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Post by morsealworth on Nov 13, 2014 18:05:44 GMT
Ofcourse, to do that, you need to (as an industry entity or development/publishing studio) let go of the old ways. Something that a lot of these bigger studio's don't like. Transparancy and being open with your business? You crazy?! Making games in an open and transparent environment would seem to be laudable at first, but then the stark reality of the Sausage Factory cliché comes to the fore. "People like sausages, but no one wants to see how they're made!" I can't resist.
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Post by Gmr Leon on Nov 13, 2014 19:04:53 GMT
The conundrum being ofcourse - you don't know beforehand what you're buying... You don't know if the "end result" will be worth it. And you can't trust on the 'good nature' of the developer to ensure that quality since there's a financial backer holding his hand up for profits. This is why I heavily, heavily push for demos, especially on PC. Sure, you can read the specs and say it should work, but we know how games work. They may not be properly optimized, they may not work with the existing drivers yet. I've read that demos tend to reduce sales or what have you, but if you ask me, that's good. I'm sure the same argument could be made for YouTubers' work reducing sales somewhat, and I stand by thinking that's good because it means you have a more informed consumer. Marketing's purpose is to sell people what they aren't sure they'll want or need, a demo's purpose is to let the consumer determine if the marketing was leading them well or not. If it turns out it wasn't, then guess what? You need to have figured out a better way to market it, and/or you need to have made a game that matches the marketing. As much as people got upset with Watch Dogs for graphical differences, personally I was okay with it, because the marketing fit the game. It's a game about hacking and shooting stuff. Same with Assassin's Creed to a lesser extent, it's a game about running about buildings, killing people, and "blending in". A case where the marketing and product didn't line up would have to be Destiny. Marketing sold you some elements of story that the game didn't deliver on, but it sold enough on the gameplay end to "scrape by."
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Post by Danjal on Nov 13, 2014 19:12:22 GMT
Watch Dogs is a clear case of overblown marketing, same as Sleeping Dogs - both titles fall far short on what they were made out to be. I'm not necessarily saying that the marketing was 'false', but rather that they were hyped up far more than a title of their caliber should have been.
But as you say, marketing has only one purpose/objective and that is to sell more copies, preferably convincing people that would not have bought it otherwise. Steam has learned a thing or two for this, as have mobile platforms - by getting the entry barrier to the "Well, its only $x, what the heck." level. Ofcourse that doesn't work for multi-million dollar developments. Especially not when they have to rely on a high quantity of day one/week one sales to justify the investment and recoup their expenses.
And thats my *biggest* reason for disliking the multi-million dollar direction that the industry is taking. Because corners are being cut not only to justify and reach larger and larger budgets, but the money gets split across area's that ultimately have NOTHING to do with making an actual game anymore. Somehow all these secondary and tertiary departments and parties got involved and they all want to get paid.
Priorities shift, and before you know it you're no longer getting money to make a game, but you're making a game to get money. The "goal" becomes the means, and the means become the goal.
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Post by Gmr Leon on Nov 13, 2014 20:01:26 GMT
Watch Dogs is a clear case of overblown marketing, same as Sleeping Dogs - both titles fall far short on what they were made out to be. I'm not necessarily saying that the marketing was 'false', but rather that they were hyped up far more than a title of their caliber should have been. But as you say, marketing has only one purpose/objective and that is to sell more copies, preferably convincing people that would not have bought it otherwise. Steam has learned a thing or two for this, as have mobile platforms - by getting the entry barrier to the "Well, its only $x, what the heck." level. Ofcourse that doesn't work for multi-million dollar developments. Especially not when they have to rely on a high quantity of day one/week one sales to justify the investment and recoup their expenses. And thats my *biggest* reason for disliking the multi-million dollar direction that the industry is taking. Because corners are being cut not only to justify and reach larger and larger budgets, but the money gets split across area's that ultimately have NOTHING to do with making an actual game anymore. Somehow all these secondary and tertiary departments and parties got involved and they all want to get paid. Priorities shift, and before you know it you're no longer getting money to make a game, but you're making a game to get money. The "goal" becomes the means, and the means become the goal. That's industrialization for you. You just gotta burn through the chaff to find the needles. As long as economies operate off of the circulation of currencies to acquire personnel and resources, you're going to get all of those acquisitions focused on recovering the costs they introduced by also requiring currencies for their own acquisition of resources and so on and so forth, ad infinitum. It sucks, but we've not automated everything yet to produce enough plenty to be exchanged freely without undermining our resource base and killing ourselves in the process. (Hm...Raises an interesting point of if extensive automation would hasten the consumption of resources accelerating the undermining of foundational resource base and killing ourselves even faster, but that would require more of a cultural analysis than economic, because the economic analysis of behavior can only explain so much.)
