What the fuck, did we even play the same game?The difference between those games and nuBT is that BT is choke full of your crew talking in italics, as if they had something well written to say. I don't remember X-Com rookies telling me how many doctorates they have.
Hell no! While I can write reviews that are absolutely scathing (did one for Steel Dawn for a class assignment back in high school), I would not want to put my computer through the torture of running the bloated, equipment melting shit that is the HBS game. Plus there is no way in hell I would be giving the frauds a single cent.I nominate Cael to write the Codex review.
Today's rage: Meaningless and uninformative displays that refuse to show the actual numbers anywhere. Fuck whoever thought this was good design, I hope all the professionals in his life also refuse to use measurements and just eyeball things.
This is nothing new. The whole of BTech is predicated on this and it is a major part of every MW and MechComm game out there. It is not a praiseworthy feature in that it is an integral part of the game. It is like saying the walking in Oblivion is hitting a vein of gold.- The 'mechlab really stands out to me. I absolutely adore getting a brand new 'mech chassis, going into the 'mechlab and fucking around with it for an hour so, trying to tweak it to my satisfaction. It was especially enjoyable throughout the early/mid game, when getting the heavier mediums (shadowhawk, griffin, wolverine) and my first heavies were true groundbreakers for my lance. HBS hit a vein of gold here, I hope they're smart enough to properly exploit it down the line.
*sigh* Fucking millenials...Then please be true to your cruel visage and savage them like an orc do.
I finished the story campaign tonight. I'll write up something more detailed tomorrow, for now some of my biggest impressions (there's a lot of overlap with D_X here):
- The basic gameplay loop is pretty satisfying. Fight battle > collect salvage > fuck around in the 'mech lab > tinker with the Argo (while you still have upgrades to purchase) > find a star system that you think might have good weapons for sale > travel > take contracts > repeat. It only becomes stale once you're holding a lance+ of Assault 'mechs in bays/storage.
- Story is... well the story is ok. I could see being interested/invested in the storyline under different circumstances, but:
- I stand by my earlier assessment of the actual script. Godawful terrible just no.
- There is no real overarching tactical "space" in this game. More on this when I write up a more complete rundown, but basically they didn't include the scope necessary for it.
- The AI is a disgrace. With one notable exception, it has zero ability to account for its mission objectives, and consistently makes decisions that drastically reduce the chance for a kill or even for survival to the next round.
- I have to echo here what D_X said about money. By the time I completed the final story mission I had over 17 million C-Bills and max pre-mission morale, max Argo upgrades, 8 Assault 'mechs and maybe a dozen others combined in the rest of the weight classes. I could have had a lot more but I was constantly selling 'mechs rather than storing them (with certain exceptions). I felt zero financial pressure throughout the game, with the sole exception being the very beginning (pre-Argo), when a blown off limb meant a long hiatus and shitloads of cash that I didn't (yet) have. But seriously. It took me maybe 4 hours of gameplay time to get out of that condition.
- I retract my early impression of character progression. It gets old and very samey, very fast. Again, by the time I completed the final story mission, all of my primetime 'mechwarriors had 10/10/10/10. And my backups were all within 2-3 points of max as well.
- The 'mechlab really stands out to me. I absolutely adore getting a brand new 'mech chassis, going into the 'mechlab and fucking around with it for an hour so, trying to tweak it to my satisfaction. It was especially enjoyable throughout the early/mid game, when getting the heavier mediums (shadowhawk, griffin, wolverine) and my first heavies were true groundbreakers for my lance. HBS hit a vein of gold here, I hope they're smart enough to properly exploit it down the line.
- The UI remains another disgrace. Just awful. Vital information is obscured behind popup windows, or worse yet never explained at all. The knockdown system, hit calculations, how critical strikes work, readouts on 'mech loadouts and armor/internal structure (both pre- and mid-battle). A terrible mess. Needs a drastic overhaul.
How the BattleTech devs built an engrossing tactics game on a budget
As BattleTech has stormed out of its backer beta and out into the open, we at Gamasutra have been thrilled to see how it's aimed to hook players within its opening hours, and to peek under the hood of its mission generation.
