Duke Nukem 3D: 20th Anniversary World Tour
#3091 Posted 05 January 2019 - 01:49 PM
Sure thing food business isn't as complex as developing software and you can't get rid of absolutely every bug, but fixing critical issues before releasing a game or shortly after release (that includes performance issues obviously) isn't impossible unless you're alone (which just means that it would take more time to fix bugs).
#3092 Posted 05 January 2019 - 02:34 PM
Forge, on 05 January 2019 - 01:11 PM, said:
refer back to my post about your lack of self-awareness.
'nuff said.
You don't even react to what I wrote, but repeat your predetermined narratives like a parrot, which narratives are nothing else, but personal insults. Without any kind of prelude or context, you just came up shitposting, which you call joking (yeah, "intestinal fortitude" and others), and you're surprised I'm offended. I perfectly know my shortcomings and know my own attitude problems, it's you, who don't understand what's the serious flaw with what you are doing here. At least next time, try to spit on me when I give you some reasons, ie. I'm "hating" something. Thank you, friend, end of debate from my side.
#3093 Posted 05 January 2019 - 04:59 PM
Sledgehammer, on 05 January 2019 - 01:49 PM, said:
That's why most of them have 'early access'. They use the community to test their copy-paste code and engine. Some even charge for the privilege.
#3094 Posted 05 January 2019 - 11:49 PM
Zaxx, on 05 January 2019 - 11:53 AM, said:
Sure, the industry got bigger and now there are significantly more casuals than back in the day but they were always there and they were always the majority.
You're arguing my point for me yet missing the most important part: The industry DECIDED to cater to casuals.
Basically we should kill all the casuals and the developers who make games for them.
Sledgehammer, on 05 January 2019 - 01:49 PM, said:
Often times these DLC and microtransaction items are things that should have been in the game in the first place, if not literally and purposefully cut out the game to be resold later. (Duke Nukem Forever, Deus Ex: Human Revolution, Mass Effect series, Fallout series, etc etc)
This post has been edited by Jimmy 100MPH: 05 January 2019 - 11:50 PM
#3095 Posted 05 January 2019 - 11:55 PM
Jimmy 100MPH, on 05 January 2019 - 11:49 PM, said:
That's a result of the casuals demand to keep the selling costs stagnant for the last two+ decades.
#3096 Posted 06 January 2019 - 12:11 AM
#3097 Posted 06 January 2019 - 12:17 AM
Jimmy 100MPH, on 05 January 2019 - 11:49 PM, said:
Yes, but there were even examples in the good old days. Blood for instance. We all love Blood, however when version 1.0 was released it was not only filled with bugs (it crashed all the time on my system), but lacked certain features that were supposed to be in the main game: some weapons didn't have alternate fire such as the napam cannon. This was only added with the purchase of the Plasma Pak. Moreover the levels were cleary old levels that they hadn't used in the main game.
This post has been edited by axl: 06 January 2019 - 12:18 AM
#3098 Posted 06 January 2019 - 12:32 AM
#3099 Posted 06 January 2019 - 01:42 AM
#3100 Posted 06 January 2019 - 02:56 AM
Forge, on 05 January 2019 - 04:59 PM, said:
Don't forget about never finishing or at least fixing all the issues. This, terrible business practices overall, microtransactions, overpriced garbage, shitton of DLC, all of it exist for the same reason why nobody cares about bugs.
Jimmy 100MPH, on 05 January 2019 - 11:49 PM, said:
They're already dead. People who allow such treatment have nothing in their empty shells. As for developers, they're either okay with it or cowards, in the end it's their owners who really exploit their consumers.
Jimmy 100MPH, on 05 January 2019 - 11:49 PM, said:
Add to that Soul Calibur 6, the most recent example where they decided to announce with a trailer a DLC character even before the game was fucking released, a character they clearly cut. That was really blatant but they got away with it. If I'm not mistaken after that they even made a "if the game won't sell we'll drop franchise" ultimatum too for damage control purpose.
This post has been edited by Sledgehammer: 06 January 2019 - 02:58 AM
#3101 Posted 06 January 2019 - 09:28 AM
Jimmy 100MPH, on 05 January 2019 - 11:49 PM, said:
Basically we should kill all the casuals and the developers who make games for them.
