs. [*] No abuse towards the community or its members. [/list]
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Quote from Castle
2 hours ago, Castle said: I have already begun practicing on a new art pipeline that wont invoke the minecraft reaction for future projects. But ultimately its kinda dumb if you look at Strafe or Dusk which are the primary competition in this space and they don't seem to get a similar reaction. And I only need to sell basically 1/10 the number of copies as either of those games to be doing pretty damn well. I learned so much during this project that a Revulsion 2 will be handled infinitely better and in a shorter time span as well. Multiplayer as well!
All I need is a bit of sustainability and Ill be going ham! This is just the start!
I'll go out on a limb here and suggest that Strafe and Dusk might get away with the way they look because their low poly art style is reminiscent of the games they are inspired by (old school Doom etc.) and Revulsion looks more like Minecraft and the many games it inspired. But Revulsion doesn't play anything like that

It seems to me that it is getting more and more feast-or-famine on Steam, but I do hope that you will reach 1/10th of what those titles are making
Plus, you really seem to have scaled back on your living expenses.I love this talk by the designer behind Slime Rancher by the way. Might give you some more ideas how to incentivize players to stream and create videos of your game (or how to build hooks into your next game from the start):
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Congrats for making it this far! No matter how well the game is gonna do - this is an accomplishment to be proud of by itself! ?
But obviously you gotta eat...
QuoteQuote The bar for success is very low. even just being able to sell a 10 copies a week would be enough. So any little bit does help!
Are you doing this full time or on the side?
TBH I fully understand why you went with the voxel look when creating all of this by yourself, but I am assuming it isn't doing you any favours in this type of genre/setting/for this type of audience. Or what has the feedback been thus far?
You're probably better off asking on twitter or an indie gamedev focused forum like TIGsource for advice (or watch recent(!) GDC talks on indie game marketing). I can imagine it is pretty hard though because everything is changing so fast...Last resort option: try to get a digital publisher to lend a hand with the marketing and focus on development?
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Amy Hennig has some things to say about this subject:
https://venturebeat.com/2019/02/22/amy…omers/view-all/
A quote of the part that specifically mentions Anthem but I'd recommend reading the whole interview:
QuoteQuote GamesBeat: Anthem seems like the opposite, it sounds like.
Hennig: In a lot of ways. It’s more social and open. Everybody’s trying to crack that nut. That’s what I’m saying. Some of this is very personal resolutions or conclusions for me. I want to make sure that I’m still be objective enough that I’m not just imposing my own personal conclusions on the industry. But I feel like the experience I just went through is more symptomatic than isolated. It’s very hard to make this kind of content in a world and an industry that’s trying to crack this other nut, the live service model. How do we have a big game that’s ongoing and monetizable? I’m not trying to put a nasty spin on that word. It’s just a reality.
Then you try to sell this finite, crafted thing. What does that get sidecarred onto so it can exist? I don’t know. Or do you just go into a different area where that content makes more sense? That’s why I was exploring VR. Can you do a deliberate, crafted story in that space, more so than you can in the triple-A console space right now?
Again, when I say “finite,” I still feel like even these big games — single-player is not dead. Look at what’s nominated. But they still bear the burden of being bigger and deeper. We’re still raising the ante all the time. Seeing these games, people are working harder and crunching more. Development is longer and riskier. What if any of these things didn’t hit? If there was nothing there after five years? That would tank a studio. These are massive, terrifying bets.
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Quote from [HP]
7 hours ago, [HP] said: All this could be mitigated by increasing the price of a video game overall. The used games market is not a problem anymore and gamestop will become the next blockbuster in the next couple of years. Games have been costing 60 bucks since the NES days, that's 3 fucking decades.
If the cost of game is raised to 80 bucks and said game takes 10 hours to be completed, that averages at $6 an hour! To go to the movies you pay $20 a ticket plus coke and popcorn, it could easily set you back $35 a person for a 2 hour movie, and everyone is more than ok to pay for that kind of entertainment. Of course, this all psychological, it's easier to ask people to pay $5 here, $10 there a few times than it is to ask for a bigger chunk of money, it skews the perception. People actually spend more money without realizing it... And this is why the bottom line of it is, vote with your wallets. Supply and demand, as long as there's a demand for this kind of stuff, that's what you'll get.
Nitpicking here, but I remember a 10 EUR spike in prices for games (in Germany) with the beginning of the PS3 generation. What used to cost 60 EUR now costs 70 EUR. And I find that to be a lot of money to shell out on a game*.
You are writing "$5 here, $10 there a few times" which makes me wonder how much higher the price for the base game would have to be to mitigate the lack of microtransactions? Because unless you are going F2P, it isn't like the base game has gotten any cheaper. And I am wondering how many players are put off from purchasing the game completely by microtransactions for stuff that can be unlocked through playing (yes - sometimes A LOT OF playing but still). It seems like bonus money for the publisher right now. This way they can keep the price for the initial offering as it is and depending on how sales go decide to develop/offer more content over time (or not). Developing and offering everything at once (at a higher price) seems riskier to me. I also don't think that the messaging "NO Microtransactions included!" would be something that either Marketing or shareholders would be excited about. All of this only applies to a big publisher and not a company that caters to a hardcore niche ofc (in case you are reading this, Devolver)

*It's probably because I'm cheap and would rather rent a movie at home 3 months down the line than watch it at a multiplex on launch for similar prices you mentioned.