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User information for Bruno Beaudoin

Real Name Bruno Beaudoin   
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Nickname ItBurn
Email Concealed by request - Send Mail
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Homepage http://www.blazingbitgames.com
Signed On Mar 8, 2011, 17:00
Total Comments 1123 (Pro)
User ID 56211
 
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News Comments > The Elder Scrolls Online in April
45. Re: The Elder Scrolls Online in April Dec 11, 2013, 15:50 ItBurn
 
Creston wrote on Dec 11, 2013, 15:44:
ItBurn wrote on Dec 11, 2013, 15:18:
You could replay the game a bunch of times, do the quest lines you had to skip and experiment different builds.

Amazingly, you can still do so in Skyrim. I just don't get the complaint of "Man, you can be the guild master of all four guilds at the same time!"

Yes, you can. Some people make one character and want to experience all the content with that one character. They can.

If you don't want to do it that way, how about... I dunno... not doing all four guild quest lines with that one character? It doesn't seem that difficult a solution.

I like that I can mix and match. It's a lot of fun to be a werewolf mage who goes on to become the ultimate assassin (though the assassin quests are all way too easy, unfortunately), because you can sneak in with magic, switch to werewolf, murder your victim, run back out again and change back, then go ask the guards what happened (well not really, but okay.)

If all four quest lines were separate, you couldn't mix and match like this.

I got no more enjoyment out of Morrowind forcing me to do three playthroughs and pick three different houses than I got out of doing all four all at once in oblivion.

Typically for Skyrim I make a character for playthrough, think about what he'll do, and then play the quests that make sense for the archetype. But I'm fine if people don't want to do that and want to do all content in one go.

There's absolutely no reason to start a new character, and that destroys all the magic for me. The game says that you are this god at everything. Making a second character is yourself forcing this upon yourself. I dunno, I want game systems to direct gameplay, I don't want to imagine game mechanics that aren't there.

Basically it's hard to explain :p
 
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News Comments > The Elder Scrolls Online in April
43. Re: The Elder Scrolls Online in April Dec 11, 2013, 15:18 ItBurn
 
descender wrote on Dec 11, 2013, 15:00:
They worked because the world reacted organically to your character.

Did I miss something in Skyrim where I had more than 1 real choice to make (who to support in the civil war) the entire game?

My biggest gripe with Oblivion/FO3/Skyrim/etc are the lack of necessary and limiting choice. When you can do 95% of all quests in one playthrough, they aren't getting "choice" right at all.

I gotta agree, but disagree.

Skyrim basically never really has any player choice in quests. You're the hero and you do things how they're supposed to be done. Also, you can do every quest, max every skill and become master of every guild. Both these things suck.

In Fallout 3/NV, you have many ways to complete quests. You can pretty much do everything though, but it's definitely not as bad as Skyrim.

Still love both games, but it would be even better if you really had to make choices and specialize. You could replay the game a bunch of times, do the quest lines you had to skip and experiment different builds.
 
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News Comments > The Elder Scrolls Online in April
29. Re: The Elder Scrolls Online in April Dec 11, 2013, 13:58 ItBurn
 
Acleacius wrote on Dec 11, 2013, 13:53:
The most amazing trailer, of the most amazing MMO 'RPG' I've ever seen. I've never seen so many, 'REAL' world effecting dialog choices, in a CTF battle trailer.

The affects', just stun me.

I barely understand what you wrote, but I think you're being sarcastic.

Yeah, I saw the trailer, wow, it sucks. It really sucks. It's basically exactly what I want the least about the game.
 
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News Comments > The Elder Scrolls Online in April
6. Re: The Elder Scrolls Online in April Dec 11, 2013, 12:01 ItBurn
 
jacobvandy wrote on Dec 11, 2013, 11:59:
ItBurn wrote on Dec 11, 2013, 11:46:
I hate mmos, but I LOOOOOOVE Elder Scrolls. I'll play it, but I expect to grow tired of it very soon.

There's a tragedy here though. They designed a ton of provinces in a very short time. This mean that they'll be very generic. They won't have the absolute love that Morrowind and Skyrim got for example. This means that the next single player Elder Scroll games' creative liberties will be severly limited...

There's already proof of that, let me dig something up.

Edit: Can't find the image, but basically, the lore describes an Elven city as being amazingly bright and alien, but in ESO it looks like a generic brick fort...

You're out of your mind if you really think that. As if Todd Howard is gonna go "well Zenimax already did Elswyr and it looks like X, so that's what we have to make TES VII look like, even though it's shit." No possible way. This is a barely authorized spinoff game forced by a parent company... I would be hard pressed to consider any of it canon.

I'm not saying they will have NO liberty, but it can only affect things in a negative way.
 
