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User information for Tomas

Real Name Tomas   
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Nickname Tomas
Email Concealed by request
ICQ None given.
Homepage http://
Signed On Feb 19, 2003, 07:19
Total Comments 190 (Novice)
User ID 16212
User comment history
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News Comments > Red Orchestra: Heroes of Stalingrad
4. Re: Red Orchestra: Heroes of Stalingrad May 3, 2009, 14:39 Tomas
Sweet. I was a big proponent of RO:Ost so I'm happy to see they are sticking with that for game 2. Now I have to go find a copy of that mag...  
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News Comments > WoW on iPhone?
8. Re: WoW on iPhone? Apr 27, 2009, 01:20 Tomas
BTW, the video seems to be working again. I have to admit, if I had an iphone I'd probably want to have this too. I loved the AH. =)  
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News Comments > WoW on iPhone?
7. Re: WoW on iPhone? Apr 27, 2009, 01:18 Tomas
Hmm, maybe I'm just wrong, but haven't people been doing this for a couple of years now? I guess maybe not with a "proper" client, but this isn't the first case of someone using the iphone for logging in and "playing" WoW.

If I misunderstood I apologize. I do tend to scan things rather quickly when I only have a superficial interest in them. I've long since given up on WoW. Rest in peace my lvl 70 undead rogue.
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News Comments > WoW on iPhone?
4. Re: WoW on iPhone? Apr 26, 2009, 22:00 Tomas
What does it have to do with being authorized? If I have a PC game and play it on a mac is that wrong? I mean other than the fact that I'm using a mac? Maybe there's some weird thing in their EULA or something but it seems odd that anyone would care at all. I'd imagine they'd be elated to have more people playing their game more of the time.  
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News Comments > Killing Floor Announced
15. Re: Killing Floor Announced Mar 20, 2009, 22:20 Tomas
Just some info:

This project is not Tripwire's "Game 2" although this will be their second game released. This game is based on the Unreal 2.5 engine and was a project they picked up from a mod team who wanted to use Red Orchestra as a base for their mod. Tripwire basically counter-offered and told them they'd help them publish their game and bought the rights to it.

Tripwire's "Game 2" that most Red Orchestra fans have been dying to hear an announcement for is still in development and there is very little info about it. The safe bet is it is something along the lines of Red Orchestra, but since there's next to zero info out yet nobody knows for sure. I believe it's also fact that it is being developed in the Unreal 3 engine so the graphics will crush those in Red Orchestra and the just announced Killing Floor project (which actually looks great considering it's Unreal 2.5).

Anyhow, just some info for those curious as to what is going on. I was personally really bumbed at first since I thought this was the RO2 game they'd been developing. The good news is it is not, and it still might be something really cool so now I'm much happier. You can get more info on their new Killing Floor forums (which is where I got all of this).
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News Comments > THQ & PhysX
27. Re: THQ & PhysX Dec 22, 2008, 06:59 Tomas
After DX10..I'm not as excited about future DX releases as I might have been in the past

So long as DX11 supports XP I'll be interested. =) I've always been a slow adopter of new versions of windows. I was using 2000 until SP 2 came out for XP and even then I was loathe to "upgrade." I will admit though that after these last few years I've become more or less accustomed to XP - though the first thing I do with a fresh install is turn off all the XP gui stuff and get back to the nice classic win2k look and feel.

Oh, and to at least superficially stay on topic I would assume the reason we don't see physics mattering more in games isn't because the technology isn't there, but rather that from a design standpoint it's a huge pain in the butt. People complain about poor level design as is...imagine what things become like when players can blow up your levels. What a nightmare!

This comment was edited on Dec 22, 2008, 06:59.
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News Comments > 96% of Games Unprofitable?
25. Re: 96% of Games Unprofitable? Nov 22, 2008, 13:38 Tomas
Since I used to be in the games industry and my last title was a multi-million dollar indie game here's a few things I'd consider "facts" about making games. I don't expect most of you to believe me because this is, after all, BluesNews, the place for people who think they know how the world works. =)

It's not as hard as you think to get investment for a project if you have the right people talking. It's the same with the movie industry - there's a lot of well-to-do persons who think the idea of "making a game" or "making a movie" is awesome. They know nothing about how the industry really works but they do have money and the idea that they could be "making a game/movie" is a really cool thing to them and is a more powerful force than the possibility of losing their money. So getting funding, even if the shot at profit is really low, isn't really that hard, it just takes hard work. I've seen both movies and games funded several times so I know you can do it if you have the right people involved.

