Claw
Erudite
Nicely put. You are a poet.
Volourn said:Which explains why NWN was successful enough to spawn two successful expansions, premium modules, countless versions of the game, a sequel, many awards, high rtaing scores, sell millions of copies, and the list on.
baby arm said:"Oh, and Baby Cakes, leave attempts at humor to those who actually have that gift. Okay?"
Well, I amuse myself at least and that's probably the best I can hope for thses days. Obviously, you know I don't wish you were dead or you wouldn't have made the jab at my "attempts at humor".
Most of the other broken records around here don't bother me because I don't have people around me in real (non-internet) life talking about Oblivion or Bioware or whatever nonstop. I don't hang out with any actual gamers. Unfortunately, I have had people around me in real life talking (preaching) about God and Salvation, etc from a very early age, telling me what to think and believe or I'm going to Hell. So it's more annoying for me to endure the God broken records than the gaming broken records (usually). It's a pretty common bias among us former Catholics.
I have nothing against Volourn. It's fun to talk shit about him because he gleefully and intentionally invites it. It's like pissing on someone with a golden shower fetish, everybody's happy.
Volourn said:Without the DM Client, role-playing would be limited to pre scripted dialogue and actions much like any other CRPG.
At best, a non DMed NWN module could be as good as FO role-playing wise, at worst a non DMed NWN module could be as bad as Diablo role-playing wise.
With a DM, and no limits at all role-playing wise it can reach98% of pnp role-playing quality.
Game over.
Because their products are basically ideas? Well, at least that's why they feel that they can advertise their ideas as products. Though the people who take them seriously are the ones who really make it happen. Game developers are people, you can't rely on people, they're not machines. Heck, sometimes you can't even rely on machines.HardCode said:Why do game companies feel they need to advertise ideas as products? Instead, wait and advertise products as products.
Without players, any game disc would be a coaster. Well, at least if you cover up the hole in the middle. I always wondered about that hole. Do people who actually use their crappy games as coasters cover that hole up, or is the placing of the beverage more of an act of derision than an actual desire to not get sticky liquids on the table? Or does all the liquid stay along the edges of the glass/mug? I suppose that could be it.Role-Player said:Without the players, all of those options would be worthless.
Hahaha. Good one, VD.- Wouldn't it be cool if you could, like, totally enslave nations with some cool shit like necromancy?
- I like that. It's good. Write it down. Now, back to the story, you must find 4....
How is telling them that they should go away just because you don't agree with their opinions conducive to a good discussion? Simply put, it isn't.I wish we could lock Volourn and ExMonk into a basement together for a week. Volourn will talk about NWN and ExMonk will talk about God until they drive each other crazy and kill each other. Or they fall in love and make some shitty religious NWN module together where you can hire Moses and Abraham as your henchmen and slaughter unbelievers with your +5 Sword of Annoyance.
Sol Invictus said:Hahaha. Good one, VD.- Wouldn't it be cool if you could, like, totally enslave nations with some cool shit like necromancy?
- I like that. It's good. Write it down. Now, back to the story, you must find 4....
Anyway I think that you guys are being too harsh on the company. Yes, I think they made a mistake by being so specific about 'enslaving nations with necromancy' but there's really no point in going on about it for so long. At the time of its writing, I'm sure that it applied in some way or another. They definitely succeeded, if they were just trying to give gamers an idea of the epicness of the game, but again they made a mistake of being too specific about it.
It's hard to call them liars though, given that the game is still very early in development and we won't be seeing it for a while, a lot of these details are malleable, including the overall scope of the game.
As they developed the storyline they realized more and more that 'ensalving nations with the tyranny of necromancy' or what have you just wasn't applicable to the setting and story.
As David mentioned, if they changed the FAQ without bothering to inform anyone about it, there's no doubt that most people wouldn't have noticed it, and if somebody did notice it, Bioware would look a lot worse in this little situation than they do now. It's pretty nice of them to be as communicative as they are about these issues. How often do you see big developers doing that?
As Calis always says, "developers owe you nothing", and while I might have disagreed with him in the past, the strength and truth of that statement has become more and more apparent each time I see a thread like this.
Exponential Excuse Boy said:(Whine, bitch, moan.)
No, it wasn't -- I said the FAQ was done before the story was written, not before it was envisioned or planned out.
Seriously, had we just updated the FAQ as planned I doubt it would even have been noticed or commented upon. It seems I shouldn't have said anything at all. This kind of "you owe us, we're the customer" attitude is what drives developers towards being less communicative, certainly not more. And that's not a threat or anything, just a simple observation.
