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How can they keep releasing content at the rate they are compared to everyone else? Did they ever share their secrets about it somewhere?
Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe. |
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10/20/12 12:23:38 PM#2
Allow me to speculate? They payed off the gamebryo engine early on and are using what would of been development overheads to develop new features? and/or Taking less of a cut from the subscription fees, Developing new features with that and marketing to new potential players(or walking dollar signs) "We are committed to a tight development schedule" |
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10/20/12 12:28:39 PM#3
IMO it's less about Trion being very fast and more about everyone else being very slow.
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10/20/12 12:34:46 PM#4
Originally posted by Scalpless I remember in Beta that Trion said that they focused heavily on making the servers as stable as possible, so that once the beta would start, they could focus on actually tweaking/fixing the game rather than fixing the servers. It seems obvious at first, but when Rift is one of the few MMOs as of late to actually have a stable release (and beta), then I'd be inclined to agree with you that it's not about Trion being very fast, but about everyone else being very slow. Trion got their priorities right. ------ |
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10/20/12 12:39:08 PM#5
The beta was hardly stable, They were fixing bugs right up to the last minute. (like it should be) |
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10/20/12 4:17:16 PM#6
Originally posted by Nitth Server-wise, it was pretty stable. Bugs was a different story (although I personally didn't experience any bugs throughout beta 4 to 7) ------ |
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GeezerGamer
Advanced Member
Joined: 4/03/12
Who ever said "Familiarity breeds contempt" didn't have an internet connection. |
10/20/12 4:31:09 PM#7
Originally posted by cyandk I'ts probably more than likely, it's always been doable, just no one else does it. If the conversation turned "Tit-for-Tat", and I've stopped posting, Consider it your win. |
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10/20/12 4:41:36 PM#8
They learnt from SoE, since Hartsman was basically EQ2 producer for 4-5 years. SoE has been always good in releasing content with their yearly expansions. I remember that the first couple of years EQ2 had expansions every 6 months and even a quarterly mini expansion called "adventures". They stopped doing so, probably because the subscription base collapsed, and wasn't worth it anymore, but it is doable. Probably Rift subscription numbers are still worth the regular updates. |
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Foomerang
Advanced Member
Joined: 11/10/05
A man convinced against his will is of the same opinion still |
10/20/12 4:47:00 PM#9
Well, they are their own publisher. So perhaps that allows them to afford a larger dev team? I really have no idea. They really do crank out the content though. Themepark is not a sub genre, its an excuse. |
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10/20/12 4:55:35 PM#10
Google Trion 3 server technology. That's how. They built a brand new tech so that they could have new content come at record speeds. Anyone post Trion needs to figure out how they did it and clone that if they want to keep up.
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10/20/12 5:02:37 PM#11
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10/20/12 6:29:29 PM#12
Originally posted by Gdemami lol, one might think that but most of the MMO's out right no are some what generic, just look at GW2 for example, very generic asian grinder look to it, but will they be able to turn out the land content quickly, time will only tell. RIFT is just doing what other MMO's have done right and making it part of what it has to offer. The fast content release is something EQ and EQ2 did right. Doing things like that is what made WoW so big back in the day. |
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10/20/12 6:45:39 PM#13
Originally posted by cyandk They kind of have to in order to keep their already small player base happy. Blizzard gets away with their slower pace because people keep paying. Blizzard could increase their pace by a LOT. They just don't have to. |
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10/20/12 6:48:11 PM#14
Originally posted by elocke Server technology has nothing to do with content delivery. Blizzard could simply double their number raid development teams and have them crank out twice as many raids if they wanted to. |
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coretex666
Advanced Member
Joined: 1/03/12
"I shall take your position into consideration" |
10/20/12 7:07:24 PM#15
Originally posted by FrodoFragins Exactly. Blizz could be making expansions for WoW on weekly basis if they werent investing money in Titan. WoW is no longer getting any significant funding since it is not supposed to be their nr. 1 product in several years time. Trion on the other hand relies on Rift a lot, so that it is worth investing for them. Playing: Nothing atm My game concept thread: http://www.mmorpg.com/discussion2.cfm/thread/369707 (any feedback appreciated) |
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10/20/12 7:08:02 PM#16
Top five reasons, IMO.
Number 1 and 2, in partular, are the bane of most other MMO's. Blizzard would be an exception, since they own the IP and have never really had to deal with publisher interference. For an MMO to be successful, it almost needs to meet at least three of those points. Rift meets all five. |
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10/20/12 7:12:23 PM#17
Originally posted by coretex666 Blizzard has invested heavily in WoW, and continues to do so. They don't release content faster for pacing reasons, related to a critical mass actually completing the existing stuff. They do have a lot of overhead, with so many servers and customers. They also spend a lot of time further developing server and game tech, which is something Trion doesn't really do much of. |
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10/20/12 7:14:36 PM#18
Originally posted by cyandk That is such a VAGUE statement it means nothing at all. How about give me some examples about content? Simple mapping is nothing,i can do that myself,one person.they alread have an auto generated Rift and Invasion system,so that takes little effort. What exactly are you talking about? Assests do take time to make,if they are not animated the ytake a ton less time and effort.Buildings for example if having no insides is about as cheap as yo ucan go for effort,again i can make by myself "one guy" tons of static buildings. Textures/sounds take time if are NEW assests.Most of what makes a game is in the engine and it's tools.Pretty much every developer is smart enough to code in a set of commands that allows a very fast and simple interface for all versions of content.So after the ymake the assests they simply start checkling off what they want those assests to do. Example every texture will have a lotr of properties to check off,surfaces will have several properties to check off,it is not like they start fro mscratch everytime they make a new asset. http://www.youtube.com/user/Napolianboo#p/u/15/rCYLLQCNc1w |
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Cochran1
Hard Core Member
Joined: 10/01/06
"Fish can't sit down cause they got no laps!!" |
10/20/12 7:24:59 PM#19
All they have to do is follow a planned out SDLC with dedicated employees who actually know how to meet deadlines under budget. Seems hard to believe in this time of half finished piles of MMO's with tons of promised features that were cut due to inept and unorganized developers.
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10/20/12 7:44:16 PM#20
I think there're two major factors to it, and from what I heard from interviews they did, it seemed to fit.
- Having a stable, flexible foundation, ie if your engine, architecture and main source code is solid, then you don't have to spend resources (=time and devs) to fixing stuff and bughunting all the time. It saves a lot of time in your 1sat half year after launch, and you have less to worry about when adding and implementing new code/content if the base is solid.
- They didn't just hire any monkey that could code or had hung around in the field, whether that was CS or testing or actual code. They went actively searching for the really good professionals in their fields and recruited those. From experience, it matters a LOT if you've either a fresh or mediocre programmer or someone who came from 'soft' fields like customer service and testing and who then made the switch, or if you've a heavyweight developer and coding specialist with many years of experience under his belt. It matters in the speed as well as the stability of the coding. A team of 5 really good specialists can easily outpace a mixed team of 15 new, average and other-field workers.
As for Activion Blizzard, well, they could easily throw a lot of money and people to development and thus even compensate for lower quality of devs... the current pace shows however that it hasn't been their priority for years. WoW has managed to generate ove 1 billion dollars a year, I don't even think that the bulk of that money went to Titan, and certainly not to WoW. Activision and top management profited, some people have been getting really good bonuses the past years, is my guess. |
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