It's paradox, of course they are doing it for the money
The one thing I don't get is why they think they can sell a lot of stuff with the WoD name if they are doing it for the money. Is it very popular? I'm genuinely not informed about the numbers. Considering Bloodlines sold something like 70 000 copies.
Did well enough over time, enough to believe something that's actually good with a modest budget would sell decently enough within a few months http://steamspy.com/app/2600
Marketing. Remember when no one remembered what syndicate was but then that fps got huge coverage because mainstream sites told gamers that they should feel nostalgic for something most of them never played.The one thing I don't get is why they think they can sell a lot of stuff with the WoD name if they are doing it for the money. Is it very popular? I'm genuinely not informed about the numbers. Considering Bloodlines sold something like 70 000 copies.
There was nothing good about Bloodlines's gamplay nor was there anything particularly great about its writing.
There was nothing good about Bloodlines's gamplay nor was there anything particularly great about its writing.
Lol.I find it hard to believe the ending wasn't truncated in some way. It happens to almost every RPG, and Bloodlines is one of the more notorious cases of atroubled development cycleObsidian Entertainment.
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Joking aside, though, I think the game development/management philosophy of linearly going from the start of the game to the end is not working. Completely excusing who is at fault, there is always going to be trouble at the end of development. What do they call it - the grind? One example of trouble could be just some random, extraneous wrench that gets thrown in the gear at the end of development. Another example of trouble is simply underestimating how long it would take to finish the game. To be honest this happens when you're a kid in grade school... you know, that rush at the last minute to get things done? (And I don't mean procrastination).
One key concept is the "safety factor." This is a term I know from mech. engineering, and maybe a synonym would be "padding." When designing something, you first decide at what amount of stress and/or at what duration of use your intended product will fail. Then you multiply those required values by a "safety factor" of, say, 3. This is for decreasing risk as much as possible/feasible. While a design based on a the original values theoretically should work as you planned... Well, theory != just as planned. So if you don't have some padding, some safety factor, for your development time - that your milestones are exactly based on when things are due, then you take a massive risk. And if you did have padding... it probably wasn't enough. Cost effectiveness, I don't think is decreased. You spend more time and resources at the beginning, then you can (hopefully) tone things down as you near the end. Moreover, you'll likely end up with a better product which will sell better.
Shit, when I managed some team projects, I would lie to my team about when the my uppers wanted things due LOL.
Now, I actually mentioned first that developing in a linear fashion may not be the best method. At least, it's not the only method. Sure, a novel writer may have more flexibility in time, depending on how much ramen he can afford. But game developers have a time limit. Obviously, if you design the endgame last, your endgame is going to run into the time limit instead of your introduction. Almost every gamer can all see that the endgame is very important. But it's not just about gaming. The "stages" of a game are not that different from simple literary elements. You have an introduction/exposition where it is very important to "hook" the audience. You then you have a series of escalating problems that eventually lead to the climax. Then you have a resolution and some events that lead to the resolution.
Well, in a game, several of these are more important than the others, and the pacing is a bit different than a book. (A) The introduction is clearly important as fuck, no need to explain. (B) The climax of a game is typically the most important experience to the gamer, and in a game it typically is just before the ending of the game. I would say that while the escalation to the climax is important, the climax is more important. The only bottom line is that you don't want the escalation to bore, annoy, or other-wise turn off the gamer. (C) The resolution/ending itself is less important than the climax, but only to a moderate degree. The stuff between the climax and the resolution typically are short or almost don't exist in a game. Because it's not really gameplay.
The above leads to the conclusion: The most important parts of the game are the beginning, the very-near-the-end climax, and the ending. (Again I say most important, not at all that the rest of the game is unimportant). Now, this is what happens in a linear philosophy: beginning -> mid-beginning -> mid-game -> unexpected shit happens/development is slower than expected -> less time available for mid-end game -> climax suffers & ending suffers.
So why not a priority system instead? Rough example: develop beginning & begin preliminary design of climax -> finish design of beginning and "insert the alpha" into game, design most of the middish-game, design climax further -> finish design and and "insert the alpha" of the mid- and climax/endgame simultaneously (in a perfect world).
In that example, you still up implementing the endgame near the end of development... but you begin the design of the end early and you heavily work on the design of the end throughout the process. My perception could be wrong, but I perceive developers not emphasizing the game development of the climax and the ending enough. The gamer has a great time when he plays the game, true that experience slowly gets worse...
And then you have a sewers level.
The new Onyx Path books are terrible so I really hope we don't wind up with them drawing on the upcoming Vampire "4e" that's set after a Gehenna that somehow doesn't end the world (What is event the point?).
I'd love to play a Vampire game, however very few people are informed of this abyssal nerdish trait which, if publicly acknowledged, would demean and lower my standing among my peers.
What made VtM:B good is the context of the lore. It also had above-average writing for the industry. Vampire has neat ideas that can be explored in general and that is what Troika used. A Gothic setting ripe for philosophical debate, interesting history, somewhat complicated politics, huge span of time etc. It also had Nosferatu and Malkavian :p I thought the other clans were a bit underdeveloped, especially Toreador (compared to Malkavian and Nosferatu that is). So, yeah, the good thing about the game comes from outside of it :p
Lol.I find it hard to believe the ending wasn't truncated in some way. It happens to almost every RPG, and Bloodlines is one of the more notorious cases of atroubled development cycleObsidian Entertainment.