I'm not arguing against your point, I agree with it along with the fact that the industry is catering to casuals, I just think it's important to see the reasons behind that. The main reason is that they are the much bigger audience so if you want to make a game that's successful (even if it's a niche title) you have to cater to the casuals. That's the best approach you can have, there is nothing wrong with that BUT it's important how you cater to that audience.
And that's where they fuck it up usually: they cater to the casual audience by dumbing shit down and designing games for dummies. For some titles that can work but if you do it for a game that is hardcore in nature you will fuck it up, you get rid of the game's identity and at the end all you have left is just a corpse of a game. A hardcore game can only cater to the casuals by smartening them up with game design that's streamlined in the right places without taking anything away from the hardcore aspect (streamlining does not equal to dumbing down) and by implementing stuff that can help casuals get better and more invested. I think the perfect example of this is how Firaxis handled XCOM: they took the old X-COM franchise, got rid of a lot of stuff that prevented casuals from getting to the tactical layer and focused the game a lot more on that. They got rid of time units, replaced them with a system that gives you the same gameplay choices but is a lot easier to calculate with and then just went on with there. Casuals loved it, hardcore players loved it and the two new XCOM games are the most successful titles in the franchise as a result.
Then you have games like Quake Champions where the game design itself is absolutely aimed at the hardcore audience even with the inclusion of champions but there isn't even a fucking worthwhile tutorial in the game and its microtransaction system is clearly aimed at casuals who want cosmetics. The result: old players and new players who actually know what Quake is stay, casuals are intimidated and leave because they don't even understand what the fuck is happening on their screens. Yet when it comes to marketing, community streams and whatnot they keep implying that QC is a fun little game and everyone can just jump in and have fun. In reality it can be argued that QC is even harder than Quake 3 / Quake Live because in the old games everyone had the same movement system, the hitboxes were large and there were no abilities to worry about so it was just easier to read. In QC one character has a large hitbox while against others you're shooting at mosquitos that move in a way a casual, new player can't even comprehend. So new players are hard to find while the hardcore audience that is there is not really supporting the f2p business model since they don't care about loot boxes, battle passes and whatnot. And that's how fuckups happen, by catering to the casual audience in a bad way and not catering to the hardcore audience in the business model. The game should teach new players a lot more instead of the marketing fooling them into thinking that QC is the next Overwatch and they should sell more shit hardcore people are interested in instead of just shitty cosmetics. Their community managers and their game economy designers have no idea what a Quake player wants and QC esports is managed by a former Quake 3 pro player who actually has no experience in esports management = it's a fail on so many levels.
TLDR: There is a balance that should be maintained and then everyone can eat.
This post has been edited by Zaxx: 06 January 2019 - 09:39 AM
#3103 Posted 06 January 2019 - 10:28 AM
#3105 Posted 06 January 2019 - 02:44 PM
gemeaux333, on 06 January 2019 - 12:22 PM, said:
Especially when videogame publishers talk about it lol. I mean you get a cake but it's made of nylon.
This post has been edited by Zaxx: 06 January 2019 - 02:44 PM
#3106 Posted 07 January 2019 - 12:16 PM
This post has been edited by gemeaux333: 07 January 2019 - 12:17 PM
#3107 Posted 11 January 2019 - 05:33 PM
Zaxx, on 06 January 2019 - 09:28 AM, said:
And that's where they fuck it up usually: they cater to the casual audience by dumbing shit down and designing games for dummies. For some titles that can work but if you do it for a game that is hardcore in nature you will fuck it up, you get rid of the game's identity and at the end all you have left is just a corpse of a game. A hardcore game can only cater to the casuals by smartening them up with game design that's streamlined in the right places without taking anything away from the hardcore aspect (streamlining does not equal to dumbing down) and by implementing stuff that can help casuals get better and more invested. I think the perfect example of this is how Firaxis handled XCOM: they took the old X-COM franchise, got rid of a lot of stuff that prevented casuals from getting to the tactical layer and focused the game a lot more on that. They got rid of time units, replaced them with a system that gives you the same gameplay choices but is a lot easier to calculate with and then just went on with there. Casuals loved it, hardcore players loved it and the two new XCOM games are the most successful titles in the franchise as a result.
