I'm pretty sure "mid-high five-figure" salary is above market rate for entry level game industry positions.mid-high five-figure amount per Overhype bro per year. This would make it what we call a labor of love, as differentiated from the type of labor where you get paid a market rate for the work you do.
whole bunch of non-issues/situations that happen regardless.I don't have any inside information about the game, but here are some general reasons why not to enable modding unless it's economically feasible to support it:
Modding support without full source code release generally requires you to make reasonable abstractions while you are writing the game whereby there will be a large and meaningful portion of content available in an intelligible fashion for extension, addition, modification, and so forth. If you don't do that because it's easier to create content that's entangled with your source code, then either you have to spend a lot of time refactoring your work to make it more transparent, or you have to open your source code for modders.
Modding support with full source code risks the possibility of some jerk posting a copy of your game on his own site. Or (more likely) some modder spends some number of hundreds of hours on his mod (which is a full version of the game) and then makes it available to owners of the game, except due to hiccups with Steam Workshop, it's not available. So then copies start circulating on the broader Internet, available not just to owners but everyone. You can get an injunction and pay a law firm some amount of money and get it taken down, and you can generate a lot of ill-will because you're fighting against some dev who spent a lot of time making your game more awesome. Or you can just choose not to have this problem. "Illegal copies of an electronic game? My word!," you may say, dropping your monocle. "What is this world coming to? The next thing you know, they'll invent a way to illegally download CD music!" And, sure, piracy is always an option for customers, but as a developer you don't want to make decisions that could cause illegal copies to be the only option for reaching desirable content.
Modding also increases the number of bug reports that come in, because users can't differentiate between mod bugs and base game bugs. Or (alternatively) mods expose bugs that really were always there in the base game, but were never expressed in the content you had. The average user isn't going to mention that he's using the Romanceable Brothers Mod when he's complaining about why your programmers (he thinks you have more than one) couldn't eliminate crashes in five years of development time. He's just going to leave a negative review on Steam about the noob fucks (again, he thinks you have more than one noob fuck) at Overhype.
Also, if your programmer, in a fit of ill-advised altruism, should be so bold and so foolish as to make himself accessible to the modders, his inbox is going to be stuffed full of abstract questions about code he wrote 1-5 years ago. At the very least he needs to document instructions about how to build the thing, which might be as easy as "clone repository, press button" and might be a 39-step process starting with "So first, you're going to have to recompile these utilities. Also, heads up, you're going to need a remote laptop on your network named b1487." One-man dev teams, especially when the one man is a virtuoso programmer, tend to do really fucking weird things without even noticing them, which will likely astound everyone else in the world. This applies not just to your programmer, but the sometimes wonderful and sometimes insane programmers who are fans of your game and want to mod it. Does your game compile on Red Hat distributions from 2003? You may not know the answer to this question, but some helpful fan of yours in Central Asia may decide to write to tell you the answer. (Spoilers: it doesn't.)
You get grumbly modders (who had previously been excited product advocates) if he ignores them, and you get a huge hit to that programmer's productivity if he does. "Oh, but you can just disclaim that you won't provide support for modders!", you think. That'll probably work really well, because if there's one thing that diehard fans of PC games are known for, it's how reasonable they are.
When all's said and done, Overhype will have grossed $2-3m from this game that took them five years to make, which (after paying Steam, artists, composers, office space if they decided to have an office, any promotional activities like showing up at conventions, dues to terrible quasi-racketeering business entities prevalent in Germany that are prereqs for participating in the above) works out to some mid-high five-figure amount per Overhype bro per year. This would make it what we call a labor of love, as differentiated from the type of labor where you get paid a market rate for the work you do. In their shoes, I would also want to move on.
You don't have to release the source code. They could do it like Xenonauts did and give a select few source code access (plus NDA). Worked out fine for Xenonauts, CE is a pretty big improvement.Because they're dumb. I'd make game source code available day one. The sooner it's available the sooner some random nerds will make tools and expand the game well beyond the original scope, keeping it relevant and sales coming for years.
