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User information for XP-Cagey

Real Name XP-Cagey   
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Signed On Apr 30, 2011, 04:13
Total Comments 9 (Suspect)
User ID 56437
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News Comments > Battlefield Hardline DRM Complaints
40. Re: Battlefield Hardline DRM Complaints Mar 25, 2015, 14:14 XP-Cagey
The extra layer of DRM is stupid, but this is an attempt at allowing offline play after "always on" bit them in the ass for games like SimCity. If they only used Origin accounts, they'd need to hold a connection. EA starts with the assumption that if their DRM goes uncracked for just 1-2 weeks they make millions of extra dollars--their opinion matters more than reality when setting policy, so you have to assume they're going to keep trying to lock down their games. After explosively bad publicity around always online DRM, they're trying something else.

I also think people are confusing cause and effect. EA is not purposely sniffing for hardware changes--they are trying to figure out what machine is running the game, and in the absence of a computer case having an unadjustable unique ID, they try to hash an identity together out of component IDs every time you run the program. If they used a single component ID people would be screaming that they are collecting user data without consent (Guru3D is already saying transmission of a lossy one-way hash is "a privacy breach on many levels").

The reality of the situation is that people think EA is a bad company, and EA is paranoid that they will feel justified taking the game without paying for it as a result. If you're a scrappy independent you can make no-DRM a selling point and rely on the goodwill of your customers; EA wouldn't have the same consumer relationship.
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News Comments > EA Emeryville Closure Confirmed; Maxis Name Continues
4. Re: EA Emeryville Closure Confirmed; Maxis Name Continues Mar 4, 2015, 20:42 XP-Cagey
Once EA discovered that no one was buying the malarkey, Maxis began to admit that, yes, a client-side, "always off" single-player version of the game was indeed "possible"--etc.

The offline mode work was partially a port of JVM servers to C++ so that they could be embedded into the client, and partly a code restructure to provide interfaces that could split into HTTP traffic or local function calls depending on what mode the game was running... the per-city simulation ran fine without phoning home, but regional level features and persistence were implemented as remote calls that had to be ported.

EA was dumb to require online play in the first place (and yeah, I think everybody knows it was a DRM tether), but the architecture they built on top of that decision made it slow to switch over once they realized how badly the product had been hurt by the negative publicity.

Personally, I think the fact that Glassbox was running in a single thread was more damaging to actual gameplay (causing the small city limit).

Hopefully everybody affected by this can use the remaining days of GDC to do some networking and job scouting.
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News Comments > Original Early Access Game Pulled
5. Re: Original Early Access Game Pulled Feb 9, 2015, 13:40 XP-Cagey
Then make your game first, and sell it when it's fucking done. You know, like pretty much every other business does.

As a dev, I completely agree with the sentiment here--I moonlight my personal project while other peoples' game projects pay the bills. That said, from the perspective of somebody trying to make their first game early access looks like a golden ticket because they think they can work full time on their project.

I'm looking at a 3 year cycle to make a basic mobile game because I'm only putting 15 hours a week into it. Making games has to be my primary avocation (I wish I had more time to play them), and if I had kids there is no way I could find the time. If I had a fraction of my normal income that I could rely on, I'd seriously consider being able to throw another 50 hours a week into the project and turn that 3 years into 9 months.

That's the trap however--early access is a massive can of worms because it is not an actual income, and I think most of the people who enter it do not understand how much development effort they really need to complete their projects. Until you have experienced the end of projects a few times, it's easy to paint a rosy picture of the future.

Many of these project founders are figuring out that this is actually hard work too late; when I read people making earnest declarations about how they are going to finish their unfunded games I sympathize, but wish they'd done some project management up front so they could see the path they are walking.
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News Comments > Morning Consolidation
6. Re: Morning Consolidation Jan 28, 2015, 14:44 XP-Cagey
In fairness, I think the actual term EA is looking for is "shareware", and they should talk to Apogee Games about what they did in 1990.

