User comment history
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| News Comments > More Valve Layoffs |
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| 42. |
Re: More Valve Layoffs |
Feb 14, 2013, 17:11 |
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RollinThundr wrote on Feb 14, 2013, 16:30:
Beamer wrote on Feb 14, 2013, 14:41:
ASeven wrote on Feb 14, 2013, 09:48:
Beamer wrote on Feb 14, 2013, 09:17: Captain negative. Companies never let people go unless something is wrong!
For one, Jason wasn't the head of steam, he was the head of business development. Yes, this put Steam deals on his plate. It also put engine licensing on his plate. If you're looking for an issue, Steam isn't signing companies up very quickly these days. They're somewhat saturated, and larger companies are trending towards leaving and opening their own store. Then there was the WarZ failure. And how successful has engine licensing been?
There are reasons you can find other than "OMG VALVE IS FALLING APART!" Captain apologist. Go back to basic school and learn how to read!
I said something is very wrong, I didn't say Valve is falling apart. Go back to basic school and learn to read a message before you reply to it.
And yes, there's a lot of reasons for Jason to be fired, still news of firing at Valve are relatively unheard of. There may be something wrong at Valve, there may be not, however Valve is far from falling apart. Yes, I'm mocking you. You've been trumpeting the industry collapse for like 3 years. So I'm mocking "very wrong." It's very early to say this is a sign of things being "very wrong." We know Valve is valued at over a billion dollars. If they actually accepted a buyout, especially at less than that, things would be "very wrong."
Go back to school and understand being made fun of. Well, my guess is that happened to you plenty at school, so you probably do understand.
But my point was that it's so ridiculously premature to sit here and say "clearly something is very wrong." It isn't clear at all. In fact, there's plenty of discussion in this very thread about how it may not imply things being even kind of wrong, let alone very wrong.
Tell me, though, what the hell am I apologizing for that you call me an apologist? Especially weird that you call me a corporate apologist and backing you is RollinThundr, who calls me a bleeding heart liberal. Those two are diametrically opposite, so you two should get some kind of conference and decide which I am. You're a game publisher apologist, doesn't mean you still can't be a bleeding heart lib. I'm a realist. Realistically, people saying you need to sue a company for videos that are 16 months old doesn't work. Especially when they didn't buy the game. Especially when, even if they had, they saw all the videos between that one and this one that showed it looked nothing like the original demonstration. |
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| News Comments > Morning Tech Bits |
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| 2. |
Re: Why Office 365 amd Office 2013... |
Feb 14, 2013, 15:13 |
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Mr. Tact wrote on Feb 14, 2013, 15:11: Let me guess, because you would have to be brain dead to pay a subscription to use Office 2013 when the best Office ever made was '97? Still use it at work and at home. Sarcasm? Excel 97 doesn't even have PivotCharts, which is so obscenely basic.
We had Excel 03 at work until recently. What trash. 2010 is mindbogglingly more powerful. And Office 365 will be lightyears better, now that it legitimately allows group work. |
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| News Comments > Steam for Linux Leaves Beta |
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Re: Steam for Linux Leaves Beta |
Feb 14, 2013, 15:06 |
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Buying a Linux version doesn't give you access to the Windows version, right?
Edit - it seems that isn't true - you get access regardless of platform. That's how every site needs to do this. Microsoft, you want a 3 screen experience? Can't charge us for each screen. Or, at worst, you can only charge us a nominal fee for all 3 screens. |
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| News Comments > More Valve Layoffs |
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| 39. |
Re: More Valve Layoffs |
Feb 14, 2013, 15:03 |
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D_K_night wrote on Feb 14, 2013, 14:52:
avianflu wrote on Feb 14, 2013, 13:06: Multiple firings like that dont happen unless there was some area of notable and chronic dysfunction.
We'll never know the whole story. And plus Valve ain't exactly some company with many thousands of staff.
Didn't they say they were small, and intended to always remain small?
25 people out of a few hundred is not some trivial number. It's in the ballpark of 6%. Valve is somewhere around 400 employees. |
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| News Comments > Aliens: Colonial Marines Patched |
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| 95. |
Re: Aliens: Colonial Marines Patched |
Feb 14, 2013, 15:00 |
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I'm not trying to excuse Randy and Gearbox. I've said that a hundred times. The game is a disaster. But netnerd, you argued with me that no one cuts graphical features out of games over the final 16 months of development.