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News Comments > The Elder Scrolls Online in April
2. Re: The Elder Scrolls Online in April Dec 11, 2013, 11:46 ItBurn
 
I hate mmos, but I LOOOOOOVE Elder Scrolls. I'll play it, but I expect to grow tired of it very soon.

There's a tragedy here though. They designed a ton of provinces in a very short time. This mean that they'll be very generic. They won't have the absolute love that Morrowind and Skyrim got for example. This means that the next single player Elder Scroll games' creative liberties will be severly limited...

There's already proof of that, let me dig something up.

Edit: Can't find the image, but basically, the lore describes an Elven city as being amazingly bright and alien, but in ESO it looks like a generic brick fort...

This comment was edited on Dec 11, 2013, 11:52.
 
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News Comments > Morning Screenshots
2. Re: Morning Screenshots Dec 11, 2013, 09:38 ItBurn
 
I think they forgot to add textures to that dinosaur thing in the ESO screenshots...  
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News Comments > No Man's Sky Revealed
19. Re: No Man's Sky Revealed Dec 8, 2013, 18:28 ItBurn
 
What? I don't know what you guys have been smoking.

Star Citizen is made by a large team and a lot of them are veterans of the industry that have released top quality games in the past and know how things work. I don't even know why you dragged SC into this, get a better hobby than being negative about this particular random thing in the world.

This game is made by a handful of young indie devs. I saw the interview with the devs at the VGX yesterday and I wasn't filled with confidence that they had the required experience, money, talent and numbers. The amount of features that we saw in the (very scripted)video would be too much for a lot of AAA studios.
 
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News Comments > No Man's Sky Revealed
9. Re: No Man's Sky Revealed Dec 8, 2013, 15:26 ItBurn
 
Looks extremely cool, but it's way too big of a project for some indie devs.  
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News Comments > Starbound Beta Details
14. Re: Starbound Beta Details Dec 5, 2013, 14:40 ItBurn
 
xXBatmanXx wrote on Dec 5, 2013, 14:34:
saluk wrote on Dec 5, 2013, 14:24:
After trying to for a while, I just can't get behind these TRUE sandbox games. Let's throw a bunch of random objects in the bin, okay, have fun kids! No I'm not going to sit and draw some tiles around to make my house look pretty for 5 hours. But I see the appeal for others, and this looks like it pushes forward a bit more. It's been fun to watch some of the streams.

Yea I don't get that house stuff either. I make a big hole in the ground with an elevator and then each level has chests to store various types of loot. So 10 chests per level and have the following levels as examples: weapons, armour, resources, potions, etc

Well, if this is anything like Terraria, building your house isn't really the focus. It's about building a shelter to have peace and quiet while you explore the world and come back to store your loot. Terraria is about combat and exploration.

In minecraft though, building is a more important part. You're very vulnerable, so you need proper shelter. Also, stuff you build or caves you dig have a huge impact on gameplay and ease of movement. It's a lot more rewarding and fun to build because it really affects the gameplay. Also, you can build much more interesting things than in a 2D game...
 
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News Comments > Starbound Beta Details
8. Re: Starbound Beta Details Dec 5, 2013, 12:05 ItBurn
 
I'd really like to play it, which means that I don't want to play the buggy, unbalanced and incomplete version of it... I'll wait for release.  
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News Comments > Star Citizen Passes $33 Million
79. Re: Star Citizen Passes $33 Million Nov 28, 2013, 13:07 ItBurn
 
Quboid wrote on Nov 28, 2013, 12:57:
The kickstarter finished at $2m, 4x what they asked for - what panbient said. Anyway, panbient says the game will probably be delayed and in response, you imply that it might well be delayed ... so why's he talking shit?

It seems illogical to criticise the people urging caution of having unrealistic expectations.

Wow, you didn't know? The kickstarter was started waaay after the actual crowdfunding started on the game's website. They got a lot more money from their site's kickstarter and also asked for more. The Kickstarter had a really low funding amount because they still wanted to get the money. Everyone had already pledged through the main site, so they were afraid not enough would be left for the kickstarter(my interpretation). Their initial crowdfunding run, including the kickstarter, got way more than 2 mil and their initial goal was also more than 2 mil.

Haven't you guys been paying any attention to this???
 
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News Comments > Star Citizen Passes $33 Million
77. Re: Star Citizen Passes $33 Million Nov 28, 2013, 12:56 ItBurn
 
DG wrote on Nov 28, 2013, 12:38:
Confused about this - there's a lot of people really looking forward to this game but I can't fathom how it is possible to have $1,000 ships which can be both value for money and reasonably balanced for everyone else?

