Charging $60 upfront for a game and then charging extra to progress faster/unlock content is BS, because - as TotalBiscuit said - you can't trust designers not to add friction to extract more money from players. When the game is F2P at least you haven't paid anything yet. They are testing what they can get away with and the worst thing that could happen is that extra revenues for these microtransactions make up for the decrease in sales, so that it makes perfect business sense to continue pushing for this, because the majority of players don't know any better/got used to the practice. To make this clear, I have no problem with players being able to spend as much as they want on a game they love, but don't charge for the game upfront.
Posts by FrieChamp
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We're building an army!
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I know at least 4 guys who used to do QA at Crytek and now work in Design positions. They learned what worked and what didn't (as in "what makes a map/game fun") during the testing process, used down-time & spare-time to work on maps, contributed to community map-packs and proved their capabilites & work ethic that way. It's harder to find a designer who's familiar with the game(s), engine & tools than to replace that guy's seat with a new tester. I'm sure there are differences between studios, and, needless to say, if you're a lousy tester, you won't last enough, but it happens more often than you might think.
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Agreed, really digging the final outcome! Good job Team Klevto!
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Quote from SpronyvanJohnson
Looked it up, best estimate is early 2014.
Strange. It was released here on Friday.
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Quote from SpronyvanJohnson
Wow! After reading the Polygon review I'm pretty impressed. Lots of features I didn't know about. I'm also glad my expectations, as I said in the PS4 thread, are confirmed:
Perhaps the price has dropped by the time it get's released here (April I think). If so, I'll be picking this one up sooner then I expected

The XBOX ONE won't be released in the Netherlands before April?

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Quote from SpronyvanJohnson
Here, the PS4 is sold out everywhere. They are going for 700 to 800 euro's on the black market. I'm seriously considering selling my pre-order. Because with the money I make I can buy 2 PS4's a couple of months later.
Or you could sell it for the original price and save some poor kid's Christmas...
Naaaaaaaaaah!

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Quote from Thrik
Looks like it's getting good reviews. Kotaku gave it a nice one, and even often-harsh Edge is happy with it:
Is a 6 a good score by EDGE? It pretty much resembles the current aggregated score on Metacritic. The Kotaku review on the other hand is indeed very positive. I'll hold back further judgement until I've played it myself.
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mr.P = legend! Welcome back!
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Quote from e-freak
OK, sorry, allow me to rephrase this: the review embargo for Ryse will not be lifted before Nov 21st - one day before the XBONE launch. Not a good sign.
Afaik its just to avoid overlapping news for all the games on the same day. Build up week to launch

I hope it is! I'll keep my fingers crossed that the game is going to do well

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Hourence's new game has reminded me of a different survival game being developed with Cryengine Unity called "The Forest". I think a multiplayer co-op title could be even cooler and I'm on the fence regarding the
QuoteDisplay Moreindigenous cannibals[/spoilers], but I'm a fan of LOST, Castaway et al and think this could be really cool. It certainly looks pretty. Here are two trailers:
http://www.youtube.com/watch?v=4qTtVMM3uqQ
http://www.youtube.com/watch?v=KwImGYR2rwg
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The review embargo has been extended. Not a good sign.
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I'd try to keep things simple at the beginning. If you say you like multiplayer games, pick a game that you enjoy playing yourself e.g. Battlefield, Starcraft 2 - whatever, but a level editor for the game needs to be available. Think of a layout that could be fun and go ahead and try to create it in the editor. Use assets from the original game-keep it simple. Look up tutorials online if you don't how certain parts of the editor/engine work. The good thing is that multiplayer levels usually require little amount of scripting. Release the map to the community, participate in playtests and get feedback. You'll improve it, finish or scrap it, the important thing is that you keep going. Create a 2nd map. If you want to create something that's more original from a visual perspective and gets more players to check it out, learn how to create models and textures. But that's a different art by itself.
This is as far as mp level design goes. There are some resources listed here:
If you want to create a game by yourself, then more game design and most importantly scripting/coding will be involved. And you'll still need to create art assets yourself or get somebody else to help you with that. It's a more daunting challenge for sure. Ultimately it depends on where you want to go, but I wouldn't start by trying to do everything at once.
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Looks cool! But could it be that you/Philip recycled some old textures for this scene? I've got the feeling that I used some of these textures for a NS1 map in 2002, but I don't remember exactly. It could also just be Philip's style

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Quote from Hourences
Player will wander around, scavenging for items while trying to not die from one of the many dangers in the environment. Think Cast Away with a touch of Minecraft (caves, gathering things), and some of the mystery from Lost.
[Blocked Image: http://static.fjcdn.com/comments/4339143%2B_216d1f42325867bc1346127b8becfb02.png]
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"How the heck are players going to see in this cave...Oh, I know: big glowing crystals!" Glad to see that this method is still working today
