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Afterfall gets investor

covr

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So, it seem thet the biggest fan-made fallout clone will be relesased someday. Here is the news (unfortunetelly only in polish): http://www.nicolasgames.pl/index.php?m= ... &ln_id=921

Nicolas Games is a small company, but financially stable.

They will get money and start working full-time in there own studio. There is a list of the most important features of Afterfall. The most interesting are: Dynamic Turn-based Combat (also with vehicles), elements of tatcits and stealth game (you can't totally avoid combat in AF :) ), system of many different mutations, about 200 weapons and 1000 items, physics. Nice.

There is almost no detailed information, but they claim that more info will be revealed soon. :)
 

Starwars

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Hm, while I'm still kinda pessimistic over this games immense "features" list, it's good news that they're going ahead with it and that they've found support for it now. It could be a really great game, I really hope they'll deliver on it.
 

Kingston

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I lack the wit to put something hilarious here
I certainly hope the publisher doesn't start gimping their vision, but this is good news. For a while it was looking like they were stuck with no publisher. I'm very doubtful about them getting all the features in though, publishers don't have the patience to wait forever.
 

Elwro

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"Afterfall zapowiadany był w wielu serwisach internetowych w Polsce i zagranicą, publikowane były także liczne wywiady, m.in. z głównym designerem projektu opublikowany w prestiżowym "RPGCodex"."

HA! Good Fun! sorry, no translation, g2g
 

Texas Red

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What the heck is "dynamic TB combat"? You can put "dynamic" in to anything to make it sound cool.
 

spacemoose

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Elwro said:
"Afterfall zapowiadany był w wielu serwisach internetowych w Polsce i zagranicą, publikowane były także liczne wywiady, m.in. z głównym designerem projektu opublikowany w prestiżowym "RPGCodex"."

afterfall was promissed(?) in ??? ??? internet in poland and abroad, such personal conclusions were published with the main designer of the project on the prestigious rpg codex
 

Globbi

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Afterfall was announced in a lot Polish and abroad websites, numerous interviews were also published, including one with lead designer on prestigious "RPGCodex"
:P

Here you go something you love - innovative PR statements (Augustus's post on a polish forum about Fallout):
Afterfall is not a competition for anything (forget about F3) or a market response to something. It's so unnusual and innovative project that putting it on a line of commerce-ambition or simplicity-positive complexity is a misconception. Afterfall does not respond on the market demands. Afterfall shown to people will generate a demand for itself, the way it was with Star Wars. Others will respond on Afterfall when designing their games.
 

covr

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Afterfall is not a competition for anything (forget about F3) or a market response to something. It's so unnusual and innovative project that putting it on a line of commerce-ambition or simplicity-positive complexity is a misconception. Afterfall does not respond on the market demands. Afterfall shown to people will generate a demand for itself, the way it was with Star Wars. Others will respond on Afterfall when designing their games.

:)
 

Caveman

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Ohhh yes, their PR is almost legendary joke here in polish gamedev industry.

...and its amaizng that such crazy and impossible to make project gets an real investor. Huge WTF.

Lets see what they want to have:

Most important features of upcoming Afterfall
-ability of creating and developing main hero with completly unique way
-deep, non linear and full of turning points story, where every choice brings consequences.
-hundreds of quest and dozen of organizations you can join in
- dynamic Turn based combat with ground infrantry and vehicles
- optional elements of tactic game and stealth action game
-system of accidental mutations and cybernetic implants
- 200 types of weapons 1000 items with ability of creating and modifyng some of them
-perfect graphics, realistic psyhics


LOL that's ambitious. Its hard to imagine more complex, bigger game. Crazy.
Personaly I think that in 2 years Afterfall will become a new shooter for Xb360 and PS3 ;)
 

dagorkan

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I don't know why you guys are always complaining... look, they're a new development team, full of volunteers who've never worked on a commercial game before. If they get 50% of that feature list it will already be a great game, they have to have high standards and ambition to start with or they'll never make it. Personally I don't see how this is anything negative, it's not like Bethesda or Bioware who create feature lists just to manipulate consumers/game 'journalists' with no intention of delivering, they've been working up until now without pay... these guys aren't trying to screw us, they're fans like us and want to do the best they're capable of.
 

Caveman

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A lot of people are complaing because Afterfall team only talk the talk.

Their statements as "we are making the bigger rpg game ever" are stupid, childish and irrational.

You have to be a retard to believe that "a new development team, full of volunteers who've never worked on a commercial game before" could make such a complex game... Its even fucking hard for huge studios.

I wish them good luck. there is nothing wrong to have dreams but it irritates the hell out of me everytime I read some people taking them very serious.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
This is awesome, Afterfall sounds fucking promising and awesome, and it's wonderful that they found an investor.

And it's even better that they mentioned RPG Codex :lol:
[and I'm the one you can thank for that]
 

Kingston

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dagorkan said:
look, they're a new development team, full of volunteers who've never worked on a commercial game before.

Exactly. That's the thing. It's fantastic that they've got ambitions, but most big dev teams never manage to put in all the features they intend, so I'm pretty wary about a bunch of "newbies" (ie. they don't have experience in game development) pulling it off. I'm afraid they'll get in way over their heads.
 

