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Real Name Will   
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Nickname Dev
Email Concealed by request - Send Mail
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Homepage http://
Signed On Dec 13, 2004, 01:09
Total Comments 6704 (Guru)
User ID 22548
 
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News Comments > SimCity Adding Servers
58. Re: SimCity Adding Servers Mar 7, 2013, 15:35 Dev
 
xXBatmanXx wrote on Mar 7, 2013, 15:31:
nin wrote on Mar 7, 2013, 14:48:
I smell a HUGE lawsuit coming.

We'd never be so lucky.

Although this is the most recent....not good.

You need to send that link into Blue.


There are other Country's that don't put up with that kind of stuff that the US does....
I read similar things in lots of other threads, things about licensing not standing up, etc. Yet I rarely read about anything actually being done (aside from the used games thing).
 
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News Comments > SimCity Adding Servers
56. Re: SimCity Adding Servers Mar 7, 2013, 15:31 Dev
 
Quboid wrote on Mar 7, 2013, 12:50:
Who are P4R Gaming? Is there any reason to believe them? That article looks fake, even the comment from EA looks fake.
I think they take small nuggets of things and make stuff up to be funny. Thats the impression I got from their front page.

For example from this article:
http://www.p4rgaming.com/?p=1453
PETA Says Virtual Whaling in Assassin’s Creed 4 is a Gateway Drug That Will Lead to Actual Whaling

We saw the story on blues earlier, but as I recall it was more about them objecting to the game than it being a gateway.
 
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News Comments > SimCity Adding Servers
54. Re: SimCity Adding Servers Mar 7, 2013, 15:23 Dev
 
EA can easily afford to get a bunch more servers ahead of time based on pre-orders, this is inexcusable.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
160. Re: Torment: Tides of Numenera Kickstarter Live Mar 7, 2013, 07:03 Dev
 
Kajetan wrote on Mar 7, 2013, 06:57:
Dev wrote on Mar 7, 2013, 06:10:
I'm actually impressed that it will only take $2 million to do all the stuff that's planned so far.
No middle management. No bloated structures where the descision on, for example, how to make doors open in the game requires half a dozen meetings and waiting 'till the descision process wanders up the chain of command and down again while several dozen artists and programmers sit idle, not being able do anything, only producing expenses while they are waiting.

Compare this to Project Eternity, where the main programmer just implemented this feature in a few hours, because he can make such detail descisions for himself.

THAT is the reason why majors are no longer able to produce games on a moderate budget. And comparing the visuals and production value of a game like THE WITCHER 2 with DA2 or Skyrim and realising that TW2 had a budget of only 10-15 mio. dollars ...
Oh I know and I agree. And there's other factors too, like marketing sometimes taking as much money as the game itself.
And knowing doesn't do anything to make me less impressed
netnerd85 wrote on Mar 7, 2013, 06:27:
@Dev come up for air once in a while

Not going to bother with a "real" reply since you have made so many assumptions. Hope you enjoy your well thought out story, as long as you enjoy.
Yes I did make a number of them. But then you didn't have much in the way of detail there . Feel free to elucidate your thoughts, and if I was wrong, I'll apologize.
Edit:
netnerd85 wrote on Mar 7, 2013, 11:56:
lol, "rewarding"... hook line and sinker for you then ey

Incentive for the rat to do as master demands.
Given your comment in the other torment thread, and lack of further response here, pretty sure I didn't misinterpret.

This comment was edited on Mar 7, 2013, 17:27.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
157. Re: Torment: Tides of Numenera Kickstarter Live Mar 7, 2013, 06:10 Dev
 
netnerd85 wrote on Mar 7, 2013, 05:43:
I don't get it, it's like the other extreme.

"Give us money money money and you get 'deeper story'"
Doing a deeper story takes resources like time and *gasp* money. Did you even bother to look at the stretch goals in the latest update?
KS stretch goal update
[1.2 Million]
[...]
we have already passed what would have been our first Stretch Goal and are excited to announce that, though you will play Torment as a specific character, we will provide you with the choice to choose your character’s gender when you begin a playthrough.