Then you have games like Quake Champions where the game design itself is absolutely aimed at the hardcore audience even with the inclusion of champions but there isn't even a fucking worthwhile tutorial in the game and its microtransaction system is clearly aimed at casuals who want cosmetics. The result: old players and new players who actually know what Quake is stay, casuals are intimidated and leave because they don't even understand what the fuck is happening on their screens. Yet when it comes to marketing, community streams and whatnot they keep implying that QC is a fun little game and everyone can just jump in and have fun. In reality it can be argued that QC is even harder than Quake 3 / Quake Live because in the old games everyone had the same movement system, the hitboxes were large and there were no abilities to worry about so it was just easier to read. In QC one character has a large hitbox while against others you're shooting at mosquitos that move in a way a casual, new player can't even comprehend. So new players are hard to find while the hardcore audience that is there is not really supporting the f2p business model since they don't care about loot boxes, battle passes and whatnot. And that's how fuckups happen, by catering to the casual audience in a bad way and not catering to the hardcore audience in the business model. The game should teach new players a lot more instead of the marketing fooling them into thinking that QC is the next Overwatch and they should sell more shit hardcore people are interested in instead of just shitty cosmetics. Their community managers and their game economy designers have no idea what a Quake player wants and QC esports is managed by a former Quake 3 pro player who actually has no experience in esports management = it's a fail on so many levels.
TLDR: There is a balance that should be maintained and then everyone can eat.
actually QC is seen as a joke within the hardcore Quake scene. Only pros that make money are playing QC and then a mix of some people on the hardcore side that want to play it because of tournaments and some newer casuals. The rest is still playing QL. see esreality.com
Q3/QL was the best 1v1 fps competitive game, trying to reinvent the wheel is just not going to work because noobs would rather play more friendly games and hardcore fans of the series will stick to the real quakes with no gimmicks.
the main reason id/bethesda isn't making QL f2p is because they are scared QL would surpass QC in player base.
This post has been edited by pacman: 11 January 2019 - 05:34 PM
#3108 Posted 11 January 2019 - 06:38 PM
...but for the love of God I hope they do something about QC's current duel format because it's just insufferable.
This post has been edited by Zaxx: 11 January 2019 - 06:44 PM
#3109 Posted 11 January 2019 - 08:16 PM
Zaxx, on 11 January 2019 - 06:38 PM, said:
...but for the love of God I hope they do something about QC's current duel format because it's just insufferable.
I'm a Quake fanatic. Can play 'I' and 'II' in my sleep and pass with high marks, even use the Quark/netradiant editor to do stuff.
The video game industry has changed.
It does not matter what had worked, only what will may make billions(millions) for them, now.
Life is short! Try IndieDB, and look for real new games, you'll find them. But it may need some time to do, though.
This post has been edited by Hank: 11 January 2019 - 08:23 PM
#3110 Posted 11 January 2019 - 09:08 PM
Hank, on 11 January 2019 - 08:16 PM, said:
Stop there! There is a misconception about what Quake Champions is and what it is not so even though it's off topic I'll try to have a go at explaining it properly.
First things first: QC is not Bethesda's attempt at taking Quake and making it into something that's "popular with the kids". Sure, it's a free-2-play game with a business model based around buying characters, cosmetics and battle passes but that's an industry standard these days to fund development, maintenance and to make money. It kinda works since the game is generating a profit as of now but I think it could do a lot better with different things.
Second: QC is not an AAA project, its budget is somewhere between an indie title and an AAA game.
Also: QC is not a "casualized" version of Quake and it's not copying games like Team Fortress 2 or Overwatch even if it may seem like that at first glance. QC wants to make arena FPS more interesting by mixing everything that was in the old games with a set of new ideas. Some champions have Q2/VQ3 style movement, others use QW/CPMA or Quake 4's crouch sliding mechanic and there's even a character where movement can be best described as a mix between Quake and Unreal Tournament 2004. On top of this all the champs have a unique active and passive ability, for example as an active Ranger can throw an orb to do damage with, teleport to the orb's location and if he hits someone with it and teleports into the opponent at the right time he can telefrag (if the opponent's HP+AP is lower than 100) + as a passive he gets reduced self damage from rocket jumping. This stuff adds a lot of variety to the gameplay but it does not make the game class-based so you're never limited to a certain role with a specific character.