But when you're a small company trying to put out a PC game that was backed with thundering success on Kickstarter, how do you keep your development process under control, and properly deliver on what your backers promised? What do you do when you realize some promises can't be kept?
Luckily, Mitch Gitelman and Mike McCain of Harebrained Schemes were game to answer some of these questions, and answer how they tackled these problems while working on a relatively small team. We've collected their responses in a Q&A you can read below.
Q&A Participants
Bryant Francis, Editor at Gamasutra
Alex Wawro, Editor at Gamasutra
Mike McCain, Game director of Battletech at Harebrained Schemes
Mitch Gitelman, Studio manager at Harebrained Schemes
Managing the Kickstarter budget
Francis: Harebrained Schemes was really transparent about, for each tier of funding you received, you would be able to develop more content. The first thing I'm curious about is, were you able to keep to that production pipeline? We have this much money to the bank thanks to Kickstarter, we are able to achieve this much content? Or did you find yourself having to go over or under those tiers because of that?
Gitelman: I'll start by saying that I'm very proud that the original vision of the game that we put on our Kickstarter was incredibly close to what we're actually delivering.
McCain: It's actually amazing, we're surprised every day.
Gitelman: Credit to Mike and his focus. What we said, by in large, we did. There's a notable difference that we need to call out. We had planned to do far more with our multiplayer when we started. That was our last stretch goal. We planned to do leagues and tournaments, the Solaris 7 setting and stuff like that. Based on time and all sorts of madness that comes in game development, we moved away from that and we're making different plans.
We're definitely shipping multiplayer, and it's a metric f-ton of fun, especially when people realize the customization, what that does to multiplayer, it's insane. We're having some great tournaments in the office. But that's the place where we deviated perhaps the most.
The other thing was, with the tournaments and stuff, Battletech, a lot of it has to do with random number generating, and we felt like that a highly competitive environment was antithetical to that. So it's more friend-based.
Francis: So what you're saying is that you had to make a choice early on, to make a way more casual multiplayer experience rather than something that's more tightly focused? I mean, esports is a weird word, because everything's an esport if you say it is, but are you saying that you had to deny yourself the possibility of that kind of competitive scene because of this?
McCain: I think that, for me, it's more that the game did not seem like a great fit for that direction. We think it's an amazing game to play with friends. There's so many strategic options, but at the end of the day Battletech is and has always been...random number generation has been a critical part of the combat experience. The more we look at the game, the more our goals for multiplayer were to connect people and to allow, especially longtime fans of the franchise, to be able to have this sort of matches. It just seemed like us trying to make a multiplayer experience that was enforced, it wasn't the right direction to take the project.
Engaging the player early
Wawro: I wonder, how seriously do you take the idea of capturing a player's attention and keeping them engrossed. There's a comment in chat, sirbedwyr7 points out that the currency for games, in which they're measured, is changing, because there's so many games, from dollars to minutes. How much time someone spends with their game.
I don't know if I agree with that, but I think it's interesting that we're talking about trying to get people to explore games and learn about them, and that I think the risk there that a lot of developers feel is that someone will get turned off or frustrated and go to something else.
Gitelman: There's a business angle to this, that has changed within the past year or so, that is important to this conversation, which is that, on Steam, you can return for a refund within two hours of gameplay. If you're smart, that changes the first two hours of your game. Make sure that people are fully engaged past the two-hour mark so that they don't return it for a refund.
McCain: I feel like it's about what hooks the player, and that's not necessarily the same as explaining to the player. I played Kingdom New Lands, a side-scrolling kind of town building roguelike, and I had a great time. But I was on the internet to figure out what most things did. But it kept me coming back to it, I was compelled like, the game made me want to figure it out, so that, at that point, just because the game was choosing not to explain these things, because I think that's in vogue in roguelikes these days. Let the player slowly figure it out over time or Google.
So the game made me want to learn it, and I could solve that problem. I would hope that we're able to create an experience for people where, I'm sure there are some shortcomings in where we tutorialize them. I'm sure that excitement for the game and for what they want to accomplish carries them past that.
Gitelman: There's always something new to experience, some new bit to introduce along the way, it's a trail of mostly-positive breadcrumbs.
