Posts by wacko
-
-
Why this is an issue I would agree, why this gentleman gets pissy about it is beyond me. I mean what does he expect ? In a lot of cases( not in all ) the publisher is the only thing giving life to the game company anyways. I mean if it were not for them there would be no game period. Here again this could be said about a lot of things, like book writing; I mean if the publisher does not hop on you have no book and pretty much by the publisher saying they will print it, you hand over your soul. I think that is to be expected, in all honesty.
I do think he brings up a bigger issue to the game industry and that’s the poor use of money *cough* Ion Storm *cough* I think they spend way to much time making small models of what could be and not enough of what has to be. I see so many games that never even leave the concept stage because they spend all this time wasting money on wanting to make a good game and the next best thing. I think game companies should go back to the, “what works mentality”. Make game that people want to play and not this crap that we think people want to play. He makes a comment about Shitty Sims games well guess what PEOPLE KEEP BUYING THEM. We waste so much money on what could be and not enough on what is. While I agree that its frustrating to be part of something that ends up getting pwned by the publisher and all you money goes to ruins and I can’t say the company I work for has ever had that happen. But I think its something you should know when you sign up.
Furthermore I think the real reason this guy’s company failed is because from the article and not knowing anything about the company. There was a lack of direction and responsibility from within. While some people may not be 100% at doing there job to the max they all should be working towards the same goal of making a great game; whether that be the guy who answers the front desk to the guy writing the code its all about working towards the goal . I find this article is just a bunch of finger pointing in a company gone bad. While its sad, it does happen and OH WELL WE MOVE ON!!!!!
And for everyone else who is fighting the good fight and making great fucking games…keep up the good work we appreciate it.
-
klein while your there make ferret pay for dinner. I know he always pay for my dinner when he is home so I do not see why he couldn't do that same for you

-
I would agree on handing it over
-
Quote from Zacker
Except the obvious mod testing there is barely anything else than WoW for me. Many people have claimed that endgame content is non existant and that is also true if you dislike to raid. If you like to overcome dungeons in 20/40 mans raids like I do then it's good enough though:) In our guild(http://www.infinityguild.net) we have taken Hakkar, Onyxia, Ragnaros and Razorgore.
those people are worthless bastards... and we taylor way to much to them when it comes to content. oh well next two patches will help with some of the content I hear

-
Home:
WoW
UT 2004
SimCity 4
Star Wars: Empire at War
Work:
WoW
Gun
The Movies
Diablo 2 & LOD
-
Quote from Jeremy
It varies based on what scene your modding.John's theory applies nicely to Unreal because RO was one of the very few quality mods released for it.
Erik's theory applies nicely to Half-Life (2) because there are a lot of quality mods being worked on for it.
WOW!!! Mikey agreeing with me... I am going to write this one down
As far as Jermy's comments go. I think your wrong and here is why, I think quality has very little to do with MODs nowdays it more about playability. I mean look at the #1 HL2 mod Garry's mod that is not quality that is some hacked up piece of crap, that allows you do nothing new but race watermelons around the screen or get your picture up on PHL everyweek. I think that the release model that Erik spoke of is one that I think any mod should take part in, whether that be internal releases or external. I think its important to get releases out all the time. I think it builds what people want and that is playability.I think will wright said it best,"Games are just getting way to good looking, and way to hard to play" I know when I am looking for a game I am looking for something that just plays well all the way through none of this complex quality crap.
-
Quote from kleinluka
I disagree, I think it could become top seller. Steam is an AWESOME way to promote your game, because it is automatically made visible to MILLIONS AND MILLIONS of players who launch Steam to play games like CS. Everyone sees the Update "preload RO now"...Furtheremore it is very easy and convenient and fast to buy games through Steam which is why I think sales for RO might actually be pretty high. We will see how this turns out but I am optimistc that it will live up to the dev's expectations and will hopefully make it possible for them to fund their UE3 project.
I disagree I think that it will just be dust in the wind after the first intial 2 or 3 months. I do not thing that it will latch on. The ony thing that could propell sales is the method of distro.
-
Quote from FrieChamp
Have you read the interview? I think Gibson made a good points about why they release a retail version of RO and not start a new game from scratch now.
They have a pretty solid knowledge about the Unreal 2.5 engine at the moment and got a game which is fun to play, so they decided to polish it and add some things on top of it. With the publishing deal they have got plus the distribution via Steam this is the best choice to make from a business point of view as well, especially considering this is a recently founded studio. Brings cash into the company before they start messing with the UE 3 engine.
