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Interview with John Gibson about Red Orchestra and Tripwire


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Posted

After having tried it with Sands of War I have learned that many others don't feel that way though. There are quite a bunch of players who want even first public release to be pretty solid.

I'm sorry, Zacker, but thats the reason why I will never play Sands of War again.

Posted

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.

Posted

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.

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.

Posted

You haven't seen millions of other games for sale on Steam yet because it's just starting to catch on as a publication platform. You do see a lot of non-Valve games in the list and that number is only growing :)

You want to know *how* they got the deal, well either they approached Valve or Valve approached them, and neither case surprises me.

Posted

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.

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.

Posted

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.

Posted

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

I totally agree with Klein, plus the fact that we discuss (and all major news websites as well) that RO will be released on Steam, is more attention than most games get.

Just noticed that they released a trailer: http://www.redorchestragame.com/

Posted

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.

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