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General: Developer Perspectives: We Plan To Fail
News & Features Discussion « General Discussion 1/10/12 12:12:55 PM
Originally posted by BillMurphy Thanks! |
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General: Developer Perspectives: We Plan To Fail
News & Features Discussion « General Discussion 1/09/12 4:02:17 PM
Originally posted by Kyleran What division at Microsoft are you in? |
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General: Developer Perspectives: We Plan To Fail
News & Features Discussion « General Discussion 1/09/12 3:59:59 PM
You know, now I'm actually kind of curious what games / game studios the author of "Developer Perspectives" has worked on / for. |
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Seems like the game has peaked on XFire
General Discussion « Star Wars: The Old Republic 1/03/12 1:05:52 PM
Originally posted by Thillian
Difference is that for election estimates they use what's known as a representative sample. And they go to great pains to achieve that. Xfire is a self-selecting sample, so it's not even a random sample and it's certainly not a representative sample either. All Xfire trends tell you is trends amongst Xfire users. Which may or may not be useful. |
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My God...This will be the best mmo ever !
General Discussion « The Secret World 1/02/12 11:03:39 AM
Originally posted by Lexin Doesn't this entirely depend on price of the sub, prices in the shop, and value of the product? Just Sayin' I can imagine a hypothetical MMO where I would pay a sub and then occassionally buy things in the shop. As a complete tangent, I don't think this game exists. And probably won't for at least 10 years or until the MMO market completely crashes and then the industry recovers into something that's more about the "game" rather than the "business of making games." I guess the problem is that in the current enviornment I think cash shop + sub carries a lot of risk -- exploiting the customer; lazy design, or worse - business-driven design; pyschological manipulation. We live in an industry where if you do it "right" you come up with the business model before you come up with the game. The first question that gets asked is "okay... how do we monetize this?" Not like... "what would be an awesome game we could make, that customers would pay for because they see value because there is no other game out there which delivers this experience" Of course when you make any product you want to know how you are going to sell it, and deliver it. That's a huge part of a business. But I feel when you are making entertainment, the most important thing is making something entertaining. Not making something that hits all the right bullets that your market-analyists and executives have identified as the features to maximize revenue, because "Well if we don't have X feature in our game, how can we ever expect to hit Y users and make Z profit?!." At anything above the indie / small company level, this is how games often get designed.
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Another game trying the level-less design
General Discussion « The Secret World 11/17/11 4:25:03 PM
Originally posted by fallenlords
I think this is a really interesting point. One could take it a step further though. *Is* AoC really an RPG? Well, what is an RPG? If I took Counterstrike and slapped persistent characters and levels on top, is it now an RPG? If I took that and made a persistent chat lobby where millions of players could chat with each other, would it be an MMORPG? What if the lobby was graphical, like a major city such as New York where you could run around and show off the gold desert eagles you purchased from the item shop? How is this functionally different than the MMO model of hubs/dungeon finder/instanced gameplay? Two schools of thought here. First is that words mean things, and language doesn't evolve - rather words are misued. Second is that perception is reality, and words mean whatever a consensus say they mean. Personally, I'm not convinced that MMORPGs are really MMORPGs anymore. In that sense that we're living in the age of genre cross-bleed... shooters have RPG elements, RPGs have online elements, Online Games have arenas and semi-persistent areas. How can one possibly draw lines? I don't think this is necessarily a bad thing. On the positive side, it means a lot more options for gamers... 10 years ago the conventional wisdom might have been "This is a game of X genre, that's what gamers expect! You can't add elements of Y genre! It's too confusing!" On the negative side, it makes marketing more difficult. I'm not a marketing guy, but in my humble opinion effective marketing campaigns tend to be short and sweet, and drive home a unified message of the product. Gamers want to know what they are purchasing, but nobody wants to parse "World of Awesomeness is a massively multiplayer instance-based tab-target non-traditional-level based game with role-driven-grouping and shooter elements for 3d vehicle combat set in the fanstical world of SpellJammer" (or whatever). Instead you just say "Blow away your opponents with our innovative skyship combat system!"