My issue with this is we have not seen a big winner with Steam outside valve related games. I think this has to do some with what klein mentioned in how everyone thinks these are valve games.... which I think sadly plays against RO.
Reason being is that we often link valve with 3 games HL, HL2 and CS, outside that most of there stuff has sucked hardcore.... I mean we could say DoD but even then DoD sales have not been as good as I am sure CoD sales or games of likeness. I suspect that RO will recieve a somewhat warm welcome but for the most part not see the sales they are looking for. I think in the end it will be like most mods that have gone retail. And remember Steam is not a game, Its a distrubition path.... it does not sell the game for you that is up to the makers themselves to create content worth playing and sadly compared to the many WW2 games out there I do not see RO being anything big.
-
Quote from Zacker
Try doing this with a mod, then you will see that it's not like that. We do indeed have to worry about the players.
I did not say that they didn't worry about players, but i can assure that I would hardly say what mods do is dealing with customers, sure with anything we take player input, but we do not provide that in a timely fashion and furthermore we do not stress downtime and the importance of getting things moving along in a timely fashion to most players. I mean I know we do not do this wil FLF. We take the input of the players but really we are working on our own time, and we have no schedule, no time frame stuff has to be done... no deadlines no nothing. Where as with some paying games that is not the case.
-
I will have to agree with Algor on this one, even more so when reading this interview is that MODs really do have an advantage and I think that’s why Erik pushes the release often methodology is that MODs can usually quickly patch things. They really do not have to worry about customer downtime or even customers at all. They can do what they want, when they want to. What kind of makes me not really give a shit about RO is they still seem to live in that set of ideals even after reading this article. That they can really just do whatever they want. It does not really seem to me that they have the whole process down and the amount of time and ideas, it really takes to make a good game. They just still kind of sit in that MOD world where they can move as slowly as they want, they can release when they want…. I do not think RO will be that major and the only reason I could see them getting sales is because they have a product inside a product that already has a big name; that being steam.
On top of that if we look back to how MODs have generally done in the retail world, they are really going against the odds. I think that only 3 or 4 MODs have made it big as a retail game and a trend among them was they were all good as MODs as well. RO does not have that huge of a following and like many of the other MODs that have gone to retail(Gunman Chronicles) they generally fail.
Furthermore I am kind of disappointed that they did not go with a new idea or a new “game” because to me just hacking up your mod as a retail game is just fucking lame when you have a full engine license at your disposal and one that is not very cheap either.
-
wtf are you talking about ???? no mirco?? did you even play the thing ?
-
I am pretty sure you cannot use a gamepad for WoW... your very limited in the control setup of the game.. and there is nothing in the game that says use a joystick instead of the keyboard.
-
I enjoyed it, as an avid RTS player and someone who has played just about every star wars game to-date( Yes that includes Star Wars: Force Commander) what i liked about Empires at War was that it felt like Star Wars rebellion which I enjoyed a lot. It allows an RTS to have a massive scale and a micro-managment hell which I don't mind. I like the space to ground combat and the idea behind the things in orbit to have an effect on the ground forces. What I did not like about it was the lack of control in respects to what you can build and battles themselves... you could not attack a player more then once at the sametime and once your in the battle your stuck there, which makes me wonder how Multiplayer would work if its realtime.
-
if the first 10 min are any idea of what we are going to be playing then we will spend a lot of time pulling levers and shooting exploding barrals
-
Quote from FrieChamp
That's great news Wacko, good luck at Blizzard! Also curious, in which department will you work? Production, QA, or in the GM staff?
Technically I am in what they call BON, but really when it comes down to it I pretty much am one of two people in charge of battle.net, I also do some database development for battle.net and work with the WOW Servers in regards to them staying up and functioning, but mainly I work with battle.net
-
-
Well the time has finally come to break the bad news to everyone after many years of doing nothing as some would say, it has finally paid off. I have been hired by Blizzard Entertainment. I will be working with future battle.net Titles and World of Warcraft and it all started with Mapcore… So I just wanted to say thank you all for pushing me to the limits and pressuring me to continue to work hard and getting myself out there.
( I had a much longer post but those just get boched here on the forums so I kept it short
) -
ZAPHOD!!!! its good to see your alive
-
I know i am not see and the mapper type, but I would support such an idea and yes I would actually submit a map if it was in something outside the source engine. I like fletch's idea of maybe releasing something 2 or 3 months and maybe maps for something outher then Source.