Besides the obvious impacts of PC gender (e.g., character model, animations, increased localization work for languages for which gender matters, etc.), there will be appropriate reactivity from NPCs in the game world. This doesn’t mean that the overarching story will depend on your gender, but the level of reactivity will be significant and noticeable.
ZOMG, wait wait, having to do double the main character modeling and animations and writing a bunch of extra dialog... isn't that like automatically done by tools nowadays? Isn't that just free? And instantly rendered?
$1.5 Million: Richer Story – Writer Mur Lafferty and Designer Tony Evans join the Writing Team, plus a Bonus Novella)
ZOMG it takes money to hire writers? Since when?
$2.0 Million: Monte Writes, Mark Composes, and Goo Oozes
We will continue to increase Torment’s story depth and reactivity as Monte Cook also joins our writing team, contributing directly to in-game content.
[...]
At this Stretch Goal, Mark Morgan will write more music for Torment to complement the additional game areas and content we will be adding. Furthermore, he will incorporate a live orchestra into his work.
[...]
Our initial plans for Torment included four possible companions for the player and at this Stretch Goal, we will be adding a fifth, which we’ve nicknamed “The Toy.” (That’s not its in-game name. ) The Toy is a changing ball of goo: Is it a pet, an abandoned toy, a dangerous weapon? Whatever it is, it responds to the way you treat it by changing its appearance and abilities to reflect what it perceives as your desires.
Wait, I thought things like live orchestras and hiring original planescape composer was free?
Plus, isn't hiring someone to closely work on the writing, instead of just consulting, shouldn't that be free too? I mean ZOMG how dare people expect to be paid for their time. Surely they can just move back in with their parents so they won't have living expenses.
And another party member that has multiple appearances and animations, surely thats like done all by unity automagically when you type "MAKE ME ANOTHER PARTY NPC KTHX BAI"

I know its a huge shock that scaling up a game design with more features takes more money, but there it is. And they've clearly delineated what people will get with the additional resources. They haven't just said "it will be better, trust us, we won't say how, but it will hahahah"
I'm actually impressed that it will only take $2 million to do all the stuff that's planned so far.

It took 150+ posts, but we actually got some hate in this thread.

This comment was edited on Mar 7, 2013, 06:20.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
154. Re: Torment: Tides of Numenera Kickstarter Live Mar 7, 2013, 03:33 Dev
 
D4rkKnight wrote on Mar 6, 2013, 21:28:
Dev wrote on Mar 6, 2013, 20:28:
PHJF wrote on Mar 6, 2013, 20:24:
PST is far and away the best RPG and one of the greatest all-time video games ever made.
Which reminds me, I don't think I ever played that game all the way through.
I need to go dig that up.

GoG link if anyone needs:
http://www.gog.com/gamecard/planescape_torment
I seem to recall some mods and info being posted in another blues thread, stuff like how to get the game higher res. I'll have to see if I can find that.
Edit: Unless I'm remembering some other game.

GOG Forums almost always have all the info you need for mods, in this case it looks like they made a special news update for it specifically:
http://www.gog.com/news/mod_spotlight_planescape_torment_mods_guide/
Ah yes, thanks. Thats the link I wanted.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
153. Re: Torment: Tides of Numenera Kickstarter Live Mar 7, 2013, 03:32 Dev
 
mag wrote on Mar 7, 2013, 00:45:
I'm guessing you won't like this one either. A couple million won't hire voice actors for a few hundred pages of dialogue. Just based on what they've shown of Wasteland 2, there is going to be a ton of reading.
Yep. Planescape torment had a script of 5000+ lines. I'm guessing wasteland 2 will have less than that, and they are using that keyword system (which helps saves on reading if you don't want to play a game like that for the story, you can just click the keywords and not read much). But the new torment game might well have something close if the writers are going to spend 8 months on it.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
137. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 20:28 Dev
 
PHJF wrote on Mar 6, 2013, 20:24:
PST is far and away the best RPG and one of the greatest all-time video games ever made.
Which reminds me, I don't think I ever played that game all the way through.
I need to go dig that up.

GoG link if anyone needs:
http://www.gog.com/gamecard/planescape_torment
I seem to recall some mods and info being posted in another blues thread, stuff like how to get the game higher res. I'll have to see if I can find that.
Edit: Unless I'm remembering some other game.

This comment was edited on Mar 6, 2013, 20:36.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
134. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 20:20 Dev
 
sauron wrote on Mar 6, 2013, 20:12:
Dev wrote on Mar 6, 2013, 18:14:
3 posts of great stuff

Just wanted to give props after reading your posts on this page.