They aren't value for money. Well, they're pretty rare, so in a way it may be, but it's all about supporting the game.
 
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News Comments > Star Citizen Passes $33 Million
74. Re: Star Citizen Passes $33 Million Nov 28, 2013, 11:37 ItBurn
 
panbient wrote on Nov 28, 2013, 11:30:
ItBurn wrote on Nov 28, 2013, 11:19:
Their team is very close to the fans on the forums, in weekly videos, on their site and even in cons. They're making the game with us, this isn't an investor backed AAA game with all these rules are regulations. Stick around the community, there's amazing amounts of discussion between it and the devs.

None of this is good for actual product development. It's great for PR, not for actual development.

I disagree... People voice opinions, there's constant feedback, testing and bug reports done by the community and there's debate.

But yeah, it's PR. We basically are their bosses, so they need to cater to us and make us happy. In AAA development houses, there are videos, meetings and demos geared towards management all the time, so that the dev team can "sell" their ideas to the people who fund them. This is similar, but with us.
 
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News Comments > Star Citizen Passes $33 Million
72. Re: Star Citizen Passes $33 Million Nov 28, 2013, 11:19 ItBurn
 
panbient wrote on Nov 28, 2013, 11:10:
ItBurn wrote on Nov 28, 2013, 10:34:
Their original plan wasn't 2mil. Investors would have more than doubled that number. The crowdfunding was basically a way for investors to get confidence in the market. Now though, investors are no longer required.

Then why is the initial funding goal on the RSI site $2 million? How does the fact that initial investors provided more than expected negate the original target?

You're just making conclusions on a project that you aren't actually following. Their team is very close to the fans on the forums, in weekly videos, on their site and even in cons. They're making the game with us, this isn't an investor backed AAA game with all these rules are regulations. Stick around the community, there's amazing amounts of discussion between it and the devs.
 
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News Comments > Star Citizen Passes $33 Million
68. Re: Star Citizen Passes $33 Million Nov 28, 2013, 10:34 ItBurn
 
panbient wrote on Nov 28, 2013, 10:27:
InBlack wrote on Nov 28, 2013, 09:52:
You are of course reffering to CR's statement that most of the funding goals were known well in advance and that the project management plan took all of that in account with regards to how the money will be allocated. In other words they were always planning to build this kind of game if they could secure the funding. Excuse me if some of us take that with a grain of salt.

Agreed. And for me this jives even less. If these stretch goals were already planned then what was the purpose of the original $2M product pitch? What would have happened if that's all the funding they could have secured? Would the product have simply evaporated due to the lack of funding for the bigger picture version? Why rely on the community to choose the latest features if they were already planned?

Again, I'm not calling this a scam. I do believe the intentions are pure. But every one of these announcements about more funding and new goals just sounds like another technical risk being added to the pile and increasing the chances for catastrophe. Regardless of the claims I don't get the feeling these stretch goals were actually planned ahead of time, they all sound like reactions to unexpected / unprecedented community support.

Basically it seems like this massive support has created a situation where RSI is now pitching how much they can attempt rather than how much they can accomplish. This is not necessarily negative, or a forecast for failure, just something that most people who've dealt with a creative industry have learned to be cautious about. Couple that with the fact that MS had to step in so that we still wouldn't be waiting for Freelancer today and you can probably understand why some of us older nerds are still on the fence about tossing our disposable income onto the money mountain.

Their original plan wasn't 2mil. Investors would have more than doubled that number. The crowdfunding was basically a way for investors to get confidence in the market. Now though, investors are no longer required.

Also, Chris has repeatedly adressed the feature creep concerns and also, the last bunch of stretch goals haven't added new features. Well they added more ships, but this is basically nothing and probably already planned.

You guys are just being negative. No one knows if this will be what we want, but the signs say hell yes. I think that the proper stance to take is being cautiously optimistic rather than your pessimistic stance.
 
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News Comments > Star Citizen Passes $33 Million
66. Re: Star Citizen Passes $33 Million Nov 28, 2013, 10:25 ItBurn
 
InBlack wrote on Nov 28, 2013, 10:21:
Read up on the development of Freelancer. I disagree about it being an amazing game, but thats beside the point. In short, Microsoft took CR off the Freelancer project because of 'development hell' problems.

I did, that's why I said what I said.
 
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News Comments > Star Citizen Passes $33 Million
64. Re: Star Citizen Passes $33 Million Nov 28, 2013, 10:01 ItBurn
 
InBlack wrote on Nov 28, 2013, 09:52:
ItBurn wrote on Nov 28, 2013, 09:21:
panbient wrote on Nov 28, 2013, 09:17:
Ryan Lange wrote on Nov 27, 2013, 23:52:
It's generally understood that there is not necessarily an inverse relationship between the amount of funding available for a project and the amount of time that project takes to advance.

