http://www.jaggedalliance.com/index.php?id=35&tx_mmforum_pi1[action]=list_post&tx_mmforum_pi1[tid]=63
Xbox Live Arcade version
GarfunkeL said:It's un-fucking-believable that while Matrix and Paradox apparently do decent business making complex games, there still are game studios who think like this. I guess they want to play in the big leagues and snort coke off a hooker's ass after release. Not gonna happen.
zeitgeist said:I don't know if this is new, but I just noticed it. On the JA2 Reloaded featurespage, this is the first line:
Also, SA only has a couple of pages of reactions to Reloaded in their JA2 general thread so far, I'm a bit surprised, I expected more outrage.# The Jagged Alliance series achieved numerous awards and is considered to date as milestone in the genre of real time strategy
http://www.youtube.com/watch?v=xASP72P2vY0zeitgeist said:bitComposer_Games said:Dear Community,
We knew when we announced our intention to modernize the combat system in JA2:R that we would spark off a heated discussion. However, we are shocked at the way this discussion is being conducted in the forums. It is extremely useful for us to hear the honest opinions of all the members of the forum, but personal insults, slander and abuse have no place in this forum and are totally unacceptable. Our aim was and is to engage in an objective and mutually respectful discussion. We are ready to listen to all proposals, wishes and complaints, but we would ask you for objective comments, even though the subject has clearly aroused some strong emotions in certain forum participants.
We have of course been thinking long and hard of how to optimize the combat system. With a new edition of such a closely monitored and universally loved title as this, we would not satisfy the players’ demands were we to merely change the graphics while ignoring the other aspects of the game.
Our objective was and is to modernize both the both the look and feel of the game to live up to the expectations of a contemporary title. With this in mind, we have of course also scrutinized the combat system to assess how here too we can produce an up-to-date adaptation and version. This has not happened without first having an intense exchange of opinion with fans and enthusiasts of the genre. In this respect, we have also looked closely at the later developments in classic games such as the Fallout series for example. As opinions differ wildly, we regret we won’t be able to please everyone. However, we believe the changes to the combat system will make the gameplay much more accessible, intuitive and up-to-date, while retaining the elements that have marked out JA2 as special.
We assume you would like your input to have some influence on the development of JA2:R and are still keen to receive your support in the form of constructive and objective contributions and comments. Once the new combat system has been reworked, we will give forum members the opportunity to test the game flow. More info to follow shortly.
Best wishes until then
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lisac2k said:The Head wanted to increase the company's revenue and asked for The Neck's opinion what should they do with the latest acquired game license.
They agreed to summon the Legs, in order to hear what is possible and what not, given the current suituation. The Legs came swiftly, starting to abuse the local video projector intensively, showing dozens of graphs, diagrams and charts, backed up by an unknown mixture of statistical, analytical and other one, rather unknown, dictionary. The Head asked The Legs to put it straight, in plain German, was there anything to be earned from the license or not.
Suddenly, an If-Then statement filled the not-so-hollow walls of the Head's office. Just after the If part, one could hear something that reminds of 'hiring a small development studio', 'lowering the production costs', 'avoiding features that may ask for additional development time', 'changing the appeal of the game to make it suitable to everyone, 'adding a big JA label on the product', and, although one can never be quite sure about mishearing those things, but it sounded like 'retaining the strategy map'. On the other hand, the word Then was followed by, 'publishing, publishing, publishing', 'retain the price in the middle-level' and 'people should generally buy it, it is going to have a big JA label on it'.
The Head was worried about the development of such a new project. Can it really be done? Only The Right Hand knew the answer. After a while, The Right Hand joined them in order to confirm the assumptions about the production of the next game and, as usually, to use his magic to crash those nasty assumptions, turning them into real facts. The cheap development was really an option, cutting expenses while throwing out archaic gameplay mechanics was indeed a viable option and streamlining the game, putting it in the 3D environment, was just about what The Right Hand wanted to hear. "Easy job, easy money" - the echo, that was bouncing around them as they left the company that day.