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Post by Qetesh on Nov 13, 2014 23:56:12 GMT
Most people would shiver to see open heart surgery too, but it is not one any would deny. My point?
I am queen of analogies and metaphors but really Arcades games and sausages have nothing to do with the fact the 22cans promised a classic non F2p PC God game and is now pushing this mobile F2p mega monetized horrid timed filled boring bullshit down our throats and trying to claim it is close to what they promised on the kickstarter.
It's not even close and no I don't give a rats ass if it takes another year to make the real game they promised or how lame or boring their updates were personally, the fact is they are never going to make that game and that is why so many people are getting so pissed.
I really am tempted to write the guys at Southpark and see if they might be interested in doing a follow up episode to their ep about F2p with some inside info from a backer from one such escapade.
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Post by Gmr Leon on Nov 14, 2014 0:58:15 GMT
How to quell bitching, complaints, rants, and threats in one easy step: Make the damn game you pitched.
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Post by Danjal on Nov 14, 2014 2:03:14 GMT
How to quell bitching, complaints, rants, and threats in one easy step: Make the damn game you pitched. Yep... Its evidenced by pretty much all other early access developers and kickstarter/crowdfunding creators. Shit hits the fan once the "creator" takes liberties with the truth and with promises they've made without informing their backers and supporters. Which is not to say that changes can't be made... They just have to be made with full knowledge (and support) of your audience. And with good reasoning behind them. Some people may not like it as much as others, but in general you'll almost always retain the support of your backers because they supported you in the first place in the basis that they *BELIEVE* you can make the game they want. Prime example: "Torment: Tides of Numenera" They had to choose between a turn-based combat system and a real-time w/ pause one. They ended up doing a backer poll on this, with a very VERY lengthy discussion about the merits and downsides of both. The backers gave their votes and opinions, the developers gave their votes and opinions and in the end a decision was made that for the most part people could live with. Yes, there were those that got 'angry' that the decision was made to move away from the combat system as it was used in the original Torment game, claiming that this change would "negatively impact the game experience". However - and I believe rightfully so - the developers argued that the qualities that Torment is well known for are its story and depth, its pretty much universally agreed that the combat system in the original Torment game is sub-par at best and is NOT the driving force behind what made the game so good and memorable. Ofcourse, would they have pushed this change without involvement of the backers - the backlash would've been far greater. But through communications and community interaction a massive problem was avoided. If only 22cans had done this earlier in their development path and listened to the feedback given by the community. Some of the mistakes made could've been prevented...
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Post by Gmr Leon on Nov 14, 2014 2:10:07 GMT
Peter "Underestimator Overhyper" Molyneux.
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Post by 13thGeneral on Nov 14, 2014 3:08:42 GMT
If only 22cans had done this earlier in their development path and listened to the feedback given by the community. Some of the mistakes made could've been prevented... In my opionion: If 22cans had done this earlier in their development path and listened to the feedback given by the community, most - if not all - of the mistakes made would've been prevented. Period. We've literally suggested, pleaded, warned, begged, and essentially predicted, every pitfall and misstep they've made along the way. I feel like a parent warning a mischievous juvenile delinquent, who responds with a ' couldn't-care-less what this know-it-all stupid person is blathering about now' attitude - yet they consistently disregard our guidance while getting themselves in constant trouble, and then beg us to forgive them with " I'll change my ways this time, please take me back into your home!" - so we begrudgingly do, because we care, and we ground them without privileges until they can prove their worth... only they sneak out the back window again as soon as we turn our backs. And the cycle repeats. This isn't their "Second Chance", it's literally like the Nth degree of chances. It's preposterous, and frankly I'm officially sick and tired of it. I will not believe anything Peter says until he shows me he deserves it; do your job, follow through with your promises. Then, and only then, can you come to us and ask for forgiveness.
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Post by 13thGeneral on Nov 14, 2014 3:53:49 GMT
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Post by Gmr Leon on Nov 14, 2014 6:52:31 GMT
If only 22cans had done this earlier in their development path and listened to the feedback given by the community. Some of the mistakes made could've been prevented... In my opionion: If 22cans had done this earlier in their development path and listened to the feedback given by the community, most - if not all - of the mistakes made would've been prevented. Period. We've literally suggested, pleaded, warned, begged, and essentially predicted, every pitfall and misstep they've made along the way. I feel like a parent warning a mischievous juvenile delinquent, who responds with a ' couldn't-care-less what this know-it-all stupid person is blathering about now' attitude - yet they consistently disregard our guidance while getting themselves in constant trouble, and then beg us to forgive them with " I'll change my ways this time, please take me back into your home!" - so we begrudgingly do, because we care, and we ground them without privileges until they can prove their worth... only they sneak out the back window again as soon as we turn our backs. And the cycle repeats. This isn't their "Second Chance", it's literally like the Nth degree of chances. It's preposterous, and frankly I'm officially sick and tired of it. I will not believe anything Peter says until he shows me he deserves it; do your job, follow through with your promises. Then, and only then, can you come to us and ask for forgiveness. Q&A fun: "How do you feel knowing we were right all along? =P"
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Post by Danjal on Nov 14, 2014 7:33:41 GMT
Q&A fun: "How do you feel knowing we were right all along? =P" *ouch* ;p
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Post by engarde on Nov 14, 2014 9:33:40 GMT
Some employers are not keen on their staff on steam forums... even when they are otherwise allowed some non-work related site access.
