The last one also looked like "The one" too.Riff Moonraker said:Yeah, Colonial Marines did do a number on peoples faith in an Aliens game, but I have got to say that this one really looks like "the one"... Hell, for a chance to wander around on the Nostromo is worth it to me, even if the game DID suck!
Except that. Fuck everything about that.Steven Bogos said:It's also worth noting that all Evolve DLC will have timed exclusivity on the Xbox One.
You should know that quick shoddy sequels aren't exclusive to gaming, they are in everything. The first game not being made to accommodate a sequel, and it having to be pumped out quick means they tend to suffer in both story and gameplay.Strazdas said:It didnt suddenly start making shoddy sequels. some games got away with it. then more did, now it became industry standard. the industry didnt change overnight, it took years to do so. i never said it did though.
There were always problems in gaming industry. this is to be expected, the industry is one of the newest ones around. however this does not mean we should allow industry get away with actions that are clearly meant to extract as much money as possible for as little work as possible.
And yes, fighter and sport scene were pioneers of this update-sold-as-sequel strategy.
These guys are talking about making DLC AFTER release. Alien Isolation`s DLC was made BEFORE release. There is nothing wrong with supporting a game after release with new content.Efrit_ said:See, this is the dlc we should oppose, not what creative assembly is doing with alien: isolation. These people here are unashamed and willing to cut away their game, right infront of gamers, to make more money.
What in the world are you on about they did not say the pieces are already made just that the game is set up to add them, it taking more work to make more stuff is kinda exactly how game development works. Terria while a great game has what 2 maybe three major updates over the course of years, not excalty a well supported game and also how is it an example of content magically appearing when it takes said time for the content to show up.Demonchaser27 said:So let me get this straight. "...made these modular pieces--the way the whole game fits together means we can make new maps, new environment types, new wildlife, new monsters and hunters, and all of that stuff just plugs into the game."
How could you not add anything you wanted in to the game before? That's bullshit and you know it, Chris. That's not how "game development" works. You can code in and build any content into the game when you want. What you mean to say is, "we know a lot of gamers don't understand how game engines work and how coding works, so we're going to lie about how 'hard' it was to give people the 'dlc modules they wanted' (whatever that fucking means) and how development actually works so that we can build it up to be this amazing service for the player."
Cut the bullshit, Chris. You just want to chop up your game into a DLC festival and make the player pay more than the fair share for next to nothing. "It's a business" and "it has to make sense" isn't an excuse. You don't need more than say $50 for your game per sale. You just WANT more than that from people. Stop pretending like your doing anybody a service or providing something that gamers want.
Terraria adds new maps, new environment types, new wildlife, new monsters and hunters, and all that "stuff" for free. And they didn't even have the funding you have, Chris. And, get this, the original price was $20.
I'm on about the fact that he's "pretending" like it was any harder to add new content to Left 4 Dead then it is in Evolve. It's not. When you build a game you add content to it. That's just it. The ease and simplicity is all on the code and engine your using. And even then its not magically easier to add content to their game then it is to anyone else's. It's based on their knowledge of the engine or coding language their using. What Chris said makes very little sense. And I'm sorry but experience with this industry has taught me that people talking the way Chris does about DLC have no intentions of releasing anything related to a "finished product". Particularly because they have already decided they will have DLC, meaning they already plan to have content made and severed off as a seperate purchase. A lot of studios do it and it doesn't make it any more justified.zerragonoss said:What in the world are you on about they did not say the pieces are already made just that the game is set up to add them, it taking more work to make more stuff is kinda exactly how game development works. Terria while a great game has what 2 maybe three major updates over the course of years, not excalty a well supported game and also how is it an example of content magically appearing when it takes said time for the content to show up.Demonchaser27 said:So let me get this straight. "...made these modular pieces--the way the whole game fits together means we can make new maps, new environment types, new wildlife, new monsters and hunters, and all of that stuff just plugs into the game."
How could you not add anything you wanted in to the game before? That's bullshit and you know it, Chris. That's not how "game development" works. You can code in and build any content into the game when you want. What you mean to say is, "we know a lot of gamers don't understand how game engines work and how coding works, so we're going to lie about how 'hard' it was to give people the 'dlc modules they wanted' (whatever that fucking means) and how development actually works so that we can build it up to be this amazing service for the player."
Cut the bullshit, Chris. You just want to chop up your game into a DLC festival and make the player pay more than the fair share for next to nothing. "It's a business" and "it has to make sense" isn't an excuse. You don't need more than say $50 for your game per sale. You just WANT more than that from people. Stop pretending like your doing anybody a service or providing something that gamers want.