That's 100% untrue. It happens on virtually every game. That is how games are made. It's always easier to reduce graphical quality than to increase it. If you start with a low target you'll have a bad looking game. If you start with a high target and scale it back you'll have the best looking game you can make ("you" being important, as some people can make better looking games than others, do to how they work the engine, how clever they are, etc.)
What Gearbox did? It's a disaster. I don't think it's as consumer unfriendly as people are claiming. In September of 2011 they had a DX11 version. In February of 2013 they did not. It's that simple. I don't think this was an attempt to mislead or screw, I think they generally weren't given enough funds by Sega to complete a DX11 version. And, given that all the footage we've seen since December has been crap, it isn't like they still touted that as what the game looked like.
That it fell apart this much is hysterical and absurd. That they never admitted the DX11 version was cut or even commented on the graphical difference is hysterical and absurd. That the game no longer looks as good is expected. It's the degree that matters.
Had they come out and admitted the DX11 version was cut people would have been somewhat braced for this, though no one would have expected a game that looks worse than Halo 3 and looks like a garbage budget game. |
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| News Comments > More Valve Layoffs |
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| 36. |
Re: More Valve Layoffs |
Feb 14, 2013, 14:41 |
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ASeven wrote on Feb 14, 2013, 09:48:
Beamer wrote on Feb 14, 2013, 09:17: Captain negative. Companies never let people go unless something is wrong!
For one, Jason wasn't the head of steam, he was the head of business development. Yes, this put Steam deals on his plate. It also put engine licensing on his plate. If you're looking for an issue, Steam isn't signing companies up very quickly these days. They're somewhat saturated, and larger companies are trending towards leaving and opening their own store. Then there was the WarZ failure. And how successful has engine licensing been?
There are reasons you can find other than "OMG VALVE IS FALLING APART!" Captain apologist. Go back to basic school and learn how to read!
I said something is very wrong, I didn't say Valve is falling apart. Go back to basic school and learn to read a message before you reply to it.
And yes, there's a lot of reasons for Jason to be fired, still news of firing at Valve are relatively unheard of. There may be something wrong at Valve, there may be not, however Valve is far from falling apart. Yes, I'm mocking you. You've been trumpeting the industry collapse for like 3 years. So I'm mocking "very wrong." It's very early to say this is a sign of things being "very wrong." We know Valve is valued at over a billion dollars. If they actually accepted a buyout, especially at less than that, things would be "very wrong."
Go back to school and understand being made fun of. Well, my guess is that happened to you plenty at school, so you probably do understand.
But my point was that it's so ridiculously premature to sit here and say "clearly something is very wrong." It isn't clear at all. In fact, there's plenty of discussion in this very thread about how it may not imply things being even kind of wrong, let alone very wrong.
Tell me, though, what the hell am I apologizing for that you call me an apologist? Especially weird that you call me a corporate apologist and backing you is RollinThundr, who calls me a bleeding heart liberal. Those two are diametrically opposite, so you two should get some kind of conference and decide which I am. |
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| News Comments > etc., etc. |
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| 16. |
Re: etc., etc. |
Feb 14, 2013, 13:21 |
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Dev wrote on Feb 14, 2013, 13:19:
Beamer wrote on Feb 14, 2013, 07:29: But man oh man, I cannot wait for Kickstarter games to start coming out. I can't wait for people to realize that the aspirational graphics they saw are not nearly what they got. Can't wait for them to see that the features they were promised weren't there, or the stretch goals are there but totally unrealized. Because this is going to happen. Not for the big ones, FTL was pretty much done, Wasteland looks awesome, but for some of the smaller ones? The early ones we backed because it seemed awesome and we were less critical then than we are now? We're going to get burned so much worse than anyone did here. I also think people are fairly aware of this now and much smarter about what they Kickstart. Some small ones have already come out and I don't see that kinda tidal wave of kickstarter criticism. Such as Guns of Icarus online (which is now avail on steam). The problems seem more to be that some of the smaller ones ran out of money and may not be released in a timely manner (or at all?). Such as one I backed announced a year delay.
Even if that kinda does happen, why would you be gleeful and anticipatory about it? Is having your personal beliefs validated worth destroying an entire system of alternative game funding to you? I'm not being gleeful. It was a figure of speech. I have over a thousand bucks in kickstarter games. I'm not eager to see them crash, I just know they will, particularly some of the early ones.