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Star Wars: The Old Republic: SWTOR's Story Will Change Questing Forever
News & Features Discussion « General Discussion 9/15/11 10:45:46 AM
Originally posted by raistlinm You're absolutely right - quests are static in MMOs. But I guess over the last 10 years I was hoping they would move in a more dynamic direction. If VO was a standard MMO feature (the kind that publishers don't let you launch without), this hope would die. In terms of cost, text and quest implementation in the "standard RPG model" (quests being delivered via text) is relatively cheap in development terms. This is why RPGs even from developers of modest means can boast hundreds (or even thousands) of quests. It's cheap content. If you want to make some sort of convoluted branching quest structure with outcomes that impact future quests and Player-NPC interaction in subtle ways, basically you have a lot of cases and then some human has to figure out "okay, if the Player had outcome A on quest X, and outcome Q on quest Y... on quest Z we hide dialog option R and replace it with dialog option S." Planning is a bitch, but in terms of word count and logic it's not that bad. So we're looking at four tasks - a task for the guy who maps out the quest structure, a task for the guy implementing the dialog logic, and a task for the guy writing the dialog, and a task for the translator. But VO adds a huge price tag the pipeline, in addition to the overhead of just having VO. You need to hire actors, rent a sound studio, do recording sessions, etc, etc. If something changes or needs to be redone, gotta go re-hire the same actor for that NPC. Plus the actors for all the other languages you release in. This has an effect where to reduce risk, quests with VO end up being fairly simple/standard. There's no "well, we'll try out this experimental quest mechanic and if it doesnt work we'll change it in beta." But I think as gamers, we want content mechanics that push the envelope. |
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Star Wars: The Old Republic: SWTOR's Story Will Change Questing Forever
News & Features Discussion « General Discussion 9/15/11 9:53:14 AM
Voice-over is awesome, but there are a couple of negative consequences:
So the thing is, if VO does become a standard feature that gamers demand to the point where producers in the MMO industry consider it a must-have feature, then MMOs in general will cost more money (which means we'll get less of them coming to market) and will have have less gameplay features than they to today.
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Shovelware by a developer nobody has heard of?
General Discussion « City of Transformers 8/10/11 1:40:41 PM
Really? Really? Is this what we've come to as an industry?
On edit: maybe that was a bit harsh, but it was my first reaction to checking out the website. |
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Age of Conan: Hyborian Adventures: Hardcore PvP Incoming
News & Features Discussion « General Discussion 6/14/11 4:11:08 PM
Originally posted by Raventree You've hit on a topic I've posted about a lot :p Do you have any idea of what an MMO that included all WoW features + all PvP features from your pvp game of choice would cost? And good graphics? We're talking like... 200 million development costs, easy. And a studio that knows how to manage a 200 million dollar project. That's a lot of money to bet on something that is "far on its way toward being a winner" Just sayin' |
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I bet Chris is getting totally teased at work right now. "Hey Chris, you know that place you recommended for lunch? You don't work there do you?" That's probably the most that will come of it. |
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"I don't have enough time" - The root of all evil in modern MMO's?
The Pub at MMORPG.COM « General Discussion 2/17/11 4:29:56 PM
Originally posted by UnsungToo I don't mean to sound offensive... but... what? It does not cost "a million or two" to make a AAA MMO. How do you arrive at this figure? How is it possible to make a AAA MMO in a "couple of months"? |
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"I don't have enough time" - The root of all evil in modern MMO's?
The Pub at MMORPG.COM « General Discussion 2/15/11 6:54:24 PM
Originally posted by UnsungToo You know why MMOs are built around a business plan? Because they have a 50 million dollar price tag. That kind of money makes or breaks a studio... an MMO flop means the company is dead and everybody loses their jobs. So yes, MMOs obviously and rationally are built around a business model. You know why modern MMOs cost 50 million dollars to make (while UO problably clocked in at a couple million tops). Because players demand 50 times the features in their MMO as they did in 1997. Players are the root of all evil in modern MMOs. If players said (and meant): "Give me an open world, level-less, class-less hardcore PvP game with full loot drop. I care about four things: Balance, server stability, building a castle, and raiding some other guy's castle" someone would make it. Problem is players are spoiled... they want their "cool features" but it's just assumed they'll get hundreds of hours of quests, scripted content, epic looking zones, voice acting, cut-scenes, and all the bells and whistles. But these things aren't free. These things are the 50 million dollars. The problem is that most of an MMO budget goes to what players consider "basic stuff" because WoW did it. This leaves very little room in the budget to make the innovative features. I think players have this idea that developers go into work and they do what they want, and then a game comes out and it flops, and developers shrug and go back to work. No, when a game flops you're out of work. In fact, 50 million is such a large sum of money that you better believe that average "Joe Designer" who is sitting there cranking out swords for the noob zone doesn't have a say in any of the real decisions. In order to even get 50 million dollars you have to have a pretty detailed proposal and a pretty slick pitch to marketing savvy investors who quite frankly aren't particularly thrilled to part with their money for a 5 year development cycle. If you had 50 million dollars and invested it in an MMO, how big a risk would you take? Would you be out there making Rift, or out there making Darkfall 2? On the other hand, if we're talking about an MMO with a 2-3 million dollar budget or less, any mid-size company should be able to eat that if the game is a flop. Wouldn't be fun, but the entire company wouldn't be out of work. So studios can be more experimental. If players want something different, it's much more likely to get done in a smaller MMO where the entire future of the studio doesn't hinge on the outcome of the project. But then players have to give up 100s of hours of quest content, scripted dungeons, voice overs, cut scenes, and DX10 grass. Is that a fair trade? I think so, but apparently most MMO gamers don't. |
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Originally posted by WSIMike Interesting point YOU make there. I don't know what happened to the MMO genre. It's almost as if MMO players (actual MMO players) were deemed to be a niche audience, but it was also recognized that there is a lot of money in "social hubs with attached mini-games which are vaguely connected to the game world." So now all MMOs stopped being MMOs, and started being bad single player RPGs with a co-op mode that players pay $15 a month for. It's a win-win for the industry! |
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How different from WoW do you have to be in order not to be labeled a "Wow-Clone"?
