Ultra faithful Morph isn't happy with the news there is no major patch in the first quarter, so of course the comments are full of faithful telling him he's wrong to be upset and that he doesn't understand game development.
Ultra faithful Morph isn't happy with the news there is no major patch in the first quarter, so of course the comments are full of faithful telling him he's wrong to be upset and that he doesn't understand game development.
Some people also get hung up with the idea that P2W can only exist in multiplayer games as well. There are single player games that have clear pay to win elements as well, even if its just speeding up unlocks.
Ubisoft are a major example of that with the sheer amount of grind they bloat a bunch of their more recent AC games with, and then shove in real money purchases that skip it so you can get on with enjoying the story.
No one should ignore the impact of this kind of business model on the development model. The Fidelicious Mess is a living proof: priorities are not set on releasing a stable game but generating money, META will constantly change not for the balance or challenge but to generate money, the whole in-game economy will be dictated on how to make players spend more money.
I worked at Rockstar Games for 2 years, specifically in the cinematics team. I helped create the GTA Heists and exported 95% of the cutscenes for RDR2. Let me tell you that making these movies does require some overlap from teams who are also making the game.
Example: Vehicle modellers to create the ships. Level artists to create the maps. Lighting artists to light the scene. Vegetation artists to make sure no alien plants block the shots. Character modellers to create the human avatar. Video Editors to edit the video and add titles. The only team that is actually separate from everyone else is the marketing team. They simply wait for the assets to be created and then create a video based on those existing assets. But if the higher ups want the marketing video created now and some art assets are missing, you can bet your ass they're going to create a bug so one of the artists can jump off their project and make the asset "real quick."
Then they go into the game, shoot some footage, and cut it together in whatever video editing software they're using. (Avid at R*)
But guess what? The director of cinematics, the VP of marketing, and one of the Houser Bros still had to take time to approve the cut. If the cut didn't get approved the marketing team would have to go back and do it again. But the boss still has to take time out of the day to give the go ahead.
Rockstar didn't make commercials for weapons or exploring the great outdoors before the game's release. They gave you 1 teaser, 2 trailers, and then the game was out.
Also, I am never going to say that more money will = making the game coming out faster. What I will say is that all these little cinematic trailers are a massive distraction from completing the game. People have paid thousands of dollars for their ships so that they could fly them IN-GAME, not to see a commercial for another ship they have to buy. If Roberts and CIG spent more time just building Star Citizen instead of making trailers, they would be much farther along than they are now.
Considering the absurd levels of 'pre-emptive' marketing that CIG pump out: The endless YouTube ads, the bespoke ship adverts, the 'Jax' specials for IAE, etc etc etc.
Even taking into account that CIG seem to have a pretty broad marketing/cinematics team, you can still see that the Lead Facial Animator, Snr Lead Mocap Specialist, non-marketing Cinematic Artists, audio guys etc all get sucked in to making the Jax vids, for example.
And CIG will periodically give a nod to the fact that teams like Animation have their resources drawn off into outright marketing endeavours. IE:
...while part of the team continued to solve mo-cap from their backlog, the majority worked on the stage build and prepping for Narrative and Marketing shoots.
SOOOOOO MUCH time and money is annually wasted by pulling people from their actual work to create material to edit together a YouTube video to sell the public on the idea that we are more complete that we really are in every way.
And the 'live demo' track record that followed hasn't been stellar on that front either
In-game marketing events:
The devs have now modelled numerous cavernous marketing halls for different locales, which are tenuous game additions at best. But the most obvious sign of broad-spectrum dev diversion has to be the Javelin tour, with its small army of sales assistant NPCs, chuntering away about its many delayed features
'Marketing first' ship design
It's harder to discern whether this is definitely the case. But it's certainly been referred to in the 'grey market' of dev gossip on numerous occasions
We produce evey year countless assets breaking any technical rule in our game, only because of the escessive push from marketing
Marketing is often created by a separate company. Be aware of this and adjust your expectations accordingly. The new medical ship is a perfect example. The team are handed a ship concept and must create a game around it.
They're pushing 1.2 petabytes of traffic between cloud 'zones' a day, in one region. "Unheard of". Amazon say they've never seen anything close to that level of traffic from other customers.
Just makes me think of their generally insane bandwidth usage...
The Senior Director of Publishing Technology there, Ahmed Shaker, jokes about hoping he'll be around to publish 3.23. All of these guys work out of Austin...
He's also the guy who boasted about p-cache scaling to handle anything
There's times when "never been done before" is not a good thing.
You have to ask why they even need to transmit so much data. Yes, if you need to transmit every single position of every bullet's XYZ coordinates for every tick across all servers you may somehow approach that. No, actually, if you transmit every single atom of argon, then maybe you will approach that. But no way should you approach anywhere close to that if you're just transmitting what really needs to be transmitted.
They're pushing 1.2 petabytes of traffic between cloud 'zones' a day, in one region. "Unheard of". Amazon say they've never seen anything close to that level of traffic from other customers.
Just makes me think of their generally insane bandwidth usage...
Vice President of Corporate Technology says it's 'candyland' for guys like him to spend years tackling problems that no one else has.
Jared suggests that CIG's 'crazy asks' are received by employees in two ways: 'It cant be done' or 'it just hasnt been done yet'. The former guys leave the company. The latter try and figure out what nobody else has figured out.
(He should probably include a 'it would be dumb to do it at all' camp in there )
Vice President of Corporate Technology says it's 'candyland' for guys like him to spend years tackling problems that no one else has.
Jared suggests that CIG's 'crazy asks' are received by employees in two ways: 'It cant be done' or 'it just hasnt been done yet'. The former guys leave the company. The latter try and figure out what nobody else has figured out.
Nah, they have no idea what they are doing. After 12+ years, they can´t figure basic physics. They can not figure collision checks. They can not figure basic AI not constantly going on top of furniture. They can not figure basic inventory. They can not figure basic UI. They can not figure basic respawn persistence. Etc etc. It´s amateur hour all around. The only way to try to hide so much failure is trying to convince us that no one has done it before.
"Ambition is the last refuge of failure"
- Oscar Wilde