Terraria adds new maps, new environment types, new wildlife, new monsters and hunters, and all that "stuff" for free. And they didn't even have the funding you have, Chris. And, get this, the original price was $20.
That seems pretty reasonable, its basically free for the majority of players, you just pay for control instead of access.archiebawled said:How do you feel about the Payday approach to DLC: essentially, everybody gets to play on the maps, but if you didn't buy the DLC then you can only join games in that match, you can't start your own. The gun packs are optional, and can be safely ignored without impact on gameplay.seditary said:To me it doesn't matter in the slightest how good the game is at release with a policy like this. Its a multiplayer only game which will by its very nature make me less likely to play it after DLC comes out unless I buy said DLC.
Both are despicable. Alien: Isolation is despicable because whatever part of the game is available at launch should be in base game. Day-1 DLC is bullshit. This is even more bullshit. I'll never buy Evolve. Fuck them. Right in the eyesocket.Efrit_ said:See, this is the dlc we should oppose, not what creative assembly is doing with alien: isolation. These people here are unashamed and willing to cut away their game, right infront of gamers, to make more money.
When they say they couldn't make new special infected for left 4 dead they don't mean to imply that they literally can't. What they mean is that in left 4 dead every map had been designed with all of the special infected in mind, hence why left 4 dead 2 maps are very different from left 4 dead 1 maps and why left 4 dead 1 map had many edits done to them before being released for left 4 dead 2. If they were to make a new special infected for left 4 dead then they would have to either A. make the special infected in a way that it doesn't force them to edit any of their maps which would limit their options as all of the current special infect fill in every role needed. B. make it but also edit every map for left 4 dead. Then it would either have to be a free update (for a lot more work than it would take to make a couple of maps) or they would be forced to split up their non dlc players with their dlc players or only allow the players with the dlc to spawn as the new special infected, which could play a vital role in the new map design, then what happens if 1 team doesn't have anyone with that dlc would they just have to work without said special infected. I am not saying it's not possible to make a new special infected for left 4 dead it just a lot of work as every piece in left 4 dead was designed with every other piece in mind.Demonchaser27 said:snip
Well after having done some research, I can't seem to find any example of what your referencing here about Left 4 Dead. As far as playable characters went when I played, there were no classes. Everyone did what everyone else could do. So technically there would have been nothing wrong with adding a new character into that. As far as special infected I'm assuming your referencing Left 4 Dead 2, since I didn't play that one much. Because in the first game the special infected were set up so that they essentially just slapped them anywhere they felt like. The smokers were cool as long as they're was ANYWHERE with a long distance, sometimes though they didn't even hide them far away. The Boomer was placed in multiple environments, indicating that it didn't matter much what the environment looked like or played like. And on top of that The Hunter also was slapped anywhere they felt like. The only exception was the Tank. But that was just a limit because he had to fit through doors. (I.E. they didn't put him in small corridors with human sized doors much because he couldn't properly fit through them). Which is a very small hindrance, honestly.nuba km said:When they say they couldn't make new special infected for left 4 dead they don't mean to imply that they literally can't. What they mean is that in left 4 dead every map had been designed with all of the special infected in mind, hence why left 4 dead 2 maps are very different from left 4 dead 1 maps and why left 4 dead 1 map had many edits done to them before being released for left 4 dead 2. If they were to make a new special infected for left 4 dead then they would have to either A. make the special infected in a way that it doesn't force them to edit any of their maps which would limit their options as all of the current special infect fill in every role needed. B. make it but also edit every map for left 4 dead. Then it would either have to be a free update (for a lot more work than it would take to make a couple of maps) or they would be forced to split up their non dlc players with their dlc players or only allow the players with the dlc to spawn as the new special infected, which could play a vital role in the new map design, then what happens if 1 team doesn't have anyone with that dlc would they just have to work without said special infected. I am not saying it's not possible to make a new special infected for left 4 dead it just a lot of work as every piece in left 4 dead was designed with every other piece in mind.Demonchaser27 said:snip
Now let's look at evolve, 4 changeable playable characters (as long as you have 1 of every role) apparently there will be 17 of these at launch so 5x4x4x4 combination of playable characters. Now they can just release a new playable character and as long as it fits its role (medic, supporter, assault or tracker) it can easily slot into the game. What's that like, it's like a moba you can just release a new character of any role and as long as their balanced don't have to worry about editing everything else. Same goes for the monster (which their will apparently be 5 of at launch) just make sure it's balanced and it can act as a replacement. That's what they mean with modular pieces, the only piece modular in left 4 dead was the map and that's why they only released maps for left 4 dead.