Regardless, I suppose it's fair to suggest that an FAQ is not an appropriate place to put marketing hype.
Hype is so ubiquitous in the industry, it seems that we are incapable of communicating anything to the public without feeling the need to translate it into Super Awesome, first.
How that might change, of if it even can, is probably a seperate discussion, though, so I'll leave it at that.
I'll just say in closing that I actually think a lot of you here might like Dragon Age -- it's certainly the most hardcore game we've done since BG2. That might not mean much to some of you, I suppose, but there it is.
Volourn said:"Without the players, all of those options would be worthless."
Without the game, there would be no options AT ALL for the players.
You say that as if it's a bad thing. I'd say it's preferable. As for the "you owe us" attitude itself, I'm going to disagree with Rex quoting Calis and say that as a maker of a product, you in a sense do. If you want me to buy it, you owe it to me to implement features I want to buy because at the end of the day, that statement works both ways. Customers don't owe you anything either (in particular, their money or praise for the product). As has been said, you're damned if you do and damned if you don't. It all boils down to what you'd rather be damned for. Developing a reputation of getting people's hopes up and constantly disappointing them or keeping mum and perhaps even surprising them.Dgaider said:This kind of "you owe us, we're the customer" attitude is what drives developers towards being less communicative, certainly not more. And that's not a threat or anything, just a simple observation.
If this is true, then I'll again point to it as a major problem in the computer gaming industry. It boils down to the reality that more and more, developers are simply shipping games when they're forced to, rather then when they're finished. Sure it happens in any industry but if you don't have 90% of your features finalised before you even start development, you're doing something wrong. Given games take 2 - 5 years to make, I'd sure as hell hope the feature list is well and truly decided early on in development, rather than 6 months out.Dgaider said:... in that when it comes to publicizing games that are still in development it's a bit of a damned-if-you-do, damned-if-you-don't situation. Truly if we kept our info restricted to stuff we were 100% sure of, we would end up making only the vaguest, most guarded statements -- and even 6 months prior to release we would still only commit to the broadest of feature lists.
How to say no.Volourn said:"Why do game companies feel they need to advertise ideas as products?"
That's easy. It's ebcause their customers DEMAND it. Look at any game company board. It's full of questions about the games whether they're announced or not. And, if the answers aren't forthcoming they're accused of being bastards, selfish, and a host of other names. That's why they give out ideas even if they aren't finalized.
DarkUnderlord said:You say that as if it's a bad thing. I'd say it's preferable. As for the "you owe us" attitude itself, I'm going to disagree with Rex quoting Calis and say that as a maker of a product, you in a sense do. If you want me to buy it, you owe it to me to implement features I want to buy because at the end of the day, that statement works both ways. Customers don't owe you anything either (in particular, their money or praise for the product). As has been said, you're damned if you do and damned if you don't. It all boils down to what you'd rather be damned for. Developing a reputation of getting people's hopes up and constantly disappointing them or keeping mum and perhaps even surprising them.Dgaider said:This kind of "you owe us, we're the customer" attitude is what drives developers towards being less communicative, certainly not more. And that's not a threat or anything, just a simple observation.
If this is true, then I'll again point to it as a major problem in the computer gaming industry. It boils down to the reality that more and more, developers are simply shipping games when they're forced to, rather then when they're finished. Sure it happens in any industry but if you don't have 90% of your features finalised before you even start development, you're doing something wrong. Given games take 2 - 5 years to make, I'd sure as hell hope the feature list is well and truly decided early on in development, rather than 6 months out.Dgaider said:... in that when it comes to publicizing games that are still in development it's a bit of a damned-if-you-do, damned-if-you-don't situation. Truly if we kept our info restricted to stuff we were 100% sure of, we would end up making only the vaguest, most guarded statements -- and even 6 months prior to release we would still only commit to the broadest of feature lists.
How to say no.Volourn said:"Why do game companies feel they need to advertise ideas as products?"
That's easy. It's ebcause their customers DEMAND it. Look at any game company board. It's full of questions about the games whether they're announced or not. And, if the answers aren't forthcoming they're accused of being bastards, selfish, and a host of other names. That's why they give out ideas even if they aren't finalized.
Dgaider said:Well, I think Volourn has the right of it (wait wait... this isn't as ludicrous a statement as that premise might make it appear) in that when it comes to publicizing games that are still in development it's a bit of a damned-if-you-do, damned-if-you-don't situation. Truly if we kept our info restricted to stuff we were 100% sure of, we would end up making only the vaguest, most guarded statements -- and even 6 months prior to release we would still only commit to the broadest of feature lists.