McCain: Also, I want to talk to the guy who beat Dark Souls without the internet.
Wawro: That guy's hardcore. Before we go on, I think it's interesting, let's talk about specific examples of how you guys, during development, refined the opening hours of the game. Because I imagine that it didn't look this way the whole time.
McCain: We spent a lot of time on the opening. And most of it was cutting! I don't mean that we ran out of time, it's editing. Those first couple of missions, they were way too long, or too narratively complex, to try to land the hook of our story. I hope it works now! (laughs) I hope it resonates with people. That took a lot of drafts, to succinctly try to introduce characters without distracting form gameplay too much. To introduce narrative beats, the political situation, and to do it all in a way that would land a narrative hook when certain things, that I'm actually not going to talk about, happen, because spoilers.
But there's no magic bullet. It was more like, "Nope! That still doesn't work."
Gitelman: It's the same thing we did with our Shadowrun games. We just repeated it again, it's all about iteration, iteration is the king.
Gitelman: Huh, with us? Rapid! (laughs) We knew it was rapid.
McCain: I would call it "just-in-time" playtesting. We do a mix of internal and external playtesting. The main thing that I try to be wary of is not to knee-jerk based on what you want. I don't mean this in a judgy way, but if you don't have the capacity to conduct a statistically valid playtest across hundreds of people, and consider it data, then you're in the land of ad hoc playtesting. You're testing with a dozen people and they're carefully curated. And who they are matters at that point.
I guess that's what I mean when I say I don't want to sound judgy, but I have to take into account, what other games does this player like, what are their proclivities for storytelling or whatever. Unless you can do a full, data-driven science experiment, then you're trying to react to ad hoc data and filter and understand it as best you can.
That's where we reached for friends of the studio, friends and family of our dev team, and put various drafts of everything from story missions to the entire campaign for the last couple of months before enough people that we get these stream-of-consciousness notes that we can filter.
Gitelman: Figure out what's behind what they're saying.
McCain: Try to find trends.
Gitelman: One of the things that often happens with playtesting, if you're not careful, is you're looking for the loudest voices, or the largest number of people all saying the same thing, rather than looking for what's really going on behind what they're saying.
McCain: What is the underlying cause at the center.
Gitelman: And that can be really challenging and time-consuming.
This conversation was excerpted from our livestream of BattleTech with developers Mike McCain & Mitch Gitelman. For more giant stompy robot insight, watch the full archive here.
Wait...Kotaku looks at all the BT artists and their contributions? Just what the thread was crying out for.
https://kotaku.com/the-art-of-battletech-1826280202
http://archive.is/EglNN
(not sure if that archive worked fully as the page was so big)
A point worthy of consideration. However not really bearing on what I was getting at. I'm aware that this part of the game should be expected, and should be good. My point was, HBS hit the mark. If they can come up with genuinely good refinements (especially as regards the UI and moving back towards TT as far as rules goes), I will be really happy.Cael said:This is nothing new. The whole of BTech is predicated on this and it is a major part of every MW and MechComm game out there. It is not a praiseworthy feature in that it is an integral part of the game. It is like saying the walking in Oblivion is hitting a vein of gold.
You have lost your MOTHERFUCKING mind. There is NO WAY you can find this mode of speaking out loud to be acceptable, MUCH LESS as a method of writing a script.MadMaxHellfire said:italics... well, that might be an italian way of speaking then because i see totally no issue in stressing multiple words in a phrase, if needed.
Thanks for reminding me :DThane Solus said:You forgot to add that you are limited to 4 mechs, no tonnage, no epic army of 6-8 lights, and those 30 secs loading times, maybe 10?15 for SSD. The mission level design is banal shit boring as well...
I don't think so. They allowed crit padding like crazy in the CT and all sorts of other shenannigans that basically meant that some of the usual ways of disabling 'mechs are virtually taken out of the game, which you lamented later.A point worthy of consideration. However not really bearing on what I was getting at. I'm aware that this part of the game should be expected, and should be good. My point was, HBS hit the mark. If they can come up with genuinely good refinements (especially as regards the UI and moving back towards TT as far as rules goes), I will be really happy.Cael said:This is nothing new. The whole of BTech is predicated on this and it is a major part of every MW and MechComm game out there. It is not a praiseworthy feature in that it is an integral part of the game. It is like saying the walking in Oblivion is hitting a vein of gold.
