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General: Great Expectations - SW:TOR
News & Features Discussion « General Discussion 3/25/10 10:01:21 AM
Couple of comments: "Who paid you guys to say that stuff" - why is it that whenever someone writes something that could be construed as remotely negative towards one's favorite game/developer that they're on the payroll of some EvilCompany? It's almost as insulting as the implication that saying something remotely *positive* implies some sort of payoff. Regardless I have been writing about MMOs for over 10 years now, since the first mass-market MMO (UO) was released, everything I've written is available online for review, and I have said *many* times, including here, that huge budgets are detrimental to creativity and risk-taking. This is not new. "You forgot box sales" - box sales have so many slices taken out of them (retailers, distributors, publishers, manufacturing costs) that it's difficult to say what impact they have on a bottom line. It's not insignificant (especially in the case of a game that intends to move millions of boxes) but not nearly as profitable as recurring subscriptions, 100% of which go towards the developer (except for games like TOR which have licensing agreements, something else which I didn't cover simply because the terms EA and Lucasarts have worked out are unknown). In any event, all of my numbers in the column are suspect. Of course. It's a "back of the envelope" estimate, which is all anyone not privy to EA's budgeting/production meetings can come up with. However the key number is not one which originated with me - the fact that EA has said that they require 1 million subscribers to begin to make a profit. Given that there has only been one MMO (WoW) that has posted those numbers, and a great many which have not, it's a fairly breathtaking prospect. |
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General: Farmville Killed Gaming, V-Worlds, Dogs
News & Features Discussion « General Discussion 3/17/10 11:52:42 AM
Originally posted by Raph
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Not sure why but there was a link to the "not able to make a profit" line that was lost in my article: http://www.nydailynews.com/money/2010/02/11/2010-02-11_call_of_duty_modern_warfare_2_sells_12m_copies_but_activision_makes_no_profit.html |
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Originally posted by UnSub None of my columns here are cleared with my current employer, nor are endorsed by them. I list my employment status so that you can be aware of possible conflicts of interest, but do not speak as a company representative here. Thanks for reading! |
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Star Trek Online: STO - The Good, The Bad, The Ugly
News & Features Discussion « General Discussion 2/11/10 10:15:48 AM
A couple of notes on comments so far: * I paid fairly close attention last night and indeed, space loot isn't awarded on ground and vice versa. So my bad there - working from memory. * I notice that everyone commenting that there is in fact a good deal of episodic content tends to be in the upper 20s or better for level range. I have heard that the problem with running out of steam content-wise tends to disappear at that point - not sure if that's due to levelling speed or more content, though. * I indeed did not hit on energy management being a part of space gameplay, nor did I talk about the expose/exploit system in ground combat - I didn't feel it necessary to go into that level of specifics for what was already a fairly detailed overview. I had seen some writeups on how damage varied for some weapons based on range, but given that I usually play escorts and spend my time more worrying about angle of attack then range, it's hard to tell. * As for my knowledge of the IP, I daresay I would put my knowledge of ST lore against anyone, including many of the more recent series writers :) I do appreciate how the content is very much in chronological order, and cackled for pretty much a solid five minutes during the Guardian of Forever mission arc when one of the characters commented on how painful a headache time travel missions were. * I didn't notice a good deal of difference between Patrol and Exploration missions, I'll have to check them out in more detail (especially since I'm out of episodic content again!) * Again, I'm sorry if some of you thought the snarky link at the end was inappropriate. The two games are in fact very similar, and they both have strengths that the other lacks. Much as STO could benefit from Eve's sense of persistence and player ownership, Eve could very much benefit from STO's more visceral and active space combat. |
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Star Trek Online: STO - The Good, The Bad, The Ugly
News & Features Discussion « General Discussion 2/10/10 7:15:13 PM
Originally posted by Masoniclight Not particularly. It's just that the Miranda doesn't particularly have *any* strong point; the difference between that and the specialty ships is dramatic. Perhaps making it more maneuverable would have helped. And I'm sorry if you thought my somewhat snarky reference to a related game was out of bounds. As can be seen from my sig file I have been playing an Internet spaceships game this past week and it isn't the one I am supposedly shilling. It is common to treat discussion of MMOs as zero-sum games, but really, saying that one game does something well does not automatically follow as an attack on every other title in the genre. |
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Star Trek Online: STO - The Good, The Bad, The Ugly
News & Features Discussion « General Discussion 2/10/10 7:11:31 PM
Originally posted by cerebrix Originally posted by cerebrix
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Star Trek Online: STO - The Good, The Bad, The Ugly
News & Features Discussion « General Discussion 2/10/10 6:16:49 PM