Movies don't make money. Well, most don't. Games don't make money. Well, most don't. So why do people make movies/games? Because we love the good ones and its extremely exciting to think you might be part of making that awesome product and the hoards of cash that come with it. Look at how many good and bad game studios fail after their first title or two. It's not necessarily because they made bad games and it's obviously not because they made tons of money. It's simply because their investment money plus the cash from sales finally ran out. Games simply aren't that profitable in most cases these days.

There are of course the studios that do make it and you can usually tell which they are after their first project, but even those studios are often only one title away from shutting down. If you need facts just look at the entire history of the games industry. This is why the big guys buy up little studios and eventually take over in both industries. Their plan is the same as the movie industry. You put out X products a year knowing that most of them won't be very profitable but you also know that you only need one or two big sellers and you're fine for next year.

Anytime you see a good game come out that is successful watch for that studio to get bought up by a big studio. Some will try to remain independent and if they have great management they might be able to do so for a while. The reason they are such tempting targets is because finding a solid development team is really hard. A mostly great team often isn't enough. Having great guys in most departments but incompetence in one or two areas can really hurt your overall sales and chance at survival.

While I think the 4% number is a bit misleading it's probably not that far off. I wish I had some data on the costs/sales of every game this last year. I'd bet that it'd end up being pretty close to that number. Remember that there are a LOT of games you've never heard of and many didn't even get released. Additionally, nany don't miss profitability by much so that 4% figure is not quite as bad as it sounds. Again consider the investment mentality. You try to spread your portfolio because you know some are going to be winners and some losers. Games and movies are the same. Most investors know that 9/10 of their investments will not return a profit but it's still worth their investment because the one that does turn profit makes up for the other nine.

I've brought this up before but it seems relevant again today. There's a reason we see derivative games over and over. Those studios that do make money are run by business people who have the data and know which types of games made money and if you want to make something that isn't on their list of proven recipes you're going to have a really hard time getting it approved. This is all because of the fact that many great games will never make money.

The costs of development these days has become so large that it is very hard to survive with a product that only appeals to a niche market. Many creative and some of the best games made fall into this hole. They aren't going to appeal to the masses. Sure there are a few exceptions but as a whole this is a truth. It's the exceptions though that make that group of guys with an idea and the drive to make a new studio time after time and try to make it work. Few people go into a new project thinking that it's going to only make a few sales and appeal to a small number of people. We all think what we like is clearly the best thing and therefore everyone should like it as well.

As for the 60% of the budget being spent reworking or redesigning a game I'd say that is also true. However, in most of those cases I'd say that the more redesign or reworking that goes into a project the less likely it is to make money or even be "good" at release. If the design was's often cheaper to drop the project and start over. It may seem counter-intuitive that dropping a huge investment in a project to simply start something new is cheaper but it's often true. The costs and complications of changing something that wasn't ever designed to be changed are usually far greater than expected. This is why sometimes adding that feature post release that the whole community is clamoring for isn't as easy as it sounds. Just because that feature is commonplace or is in other games and isn't that complex doesn't mean it is easy to implement into the architecture of every project.
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News Comments > Company of Heroes: Tales of Valor Announced
12. Re: Company of Heroes: Tales of Valor Announced Nov 3, 2008, 16:50 Tomas
And really...why no Russian and Japan yet?

As a side note I'm still disappointed that they changed the LAN feature. We used to have big LAN events all the time but not everybody owned their own copy - however a bunch of the guys ended up buying it over time for the single player and to play at home...but now we don't play anymore. Seems like a bad decision for Relic to me. All they did was ended a lot of guys interest in the game and stopped any future sales that were going to come from us getting new players to try it out. (We have a bunch of PCs at my house which were all installed with the game so people could come play with us)

This comment was edited on Nov 3, 2008, 16:54.
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News Comments > Company of Heroes: Tales of Valor Announced
11. Re: Company of Heroes: Tales of Valor Announced Nov 3, 2008, 16:50 Tomas
I think the reason games won't move away from WWII is simply because it was the most interesting period of war ever. With countries constantly changing the face of military tactics and technology there are just so many interesting facets to tinker with. Agreed on the modern war point - while it's less explored in many ways it's just less interesting in most cases. WWII plays a lot like a chess game where we keep adding a new pieces every few months to counter your best pieces. It's like a game designers perfect playground.  
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News Comments > New Mount & Blade Patch, Trial
4. Seriously, try this game Nov 3, 2008, 16:45 Tomas
I still feel bad for anyone who likes anything to do with fantasy or medievalness who doesn't try this game out. Sure it's not the fanciest AAA title but the combat is so fun. Now that they've released the modding tools I'm pretty excited for all the free new games I'm going to get to play for the next few months. BTW, you should have bought it back when it was 12 bucks!  
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News Comments > Call of Duty: World at War Beta Live
10. Re: Call of Duty: World at War Beta Live Oct 28, 2008, 23:49 Tomas
I thought maybe it was just me but yeah, the textures are really low res and it feels a lot less impressive graphically than COD4 but runs about the same. I haven't had much time with it yet though so I'm not sure whether its the new replacement for Friday Night Frag Fest yet.  
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News Comments > DX3 Dev: Deus Ex was "Kinda Slow"
60. Re: DX3 Dev: Deus Ex was Oct 22, 2008, 19:59 Tomas
*sigh* Worst news bit for Deus Ex 3 ever. I was cautiously optimistic before but now I'm not sure this will even be worth picking up. How can the lead dev make a boneheaded statement like that? Did he even play the first one?