Globbi

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Caveman said:
A lot of people are complaing because Afterfall team only talk the talk.

Their statements as "we are making the bigger rpg game ever" are stupid, childish and irrational.

You have to be a retard to believe that "a new development team, full of volunteers who've never worked on a commercial game before" could make such a complex game... Its even fucking hard for huge studios.
It's fucking many times more believeable than Bethesda being capable of making a good RPG... and they have a huge and experienced studio.

Anyway, for a few months they were talking that they can't show anything but a lot is going on. Now they get funding and "You have to be a retard to believe that" they would get it without having much done and being capable od doing more.
 

Elwro

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I always liked Nicolas Games because I could buy boxed Matrix Games in English from them for less than $8. The ones which cost more then $50 if you buy them directly.

But frankly, I would never expect NG having enough money to fund anything more than a budget-game project. Still, it's great Afterfall has finally found some sort of funding.
 

aries202

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I think you have to look at their :!: list as some sort of wish list for what they really, really want to put in the game. It's a bit like when you're wiriting a paper or report for a class. Then you also start with a very big list for of you would like to see in the report or paper. However, as time goes by, you realize that you need to cut content in order to get the paper done - on time. So, you focus on your main goal or mainpointss. So it is in game development, I suspect.

My bet is that NG will realize this and have to focus on making a stable game, what works; they will also need to turn down their expectations a bit so they only focus on 1-2 (or maybe 3-4) points in their design document.
 

Ander Vinz

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Caveman said:
You have to be a retard to believe that "a new development team, full of volunteers who've never worked on a commercial game before" could make such a complex game... Its even fucking hard for huge studios.
You reminded me of our beloved Vincent's shockporn interview at RPS
Take X-COM for example:

1994: It took 7 people to make X-COM: UFO Defense. Two guys who did both design and programming, 2 artists, 2 music/sound guys and a project manager.

1996: It took over 30 people to make a “more of the same” sequel. Now we have 4 assistant producers, 12 artists, 6 level designers, etc.

1997, XCOM: Apocalypse, a game that kinda sucked. Over 50 people team. 5 sound guys. 21 artists. An army of level designers. We even have a brand manager now. Good times are about to roll.
 

Brother None

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aries202 said:
I think you have to look at their :!: list as some sort of wish list for what they really, really want to put in the game.

Don't be ridiculous. They're printing it as a factsheet from a game. That makes it a promise. The chance of all of it actually making the game is close to 0.

They're worse than Molyneux, blabbing about unrealistic goals. No wonder people have a hard time taking the project seriously.

The first thing Nicolas Game needs to do is not give them money, the first thing they need to do is put a project manager on it to slice away half of that ridiculous feature list.
 

VonVentrue

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My initial thought was "Wonderful news", I am beginning to have some remaining doubts, however. The game's simply too ambitious to deliver on each and every promise and Nicolas Games are undoubtfully fully aware of that.

the first thing they need to do is put a project manager on it to slice away half of that ridiculous feature list.

Indeed. S.T.A.L.K.E.R., anyone?
 

dagorkan

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Kingston said:
dagorkan said:
look, they're a new development team, full of volunteers who've never worked on a commercial game before.

Exactly. That's the thing. It's fantastic that they've got ambitions, but most big dev teams never manage to put in all the features they intend, so I'm pretty wary about a bunch of "newbies" (ie. they don't have experience in game development) pulling it off. I'm afraid they'll get in way over their heads.
My point is that a team like that need self-belief as much as they need the money, or they'll become depressed, cynical or cut corners and become like any other mainstream developer. I recognize that at least part of the PR is probably some kind of 'team-building' morale booster, they're writing it as much for themselves as for the public (which isn't exactly large anyway). I can understand that and not get upset about it like I might if it was Biowhore or Obsidian making the same claims.
 

Ivy Mike

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Afterfall is not a competition for anything (forget about F3) or a market response to something. It's so unnusual and innovative project that putting it on a line of commerce-ambition or simplicity-positive complexity is a misconception. Afterfall does not respond on the market demands. Afterfall shown to people will generate a demand for itself, the way it was with Star Wars. Others will respond on Afterfall when designing their games.

If you make chairs they will come.
 
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I think they got some big potential, they just need funding (already have) and more PR. I they they should try hooking that army of Polish Fallout Fanatics first, and then selling the game for us English Speakers, too!

I will do EVERYTHING short of slavering to buy this game if it's released!
 

Durwyn

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The head guy from NG said that they gave Intoxicate money and a free hand to do whatever they want, so NG propably wont be interfering in to development process of AF. This is good. II guys are really fanatic about their game and what they want to acomplish. Game surely won't be dumbed down.
 

NiM82

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Durwyn said:
The head guy from NG said that they gave Intoxicate money and a free hand to do whatever they want, so NG propably wont be interfering in to development process of AF. This is good. II guys are really fanatic about their game and what they want to acomplish. Game surely won't be dumbed down.

I actually think this is one of those rare cases where the devs need someone with a big stick glowering at them to get anything done. I'm not implying their lazy, but rather unfocussed. I have no doubt they're fanatic, but unchecked that can be a very bad thing in development land, where after a point things need to be set in stone regardless of whether everyone involved agrees.
 

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