Originally posted by cerebrix Considering that I actually work for an MMO company that runs neither STO nor Eve Online, I find the accusation that I'm shilling for a particular competitor somewhat amusing. |
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General: Legendary Failures of Legend, Part Two
News & Features Discussion « General Discussion 2/04/10 10:32:47 AM
Originally posted by Ozmodan
Pretty much every MMO team these days uses agile/SCRUM development, which helps in the down-in-the-trenches milestone planning but doesn't help too much if the end goals are wildly unrealistic. |
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General: Legendary Failures of Legend, Part Two
News & Features Discussion « General Discussion 2/04/10 10:31:42 AM
Originally posted by martaug
Whoops! You got me. :) It was supposed to be 1000 zones (3 1/3 years) and got dropped in an edit. Woo hoo, we can ship with 500 zones! |
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General: Legendary Failures of Legend, Part Two
News & Features Discussion « General Discussion 2/04/10 10:27:47 AM
Originally posted by grimfall
Actually in both the games you mentioned, the issue was a combination of design and service - refusal to adapt design based on customer feedback until well after much damage had already been done. In both UO and EQ, there was huge "churn" - players buying the game, playing it for a while, then quitting. Both games were financially successful in spite of that churn (largely because the concept of MMOs itself was new and different) but could easily have been more so. |
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General: Jennings - 2009: That Horrible Year
News & Features Discussion « General Discussion 12/23/09 11:43:06 AM
Although games with established subscription bases have an income to keep them afloat, new company startups (which would ordinarily be thick as flies thanks to all the talented people looking for work) have been almost completely shut down thanks to difficulty in getting funding. |
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General: Jennings - 2009: That Horrible Year
News & Features Discussion « General Discussion 12/23/09 10:42:10 AM
It's very difficult to argue that the gaming industry suffered record layoffs (and they did - EA's 1,500 alone is a huge, industry-shattering number in an industry of 50,000 people, and estimates are that the total carnage last year is around 8,000) in 2009, not because of economic conditions, but because all the games released in 2008 and 2009 were just really bad. On the one hand, all the games released *weren't* really bad (EA for example released Dragon Age, which is one of the best CRPGs in recent memory). On the other hand, game releases haven't slowed in terms of sales (see: Modern Warfare 2's record-breaking release). And on the gripping hand, you essentially are arguing that not only were games in the past year so bad that they caused layoffs, but they were uniquely bad as opposed to years prior. Which just doesn't make sense. |
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General: Jennings - 2009: That Horrible Year
News & Features Discussion « General Discussion 12/23/09 10:20:06 AM
Originally posted by Redemp I have many out-of-work friends, acquaintances, and former co-workers who were laid off from companies not named EA or Mythic who would beg to disagree. |
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General: Jennings - 2009: That Horrible Year
News & Features Discussion « General Discussion 12/23/09 10:11:36 AM
Originally posted by duggie
In any event, uh, laying off QA still counts. Especially, you know, if you're in QA. |
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General: Jennings: How PvP Can Break Your Game
News & Features Discussion « General Discussion 12/17/09 12:18:55 PM
Originally posted by Gyrus
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General: Jennings: How PvP Can Break Your Game
News & Features Discussion « General Discussion 12/17/09 12:11:50 PM
While this may be (in fact I'm fairly sure it's not) the answer you like, it is the correct one: the measure of a success for an MMO is financial. Whether a game has 300,000 subscribers or 30 very dedicated multiboxers, the income for the developer is the same. You may of course not want to play such a game, and if many agree with you, their subscriber numbers will reflect that. |
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General: Jennings: How PvP Can Break Your Game
News & Features Discussion « General Discussion 12/16/09 5:55:02 PM
Originally posted by theguru22 As I noted in the blog article I linked to from the (intentionally argumentative) assertion, skill-based systems tend towards player-created classes instead of developer-created classes, have the same balancing issues of class-based systems along with higher complexity and ease of players to make non-optimal/non-functional skill builds. |
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General: Jennings: How PvP Can Break Your Game
News & Features Discussion « General Discussion 12/16/09 11:18:19 AM
Oh, look, this is where I get to list all the PvP-focused games I've played and enjoyed through the years, from Ultima Online to Modern Warfare (not to mention the ones I've, you know, worked on), only to be told that because I haven't spent years in the poster's favorite game/guild/8v8 group that I'm some easily dismissed scrub! |
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General: Jennings: How PvP Can Break Your Game
News & Features Discussion « General Discussion 12/16/09 11:14:21 AM
Originally posted by Vestas I am fairly certain the server programmer in question discovered the bug independently. I have also never been shy about admitting that theorycrafting players generally know more about game mechanics then the people who wrote the actual code, and when on DAOC would often rely on those players (including the one you refer to, if he's who I'm thinking of) to sanity check conclusions drawn from examining code. |
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