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11/14/12 5:37:30 PM#41
300 million that prolly won't be worth it.
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Elikal
Spotlight Poster
Joined: 2/09/06
“No path is darker then when your eyes are shut.” -Flemeth |
11/14/12 6:08:36 PM#42
Originally posted by GreenishBlue I hope NPCs are not so chatty, yes. But on the other hand, I want voiceovers and no boring text read. A balance between the two.
Originally posted by tank017 Well, luckly you don't have to pay 300 millions, but merely 40-50 dollars for the box and maybe 12-15 per month, which I think the game will be worth. At least for a while. ;) "Things weren't better in the past. But a lot of things were GOOD, and they would STILL be, if people had stopped the fuck messing around with them!" |
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ThomasN7
Hard Core Member
Joined: 3/17/07
"Had to be me. Someone else might have gotten it wrong.” - Mordin Solus |
11/14/12 6:13:57 PM#43
We'll see, that is my stance until we actually see gameplay and more details.
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11/25/12 11:42:33 AM#44
Money only makes development easyer and sometimes faster, but besites that money eguals nothing, it does not guarantee success it does not make a great game, it does not provide pretty grapics.. sooooo who cares how mutch they got to spent..for all i care they make it whit 100k... or 1 billion.. aslong they make a good game I be a happy customer...
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11/25/12 11:48:15 AM#45
beg for donations to offset development costs and then require 60 bucks to participate in "beta"...prob solved
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11/25/12 12:06:07 PM#46
Originally posted by strangiato2112
It still took a lot of the original EQ ideas, Put a new skin on them then streamlined a lot of the games aspects. |
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azzamasin
Advanced Member
Joined: 6/06/12
We live in a fantasy world, a world of illusion. The great task in life is to find reality. |
11/28/12 12:11:35 PM#47
Originally posted by Arcondo87 And yet ESO is nothing like WoW. For every similarity you name I can name 5 that are not similar. |
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azzamasin
Advanced Member
Joined: 6/06/12
We live in a fantasy world, a world of illusion. The great task in life is to find reality. |
11/28/12 12:16:40 PM#48
Originally posted by GreenishBlue If what we already know is any indication then I say alot of went into the art, atmosphere and server systems. Still though I think most will be pleasntly suprised on the scope of all elements of the game and the depth of gameplay we know so little about. I could be wrong but its not rocket surgery to ponder what went wrong with SWTOR's budget with its clonish game play and lack of any content different from WoW. For every game element that SWTOR had at launch TES is doing at 2-3 times the amount of complex gameplay choices. From open world exploration based questing, open world dungeons with community boss battles to the RvR system set in a zone that dwarfs any zone in most modern themepark games. |
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Zekiah
Advanced Member
Joined: 1/06/07
Hype (noun) |
11/28/12 12:18:38 PM#49
We should all know by now that large budgets are meaningless without a solid game design foundation.
"Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky |
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11/28/12 12:25:22 PM#50
Originally posted by ShakyMo Kickstarter, proves that it's doesn't take $300 Mil to make a good game. Sic semper tyrannis "Democracy broke down, not when the Union |
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11/28/12 12:29:05 PM#51
Well, if they don't blow it all on voice acting and cut scenes, there should be a lot of 'game' in there. Join the League For Gamers. |
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11/28/12 12:35:33 PM#52
lets see how fast the boat sinks, my bet is.... will take a litle more months than Tortanic. it will sail with some Daocs fans, a few TES fans, a lot of themeparks hoppers, some wow players to see it, and a lot of casuals. in one month the (a large chunk of thempark hoppers) content locusts will jump the ship complaining "no enough content to devour", in 2 month the daocs fan will get a reality choke " Damn its no DaoC!" and jump off too, the wow players will rejoiice after seeing" its not the wowkiller" and will be back to wow, in 3 months the casuals will abandon in it " darn! even casually playing in did all in 3 months!", and the game will only be playied by some diehard fans that will sink with the captain of the ship! I It will be more fun than the tortanic drama! i cant w8 to see |
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11/28/12 12:38:03 PM#53
The cost of making games nowadays is getting ridiculous.....I'll take lesser graphics, no voice acting, and no cutscenes if they want to save a couple hundred million......Instead of just making a more simplistic fun game they are trying too hard to entertain us with something bigger and more fantastic than the last MMO.
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11/28/12 12:56:50 PM#54
Originally posted by ShakyMo Post processing effects don't cost much. You think think dozens of lines of source code, not hundreds, let alone thousands. That's dozens of very dense lines of source code that performance is very highly sensitive to, but still, dozens, not hundreds. Okay, maybe hundreds in total if you have a bunch of different post-processing effects and alternate code-paths to make it work in multiple DirectX or OpenGL versions, but still. If you have to run something 100 million times per second--and for post processing effects, you do--then that something better be awfully short or else it's not going to end well. It's not clear that high resolution textures add to the cost of producing a game. The reason to reduce texture resolution is to reduce the game installation size and to reduce the video memory requirements. Depending on how you create textures in the first place, high resolution textures might be basically free. Remember how ArenaNet released high-resolution skill icons and posted high resolution armor renders on the official wiki for Guild Wars? They wouldn't have done that if it added $10,000 to the cost of production. Now, needing a huge number of textures done custom sure does add to the cost of a game. But making them higher resolution likely doesn't. |
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11/28/12 1:05:35 PM#55
Originally posted by Qallidexz Ever try to create your own graphics engine? It doesn't take a huge number of people. But it does take a much heavier math background than most game programmers have if you want to do it right. The only way I could see it being hugely expensive is if you constantly have to scrap stuff and find someone else to do it because the previous guy was incompetent. Actually, you will have to redo a bunch of things for performance optimizations, but there's a difference, but even recoding all of the graphics engine stuff two or three times isn't going to be that expensive. Recently, ArenaNet had some Guild Wars 2 programmers talk to the public about various issues. Out of 20 or so, only 2 of them worked on the basic game engine itself. It's very sensitive to efficiency, and you do need someone who is very good. But you don't need 20 people to create a game engine. Furthermore, creating your own game engine can even be cheaper than trying to license a different one. Create your own and you can make it do whatever you want, with everything customized for exactly the game you want to build. License another one and it will be designed to create someone else's game. If you try to cram your data into how the game engine wants it, it will be horribly inefficient and performance will be terrible. If you recode large chunks of the game engine to do what you want, that can quickly turn into a buggy nightmare as various portions of code work together in complex ways that you don't expect and aren't what you would have done. Considerable portions of code paths have to be optimized for performance rather than human-readability, and comments can only help so much. That could easily end up more expensive than building your own from scratch. |
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11/28/12 2:04:56 PM#56
Originally posted by DavisFlight Tell that to Cryptic--which isn't even a publisher, by the way. |
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