Months have passed, and the work on the game was steadily advancing. It was just about right time to step up to the public which was eagerly awaiting any news about it. The head summoned The Left Hand. He ordered her to write a statement, something decisive, but still soft; something that clarifies and deceives at the same time; something that should appeal to most of those who read it, because 'the majority rules'. And they were working for the Majority, simply because it was the best customer up to date. The Announcement was written. To The Head, it was looking like a refined blend of the even more refined words that gave additional note of pride and honesty to the company's work. The Neck supported The Announcement, and The Right Hand wasn't really around, due to the fact he was occupied by the development process. Everything was read. The countdown started.
Unfortunately, The Announcement somehow failed. Sure, the Majority supported it with their short Comments of Approvals, but they did that for every title out there just as well. And only handful of Godzilla-Titles were sold decently, all others were doomed to torrenting until their souls were ripped apart in the void of the Digital Data Universe. Even the fact that the game was clearly tagged as a real time strategy on the company's website didn't help it. It somehow... it just failed. The Left Hand started to panic and wrote another Announcement, that was only a bit worse than the last one. The Company seemed to be stuck, in the middle of the development process, fought back by The Archaic Zealots who wanted their Messiah back, left alone by The Majority whose attention now was preoccupied with a latest announcement about some other tactical title made by a bigger and more successfull competitor. At that very moment, it seemed everything was against them.
The Head said: "We will take our chances... Keep the heading! Fast forward!"
modernize the combat system
optimize the combat system
modernize both the both the look and feel of the game to live up to the expectations of a contemporary title
we have also looked closely at the later developments in classic games such as the Fallout series for example
the changes to the combat system will make the gameplay much more accessible, intuitive and up-to-date
Please do!Elhoim said:But anyway, more power to us. Now I'm tempted to work on a JA clone after AoD and ZRPG.
Elhoim said:But anyway, more power to us. Now I'm tempted to work on a JA clone after AoD and ZRPG.
Sounds fine by me, but I’ve never been particularly enthused by turn-based tactical gameplay. I loved XCOM mind you, but I in fact preferred the realtime mode of apocalypse over the turn-based battles in the original. Worked well enough in Baldur’s gate and friends too.
Works perfectly well, played a ton of games that does that. Just press Pause whenever you want to do some serious thinking.
That isn’t half as bad as people make it sound. Bioware’s old D&D games (and NWN) followed the same principle and you could essentially play it as a turn-based game, pausing between every move.
I prefer pause-able real time to turn based games. They’re less clunky.
I think turn based with pause is generally superior to pure turn based for this kind of game.
Oh god, so much whining, so much hatred. God forbid someone tries to EVOLVE gameplay in an old and outdated game. Stop being blinded by nostalgia, people!
I have a better idea. Create a JA2 clone and then base ZRPG on it.Elhoim said:modernize the combat system
optimize the combat system
modernize both the both the look and feel of the game to live up to the expectations of a contemporary title
we have also looked closely at the later developments in classic games such as the Fallout series for example
the changes to the combat system will make the gameplay much more accessible, intuitive and up-to-date
What a retard. Turn-based is not old, is not obsolete, there is no need to "modernize" it.
But anyway, more power to us. Now I'm tempted to work on a JA clone after AoD and ZRPG.
Awor Szurkrarz said:I have a better idea. Create a JA2 clone and then base AOD on it.
Jesus fucking christ, whenever the "nostalgia" excuse comes up from some faggot, no matter what the subject, I fucking rage hard.markec said:Oh god, so much whining, so much hatred. God forbid someone tries to EVOLVE gameplay in an old and outdated game. Stop being blinded by nostalgia, people!
Too much melee weapons for such thing to work.mondblut said:Awor Szurkrarz said:I have a better idea. Create a JA2 clone and then base AOD on it.
Fixed
Elhoim said:But anyway, more power to us. Now I'm tempted to work on a JA clone after AoD and ZRPG.
Elhoim said:What a retard. Turn-based is not old, is not obsolete, there is no need to "modernize" it.