Releasing the first component of a game with the ability to unlock the rest doesn't divert resources the way that a demo with its own build does. Nothing worse than spending weeks slapping together a demo with its own exe and asset packs when the game isn't polished.
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News Comments > Rob Pardo Leaves Blizzard
10. Re: Rob Pardo Leaves Blizzard Jul 3, 2014, 21:07 XP-Cagey
Edit : oops, misread. Carry on!  
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News Comments > WildStar Head Start Underway
18. Re: WildStar Head Start Underway Jun 2, 2014, 00:53 XP-Cagey
I'm sure when they started development the landscape looked different, and when you convince non-technical investors to throw dozens of millions of dollars in your direction it is not because they like an idea without a track record. This studio was making this game for nine years; the budget required to do that dictated the product.

There is a reason that people who self-fund frequently have more innovative titles, and it happens to be the same reason why both movies and games north of nine figures tend to be sequels or copycats--investors who just want to turn profit want a comparison to estimate the upside of the money they spend. If you wanted to profit on a movie, would you rather pay for "Avengers 2" or an experimental film you didn't really relate to with some well-known actors? Decisions at MMO studio scale are based on expected ROI instead of potential entertainment value, and it's hard to predict what the market will do with new ideas.

If a developer wants to shop a game with a huge up-front costs, they have a choice between pitching "clone of profitable brand X but with a twist" and "give us $50,000,000 because trust us, we know people will like this idea". Given the high failure rate of studios to ship games on time and within budget, it shouldn't be any surprise which type of speech gets the funding more often. Wildstar completely replaced second-to-second combat but apes most WoW interfaces and gameplay concepts; the combat (plus housing IMO) is the twist you give investors.

Obviously a WoW clone is a bad idea now because the market looks like it's been saturated for years and you're not going to compete with 9 years of content production on scope... but again, the company was founded in 2005--they started as contemporary with LOTRO and Age of Conan development when more people were trying to be Pepsi to WoW's Coke. Nine years is a train wreck of a schedule, and they obviously course corrected their design somewhat after more modern games came out, but keep in mind that the today's MMO releases started development years ago.

You're also going to see major lag time in big-budget trends well past the time when a single person can see an idea is bad. Even if the development staff agrees a major shake-up would be better than the current course, it's extremely hard to steer away from your original idea after you've spent massive amounts of somebody else's cash--they will demand to know why you took their money for something you no longer believe works.
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News Comments > Guild Wars 2 Stress Test Tomorrow
17. Re: Guild Wars 2 Stress Test Tomorrow Aug 15, 2012, 02:21 XP-Cagey
The developer has never called it free to play--ArenaNet has been trumpeting the fact that it will have no monthly fee for over 5 years dating back to before "F2P" was common in North America, but the two are not equivalent.

If forum posts or news outlets are claiming GW2 is F2P, they're misinformed. It wouldn't be the first time that people have misused terms they only loosely understand.

They could even be the same people who refer to the original Guild Wars as an MMO, another thing that ArenaNet never claimed (they labeled it a "Competitive Online Role-Playing Game" instead).
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News Comments > More on Guild Wars 2 Microtransactions
7. Re: More on Guild Wars 2 Microtransactions Mar 22, 2012, 12:35 XP-Cagey
InBlack wrote on Mar 22, 2012, 11:05:
I thought you could start the game at full character level and with all the items??

Can someone clarify this issue for me at this point?? What exactly is listed in the store??

You can roll a max level PvP character with gear, just like the Original Guild wars. PvE characters must level themselves, just like the original Guild Wars.
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News Comments > Super Hero Squad Online Launches, Marvel Universe Online Details
1. Re: Super Hero Squad Online Launches, Marvel Universe Online Details Apr 30, 2011, 00:15 XP-Cagey
Quick Correction: the new game's title is just "Marvel Universe", without the "Online".

Edit: the source article credited for the news item is also using the logo from the original project, which is probably contributing to the confusion.

This comment was edited on Apr 30, 2011, 00:32.
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