IHaveHugeNick
Arcane
- Joined
- Apr 5, 2015
- Messages
- 1,870,558
Anything that gets Bethesda sued is fine in my book.
In that case, what about http://store.steampowered.com/app/382080
Happened before, although for slightly different copyright reasons. 7 Days to Die bought some assets on Unity Asset Store and it turned out those assets were being sold by some guy who had no rights for them. The game got pulled from Steam for days until the situation got fixed.Can they force a game to be removed from steam?
For a freelance writer just beginning to branch into development, the talk was an eye-opener. After Brian talked a bit about his background (Bard’s Tale, Wasteland, Baldur’s Gate, Planescape: Torment, Fallout, Wasteland 2, in case those titles mean anything to you), he talked about video game projects using the metaphor of a child you birth into this world, raise, educate, and release into the world. It was an analogy at least two other speakers made during the conference, so there’s no doubt it’s a good one: the game project starts as a crying, shitting, helpless piece of flesh, and then, if you love it, and work hard enough on raising it, you can turn it into a super hero. But at it’s birth, you don’t know if it’ll become a game developer or a serial killer … that’s up to you as its creator. Brian said that game development is chaos: things won’t go as they’re planned, and, if there was one most important (for me, at any rate) thing I’d learnt from his talk is this:
It is cheaper to fix mistakes than to prevent them from happening.
The logical justification is this: things won’t go according to plan, and if you overplan then you’ve already lost the time that went into planning when it’s time to fix the things that just don’t work. To use a line from his presentation, “You’re not making the game until you’re playing the game.” The sooner you have an iteration of the game, the better. Or, to quote Dan Wieden of Widen+Kennedy, “Just do it.”
Brian then talked about the importance of creating interesting characters that would give players a justification to keep them in their (RPG game) party via their personality quirks and providing late-game stories for those characters to surprise and reward the player for sticking with those characters. A game, he said, is about the journey, not the destination. He had also recommended the book Creativity Inc as a great read for anyone in the creative industry … when it was time for questions, I’d asked what does he and his team consider when designing stats for their games.
“The stats depend on what your game is about,” he said. “So if your game is about mental tasks, you probably won’t need to focus on strength, for example. The stats grow out of the requirements and the vision for the game.”
Their official Twitter account is back:
So, apparently WL2's steam reviews are being raided by people butthurt about the whole Alien Wasteland drama. Most of them have total 0.1h of played time.
FTFYI hope this FPS dev goes under, so we can stop talking about this and let inXile bully more indies with copyright bullshit.
Maybe the rating will reflect the game better after that.
OVERALL: Very Positive (5,843 reviews)