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
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Post by Raspofabs on Nov 14, 2014 10:34:17 GMT
Some employers are not keen on their staff on steam forums... even when they are otherwise allowed some non-work related site access. The steam forums are rather negative (even for really successful and generally well received games) so I can understand why they wouldn't want their staff on there. Negative feelings can spread and ruin an otherwise healthy development team. That kind of stream of ill feeling is normally referred to as toxicity, and it can be the difference between a game being developed with love, and one developed "just to get it out". This is why I'm quite happy on the Proboards forum. There's some negativity here; that's expected. What I like is that it's balanced by reasonable discourse and constructive content and criticism.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Nov 14, 2014 11:04:41 GMT
Some employers are not keen on their staff on steam forums... even when they are otherwise allowed some non-work related site access. The steam forums are rather negative (even for really successful and generally well received games) so I can understand why they wouldn't want their staff on there. Negative feelings can spread and ruin an otherwise healthy development team. That kind of stream of ill feeling is normally referred to as toxicity, and it can be the difference between a game being developed with love, and one developed "just to get it out". This is why I'm quite happy on the Proboards forum. There's some negativity here; that's expected. What I like is that it's balanced by reasonable discourse and constructive content and criticism. I think it's the same here as it is on the Steam forum. The Steam forum just has a far larger audience leading to far more posts. Because there are more posts, even if the balance of positive to negative posts remains the same, there are so many negative posts that it becomes hard to find the positive ones unless you really delve deep into the forum.
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Post by Monkeythumbz on Nov 14, 2014 11:09:08 GMT
Watch Dogs is a clear case of overblown marketing, same as Sleeping Dogs - both titles fall far short on what they were made out to be. Wait, what? Here's the 101 trailer for Sleeping Dogs: If you've played the game, you'll know that's not inaccurate. What about that isn't present in the game, or is overhyped? This is a genuine questions as I was CM for that game and I hold it very dear to my heart. During my time on the game, we created a title update bringing extra community-requested functionality (free, obvs); two, complimentary (i.e. free) cosmetic DLC packs; and a further two, premium (i.e. paid-for) DLC packs created in collaboration with the community. Sleeping Dogs currently has 10,939 positive user reviews on Steam, versus only 604 negative ones. On PC, it has a MetaCritic user rating of 8.3. Equally, the game enjoys a rock-solid reputation on NeoGAF. So, seriously, what about that game's marketing did you feel was misleading?
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Post by morsealworth on Nov 14, 2014 11:52:18 GMT
To think there would be a topic I agree with you concerning...
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Post by Monkeythumbz on Nov 14, 2014 12:07:32 GMT
To think there would be a topic I agree with you concerning... Who knows? Under different circumstances, we might even have been friends. I still keep in touch with a few of the regulars from both the Sleeping Dogs and Nosgoth communities, as well as a couple more from when I was at Rare. Ah, glory days...
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Post by morsealworth on Nov 14, 2014 12:17:01 GMT
Under different circumstances, Exactly. As we in Russia say, "there're no Ifs and Woulds in history".
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Post by Gmr Leon on Nov 14, 2014 17:26:48 GMT
Watch Dogs is a clear case of overblown marketing, same as Sleeping Dogs - both titles fall far short on what they were made out to be. Wait, what? Here's the 101 trailer for Sleeping Dogs: -snip- If you've played the game, you'll know that's not inaccurate. What about that isn't present in the game, or is overhyped? This is a genuine questions as I was CM for that game and I hold it very dear to my heart. During my time on the game, we created a title update bringing extra community-requested functionality (free, obvs); two, complimentary (i.e. free) cosmetic DLC packs; and a further two, premium (i.e. paid-for) DLC packs created in collaboration with the community. Sleeping Dogs currently has 10,939 positive user reviews on Steam, versus only 604 negative ones. On PC, it has a MetaCritic user rating of 8.3. Equally, the game enjoys a rock-solid reputation on NeoGAF. So, seriously, what about that game's marketing did you feel was misleading? Sleeping Dogs was marketed? =P But seriously, I didn't notice too much hype until after the fact and by some word of mouth across the 'net. It surprised me, to say the least, since I hadn't heard anything about it leading up to its release.
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