Letting a "community" steer your development does not create good games. It based on the false assumption that gamers know what they want. Most of them do not.In case you all missed it there is a massive poll going on regarding new features in 2.2. A lot of excitement and heated debate. I've literally see entire pages of discussion fill in a matter of minutes. FWIW, nothing in this thread will be nearly as interesting for a while.
Letting a "community" steer your development does not create good games. It based on the false assumption that gamers know what they want. Most of them do not.
Also making design decisions based on game telemetry is even worse.
Letting a "community" steer your development does not create good games. It based on the false assumption that gamers know what they want. Most of them do not.
Also making design decisions based on game telemetry is even worse.
I don't think that's the point. Note that in the thread over there the OP was like "lol unless your response is OVERWHELMING we won't do anything about it". The point is there is material interaction between the developers and the community of a substantial nature, unlike the mess over at CIG. This doesn't necessarily lead to an automatically better game, but it does say something about "openness".
The only similarities of Daikatana or Duke Nukem with Star Citizen is that they are both high profile games in the spotlight from very early. Theres plenty of reports online showing just that.
The lavish rock star-like treatment given to Romero in his attempt to build a designer-centered game studio (including a multimillion-dollar office on the top floor of a Dallas skyscraper), Romero's well-publicized expensive tastes and hobbies (such as racing Ferraris), the dubious saga of Romero's girlfriend, professional gamer Stevie "Killcreek" Case, being hired on as a level designer, and the game's development (which included most of the original development team quitting en masse to form a competing company called Gathering of Developers[URL="https://en.wikipedia.org/wiki/Daikatana#cite_note-6"][6][/URL]), incited criticism from the online gaming fan community.
It really is. Search X game development time/process. Its not linear or hurdle free at all. The only similarities of Daikatana or Duke Nukem with Star Citizen is that they are both high profile games in the spotlight from very early. Theres plenty of reports online showing just that.
It really is. Search X game development time/process. Its not linear or hurdle free at all. The only similarities of Daikatana or Duke Nukem with Star Citizen is that they are both high profile games in the spotlight from very early. Theres plenty of reports online showing just that.
Letting a "community" steer your development does not create good games. It based on the false assumption that gamers know what they want. Most of them do not.
Also making design decisions based on game telemetry is even worse.
They sound like those people that are hanging onto an internet romance. The ones where the guy/girl in some foreign country keeps asking for money. And the marks just keep sending the money convinced that they're in love.
This is true - I also think it's worth mentioning that old adage;
"On the Internet, nobody knows you're a dog"
Unless we're prepared to link to publicly verifiable sources of proof it's all just hot air anyway.
If they go with another morrow tour it will be morrow 2 - or 2 morrow..
2 morrow, 2 morrow
I love ya 2 morrow
You're only a day away
I apologise - unreservedly.
Can confirm.
Players: We want X
Devs: Here is X
Players: We didn't want that X, we wanted this X
Devs: *sigh*
To be fair, often enough players say they want X, devs deliver Y which is very close but misses a crucial bit to actually be X, and players are surprised how the devs could ever believe the players would want Y.![]()
Can confirm.
Players: We want X
Devs: Here is X
Players: We didn't want that X, we wanted this X
Devs: *sigh*
You can always get a refund you know
A:
no, that just sounds like, that sounds like a nightmare I already have you know a lot of armchair developers and all the rest of the stuff and armchair CEO's and yeah, you know the input's appreciated and good but you gotta run a project and you know you can't have a committee of one point four million people designing/deciding stuff. We put all the money we raise into the game, I mean we have three hundred and thirty people around the world, there's four studios you know we do I mean hell we do videos where you walk around the studios!
I mean three hundredth and thirty people, they all need to be paid you know, it's like, add it up, like it's going in the game, we're constantly adding stuff and building stuff so I think some people like attention and so like to say things, but you know we just we focus on what we're doing, we care about making the best game possible, and every dollar that we raise goes to making the game better, and that's kinda the pledge I made, I said that until the game's commercial we're all the money we're raising is essentially going in and getting reinvested into the game and we sort of determine, you know how polished and how big and how ambitious and everything is based on that and that hasn't changed
I mean the you know we did last year, you know, better than we did the year before despite, apparently having, you know, some criticism so I think the majority of people are happy with what we're doing because, you know, they just want.I think most people got into this because they wanted something that wasn't gonna be they'd play for a week and put away. I think most people got into this to have something that they could play for years and so they're like, "Okay if you're gonna build something build it right" because I wanna play this for years, and so I've for me that's kinda what I hold true to and that's important for me.
Because I also wanna play this game, I wanna be in this universe and I want it to be right and you know you can see it when we were showing you the demo and I'm calling out to Erin, "this a thing and this and all these little details " and then maybe on your side you'll be like "alright, I didn't. I don't. I didn't notice that", but you know for me that's kind of it, it has to be this vision so that's what I'm focusing on and i think it's the best way and the communication that I talked about sharing. What we're doing goes on and the rest of it's up to the people but I don't really wanna get into a situation where it's "do you want this feature for so many dollars or do you want this feature for so many dollars", because I think at that point you're gonna lose control of a singular vision and a really cohesive world and you know.
I can tell you there's a you know there's you know nothing shady with us, we're straight up, I think people that say things like that, they you know. people was it look in a mirror something like that
Q: Well I am looking forward to seeing where the game is going to be in one year, and if the HULL class has not been released I'll be bringing a certain uncle and we'll talk some more
A:
I actually think there's (repeats there nervously several times) there's a good chance by next year that there could be a hull class because we've got the MISC ships, we've already got the styles and the basic, I mean once we've built one or two of the ships at scale like the starfarer's a big scale MISC ship, it's much quicker for us to build the first, when we build the first one because there's a whole style and materials and shaders that you build for the different manufacturers so the MISC so the HULL class is I think by the next time by next gamescom will be you know it whether it's flying right then it'll be very close to
So
heres the transcript of that question about finances.
Can anyone do a script that remove all the "you know" and "I mean"? It'd probably look like a TL;DR version of itself...