left 4 dead had to be made so you can use each special infected anywhere, that's why it was carefully designed, how do you make a room that allows,(versus mode) a playable character that dies in basically one hit, a playable character who pounces and pins a player to the ground and a playable character that drags people long distances. That's just for left 4 dead 1, and then you also have to make sure that no point of the map is easily abused by one of these characters and keep a nice flux in safety and danger for the other team. Also no point can be safe enough from these characters that the players feel safe. Having played hundreds of hours on versus mode I can tell you that any point of map can be used by a special infected but it is way more effective on many occasions to wait for them to reach 1 or 2 rooms down the map. Also left 4 dead 2 maps are a lot more open space then left 4 dead 1 maps, not by accident but purposely so to keep both the spitter and charger balanced but their roles to split up the enemy team is still necessary. Both the spitter and charger are needed for this role simply because the change in environment often means that at each point one of the two is significantly better at doing said job. The left 4 dead 1 maps in left 4 dead 2 have many small edits made in them to keep the charger from destroying the survivors in corridors. Also any character added to the game would just be a skin not a new playable character, any character they could add with different effect let's say slower but more health would not be an interesting change to gameplay.Demonchaser27 said:snip
1. Or they make the game then once it is being shipped turn their heads to a white board and go 'so now that the game is complete let's see what we additional content we can make' e.g. mechromancer in borderlands 2 which while thought of while the game was in development wasn't being developed until the game had shipped and contained new mechanics (deathtrap and all the moves that came with it and anarchy are 2 examples)1. They've already planned to make the "new" DLC infected and are essentially selling you something that was already made/planned during development of the original game you buy.
OR
2. They are still restricting themselves to particular map setups (modules), they just now made *more* map modules giving them slightly more freedom than they had with less map setups in Left 4 Dead, due to these new modules. But under this, it means that anything they release would have to be almost identical or partially related to enemies that are already in the game unless they *hold back* designs for later purchase which just doesn't really justify buying to me.
While technically true, that's an extremely optimistic take of the situation when you consider the larger scale trends in DLC practices across the rest of the industry.archiebawled said:I don't think that designing a game with DLC in mind means they're going to milk it - it could just mean that they designed the game in a modular manner so that it was easy for them to include DLC. Most software projects aspire to be modular as it allows flexibility and usually means that the design is clean.
is cold comfort for those of us who have seen that before. I cannot think of a developer who has gone the "it's a business" route who also hasn't used that as justification for milking their customers.Ashton said:"At the end of the day, it's a business and it has to make sense, but we believe that we've built a game that does support that really well--more so than any game ever before."
Yes, other industries suffer from this too and i agree that costumers are the ones letting it happen. Im not taking a stand like it just happened. i was always taking this stand against bad practices. You however seem to try real hard to excuse them.Rozalia1 said:You should know that quick shoddy sequels aren't exclusive to gaming, they are in everything. The first game not being made to accommodate a sequel, and it having to be pumped out quick means they tend to suffer in both story and gameplay.
However not all series suffer from this, Gust pushes out yearly Atelier games and their quality is in no way lesser, and in fact Totori (2010) is worlds better than Rorona (2009) is.
Not that its a bad thing regardless, its like if they started pumping out yearly Yakuzas...would the quality decline...likely but you know its still a Yakuza game so I'd really not care.
The public cannot act as a cohesive unit in dealing with such things, they will as they always have let companies do such things.
You know how long they've done that, and its not just been them. Resident Evil for example had things like Dual Shock editions, and "X editions" (think that'd count), and I doubt it stops there.
Its been a thing forever and you're taking a stand like they are just know turning the wheel.
It isn't a "bad practice" which is what you fail to see. Not listening to your customers unhappy with certain things would be bad practice yes...however you're a tiny minority not even worth thinking about. Catering to you and losing money, now that would be a bad practice.Strazdas said:Yes, other industries suffer from this too and i agree that costumers are the ones letting it happen. Im not taking a stand like it just happened. i was always taking this stand against bad practices. You however seem to try real hard to excuse them.
So people who dont like their games being taken apart and sold in peaces for more profit os a minority not even worth thinking about?Rozalia1 said:It isn't a "bad practice" which is what you fail to see. Not listening to your customers unhappy with certain things would be bad practice yes...however you're a tiny minority not even worth thinking about. Catering to you and losing money, now that would be a bad practice.Strazdas said:Yes, other industries suffer from this too and i agree that costumers are the ones letting it happen. Im not taking a stand like it just happened. i was always taking this stand against bad practices. You however seem to try real hard to excuse them.
Hey I'm a Ziggler guy so I know how it is to be part of such a group, however you have to take a more neutral standpoint and see things how they really are.