ASeven wrote on Oct 1, 2012, 20:53:
This only shows that publishers are walking towards redundancy. Devs are finally realizing they don't need a middle man and get a lot more profit if they ditch said middle man.
Indies, they are rising more and more.
7.62WorldOrder wrote on Apr 9, 2012, 17:12:
What annoys me is that they spent development time that could have been used on making the game better/more polished/less buggy for release and do this instead to try to wring a few more bucks out of people. The more successful this tactic is, the more it encourages developers to spend more time on DLC stuff during the "normal" development cycle. The percentage is going to go nowhere but up.
Of course the pirated version will have everything including the DLC characters available on day one.
nin wrote on Sep 4, 2012, 10:43:reisub wrote on Sep 4, 2012, 10:08:
I don't think having an optional "easy mode" is a bad thing at all. It harms no one and at the very least it might allow disabled gamers to have more fun.
It's not a bad thing at all. If it's single player, it shouldn't matter how you play the game.
The screenshot of DX there is one of my favorite examples. I'm here to have fun, and enjoy the game (and story). I'm not here to bang my head against the wall, and do the same section of the game over and over. That's not fun, to me.
Burrito of Peace wrote on Aug 31, 2012, 18:17:Ruffiana wrote on Aug 31, 2012, 18:01:
Mission Architect was never designed to bring subs back. It was just one feature of many in an attempt to stem the loss of players over time.
It was presented to us as the feature designed to perk up the sagging numbers. We never heard about anything else.Ruffiana wrote on Aug 31, 2012, 18:01:
Lot of mistakes made with MA and how it was implemented, but the underlying idea of letting people who've invented a superhero character also write their own story content to play and sahre was a good idea no matter how you spin it.
I agree it is a good idea. I appreciate your input and clarification on the matter. It certainly lets me know there was a lot more going on that we were told of. Though, I guess in hindsight, I shouldn't be surprised. The communication within NCA was always terrible, let alone between NCA and the various studios.
Burrito of Peace wrote on Aug 31, 2012, 17:38:Ruffiana wrote on Aug 31, 2012, 17:33:
When I was laid off from Paragon almost two years ago, I thought they had another 6mos, maybe a year left in them. I was wrong apparently. They managed to scrape by for another 22 months.
I'm sad to see my friends and former co-workers set loose today, but I'm confident they'll find greener pastures soon enough.
Admittedly, it's always a bummer when people you know personally get handed a setback that alters their life. You know how stressful it's going to be for them.
Still, I remember hearing about the Mission Architect and saying "Really? That's your plan to bring the sub numbers back up?". It didn't go over well. It reeked of desperation at the time.
Burrito of Peace wrote on Aug 31, 2012, 17:27:TheRedfox wrote on Aug 31, 2012, 16:33:
NCSoft posted a $6M loss last quarter (rumored to be mainly from AION). It's a shame that CoH had to feel the pain from this.
The writing on the wall for CoH/CoV and Paragon has been apparent for a touch more than three years now. Aion was a bloodbath...and that was largely due to hubris. Oh sure, North American players just love Korean grindfests run with no effective control over RMT. How could that not make billions?
I think the only thing NC has left that is profitable in the states is Guild Wars. Auto Assault = Crashed and burned. Tabula Rasa = Crashed and burned after blowing through more money than several AAA titles put together use for budgets. Dungeon Runners = crashed and burned (but only because the publisher didn't know what to do with it. The development team was great and it had a wicked sense of humor that was smart). Lineage 2
wasis being milked to death. Wildstar is going to crash and burn, too. It's space WoW with nothing about it that truly sets it apart from the already badly overpopulated MMO market.
Beamer wrote on Aug 22, 2012, 10:46:RailWizard wrote on Aug 22, 2012, 10:42:
Who's ass were those stats pulled out of? (edit:dammit beat me by 1 post! lol)
..and how does one pirate a F2P game?
Geez these guys are some whining babies. Blame everyone and everything but yourselves, that's right.
No one said anything about pirating f2p games...
I'd like to see one of these companies show how they get to these numbers. I'm guessing it's comparing trackers to sales, but even then it's probably more like 50% at the high end...
necrosis wrote on Aug 22, 2012, 10:28:
Maybe people are driven to piracy to spit in your face because of draconian DRM? Not to mention PC versions of their games coming out MONTHS after consoles.