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| News Comments > Ships Ahoy - Aliens: Colonial Marines |
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| 169. |
Re: Ships Ahoy - Aliens: Colonial Marines |
Feb 14, 2013, 10:24 |
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theyarecomingforyou wrote on Feb 14, 2013, 10:17: If anyone hasn't seen this comparison video then you really need to. The original preview footage is why I was initially looking forward to the game; the actual gameplay footage is a disgrace. Bait and switch. Bait and Switch is NOT the right terminology. That footage is from September 2011.
It would be bait and switch if the footage was from, say, September of 2012.
It's a ripoff and a huge development failure, but it isn't a bait and switch. |
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| News Comments > Aliens: Colonial Marines Patched |
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| 89. |
Re: Aliens: Colonial Marines Patched |
Feb 14, 2013, 09:58 |
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Yeah, AvP was fun because you knew your place. You were a fragile meatbag that just happened to be armed to the teeth. The thing was you needed to be careful with that weaponry and use it well. One false step was death.
Aliens should kind of be meatbags, in that in the movies they somewhat resemble ants in that they'll willingly sacrifice themselves, but they're smart, too. They flank. They hide. They stalk. You can do so many things with that. Have some rush from the front, seeming like an easy kill, but actually pushing you into and distracting you from the ones flanking.
The first game isn't perfect by today's standards (at the very least the lack of a save ability made some levels incredibly tense but also incredibly annoying), but it got it right: - Humans were loud, plentiful, noisy, violent, easy to kill but could kill anything easily, too - Aliens were quick, quiet, plentiful, somewhat harder to kill but plenty needed to be killed, and could kill a human with one hit. 3 different vision modes to replicate different senses, and a high FOV to really make it feel fast and close to the wals - Predators mostly sucked. Slow, stealthy, powerful weapons that weren't much fun, but always a surprise when you encountered one in SP (not that I remember them from the human side, where they seemed to die before I realized they were there, but I remember stalking them as aliens)
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| News Comments > Aliens: Colonial Marines Patched |
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| 87. |
Re: Aliens: Colonial Marines Patched |
Feb 14, 2013, 09:20 |
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eRe4s3r wrote on Feb 14, 2013, 09:03: They had the money to waste 6 years on this though. And DX10 features would at least have made it a really pretty .. bad shooter.. on pc at least ;p
Still I think you are right, except I don't think Gearbox was money starved, they just didn't give a damn about the PC version, like always. I really, really don't believe this took 6 years because they had a lot of money. Sega isn't exactly doing well, 6 years is a ridiculous time for any game, this game looks like one 6 years old, and Gearbox clearly knows how to make polished games that run well on consoles and look better on PCs.
I would place $50 on development having had stalled out and a skeleton crew working on this, at best, for most of those 6 years. That the project was put on hold due to financial issues and resumed from where it left off rather than restarted, again due to financial issues.
This is a project that looks cash starved, not cash strapped. |
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| News Comments > More Valve Layoffs |
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| 31. |
Re: More Valve Layoffs |
Feb 14, 2013, 09:17 |
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ASeven wrote on Feb 14, 2013, 08:18:
Dev wrote on Feb 14, 2013, 04:27:
ASeven wrote on Feb 14, 2013, 04:05: Well, guess Valve's work environment is no longer as good as it was painted. You don't fire these many people without a damn good reason, like finacial overstreching. Makes you wonder doesn't it? Especially since Gabe is "obsessed" with employee health, and generally to get hired at valve someone has to be somewhat of a generalist, so people can move their desks somewhat freely.
If they are having money problems they have to be spending it like NUTS though. They are bringing in such a huge amount, and no real visible things they are spending tons on. They certainly don't spend it on the steam GUI. They aren't pumping out tons of money losing games. In one interview they talked about spending a million on a hardware lab, but that's not all that much compared to the billions they bring in. I find it hard to believe that they are running out, but like I said this makes me wonder.
Apparently the head of Steam was also let go. Also, if no projects were canceled as Gabe says then why fire people? It doesn't add up and firing the guy that made Steam a powerhouse indicates something is very wrong withing Valve. Captain negative. Companies never let people go unless something is wrong!