That's why I specified the 'original' product concept. The difference being I'm seeing them expand the scope of their project rather than adding onto the original plan. Not necessarily a bad thing, just exponentially riskier.

Here's the issue from my perspective. Anyone worth supporting in a kickstarter / crowdfunding situation needs to have a clearly defined and achievable goal. Otherwise you are literally investing in hype. That core product concept needs to be solid and focused.

A year ago RSI started a pitch for what sounded like a small, focused, space game with great potential for expanding into absolute greatness. The community heard it too and supported them beyond their expectations. How is it the game they planned to make for $2 million can't be shown even as a beta when they've gotten well over 15 times more funding? And I don't mean some module either, I mean the original product they pitched last year, the one they said only needed $2 million to be made.

For me that's a major concern. It shows that RSI chose to expand their original vision rather than building on top of a focused core. The fact that their latest stretch 'goal' is all about letting the community decide leads me to believe they've run out of ideas and either don't want (or know) how to stop the seemingly out of control funding machine.

There's probably a good reason why no one else is trying to bite off as much as this company is trying to chew.

Your argument is built on wrong information.

You are of course reffering to CR's statement that most of the funding goals were known well in advance and that the project management plan took all of that in account with regards to how the money will be allocated. In other words they were always planning to build this kind of game if they could secure the funding. Excuse me if some of us take that with a grain of salt.

Even if what CR said is taken at face value (highly improbable that he expected this kind of feedback and scope) I highly doubt that a project of this scale and magnitude can be done in the timeframe promised by Digital Anvil.

Dont get me wrong, Im sure that CR means well. He also meant well when he started on Freelancer, look what happened there. George Brussard also meant well with Duke Nukem Forever...

What do you mean by what happened to Freelancer? We got an amazing game?

Chris wanted to make Freelancer better than Freelancer was. Even though it was already great. With Star Citizen, he can actually do what he wants. The plan is to keep improving the game constantly, even after it's released. So, we won't be seeing all the features in the first release, but we'll get there. This is in no way new info. It has been stated repeatedly by Chris.
 
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News Comments > Star Citizen Passes $33 Million
62. Re: Star Citizen Passes $33 Million Nov 28, 2013, 09:28 ItBurn
 
MyRealName wrote on Nov 28, 2013, 09:25:
"Seems" is key in your statement; you're missing my point. I'm not saying space isn't exploration or only first person "trudging" is. They both are, and since the people voted that they wanted to explore first and foremost, as many forms of exploration as are possible should be included. We have done the "I'm a ship!" type of floating in black gliding up to things followed by "interacting" with them (by shooting them) for decades. It IS old, and boring, and it's time that developers step up and take the experience to the next level.

What is the point in going to new locations if you can't do anything one you get there? Who the heck wouldn't want to park their ship on a strange, unexplored planet and get out and do stuff?

Freelancer had pretty great exploration.

As for SC, they'll take cues from Freelancer and I've heard in one of the Wingman's Hangar episodes that you can discover derelict/empty ships and actually board them and find out what happened. I'm thinking fps battles with aliens or something.
 
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News Comments > Star Citizen Passes $33 Million
60. Re: Star Citizen Passes $33 Million Nov 28, 2013, 09:21 ItBurn
 
panbient wrote on Nov 28, 2013, 09:17:
Ryan Lange wrote on Nov 27, 2013, 23:52:
It's generally understood that there is not necessarily an inverse relationship between the amount of funding available for a project and the amount of time that project takes to advance.

That's why I specified the 'original' product concept. The difference being I'm seeing them expand the scope of their project rather than adding onto the original plan. Not necessarily a bad thing, just exponentially riskier.

Here's the issue from my perspective. Anyone worth supporting in a kickstarter / crowdfunding situation needs to have a clearly defined and achievable goal. Otherwise you are literally investing in hype. That core product concept needs to be solid and focused.

A year ago RSI started a pitch for what sounded like a small, focused, space game with great potential for expanding into absolute greatness. The community heard it too and supported them beyond their expectations. How is it the game they planned to make for $2 million can't be shown even as a beta when they've gotten well over 15 times more funding? And I don't mean some module either, I mean the original product they pitched last year, the one they said only needed $2 million to be made.

For me that's a major concern. It shows that RSI chose to expand their original vision rather than building on top of a focused core. The fact that their latest stretch 'goal' is all about letting the community decide leads me to believe they've run out of ideas and either don't want (or know) how to stop the seemingly out of control funding machine.

There's probably a good reason why no one else is trying to bite off as much as this company is trying to chew.

Your argument is built on wrong information.
 
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