Great stuff, very interesting, thanks! Keep it coming!
Thanks! I appreciate it.

And where's all the bluesnews hate in this thread anyway? Recently I've been reading some of trollish posts saying stuff like PC gamers and bluesnews posters in particular are filled with hate.


This thread is definitely fun, building on each others posts and extending them further, thinking things over.
Plus the KS itself is exciting
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
130. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 19:17 Dev
 
Creston wrote on Mar 6, 2013, 18:33:
And that in return motivates them to bust ass and make the best games they possibly can. They know full well this is their absolute best chance to never, ever, EVER again have to listen to some EA cunthole whine about wanting sexier NPCs so that marketing can make posters of them...
And this is why backing anyone with even a little history of putting out games and dealing with publishers is a fairly safe bet. They are putting their reputation on the line, and they actually know what the stakes are and what they will have to go back to if they fail on this. People with a once in a lifetime dream opportunity that they've tried to do for years, are far more likely to do everything they can to make it succeed. And we haven't yet much so far seen the other side of the coin.

That the devs will OWN the final product, free and clear. They won't get a tiny bit of royalties, or get screwed with a flat under cut payment, or owe money to the publisher (dunno if owing ever happens in games, but it happens quite frequently in music industry). They will get the ENTIRE chunk of future profits. They will own the IP, they can do sequels as they please, they can put it on steam for a hefty profit, and perhaps make a sweet side deal with a publisher for just the retail product (such as what valve has done with games like portal 2). They won't have to leave the IP sitting for a decade without a publisher since its not CoD, they just start a KS and see if there IS actually demand for a sequel.
If the KS was planned and executed properly, they won't have any debt afterwards. They will have gotten a lot of "free" marketing just from the kickstarter (free as in not the mega millions EA pays, but a KS still takes a lot of effort to spread the word while it happens, and will take time even afterwards), so demand and hype should have already built up by the time the game is released. They have early adopters and word of mouth jump started by the time game comes out (this can be incredibly important for a product, which is part of why apple sends out its stuff in advance to famous people).
In a "worst" case scenario, even if there's zero demand after the product is released, at least it was done and paid for, and they can pursue something else.

A single big game on KS can mean a large chunk of financial security afterwards from years of sales, which will help so a studio won't have to live project to project always on the verge of bankruptcy.

So I'm excited about what crowdfunding can mean for the industry. And we haven't seen nothing yet!

This comment was edited on Mar 6, 2013, 19:49.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
123. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 18:36 Dev
 
Flatline wrote on Mar 6, 2013, 18:28:
Now. That being said. What Kickstarter *can* do is bring back niche games. Seriously. All projects I've backed are either niche boardgames or niche computer games. And that's an AWESOME thing to say.
Amen. Wasteland 2 would NEVER have happened otherwise. Brian has tried to shop it around to many publishers, and gotten shot down every time.
Plus, the whole community art thing they are doing, that alone may stimulate change in how things are able to be done. I think its great that they are allowing beginning artists/modelers to not only get credited on a published game, but they get paid for their word, and get their work put into unity library store for the future (and many of these projects are using unity, especially since they added linux support)
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
121. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 18:32 Dev
 
ASeven wrote on Mar 6, 2013, 18:10:
Dev wrote on Mar 6, 2013, 17:57:
I don't get the hatred and vitriol towards crowdfunding from people who aren't even in publishing business.

The main reason for this hatred directed at crowdfunding from certain sectors of the entertainment industry is, I believe, simple to explain.

Crowdfunding threatens the status quo of publishers, gaming and otherwise. The dinosaurs don't want anything to threaten their ancient business model and crowdfunding is the biggest threat to classic publishing yet. It threatens the whole status quo of the publishing world and hence a lot of corporate people and their cronies can't wait to see this new model fail and fail hard. Bad news for them though, due to the nature of this model this can never, ever fail.
I get all that. Which is why I specified "from people who aren't even in publishing business." That's the part I don't get.

Also, while I think its here to stay (thankfully), I don't agree that it can't ever possibly fail. And even a $2, $5 or even $10 million project isn't close to threatening the big publishers. More the smaller ones (or perhaps smaller projects). Which is fine, let them keep pumping out CoD clones. I think many projects will do much better funded without a publisher screwing everything up.