The reason game companies don't do it is mainly because a) they have integrated 3rd party stuff that has their own licenses and thus wouldn't work b) they want to milk and dime with dlc and free content from fans sounds like a bad deal
Well, I wouldn't call them dumb, but that is a good reason I guess to release the code.
Or (more likely) some modder spends some number of hundreds of hours on his mod (which is a full version of the game) and then makes it available to owners of the game, except due to hiccups with Steam Workshop, it's not available. So then copies start circulating on the broader Internet, available not just to owners but everyone. You can get an injunction and pay a law firm some amount of money and get it taken down, and you can generate a lot of ill-will because you're fighting against some dev who spent a lot of time making your game more awesome. Or you can just choose not to have this problem. "Illegal copies of an electronic game? My word!," you may say, dropping your monocle. "What is this world coming to? The next thing you know, they'll invent a way to illegally download CD music!" And, sure, piracy is always an option for customers, but as a developer you don't want to make decisions that could cause illegal copies to be the only option for reaching desirable content.
Is there any example of this scenario that you described having happened before?
I'm pretty sure "mid-high five-figure" salary is above market rate for entry level game industry positions.
My intuition is that most 3-man teams who could make $2-3m over five years on a gaming company could make several times that doing something else.
This guy is right.When I describe what is happening as "radio silence", I am not exaggerating.
Dude, fuck off. You've played more than a thousand hours and you dare talk about "I want my money back" shit ? And you are glad you don't give them 15 bucks more? What an asshole.The game isn't bad, its worth the money. I am not in the 'I want my money back' crowd - still 'Glad that I do not buy supporter edition' company
It looks like I rustled some Jimmies. Are you sure you read it right way?
Dude, fuck off. You've played more than a thousand hours and you dare talk about "I want my money back" shit ? And you are glad you don't give them 15 bucks more? What an asshole.The game isn't bad, its worth the money. I am not in the 'I want my money back' crowd - still 'Glad that I do not buy supporter edition' company
Yeah. Capitalism doesn't work like that. Breaking even is already an achievement; making a few mil in a few years is exceptional.
Whole 'living world' idea that get discarded - which is my real only gripe.When I describe what is happening as "radio silence", I am not exaggerating.
It looks like I rustled some Jimmies. Are you sure you read it right way?
Dude, fuck off. You've played more than a thousand hours and you dare talk about "I want my money back" shit ? And you are glad you don't give them 15 bucks more? What an asshole.The game isn't bad, its worth the money. I am not in the 'I want my money back' crowd - still 'Glad that I do not buy supporter edition' company
But seriously why you are angry? Not that I care anyway.
In short.
They offer mystery box I buy it, do not get what I wanted or expected at first but in the end it wasn't bad.
To be honest I did not get Supporter edition at principle - because it offer a bonus non obtainable by normal means item that is pretty strong.
Wanted to get it on GoG or with no DRM sadly it was only on steam. Plan was that I get supporter one on release when it also was expected to appear on GoG. No reason anymore as I probably will not play it anyway as the 'living world' get lost somewhere and it was main reason of my interest.
I honestly fail to understand this line of reasoning.It looks like I rustled some Jimmies. Are you sure you read it right way?
Dude, fuck off. You've played more than a thousand hours and you dare talk about "I want my money back" shit ? And you are glad you don't give them 15 bucks more? What an asshole.The game isn't bad, its worth the money. I am not in the 'I want my money back' crowd - still 'Glad that I do not buy supporter edition' company
But seriously why you are angry? Not that I care anyway.
In short.
They offer mystery box I buy it, do not get what I wanted or expected at first but in the end it wasn't bad.
To be honest I did not get Supporter edition at principle - because it offer a bonus non obtainable by normal means item that is pretty strong.
Wanted to get it on GoG or with no DRM sadly it was only on steam. Plan was that I get supporter one on release when it also was expected to appear on GoG. No reason anymore as I probably will not play it anyway as the 'living world' get lost somewhere and it was main reason of my interest.
All your arguments are fine but sometimes you keep forgetting just how much playtime this specific game has given you I think. That's why I get angry. I hate self-entitled people and you keep doing that while you keep forgetting this basic fact.