For one, Jason wasn't the head of steam, he was the head of business development. Yes, this put Steam deals on his plate. It also put engine licensing on his plate. If you're looking for an issue, Steam isn't signing companies up very quickly these days. They're somewhat saturated, and larger companies are trending towards leaving and opening their own store. Then there was the WarZ failure. And how successful has engine licensing been?
There are reasons you can find other than "OMG VALVE IS FALLING APART!" |
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| News Comments > Notch Backing Age of Wonders 3 |
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| 13. |
Re: Notch Backing Age of Wonders 3 |
Feb 14, 2013, 09:09 |
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Dev wrote on Feb 14, 2013, 04:29: Maybe, but he decided not to fund psychonauts 2 after learning it would be more than a couple million.
Yeah, 9 times more than "a couple million." And more than the original game earned.
Not sure how anyone can judge him negatively for that. Even if I had a few billion I doubt many games would be worth $18 million that I'd never see again. |
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| News Comments > Morning Consolidation |
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| 27. |
Re: Morning Consolidation |
Feb 14, 2013, 07:49 |
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Creston wrote on Feb 14, 2013, 01:15:
Beamer wrote on Feb 13, 2013, 23:26: It's not a Windows machine. It's not even x86. It's running a custom IBM PowerPC chip based off of some of the innovations IBM put into the Cell. Yeah, I thought it was a normal 3 core chip they'd put in, but I guess not. So much for (likely) backwards compatibility...
Speaking of PS2 emulators, can someone recommend a good one? Been thinking about playing some of my old FF games, and my PS2 bought the bucket a year or so ago. Do those emulators allow any form of saving at all?
Creston There's a book, The Race to a New Game Machine, that is pretty interesting, going into detail about how much time and effort Sony and IBM put into designing the Cell, and then Microsoft called the same team at IBM and said "hey, we'd like that, but less weird." The Xbox chip is largely based on the Cell, only toned down to be symmetrical and more like a regular PowerPC chip. It was a smarter decision, but only possible because years were spent designing the Cell just for the PS3 (and other things that never happened.) |
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| News Comments > Aliens: Colonial Marines Patched |
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| 85. |
Re: Aliens: Colonial Marines Patched |
Feb 14, 2013, 07:47 |
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eRe4s3r wrote on Feb 14, 2013, 01:15: Indeed, they would never make animations that they don't need but they definitely make some that they don't use...
Though there is no excuse for removing actual graphic features again. If they are in the tech demo, the shaders were done, the maps made so that these features work right.
Removing them is completely absurd, especially if you could make them extra features for PC... No. Again, no. This is so untrue. For one, this wasn't a demo, it was a demonstration on a controlled environment showing a tiny part of the game. Remember fucking Milo? When he was demonstrated for the Kinect launch? That's what this was the equivalent of!
And just because something is in the game doesn't mean it works. Features are cut last minute all the time because they just do not work. In this case there was a DX11 version. Gearbox trumpeted the DX11 version all the time. Did they release the DX11 version? NO!
IT WAS NOT FINISHED! This demonstration, with all the fog, is almost definitely DX11. They had a running DX11 version. At some point they decided not to finish it and everything got downgraded. This sounds like a cash-strapped production so odds are they simply did not have the cash to do a version not everyone could play so they cut it and never mentioned it to us.
This does not excuse what they did. I am not saying Gearbox didn't do something pretty underhanded and dishonest, nor am I saying anyone should buy this game, nor am I saying it isn't probably one of the worst AAA games of all time. But this explains why we saw such a better version. |
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| News Comments > Aliens: Colonial Marines Patched |
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| 84. |
Re: Aliens: Colonial Marines Patched |
Feb 14, 2013, 07:43 |
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netnerd85 wrote on Feb 14, 2013, 00:00:
Beamer wrote on Feb 13, 2013, 23:19:
netnerd85 wrote on Feb 13, 2013, 21:24:
Beamer wrote on Feb 13, 2013, 19:50:
netnerd85 wrote on Feb 13, 2013, 19:09:
Beamer wrote on Feb 13, 2013, 17:59: Demo footage often looks better. The guys in that video are wrong to say otherwise. Part of optimizing a game is often cutting back on level of detail.
But this is insane. What a complete load of shit. Really? Most games look better at E3 than they do when released. It depends on how close to release, but games demoed at E3 are often shown when not much is put in. It's easier to have higher polygon counts or higher textures when you haven't fully put the physics or scripting in. Or when you haven't optimized for a wider range of systems.