Edit: While I beat creston and his post--immediately after mine--by a huge amount of time since he types so slow (yes this is a joke, just in case any humor challenged people are reading), he came up with additional points that I didn't think of.

This comment was edited on Mar 6, 2013, 18:42.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
117. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 18:14 Dev
 
ASeven wrote on Mar 6, 2013, 17:33:
And Chris Taylor (and numerous idiots) announced the death of Kickstarter when his project failed.

HAH! Crowdfunding is here to stay.
Nothing stood out about wildman to me.
In general (this isn't addressed to any particular project), before people start a kickstarter they need to look at how ones that succeeded handled things. They also should be well planned out in advance, not just slapped together as the kickstarter happens. For instance, some I've backed have failed to think about how much physical reward fulfilment will cost. Others failed to think about how stretch goals increased physical package size/weight and had to send out 2 shipments internationally, at a shipping loss.
Its like when a small business is started, starting without at least some minimal basic business plan is likely a bad sign and a bad start.
And planning for GROWTH is super important! Many small business fail when they try to scale up when growth happens.

Also, I see some kickstarters undercut the actual project cost thinking they will chip in personal funds if (in their mind the unlikely possibility) it doesn't overshoot. Then they have trouble when it barely passes. Only undercut if you can deliver on your promises at that amount (see above about planning), and can afford to drop other funding into it without a problem.
Others have this huge goal for games that don't seem like they should require that much. Be realistic. Don't build giant profits into the KS, building enough to have a small margin for unexpected consequences should be fine. Since you are getting funded up front, any sales afterwards will be mostly pure profit. Reducing the profit in the KS may well help with a larger profit after its done.
But don't go with absolute at cost estimates either! The VAST majority of software projects go overtime and over budget. Several I've backed have run out of funds when things went past their optimistic dates. I.e. they budgeted only for 4 months of full time development, and it ended up being only half done at that point and out of money.
Doing something like double fine does, with frequently updated estimates based on current project progress helps. That's why I was encouraged when they figured out, AHEAD OF TIME that they were going to go long on development at the wishful thinking scale, and figuring out what they needed to scale back to be realistic. Successful projects tend to do this, and its healthy to do this, without it you end up throwing everything but the kitchen sink into the design and small features that don't add much take way way too much resources and time to implement.

Also, keep the pledges and add-ons not terribly complicated to understand. Think it through that you will have to actually deal with hundreds or thousands of orders of shipping and fulfillment (probably best to figure out a cost of having a business that does that for a living take care of that side of things). And keep updates coming. People want to be involved. So let them! Encourage them!
Offer some early backer discounts to get things rolling (but not too many). Generate pre-press shortly before the project starts, otherwise a lot of time of the KS duration is wasted building up the spread of the project. Torment did this well.

Anyways just some few thoughts from observing some KS, both failed and successful.

This comment was edited on Mar 6, 2013, 18:27.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
113. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 17:57 Dev
 
ASeven wrote on Mar 6, 2013, 17:33:
And Chris Taylor (and numerous idiots) announced the death of Kickstarter when his project failed.

HAH! Crowdfunding is here to stay.
I don't get the hatred and vitriol towards crowdfunding from people who aren't even in publishing business. Its like they can't WAIT for this stuff to fail horribly and are gleefully standing around with a gas can to pour onto the fire when a project goes south.

There WILL be projects that fail. It doesn't mean the rest will, or that crowdfunding is stupid and should die and go away in a year. Its like investing in a startup. Protip, they sometimes fail.
KS's model of only funding if it reaches the goal reduces a lot of crap from getting funded. People are also expected to use a modicum of common sense, if something doesn't sound legit... guess what? It might not be!

This comment was edited on Mar 6, 2013, 18:09.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
111. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 17:54 Dev
 
Creston wrote on Mar 6, 2013, 17:46:
There are so many people backing this project that the Kickstarter server has begun to crap out. I can't get any page to pop up anymore.

Creston
And here I thought they would have upgraded their servers/bandwidth sufficiently seeing the trends from other huge kickstarters like DF and eternity.

