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Post by Monkeythumbz on Nov 14, 2014 18:09:52 GMT
We got loads of positive press coverage in the UK, but Stateside all people wanted to talk about was how the game was previously known as True Crime: Hong Kong.
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arryu
Senior Apprentice
Posts: 80
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Post by arryu on Nov 14, 2014 18:14:53 GMT
You were at rare? If you were there at the time. do you care to explain the betrayal logic behind Banjo-Kazooie: Nuts & Bolts?
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Post by Monkeythumbz on Nov 14, 2014 18:24:36 GMT
You were at rare? If you were there at the time. do you care to explain the betrayal logic behind Banjo-Kazooie: Nuts & Bolts? Oh god... not this again...I've not had an easy time of it what with that, Nosgoth and now Godus. Even the True Crime crowd were eager to lay into Sleeping Dogs at every available opportunity. Just once I'd like to work on a game that wasn't quite so... "controversial".
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Post by Danjal on Nov 14, 2014 18:28:51 GMT
So, seriously, what about that game's marketing did you feel was misleading? I *HAVE* played the game - and from marketing and pre-release hype they made it sound like this game was supposed to be on par with say GTA IV/V. The game falls short, is rather dull and extremely repetative. Both with regards to its original title (True Crime) aswell as how it continued. The game was made out to be far more than it actually is. That same applies to Watch Dogs. Again, far too high expectations and claims set before launch resulting in a massively disappointing experience.
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Post by Gmr Leon on Nov 14, 2014 18:29:59 GMT
We got loads of positive press coverage in the UK, but Stateside all people wanted to talk about was how the game was previously known as True Crime: Hong Kong. Seriously. That's all I remember hearing in the little I did hear before release, and I was surprised there were people that were so into True Crime. Not that it was a bad game, I don't know much of it, but it always sounded like it was too much in the vein of the copdramas that were (are?) plaguing tv in the States. Much happier I listened to the word of mouth and tried the demo, felt like a really solid game I'd like to pick up at some point. So, seriously, what about that game's marketing did you feel was misleading? I *HAVE* played the game - and from marketing and pre-release hype they made it sound like this game was supposed to be on par with say GTA IV/V. The game falls short, is rather dull and extremely repetative. Oh man, this is really funny, not that I've played enough of Sleeping Dogs to say otherwise, but that's exactly how I feel about GTA IV! I started it up and the story's such a bore, feels like your typical American action-drama, and I imagine Sleeping Dogs might feel similarly after awhile, but I dunno. Games set in the modern day, trying to emulate action-dramas or even some grounded reality feel really off to me. Only exception I've found for that would be Heavy Rain, but I think it's because it felt more like a mystery-thriller to me. You were at rare? If you were there at the time. do you care to explain the betrayal logic behind Banjo-Kazooie: Nuts & Bolts? I've not had an easy time of it what with that, Nosgoth and now Godus. Even the True Crime crowd were eager to lay into Sleeping Dogs at every available opportunity. Just once I'd like to work on a game that wasn't quite so... "controversial". ...I'm confused as to who thought, in both Nosgoth's and Godus' case, that their audience would be okay with the directions taken. Like...No one I know of asked for what Godus is now and neither did I hear much of anyone yearning for Kain and Raziel's legacy to go multiplayer...It really does feel like the respective companies were just chasing trends the properties don't really fit all that well with. Like Capcom trying to make Megaman X into a RPG or Resident Evil into a rail-shooter, except I'm not sure what trends they were going after with those games... Don't get me wrong, trying new things is a positive, but you've gotta know when it's best to make an entirely new property for it and sell it on its own grounds or dive into the attempt completely. Otherwise you're gonna half-ass it and fuck it up, making the cashgrab entirely transparent.
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Post by Danjal on Nov 14, 2014 19:52:21 GMT
If you think GTA is boring and repetative, imagine a game that doesn't even have half the amount of content to offer and definitely not the amount of variety. Thats Sleeping Dogs. Watch Dogs is similar - and it relies far too much on its hacking gimmick.
And I agree, companies chasing trends and buzzworlds result in existing concepts or IP's being pulled out of their origins and strongarmed into something they are not. And somewhere along that route the creator expects the original audience to just "go along with that" out of brand loyalty, even if the new product doesn't resemble the old product. Aswell as getting a new target audience on board with a shallow and unproven title that can't really compete with titles that have "perfected their tricks" already.