This is the game that had my younger sister sitting beside me watching me play for two days straight because it was so "slow" and unmemorable. I can't name many games that someone else actually sat next to me and watched me play from start to end.
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News Comments > Out of the Blue
12. No subject Oct 9, 2008, 03:00 Tomas
Congrats! Been here since 1998 myself. Not sure how I missed those first years and survived! Here's to hoping that the next dozen are just as great. =)

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News Comments > X3: Terran Conflict Delayed Again
13. No subject Oct 6, 2008, 16:10 Tomas
How did you guys play X3 without the manual? I had to read and re-read that thing like 10 times to understand and figure everything out. There were a few things I just didn't get and it took a lot of looking around to figure out. It's definitely a complex game but I always enjoy the X stuff even though I never really do the story or get that far in it (I usually duck out around 30-40 hours or empire building but that's par for most games for me). All in all I'll probably buy this one too when I can afford it.

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News Comments > Out of the Blue
2. Re: Noooo! Oct 1, 2008, 00:01 Tomas
*phew* it's back.

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News Comments > Out of the Blue
1. Noooo! Oct 1, 2008, 00:00 Tomas
Everything is gone! Bring back Bluesnews!

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News Comments > Pirates of the Burning Sea Trial
7. No subject Sep 30, 2008, 19:48 Tomas
I can't tell you how excited I was for this game...and how disappointed I was when I finally got to play it. =( I'm still waiting for that swashbuckling/pirate MMO game that really does it right. This is one of the cases where I wish they'd basically made the WoW of pirate games.

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News Comments > Steam Ships Ahoy - Hinterland
9. Anyone played this? Sep 30, 2008, 19:42 Tomas
I've been on an indie kick lately - I'm guessing this is indie and it might be something I'd really enjoy. Anyone tried it yet? Legit reviews?

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News Comments > On Gears of War 2, PCs, and Piracy
77. Two last thoughts Sep 30, 2008, 18:26 Tomas
Unless something really interesting magically pops out of this thread here are my two last thoughts:

1. PC games are also less appealing to publishers/devs because they are increasingly losing both quality shelf space and the risks are high. Whether it is due to a small niche audience, piracy, bad game, bad marketing plan, or a dozen other reasons its becoming increasingly obvious that console development is a safer route. Naturally being tech savvy doens't make you a pirate but lets be honest...most of the guys I know who are only console players are pretty darn stupid when it comes to computers. I don't think CliffyB was suggesting that the only reason why he doesn't want to make games for PC is because everyone will pirate them, but it sure doesn't help things out either. Please note that he said:

Therefore, high-end videogames are suffering very much on the PC.

Notice the bolded part. And I think that's a fair statement.

2. Don't forget that the costs of a port also include marketing and the production which aren't cheap either. Just because you can save a lot of the development time doesn't mean you can save a ton on getting the game out there in physical form that people will know about. I think the old PC gaming model is going to die. I believe this is also why instead of getting cool boxes with real manuals, cloth maps, and all sorts of cool extras we get a crappy, generic plastic case with maybre a 10 page "manual" these days and that's it. My hope is that someday we reach a gaming plateau where the development costs finally come down (maybe hardware reaches a point where it's not needing to change much and thus toolsets have time to mature or something?) and therefore the smaller games and studios again can afford to make games that only need a smaller niche audience. We complain about lack of innovation these days but that's because innovation is not a safe investment in most cases.

This comment was edited on Sep 30, 18:27.
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News Comments > On Gears of War 2, PCs, and Piracy
53. In case anyone wonders about movies Sep 30, 2008, 04:05 Tomas
Just for your gee whiz file here's some info on how movies make money these days (just so you know I'm not blowing smoke out my backside):

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190 Comments. 10 pages. Viewing page 7.
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