Don't take a page from valve's book here guys.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
98. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 17:08 Dev
 
Creston wrote on Mar 6, 2013, 16:56:
Oh, and there will be paypal. Check the FAQ at the bottom of the KS. They don't set it up until the project is funded, though. (Because Paypal doesn't like these "it only gets paid if the project makes it" shenanigans. So by waiting until they know they are funded, they avoid Paypal's handwringing.)
I always thought it was because companies didn't want to take a chance that the KS goal wouldn't be reached from cannabalizing funding. But your explanation makes a lot of sense too
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
97. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 17:06 Dev
 
polygon interview
http://www.rockpapershotgun.com/2013/01/09/planescape-torment-sequel/

A couple good interviews. Here's some tidbits:

InXile believes it has learned a critical lesson from its crowdfunding success. The creative leads at InXile believe that the traditional publisher/developer model of funding video games is broken, and the developer is staking its future on that claim.

and
RPS – Can you talk about why Wizards of the Coast were resistant to licensing Planescape again?

Fargo: We asked and were rebuffed. In reality we didn’t push very hard on licensing it as the team was excited to work with Monte on Numenera and they felt that there would be less creative restriction. And WotC has been pretty silent on this space for some time. Neither Feargus nor I was able to get a Baldur’s Gate 3 project going.

RPS – Did you meet any resistance when seeking the Torment name?

Fargo: I patiently waited for someone to do something with a Torment concept but nothing happened. After many years the rights expired and allowed me to step in and put together a great team to make another title of its kind. We will improve on the mechanics and deliver a deep narrative story that is deserving of the name Torment.

So apparently the torment trademark was expired which is how they can use that, but they don't have IP from wizards.
And they've tried to do BG3.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
89. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 16:29 Dev
 
Riker wrote on Mar 6, 2013, 16:23:
Torment has never been on my radar, so I'm going to hold off on this (well, that, and they don't have funding options for non-Americans at the moment).
Way back in the doublefine days, ways were found to do funding from other countries and still use kickstarter. As I recall, they were things like getting a pre-paid credit card (since many in europe don't have credit cards), and creating a amazon.com account (which worked even if you weren't in US).

I imagine they will add paypal options though.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
87. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 16:27 Dev
 
http://www.kickstarter.com/projects/inxile/wasteland-2/posts/420739

A much more detailed explanation why they are doing this now rather than waiting for wasteland 2 to finish was done in a wasteland 2 update.
Some quotes from it:

inXile, with all of our internal employees and outside contractors, consists of enough people to be considered about the size of a team and a half. This is by design. We always want a small and efficient team (the “half team”) to design both our product and our product development plan. This is called pre-production. It is the most important time in a project’s life cycle
[...]
The “half team” in our team and a half model consists of writers and artists as well as designers and a producer. They are the ones that define the game design, write the dialog, define the combat, the UI, the missions, and even parts of the level design. We spent about 6 months working on this pre-production for Wasteland 2 and we would like to spend even longer doing it on Torment. For inXile, this “half team” that did the pre-production for Wasteland is done, their work on Wasteland 2 is completely finished. We want to get this group into pre-production on Torment to keep them working together on a project we are all passionate about.

Currently, Wasteland 2 is in full production with a team of 15+ people cranking away on it. This is the full team that consists of engineers, scripters, character modelers, environment artists, and animators. This team is implementing the plan created during the Wasteland 2 pre-production cycle.
[...]
• We do want to be abundantly clear that no Wasteland money is to be spent developing Torment. No Torment money is being spent on Wasteland 2. That said, lots of tools, plug-ins and pipeline processes that have taken man months to create will be shared between the projects if we can keep team continuity.

• The pre-production of Torment is not going to hinder the development of Wasteland in any way. As explained above, they are different teams during the pre-production.
emphasis added
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
85. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 16:15 Dev
 
nin wrote on Mar 6, 2013, 14:46:
Creston wrote on Mar 6, 2013, 14:44:
Being an utter tit, I only now just realized that the first picture is a video.

LOL at that kid. "I just love it, Brian! You just say 'there's kickbacks! Deal with it!'"
HAHAHAHAHAHA. Fucking fantastic. Fuck publishers.

Creston


"Don't you just fire them when they're done?!"

Kid/publishers: "Months? For writing?"
Brian: "That's the way we did it back in Interplay days."
 
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6704 Comments. 336 pages. Viewing page 43.
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