The Pub at MMORPG.COM « General Discussion 2/14/11 4:48:32 PM
Originally posted by Snaylor47 A game where it's clear that WoW's existence had a heavy impact on development, and when developers asked themselves "what should we do for X feature" the default answer was "make it like WoW." |
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General: Are Cranky Players the Problem?
News & Features Discussion « General Discussion 2/14/11 10:21:23 AM
Originally posted by Nesrie When you go to buy a car do you say to the car salesman: "Geez, those guys at Honda don't know wtf they are doing. Why can't they make a hybrid hovercar that's cheaper than a gasoline car with wheels? It's easy for anyone that knows how to build cars. Why do they take the easy way out and give us cars with 4 wheels as they've been doing since 1900. It's just lazy car design, and worthless car designers who shouldn't be making cars in the first place." Cuz, I read the MMO equivalent here all the time. |
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Blizzard speaks (briefly) about new MMO plans
The Pub at MMORPG.COM « General Discussion 2/10/11 8:51:30 PM
Originally posted by Loke666 I have a lot of predictions about this game. We'll see if they come true. Although, from what I've heard through the grapevine, they aren't. |
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New MMO Studio Formed by Mythic, SOE Veterans
The Pub at MMORPG.COM « General Discussion 2/10/11 8:47:48 PM
Originally posted by Dalano MMO middleware quite frankly isn't "there" yet in terms of what you need to make an MMO. It is, however, is very good at making the specific demo they use to sell their middleware. Although since they own the engine, I suspect they've just gutted most of it to fit their specific game. Something interesting could come out of this. Probably this is a rare case where the game developers have a "free hand" to make the game they want. The parent company said "we have an engine, we need to prove we can actually make a game with it" and hired experienced people and said "make us a game." This is the ideal situation for any developer. As opposed to "make us a game with jedi/gandalf/captain picard/superman, that has a tie in with this movie, oh and the IP holder calls most of the shots." On the other hand, lots a LOT of egos on one project. |
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General: Are Cranky Players the Problem?
News & Features Discussion « General Discussion 2/10/11 8:34:00 PM
Originally posted by Edward_K
My point is that even a poster who posts the most flamiest flame, probably thinks he's giving constructive critcisim. In fact 99% of forum feedback is probably not constructive. To be constructive, it needs to be actionable, and to be actionable you need to know the technology and the processes involved in adding features to that particular game. I would also point out that forum users represent a tiny minority of a minority of players. |
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General: Are Cranky Players the Problem?
News & Features Discussion « General Discussion 2/10/11 6:45:19 PM
Originally posted by GrumpyMel2 This isn't too far off in many studios. But actually, these things you list above have a lot to do with making a good game... because a good MMO costs tens of millions of dollars. The guys that are able to secure funding are the ones that have to answer to the investors, so yeah they want to be involved. When you try to sell an idea to investors (or shop it to a publisher), if "having wizards" means you can get $40 million instead of $10 million, then yea you are going to have wizards. I actually agree with your point, but it is the way is. I guess someone on these forums needs to win the lottery. And (since that person likely isn't a professional game developer), hand over the money to a studio to make their perfect game and then back off. Wait, what? No, why should they back off? Of course they'll be involved! It's their money after all, so they'll tell the studio of professional game developers they hire exactly how to make the game, and how it all should work! Well, there ya go. |
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