No one ever wants to reduce texture size or poly count. That's done throughout the process. You make a game, you figure out that you can't get it to run at the right frame rate, you reduce polygons.
Call it bullshit, but it's standard.
However, it being done to the degree shown here is insane. And, I don't know, but I assume that footage is all pretty recent. Not 2 E3s out but more like 6 months out, to the point that you have trouble figuring out how they rebuilt those levels in time... So you think they make everything high detail and then butcher it for performance increases? lol, oh dear. Mate. No.
Show me some of the magical E3 games that are better. They (the E3 videos) may look better nowadays due to FALSE marketing but that's not how games are made.
This is why HD texture packs come out after the game is released.
You need to aim for a level of detail and keep performance in mind while developing, most of the time it's the Xbox 360. They aren't going to go beyond that by much. Why spend ALL the hours developing something high quality if it's 1) not support by the tech and 2) not going to be shipped. What? No, that IS how games are made.
Seriously? This is how games are made: 1) A very low poly version is made. We're talking rectangular cubes on top of each other. This is placeholder just to get a feel for where things go 2) This is used to make an extremely poly model 3) That model is pared down to a low-mid poly model
Step 2 is hard and time consuming. Step 3 is less so, because you're basing it on Step 2. But it's typically easier to go from a model that's too high a poly count than to increase the poly count of a lower poly model. And, since you want your game to look as good as possible, when you're running through the pre-alpha and alpha stages you often are using higher poly models than you end up with. No optimization has been done, so it's what you're hoping you use. If you can't get the frame rate where you want it, you reduce. Occasionally you have overhead, and you increase, but most companies prefer to reduce, not increase, because most artists find it less time consuming to reduce polygons from models than increase.
Go to any 3d modelers desk and you'll likely see models for in-game assets that are exponentially higher in quality. Helps for bump/normal mapping, too. Poly count in 3d models doesn't really matter these days (for detail or look of detail, obviously we aren't talking quake style models). Animations/textures/lighting is what it's all about. See the Alien videos. The models are pretty much the same.
Again, why make hi-res textures and animations just to remove them later? They don't. Yes. You do.
95% of the time it's easier to downgrade quality than upgrade it. You design a level around really cool dynamic lighting, but you can't get the engine to handle it, so you cut it. Features get CUT in final months. They do not get added.
Ever.
Dynamic light is such a feature. If you can't get a decent frame rate you cut it. It doesn't really change gameplay, except in a game like Doom 3 or AvP, and it makes the game run smoother. Poly count gets cut in levels. Particles get cut, like in that exploding spaceship. Animation gets the number of frames reduced, because that can be done with a mouse click. Textures get reduced, because that can be done with a mouse click.
You're flat out wrong about this. No company goes into the final six months of a game and says "hey, Barry, we need you to take those 600x600 textures and completely redo them to be sharper and 1600x1600, and we need you to add dynamic lighting everywhere." But they do say "hey, Barry, our textures are slowing us down, we need you to reduce them (which is easy and doesn't require completely redoing them) and we need you to change most of the dynamic lighting to be static."
Want proof? Fine. Open Photoshop and create a 600x600 image. Now make it look like a sharp 1600x1600 image and tell me how long it takes you. Then reduce that to 600x600 and tell me how long it takes you. Which would a company prefer to be doing when they're in the final months of a product?
Honestly, just think about what the final months of a product are. It's never, ever, "add more!" it's always "don't have time for that, or to fix that, remove it!" |
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| News Comments > More Valve Layoffs |
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| 26. |
Re: More Valve Layoffs |
Feb 14, 2013, 07:35 |
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ViRGE wrote on Feb 13, 2013, 23:22:
mag wrote on Feb 13, 2013, 21:55:
xXBatmanXx wrote on Feb 13, 2013, 21:39: ? If nothing is impacted, then why fire 25 people? Might as well have said nothing. My ASSUMPTION is that the mobile and hardware sections aren't doing as projected and they cut a lot of fat from those projects..... Maybe 25 people are fired exactly because nothing is impacted. They were unnecessary. Superfluous. Excess. If things are good, then your business is growing and you need more people. Which means if any individual position is necessary, you will typically cross-train them for where you do need them. Booming businesses don't have superfluous people. This is ridiculous. Really, no superfluous people? Cross-training? Bulllllllllllllllshit.