Son, allow me to introduce you to this game that has exactly this thing you are looking for. You see this sword? Well, this other sword here is slightly better and gives you a +1 to everything. And this other, other one? +2 to everything. We call this game "Dungeons and Dragons".- The upgrade system. Disclaimer: this is not canon to BT at all. TT upgrades come in the form of (1) working weapons :D and (2) new technology, such as Pulse, LBX, Ultra, ER etc. However for the sake of a computer game I don't think it hurts the experience too much. Basically you can have up to 3 positive modifications to each weapon. Most modifications are generic: increased damage, increased accuracy, increased stability damage etc. Some mods are unique to a specific weapon type; Flamers, for instance, can actually cause even more heat generation than they normally do on attack. There are also standalone items that may or may not take up tonnage, granting other effects (increased viewing range, resistance to stability damage, decreased DFA leg damage etc). It makes hunting for something other than 'mech chassis' during salvage somewhat more enjoyable (it is somewhat exciting to receive an AC/20 with +10 stability damage and +20 regular damage, for example).:D
I don't know where you got this from. There are examples of 'mechs in canon that mount jump jets even when the normal chasis didn't have them. A prime example is Aidan Pryde's Timberwolf/Madcat. Another is the Thunderbolt SE which is a special modification by the Eridani Light Horse that adds jump jets to the normally ground bound Thunderbolt.- Jump Jets are allowed on anything. This is waaaaaaaaaaaaaaay outside of canon, and I don't give two fucks. I LOVE being able to make all 'mechs jumpers.
Too bad. A modified King Crab is one of the most devastating command 'mechs in the SL to 3025 era:I never got a King Crab.
I started encountering random enemy King Crabs after the final storyline mission (though I didn't keep playing for long after salvaging one).I finished the story campaign with 17 million in the bank, a fully upgraded Argo, and about a dozen 'mechs. My primary lance for most of the endgame was:
...
I never got a King Crab.
No, son. You sell God short. You haven't built the Great Wall yetWorth a shot when it goes on a 75% discount depending on how much you enjoy watching giant robots smack each other around. After 45 hours this is what keeps me going forward along with a sunken cost fallacy the likes of which God Himself has never seen.
That would be because HBS threw game balance out the window when they made up their own shit rules (chief of which is the ability to make call shots). It is not the mechlab that is the problem. It is HBS fucking up the combat rules.While I enjoy the mechlab in the game, it creates a lot of balance problems against stock mechs. I don't think giving the AI the same 1 turn CT destroying machines would be any fun either.
In what way are LosTech energy weapons better than the normal energy weapons?Also, they need to balance the LL, PPC, and LosTech energy weapons better.
That would be because HBS threw game balance out the window when they made up their own shit rules (chief of which is the ability to make call shots). It is not the mechlab that is the problem. It is HBS fucking up the combat rules.While I enjoy the mechlab in the game, it creates a lot of balance problems against stock mechs. I don't think giving the AI the same 1 turn CT destroying machines would be any fun either.
In what way are LosTech energy weapons better than the normal energy weapons?Also, they need to balance the LL, PPC, and LosTech energy weapons better.
Oh. Well, you get some of the same problems with regard to LosTech energy weapons in TT.That would be because HBS threw game balance out the window when they made up their own shit rules (chief of which is the ability to make call shots). It is not the mechlab that is the problem. It is HBS fucking up the combat rules.While I enjoy the mechlab in the game, it creates a lot of balance problems against stock mechs. I don't think giving the AI the same 1 turn CT destroying machines would be any fun either.
In what way are LosTech energy weapons better than the normal energy weapons?Also, they need to balance the LL, PPC, and LosTech energy weapons better.
Let me clarify, I'm referring to it's use in-game. It's hot (literally) garbage, and the accuracy bonuses mean nothing when taking into account gunnery skills. LL's and PPC's are also bad because sight range is so short, and they generate truck loads of heat. I'm assuming it's not like that in the table top?