God the industry is still fucking clueless.
StingingVelvet wrote on Aug 9, 2012, 16:02:
I wonder what evidence they have that tacked-on shitty multiplayer really prevents used sales. As a singleplayer gamer that multiplayer mode couldn't matter less to me, and I would guess people who like multiplayer would rather play a game with multiplayer that was a focus for the game developers.
I mean, they must think it works, I just wonder what they see that convinces them of that.
Mr. Tact wrote on Jul 31, 2012, 11:16:
Turning "The Hobbit" into a trilogy is silly at best.
Beamer wrote on Jul 27, 2012, 08:10:Sepharo wrote on Jul 26, 2012, 22:34:jdreyer wrote on Jul 26, 2012, 22:07:Sepharo wrote on Jul 26, 2012, 21:47:
Why even bother putting that in the listing? They can just check it on their own when reviewing resumes.
It's a filter: if you didn't make this grade, don't even bother, we won't even look at you. But I've found in hiring that you often make a job description as your ideal candidate, but never reach that ideal, usually compromising on some things when you hire.
Oh I get that. It was more of a rhetorical question. Whoever put that in there should've known it would stir up articles like these and they could've kept the score part of it secret. "Must have worked on a critically acclaimed game."
Yeah, but every jackass argues that their flop was critically acclaimed. Like everyone says, this is an aspirational filter. It hopefully gets the guy that designed a game rated 50 to keep away so they have fewer resumes to go through.
Remember, it isn't like this is looking for an artist, it's looking for a design manager - a person directly in control of the quality of the title. As flawed as metacritic is, it's fair to pin quality of the shipped title to them, and metacritic is the only metric out there for it. I'm sure Irrational hates the metric as much as anyone else, but by putting it in there it will help keep unqualified people away.
If the design manager of New Vegas were to apply I'm sure he wouldn't be ignored because it was an 84...
Frijoles wrote on Jul 20, 2012, 12:00:
My thoughts exactly. On the other hand, if the game is locked down, can DLC still be added to it before launch? Maybe locked code doesn't count DLC.
Techie714 © wrote on Jul 3, 2012, 11:19:
This is the last thing business in the U.S. wants to see. EA & Valve have no interest in you reselling your games. Hell, the rumors are all around that the next consoles wont allow resale of games. I could be wrong though. It would open the door to new business models in the U.S.
Beamer wrote on Jun 4, 2012, 10:19:Verno wrote on Jun 4, 2012, 10:09:Shineyguy wrote on Jun 4, 2012, 09:39:
I agree, it's great to see someone step in and help all the people put out by Curt Schilling and his shady dealings.
I don't think it was shadey so much as Curt is just an enthusiast who didn't realize what a huge endeavor this was. His only other successful business was a little boards game company and this wasn't exactly to that scale. They quite simply tried to go way too big, too soon. Amalur wasn't even a terrible game, it was just very average. Unfortunately for a company employing nearly 400 people your first product can't be simply average in this industry.
They just misspent the money (things like millions to Salvatore and Mcfarlane), I don't think it was particularly shadey so much as just poor decision making from top to bottom. I do get why people are upset with Curt though, he needs to take some responsibility for this mess. Their problems were obvious for awhile now and not having sufficient cashflow to even meet payroll indicates a terrible lack of planning.
I get Schillings' point, though - the RI government owed them more money, and had it paid that money they'd still be in business. Had they not opened their mouths 38S would have had opportunities for external funding, too.
But I get the governor's point, too. That cash would have allowed 38S to survive longer, but there's no proof it would have led to sustainability - there's plenty of reason to believe it just would have held this disaster off 6 months or so. And it's flat-out stupid for a local government to invest this kind of cash into video games.
Whole thing is a disaster, but the only finger I'll really point is at the idiot that approved this deal in the first place. Schilling definitely had too big dreams and didn't control his studio or spendings well, but I won't call someone "shady" for being a bad businessman with huge dreams that's offered $100million to realize them.
Bhruic wrote on May 24, 2012, 17:02:
It'll be interesting to see if all of "the ending was horrible" has any impact on DLC sales.