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blamo2000

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blamo2000
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  • Chronicles of Elyria: Wherefore Art Thou? - MMORPG.com

    I said it before and people seemed to think I was an idiot for saying it but the way to fix kickstarter is for devs to post full budgets. I don't want to invest in a studio upgrading computers from serviceable to unnecessary, or KSs ignoring simple things like a basic understanding employment costs. You can separate most of the wheat from the chaff just by requiring them to post a budget and learning if they even have a rudimentary knowledge of budgeting and finance.

    I would still KS a ton of games. But I love most of the heavy, indy rpgs that come from them. I am willing to risk $50 on a hope and prayer for a good rpg that values what I do by a small, passionate team working on a nothing budget and asking for almost nothing and won't enrich themselves with it even if successful. But when it comes to mmorpgs - and the crazy budgets they ask for - I get really skeptical. It would be different if there was one being made that I really wanted and was passionate about - but none of them being made hit the notes or selling points for me that small indy games do.
    KyleranTimEisentweedledumb99GdemamiChildoftheShadows
  • MMORPG.com : General : Pathfinder: Kingmaker - Character Creation Trailer

    So I bought the game and while downloaded asked a question on the steam forums. An earnest question about game mechanics. I got banned for trolling. It seems they are super ban happy. People seem to be saying it is only targeting people who mentioned politics. My question was about the kingdom system, not politics.

    Anyone know if there is some way I can have steam review my ban as it was grossly unfair and makes no sense at all and that guy needs to lose his mod powers if he is using it to silence people asking game specific questions. I refunded the game, of course, as that is the only obvious solution. But I'm figuring steam has to have some rule or review process to curb forum moderators on their site abusing their powers?
    YashaXTorval
  • Twitch is Reportedly Blocked in China After Government Crackdown - MMORPG.com News

    Usually I am all for free markets and against government censorship of anything - but I would vote yes for any bill that made it illegal for people to watch videos of other people playing video games outside of televised ranked competitions. Why? I hate it. That is it. No legal reason or any sort of substantive or reasonable argument. Good call China.
    SBFordJeffSpicoli
  • Are MMO with subcriptions too cheap? Games too cheap in general?

    Robokapp said:


    Expansions for example, like BFA are 50 dollars. But the amount should be more 90-140 dollars for how much work has gone into it.

    please show us the math that produced this number.
    they were just examples, but what I feel they should be priced at since development is far more expensive than it used to be. I'll edit the post to clarify that.

    But in any case, games are still far too cheap
    There are two sides to the equation - supply and demand.  Are there more people buying these games now?  Its simple economics.

    But, I agree with you.  As you say it costs more to create "good, quality games" but those "good, quality games" have shifted the quality part from gameplay to superficial nonsense.  The graphics, animations, voice acting, etc, may have improved - but at a significant cost to broaden the market appeal of the game, mechanics, systems, etc, to literally include very small children with simple children minds into the demographics.  

    There is no way I'd pay $60 for something that barely qualifies as a game.  The handful of AAA games I plan on checking out I wait for the final edition with all dlc included to go on sale for $10-15 (I still don't own Fallout 4 since it hasn't yet fell to a price on sale I feel the "game" is worth).  Plus, there are usually a couple of total conversion mods available at that time to make the game playable to people that focus more on the systems and mechanics over the superficial nonsense.

    So, people like me aren't going to buy your games regardless of initial price.  I personally would welcome the selling price being jacked up to $140 or higher.  

    The games I play and buy at full price on release will not be impacted.  But the games I am drawn towards tend to have the opposite budgeting as your type of slightly interactive art.  My games spend 90+% of their budget on the game part of the game, instead of spending 90+% of the budget on the non-game, superficial parts.  And my games don't include children in the target market.


    Although I don't think your $140 price tag is that far off from what you people actually spend on the AAA games currently with how they and their content are monetized, jacking the price up significantly higher as you propose would only be good for me, the games I like, and my gaming agenda.  I encourage and welcome it.  
    GdemamiAsch126MrMelGibson
  • Are vague release dates the next legal battleground?

    Here is an actual response from a Kickstarter developer that has raised over $4M in Crowdfunding:

    Q: The stated timeline of end of 2017 for FULL RELEASE is not a realistic one. Not even close.

    A: Noted. I'm curious, however, what you're basing that on? Is it based on your development experience? Your insider knowledge into what business deals we've been working on? Have you peeked at our Gantt chart? Maybe you feel like using purchased assets from the Unreal Marketplace won't speed up development? Could it be you know that our choice of programming language for the server will slow down development? Anything? You got anything to substantiate your claim?


    This game has not even entered Alpha yet and it’s July 2018. Best case is another year and a half to release.  People gave money based on his statements and defense of the timeline.  Should there be no accountability?  

    Quizzical said:
    Quizzical said:
    Quizzical said:
    I have a solution.  If you don't like paying for games without knowing when they'll release, then don't.
    Have you ever celebrated mother's day?  Father's day?  Had a dinner with your SO for Valentine's Day?  Worn deodorant?

    Then you've fallen prey to the same influences of marketing folks who buy into these EA/Crowdfunding titles have.  I've said elsewhere, giving it this reaction is essentially: "I don't feel it affects me directly, so I refuse to give it deeper thought."  That's your right, but it makes you poorly qualified to address the issue in general.

    The inequity of verifiable and straightforward information between consumers and producer in these instances is an issue.
    The problem isn't that the game developer is hiding information from you.  The problem is that the game developer doesn't know when the game will be ready, either.  They could stick an arbitrary date on something and declare it a launch, but a pre-alpha game that is nominally launched isn't really what you're looking for.

    If you wait until after a game launches before paying for it, there isn't any ambiguity about future release dates.  You pay today, and you get to play today, as soon as you're done with the download.  If you pay for a game before the promise is that you'll get to play immediately, then you know full well that you don't know when--if ever--the game will really be ready for you.
    You can't tell me, for example, CoE's timeline for all that was promised was a sound timeline.  But he ardently defended it at the time against criticism.  In fact, crowdfunding projects have routinely listed timelines that seem much more marketing than actual plan.

    Backers are only getting the marketing, with no good recourse to evaluate the claims made.  That's an issue.  More transparency and an independent investigative review of project claims only serves to help consumers make an informed decision.
    Very well then:  what do you propose?  If something is unknowable even to the people most directly involved in developing the game, how do you propose to make it known to people with only a casual interest?

    Sometimes what happens in large programming projects is that you put a bunch of work into developing something, and then you realize that it just doesn't work.  In the context of game design, one way this could happen is that you put a bunch of work into creating a game mechanic and then, once you can test it, you discover that it just isn't fun.  You then end up having to toss out a bunch of work and redesign some major things on the fly.  You don't know where or how often it's going to happen, but it can cause all sorts of problems when it does.
    As said a few time... don’t list a date.
    How is not giving information any sort of accountability?  Its the opposite of accountability.

    Then that rules out my funding 99% of the KS I have.  Why would I ever fund a game that I am sure is not managed well enough to be on budget/time?  

    And, I'll ask again, did you side with publishers who forced a dev to release a buggy, unfinished game that was over budget and missed milestones? 
    MadFrenchieSlapshot1188