Tomb Raider and Resident Evil being turned into a shooter, Platformers and Adventure games being forcefully turned into RPG's and RPG's (Sacred 3) being turned into hack-and-slash titles. Why? Because someone behind a desk did some numbercrunching and figured that these themes would result in better sales.
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Post by Qetesh on Nov 14, 2014 23:40:37 GMT
You were at rare? If you were there at the time. do you care to explain the betrayal logic behind Banjo-Kazooie: Nuts & Bolts? Oh god... not this again...I've not had an easy time of it what with that, Nosgoth and now Godus. Even the True Crime crowd were eager to lay into Sleeping Dogs at every available opportunity. Just once I'd like to work on a game that wasn't quite so... "controversial". ...Just a suggestion, but perhaps you could hook up with someone like the makers of Stonehearth next time around.
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arryu
Senior Apprentice
Posts: 80
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Post by arryu on Nov 15, 2014 4:25:18 GMT
You were at rare? If you were there at the time. do you care to explain the betrayal logic behind Banjo-Kazooie: Nuts & Bolts? Oh god... not this again...I've not had an easy time of it what with that, Nosgoth and now Godus. Even the True Crime crowd were eager to lay into Sleeping Dogs at every available opportunity. Just once I'd like to work on a game that wasn't quite so... "controversial". I'm just yanking your chain man. All in good fun. Mostly.
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Post by Monkeythumbz on Nov 17, 2014 10:45:08 GMT
So, seriously, what about that game's marketing did you feel was misleading? I *HAVE* played the game - and from marketing and pre-release hype they made it sound like this game was supposed to be on par with say GTA IV/V. The game falls short, is rather dull and extremely repetitive. Okay, so you didn't enjoy the game as much as a different one... that's absolutely fine and there were/are plenty of people on the Sleeping Dogs forum/Facebook or NeoGAF OT that would disagree with you. That doesn't make them right and you wrong, or vice-versa. Opinion is subjective after all and people's tastes differ. Even so, I wouldn't say the marketing around Sleeping Dogs was misleading or overblown. Everything that appeared in a trailer or press release, you could do in the game. We didn't promise features/functions that didn't make the final cut. Plus, IMHO, I think we still left a few surprises in there for players to enjoy.
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Post by Qetesh on Nov 17, 2014 11:15:31 GMT
I *HAVE* played the game - and from marketing and pre-release hype they made it sound like this game was supposed to be on par with say GTA IV/V. The game falls short, is rather dull and extremely repetitive. Okay, so you didn't enjoy the game as much as a different one... that's absolutely fine and there were/are plenty of people on the Sleeping Digs forum/Facebook or NeoGAF OT that would disagree with you. That doesn't make them right and you wrong, or vice-versa. Opinion is subjective after all and people's tastes differ. Even so, I wouldn't say the marketing around Sleeping Dogs was misleading or overblown. Everything that appeared in a trailer or press release, you could do in the game. We didn't promise features/functions that didn't make the final cut. Plus, IMHIO, I think we still left a few surprises in there for players to enjoy. I assume you mean as compared to another one game the forum is about? I really would be shocked if another company did what 22cans has done to it's backers. I feel so much so, that is why I don't believe 22cans or any gaming company should be allowed to get away with this. It would set a very dangerous precedent. Gaming companies should be held to the standard any average retailer is, let the buyer beware but also with lemon laws and truth in advertising dictations that prevent bait and switch tactics of deception.
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Post by morsealworth on Nov 17, 2014 13:21:29 GMT
Well, I also didn't feel mislead at all, compared to that certain non-game you are talking about. If I was allowed to talk about misleading, it would be this:
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Post by Monkeythumbz on Nov 17, 2014 14:06:19 GMT
I think Aliens: Colonial Marines would win the prize for misleading marketing materials, IMHO.
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Post by morsealworth on Nov 17, 2014 14:16:21 GMT
But they were punished at least. And 2k did get away with their scam.