For one, in order to cross-train you need someone that WANTS to be cross-trained. If you have an Android guy that loves coding for Android and you say "hey, we canceled our Android plans, want to code for Windows instead?" you will probably get someone who says "actually, with Valve on my resume and Android being so popular, I can probably get a new job tomorrow, so no thanks."
And sometimes you just go down a road that is pretty isolated skills-wise. If you spend time working on a controller and hire controller people, then decide not to make a controller, possibly no hardware fab at all, all the engineers that are pretty controller specific really don't have much room. They're highly skilled, highly paid controller people, but lack the skills elsewhere. Sure, you can train them and they can learn, but you're paying them a fortune to be experts, why would you move them somewhere they are no longer experts and why would they want to go back from being an expert to being unskilled?
My company is doing this now. We are saying no jobs are being lost. This is true. But people will be fired. Good people. We have too many, say, IT people and not enough, say, finance people. Some of those IT people are very highly paid and very highly knowledgeable about their field. But we are way overstaffed in that field. They have no finance skills that warrant their paycheck, and if they wanted to be finance people they probably wouldn't have gone into IT. So they'll be let go, and their salaries will be used to hire finance people as experienced as they are. It's unfortunate, but we have a ton of expensive, experienced people sitting idle in some departments and other departments suffocating from a lack of them. We also have a finite amount of money we can spend on g&a. So we need to go through the difficult task of letting some fantastic employees go because their skillset isn't needed but other skillsets are. We could train them, but who wants to go from being a Senior Director of IT to an analyst in finance, which is about what their skill level would be, and why should we pay them $150,000 when an analyst should be making a third of that? We either severely overpay them, or we ask them to take a paycut (which is a huge insult.)
Seriously, what kind of nonsense are you spilling? |
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| News Comments > etc., etc. |
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| 14. |
Re: etc., etc. |
Feb 14, 2013, 07:29 |
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Cutter wrote on Feb 14, 2013, 06:22: Legal repercussions? Bait and switch? Class action suit to come?! No, because they never said that was the final product.
In fact, the videos released in the two weeks before launch showed exactly what we got, didn't they? The ones that were mercilessly laughed at? They didn't show extended footage, but enough so everyone knew what they were getting.
I mean, what are the damages. You, Cutter, had none. You thought the game would suck from the beginning (and you were right), and you spent no money on it. Other people bought it, but there was actual gameplay footage out before they did. Plenty of it. On this board we've had people say you'd have to be stupid to buy this - weeks ago. From there you can probably assume a reasonable person saw this coming.
And courts would never punish a company for showing a prototype. Car companies would be out of business if that happened. E3 would disappear, too. Companies would only show final versions of games, meaning we'd see nothing until release. People already bitch about no HL3 anything, but that would legally become the norm.
And where do you cut it? I'd argue that crappier graphics are less meaningful than losing features. Valve, though, are some of the kings of lost features. We barely saw any HL2 footage before release but we still saw features that got cut. And before HL Gabe made a huge deal about how it was a living, thriving world with flora and fauna. There was none of that. He said bodies didn't disappear, instead cockroaches ate them. I remember cockroaches, but they certainly didn't eat bodies (which disappeared.) Did anyone sue Valve?
Suing a company for showing a prototype whose features, including graphical features, got cut is worse than suing Drive for not being as Fast or Furious as the ads made it seem.
Which, again, doesn't excuse Randy. Gearbox fucked this up and Gearbox destroyed the trust they built with their fanbase. It should be years before anyone trusts anything they say. Years. But there's no legal repricussion here. What would the standard be? Laws are about standards that can be applied to all, and I can't write a way to punish Gearbox for this that wouldn't stop every single other developer from ever showing prerelease footage.
But man oh man, I cannot wait for Kickstarter games to start coming out. I can't wait for people to realize that the aspirational graphics they saw are not nearly what they got. Can't wait for them to see that the features they were promised weren't there, or the stretch goals are there but totally unrealized. Because this is going to happen. Not for the big ones, FTL was pretty much done, Wasteland looks awesome, but for some of the smaller ones? The early ones we backed because it seemed awesome and we were less critical then than we are now? We're going to get burned so much worse than anyone did here. I also think people are fairly aware of this now and much smarter about what they Kickstart.
This comment was edited on Feb 14, 2013, 08:14. |
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10508 Comments. 526 pages. Viewing page 36.
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