The game has a fairly mixed reputation now but that's mainly for two reasons:
- Old school Quake 3 veterans pretty much hate change since they view Q3/QL as the perfect arena shooter.
- The game is as early access as it gets: the engine is unfinished and lacks final optimization + balance changes to the gameplay are frequent.
It's a great game when it works and thankfully nowadays the balance is in a good place + there is light at the end of the tunnel for the engine too. Personally I find the champion aspect a breath of fresh and that's the reason why I went back to my "arena shooter glory days", they just need to polish the whole thing up.
Anyway as for where the game is now I think this video summarizes it pretty well:
This post has been edited by Zaxx: 11 January 2019 - 09:22 PM
#3111 Posted 11 January 2019 - 10:04 PM
Zaxx, on 11 January 2019 - 09:08 PM, said:
True, we are off topic
Still ...
Yep. Fair enough. However, it's run by Zenimax.
https://bethesda.net...erms-of-service
Zenimax, is in my shit box (black list etc.) ever since they dared to sue John Carmack's brain, for their own.
John won the first round.
https://www.gamesind...lawsuit-is-over
but, what is Zenimax's priority? Making vast cash or making good games?
(and this brings the topic back to Gearbox, same question, my answer is: play chess with real life peeps , and fuck the industry )
#3112 Posted 11 January 2019 - 10:34 PM
Quote
Nobody will spend money on a shitty Quake game so here those two things can agree with each other.
This post has been edited by Zaxx: 11 January 2019 - 10:35 PM
#3113 Posted 14 January 2019 - 09:57 PM
#3114 Posted 14 January 2019 - 11:10 PM
Jimmy 100MPH, on 14 January 2019 - 09:57 PM, said:
I'm not but I do think it's a great fucking game when it works. If they polish it up then it will be taken seriously.
#3115 Posted 15 January 2019 - 02:13 AM
#3116 Posted 15 January 2019 - 03:03 AM
#3117 Posted 15 January 2019 - 04:11 AM
NightFright, on 15 January 2019 - 02:13 AM, said:
If you haven't even installed the game yet that really begs the question of why did you buy the champions pack? Dude, when I started playing the early access version of QC around October of 2017 I did not even have the champ pack (Bethesda sent out lots of f2p keys to people who played the closed beta when early access started, that's how I got in). I hated a lot in the closed beta so I played around 40 hours before I decided to buy the full package.
And really in the one year I've played the game so far I had my fair share of issues and the slow pace of development is something that frustrates me a great deal but overall I have seen nothing but improvement and since the November patch the game is the best it has ever been. The devs are progressing slow, the engine was a dumpster fire for a long time and it still has issues (for example now the game is irrationally memory hungry... why? I have no idea, ask Saber Interactive) but honestly the game's current state does not even compare to how it was a year before.
Quote
The design team is the same team that developed and maintained Quake Live.
But really my advice is to just try the game before coming to any kind of conclusion, it's fucking free.
This post has been edited by Zaxx: 15 January 2019 - 04:12 AM
#3118 Posted 15 January 2019 - 04:13 AM
This post has been edited by NightFright: 15 January 2019 - 04:14 AM
#3119 Posted 15 January 2019 - 04:35 AM
On the other hand guess there will be an influx of new and returning players at the 1.0 launch (and I don't think it's that far away, they way I see it the game can be shipshape by QuakeCon 2019 easily) so maybe that will provide a friendlier starting point instead of just getting destroyed for a few hours. The early "pain and sufferring" paid off for me though, it was a wonderful feeling to win deathmatch after deathmatch when they opened up the game to free players after E3.
This post has been edited by Zaxx: 15 January 2019 - 04:39 AM
#3120 Posted 15 January 2019 - 07:47 AM
This post has been edited by NightFright: 15 January 2019 - 07:47 AM