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Post by Monkeythumbz on Nov 17, 2014 15:53:21 GMT
But they were punished at least. And 2k did get away with their scam. That's probably only because the end result was still very good, even if it wasn't what was originally shown in that E3 demo. I certainly have more sympathy for Ken Levine and Irrational Games than for the makers of Aliens: Colonial Marines. He/they were very clear in all subsequent interviews that a great deal of editing/revising had gone into BioShock: Infinite's final design before they shipped, so the community were aware prior to purchase that certain prviously released marketing materials were out of date and no longer accurate.
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Post by Danjal on Nov 17, 2014 18:07:20 GMT
Okay, so you didn't enjoy the game as much as a different one... that's absolutely fine and there were/are plenty of people on the Sleeping Dogs forum/Facebook or NeoGAF OT that would disagree with you. That doesn't make them right and you wrong, or vice-versa. Opinion is subjective after all and people's tastes differ. Even so, I wouldn't say the marketing around Sleeping Dogs was misleading or overblown. Everything that appeared in a trailer or press release, you could do in the game. We didn't promise features/functions that didn't make the final cut. Plus, IMHO, I think we still left a few surprises in there for players to enjoy. I enjoyed the game - however I objectively observe that the game contains far less content than it was made out to have. You seem to measure the state of a game by the enjoyment of a specific group of people. I measure the quality of the game by what features it was promising and what it came with. And if there is one thing that Sleeping Dogs was very much compared to it was the GTA series - claims that it would be very similar in content and gameplay. However Sleeping Dogs (much like for example Maffia II) is very much story/mission driven. Yet outside of the story, outside of the set-pieces and prepared content. There is pretty much nothing going on in the world. It may aswell be empty for what the world matters outside of the missions and side-missions. Contrary to say GTA, where you actually have a chance of coming across a random event or action happening when you're not in a scripted mission. That made the world feel rather dead. Now maybe you "technically" fullfilled all the features you promised. That doesn't mean the game feels any more alive. Or that the game does justice to what it was hyped up to be / compared with. To me, its one of the key things that made me turn my back on a lot of developers. The fact that games are being nickel and dimed - put as little amount of content in the game, then go overboard on the DLC and post-release content that you charge for. Half of the DLC for sleeping dogs isn't even consequential, its skins and cosmetics. Ofcourse the release of the "Definitive Edition" doesn't help with that. Lets stab out existing customers in the back by offering a complete edition to new customers that bundles all DLC together and sell it for a discount. Cause nothing shows appreciation to your existing customers as offering those who did NOT buy your game a discounted deal! Now you're right in saying that personal opinion has a part to play. And that clearly there are a lot of people that are adequately entertained with this kind of shortchanging. Measuring their game against say a movie visit and going "Well, at $x per hour, this was a good deal!" I feel that that is shortchanging the quality of the industry as a whole though. But hey, if we're all going to settle for mediocre, who am I to disagree right? Its basicly the same discussion that often is had with people who are invested in World of Warcraft. Somewhere, "enjoying the game" and "investing time in a game" get mixed up. And *BECAUSE* you invested a lot of time, you clearly *MUST* enjoy the game. And since you enjoy the game, you can't have criticism on the game right? Cause you can only criticize that which you hate with a passion! See this is where I disagree. I enjoyed Sleeping Dogs, it was a decent enough game. Perhaps a little on the short side (21 hours worth of scripted content, relying on very generic side-missions), overpriced and very much overdone on the DLC content. My main gripe with Sleeping Dogs is that it massively falls short on the world design. Its effectively an empty world, a bland stage in which scripted sequences occur during missions. Most of its missions are practically copy-pastes of eachother. Repeating a limited set of objectives for each "theme". And thats one of the things they happily omitted during the pre-release hype when they were more than satisfied comparing the game to the likes of GTA. A series that very much has a lot more going on outside of missions. Now perhaps this is budget restraints - but to me, being honest about what your game does and does not do is essential.