I have only played Football Manager over 1000 hours in my life and we are talking about the deepest simulation game by far. You got that from BB which people here claim to be "bare bones". I have already 200+ hours in it.
I understand all the complaints but I think we're forgetting what we got here and focus only on what more we want.
You got forests (occasionally you can get ambushed in those), swamps, snow and hills to fight in.I definitely understand that. Personally, I think an even more pressing need was the combat environments, which is the reason why I've been waiting before buying BB (also having little time for playing it), since I wanted first to see what degree of variety battle-maps would reach. Sadly, the response was: none.
I mean, when I was a kid I spend countless hours playing Ufo: Enemy Unknown. I can't imagine myself doing the same if every single combat encounter was with marines and aliens facing off in two lines and then staring shooting at each other.
Maybe youtube LP misrepresent the variety of the fights, because 99% of what I've seen is: two parallel lines in the centre of the maps with different colour tiles, and sometimes a hill or two in the way. Have to say I didn't have time to go through hours and hours of LP's, to be honest.You got forests (occasionally you can get ambushed in those), swamps, snow and hills to fight in.I definitely understand that. Personally, I think an even more pressing need was the combat environments, which is the reason why I've been waiting before buying BB (also having little time for playing it), since I wanted first to see what degree of variety battle-maps would reach. Sadly, the response was: none.
I mean, when I was a kid I spend countless hours playing Ufo: Enemy Unknown. I can't imagine myself doing the same if every single combat encounter was with marines and aliens facing off in two lines and then staring shooting at each other.
Also fights against goblins are quite different from fights against undead or nachzerers.
Quite many players seem to avoid more difficult terrain (and gobbos).Maybe youtube LP misrepresent the variety of the fights, because 99% of what I've seen is: two parallel lines in the centre of the maps with different colour tiles, and sometimes a hill or two in the way. Have to say I didn't have time to go through hours and hours of LP's, to be honest.You got forests (occasionally you can get ambushed in those), swamps, snow and hills to fight in.I definitely understand that. Personally, I think an even more pressing need was the combat environments, which is the reason why I've been waiting before buying BB (also having little time for playing it), since I wanted first to see what degree of variety battle-maps would reach. Sadly, the response was: none.
I mean, when I was a kid I spend countless hours playing Ufo: Enemy Unknown. I can't imagine myself doing the same if every single combat encounter was with marines and aliens facing off in two lines and then staring shooting at each other.
Also fights against goblins are quite different from fights against undead or nachzerers.
I'm not talking about enemy variety (although what I've seen did not exactly blow me away, and that includes the complete set of wolfriders, ambushers, skirmishers and so on), but about combat environments, and I think I've seen all of them. Again, two lines at the same distance, whether in swamp, snow, hill or whatever, basically all the time. Which for me is pretty disappointing, since I got interested in this game because of 1) what Sarissofoi calls 'live world' (I was expecting other mercenary bands competing with you, stealing your missions, being hired to hinder you, and so on); 2) when the developers wrote about having found the way to include multiple tile objects and buildings (I remember thinking "that's what I'm waiting for!").Quite many players seem to avoid more difficult terrain (and gobbos).Maybe youtube LP misrepresent the variety of the fights, because 99% of what I've seen is: two parallel lines in the centre of the maps with different colour tiles, and sometimes a hill or two in the way. Have to say I didn't have time to go through hours and hours of LP's, to be honest.You got forests (occasionally you can get ambushed in those), swamps, snow and hills to fight in.I definitely understand that. Personally, I think an even more pressing need was the combat environments, which is the reason why I've been waiting before buying BB (also having little time for playing it), since I wanted first to see what degree of variety battle-maps would reach. Sadly, the response was: none.
I mean, when I was a kid I spend countless hours playing Ufo: Enemy Unknown. I can't imagine myself doing the same if every single combat encounter was with marines and aliens facing off in two lines and then staring shooting at each other.
Also fights against goblins are quite different from fights against undead or nachzerers.
If someone "wastes" 1000 hours on something it can't be shitty for that person, unless we are talking about someone that has mental issues of some sort.Does someone who has wasted thousand of hours on some shitty time-killer have the obligation to state that said time-killer has great content?