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Post by Monkeythumbz on Nov 17, 2014 18:35:53 GMT
I enjoyed the game - however I objectively observe that the game contains far less content than it was made out to have. You seem to measure the state of a game by the enjoyment of a specific group of people. I measure the quality of the game by what features it was promising and what it came with. You say, "made out to have". Where was it claimed or promised by either Square Enix or United Front Games that the game would have more content than it actually delivered? We made no such statements, IIRC. However Sleeping Dogs (much like for example Maffia II) is very much story/mission driven. Yet outside of the story, outside of the set-pieces and prepared content. There is pretty much nothing going on in the world. It may as well be empty for what the world matters outside of the missions and side-missions. Seems like there were plenty of side missions to me and that's not even including the optional Cop Missions or Races. Half of the DLC for sleeping dogs isn't even consequential, its skins and cosmetics. In which case, they were entirely optional. So, you shouldn't feel compelled to buy them or that you were missing out on much by not having them, right? The thing is Danjal, if NeoGAF overwhelmingly like the game then I'm going to take that as a metric of good reception by the community at large, given what a notoriously difficult to please crowd they are.
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Post by Gmr Leon on Nov 17, 2014 21:41:53 GMT
This honestly sounds like every open world game ever to me. I think we have semi-similar standards, but frankly when all the content in an open world game is mostly copy/paste with minor reskins and the occasional cyclical spats, it becomes pretty transparent to me how much of a complex mechanical stage open world games are. They're impressive, but the programming underneath is blindingly obvious to anyone with experience or a trained eye. I imagine having more of that is what you go after to find more value in your open-world games, however to me it's about as interesting as fetch quests or level grinding. I mean, I'd have the illusions they try to go after over the setpiece crap of games like Call of Duty or Bioshock Infinite, but knowing that there's little else to come of the illusions gets pretty disappointing after awhile. It's like Guild Wars 2's event system. Sounds nice on paper, until you realize it's a chain of quests put on a timer (for the most part) that goes off every so often. Almost all of them also have a terminating point to wait till players come along to reset them too, meaning they never exceed the range of their designated area, making them even less interesting. Now if you were to carefully interweave these and let them exceed their originating area, that could be interesting, but no game (that I'm aware of) has attempted anything like that to my knowledge. Best we get are open worlds with instanced missions that keep all the effects safely contained in the instance and hardly change the world itself. Basically playing around a movie set going from scene location to scene location.
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Post by Danjal on Nov 17, 2014 22:25:40 GMT
Taking a couple of openworld games and setting them side-by-side: - Maffia II
Pretty decent story, but outside of the story the world is completely empty and pointless. Unless you like driving around a city, there's going to be nothing to do.
- Grand Theft Auto (various installments)
Good story and side missions, plenty of variety. Lots of side-content aside from scripted missions ranging from random encounters to minigames to cameo secrets and eastereggs.
- Fallout 3
Very much an empty world with eventzones patched into it. Aside from the odd scripted encounter like a bounty-hunter attacking you, pretty much all the action happens on site. The wasteland is a really just a wasteland beyond those points. Which could well be done by choice.
- Fallout: New Vegas
A pretty good improvement over Fallout 3, the world is a bit more fleshed out. Though the majority content still happens on the specifically created spots. The map as a whole doesn't feel like someone took a blank canvas and started plopping down set-pieces on it. It actually feels like a continuous world now. - Sleeping Dogs
A decent enough story well worth your time if you like the genre. But very generic sidemissions. After having done a certain side-mission once or twice you will notice a distinct pattern being repeated. More so than in the other games that use similar open world style gameplay. - The Elder Scrolls (various installments)
Like with Fallout, the earlier games feel a bit like its an empty world filled with set-pieces. Though I feel the atmosphere in The Elder Scrolls is a bit more of a complete world, and less of a barren wasteland. A lot of variety in side-content and random encounters. Especially in the later games, they put a lot of time and energy into making the exploration part worthwhile. - Watch Dogs
Strongly reliant on its gimmick, the hacking minigame. Resulted in letting the overall content slip. I believe that that is the primary reason this title fell short, because after having done the hacking minigame a few times, most players want something to change things up. - Assassin's Creed (various installments)
Again, we notice how the side-missions are very bland and generic. No real story, just repeat the objective. Get in and out. The upside, I feel that the world and attention to detail, especially in some of the later AC games has its charms. What it does, it does well. Even if you won't miss much if you skip the odd installment here and there. Long-term play AC does feel like you're just 'filling out' things, gathering money to repeat more of the same.
A key thing about these games that pushes a lot of people away is the lack of guidance. Some people prefer a very strong story that takes them along. They don't want to be the ones making the choices - but rather they want to play through the story someone made for them. A clear distinction between western RPG's and JRPG's is that the western variants often put you as the main character. And you get to name and define your character. Whereas in JRPG's the main character is already defined and you're more of a passenger. As a result the range of actions at your disposal also differs strongly. Though this isn't exclusively so. To me personally, the difference between a good open world game and a decent or mediocre open world game lies in the details. Do the missions feel like literal 1:1 copies of eachother? Or are their small but distinct differences? Do I have to follow a predetermined linear path? Do I get the choice to do things different ways? Does the world feel "alive" - as if it doesn't matter whether I am there or not, they'll do their thing regardless. Or do things only happen when I initiate them? Both in GTA aswell as Elder Scrolls there are random events that can occur without your direct interaction. Whereas in Sleeping Dogs or Maffia II the world just has people and cars wandering around doing nothing of consequence unless you interact with them. Its funny because this also translates well into Godus. Our followers in Godus are basicly the citizens in Sleeping Dogs or Maffia II. They wander around and do their simulations - but they don't really *DO* anything. Unless the player initiates it. If you look out on a street in GTA, its possible you see a cop chasing a speeding car, or you can see someone getting mugged. You can even see a gang attacking a rival gang. That just "happens" - and sure, this is all just random simulation aswell. But it makes it *FEEL* like the world is actually alive, as if they are doing these things even if you would not be there. Thats what good game design is all about in these cases, doing things in such a way that you fool the player as if their existence in the world doesn't really matter. You're just another cog in the machine. Why don't our followers in Godus have their own desires and wishes or personalities? I'm not talking full-fledged "The Sims" style character development. But general things. Birth and death, hunger, disease, fights or random parties, events etc. Perhaps there's a 1 in 10 chance that it'll snow instead of rain and you see followers come out and make snowmen? Its the small details that make a world seem alive. Not the generic repetition.
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Post by Monkeythumbz on Nov 18, 2014 11:33:26 GMT
Danjal, strikes me you've shifted the topic somwhat and now you're talking about subjective appreciation. However, you accused Sleeping Dogs of misleading you and/or giving you a false impression prior to it's launch when you stated, "I objectively observe that the game contains far less content than it was made out to have."
IMHO, that's not a statement that can be backed up with factual examples.
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Post by Danjal on Nov 18, 2014 13:26:43 GMT
Danjal, strikes me you've shifted the topic somwhat and now you're talking about subjective appreciation. However, you accused Sleeping Dogs of misleading you and/or giving you a false impression prior to it's launch when you stated, "I objectively observe that the game contains far less content than it was made out to have."IMHO, that's not a statement that can be backed up with factual examples. The majority of pre-release hype I've seen surrounding Sleeping Dogs was that it would be a GTA style game with martial arts combat and plentiful side missions. The reality being that its a rather linear game with very bland and generic sidemissions. Now while you could argue that that TECHNICALLY fullfills the requirements and makes for a pisspoor but accurate fullfillment of the stated features. I would say that the results fall short. If game development these days comes down to technicalities - they by all means. 10/10 its perfect. But I for one don't believe that its a very good example of quality game design if your missions are basicly identical to eachother. Not even minor detail differences or themes. Just exactly the same carbon copies, with as only difference that you have to drive or chase to a different part of town. So yes... When Sleeping Dogs is made out to be something akin to the quality of GTA IV, but in reality is a mere shade of that. I stand firm in my claim that it *OBJECTIVELY* has far less content than it was made out to have. The world is empty, the side-missions are bland and generic, the game contained significant bugs (love the camera lines that just floated through the middle of the environment half the time) and the game lacked overall polish making it feel like a cheap knockoff. But *technically* it fullfilled it right? I mean, its an open world, you can steal cars, you can attack people on the street. GTA 101 right there! My reason for shifting topic? Because you as always are picking on semantics "Oh no, we fullfilled the requirements to the letter, there is nothing you can claim otherwise." And look at these people here on *website* - they liked it! So clearly your opinion is irrelevant and we did our job perfectly fine. Making this conversation pointless. Because you've already made up your mind, and I've already made up mine.
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