---
Joking aside, though, I think the game development/management philosophy of linearly going from the start of the game to the end is not working. Completely excusing who is at fault, there is always going to be trouble at the end of development. What do they call it - the grind? One example of trouble could be just some random, extraneous wrench that gets thrown in the gear at the end of development. Another example of trouble is simply underestimating how long it would take to finish the game. To be honest this happens when you're a kid in grade school... you know, that rush at the last minute to get things done? (And I don't mean procrastination).
One key concept is the "safety factor." This is a term I know from mech. engineering, and maybe a synonym would be "padding." When designing something, you first decide at what amount of stress and/or at what duration of use your intended product will fail. Then you multiply those required values by a "safety factor" of, say, 3. This is for decreasing risk as much as possible/feasible. While a design based on a the original values theoretically should work as you planned... Well, theory != just as planned. So if you don't have some padding, some safety factor, for your development time - that your milestones are exactly based on when things are due, then you take a massive risk. And if you did have padding... it probably wasn't enough. Cost effectiveness, I don't think is decreased. You spend more time and resources at the beginning, then you can (hopefully) tone things down as you near the end. Moreover, you'll likely end up with a better product which will sell better.
Shit, when I managed some team projects, I would lie to my team about when the my uppers wanted things due LOL.
Now, I actually mentioned first that developing in a linear fashion may not be the best method. At least, it's not the only method. Sure, a novel writer may have more flexibility in time, depending on how much ramen he can afford. But game developers have a time limit. Obviously, if you design the endgame last, your endgame is going to run into the time limit instead of your introduction. Almost every gamer can all see that the endgame is very important. But it's not just about gaming. The "stages" of a game are not that different from simple literary elements. You have an introduction/exposition where it is very important to "hook" the audience. You then you have a series of escalating problems that eventually lead to the climax. Then you have a resolution and some events that lead to the resolution.
Well, in a game, several of these are more important than the others, and the pacing is a bit different than a book. (A) The introduction is clearly important as fuck, no need to explain. (B) The climax of a game is typically the most important experience to the gamer, and in a game it typically is just before the ending of the game. I would say that while the escalation to the climax is important, the climax is more important. The only bottom line is that you don't want the escalation to bore, annoy, or other-wise turn off the gamer. (C) The resolution/ending itself is less important than the climax, but only to a moderate degree. The stuff between the climax and the resolution typically are short or almost don't exist in a game. Because it's not really gameplay.
The above leads to the conclusion: The most important parts of the game are the beginning, the very-near-the-end climax, and the ending. (Again I say most important, not at all that the rest of the game is unimportant). Now, this is what happens in a linear philosophy: beginning -> mid-beginning -> mid-game -> unexpected shit happens/development is slower than expected -> less time available for mid-end game -> climax suffers & ending suffers.
So why not a priority system instead? Rough example: develop beginning & begin preliminary design of climax -> finish design of beginning and "insert the alpha" into game, design most of the middish-game, design climax further -> finish design and and "insert the alpha" of the mid- and climax/endgame simultaneously (in a perfect world).
In that example, you still up implementing the endgame near the end of development... but you begin the design of the end early and you heavily work on the design of the end throughout the process. My perception could be wrong, but I perceive developers not emphasizing the game development of the climax and the ending enough. The gamer has a great time when he plays the game, true that experience slowly gets worse...
And then you have a sewers level.
I always figured the 'rushed ending' trend had nothing to do with games being developed in linear start-to-finish order (to my knowledge, that isn't what happens anyway), and everything to do with linear 'highest priority to lowest priority' development. The start is what the reviewers are going to play, and that's going to be what sells the game. Most players won't reach the end, almost no reviewers will reach the end during their review play-through, and by the time news of an awful/rushed ending gets out the peak buying period is over. Especially tempting if you're working on a publisher contract, where you don't get a cut of the long-term sales anyway, only a bonus dependent on the sales for the first 2 weeks.
Toreador are underdeveloped because most of what they are is just the hot, captivating vampire stereotype
Eh. What do RPG players do when they want to sell stuff at the shop and see the sign that says "Closed until morning"? They sigh with annoyance and press the "rest until morning" button (or if that's not an option, they go make a sandwich). Assume you sleep during the day, just like it's assumed you are doing basic and reasonable things for survival in 99% of other games. Vampires going out in the daytime isn't what the genre is about. As for the ease of feeding, vampires are predators and humans are prey - it's really not necessary to make it much more difficult and demanding than going to Burger King - you did have to be a bit careful to not be seen, but come on, eating is routine if you're a vampire in a city. What's next, a punishing "tie your shoes" minigame? Sure, you could have a specific scenario where there's a time limit or something and you have to navigate to a quest location without going outside because it's daytime, and that could be interesting once or twice, but being unable to change locations half the time just to remind you vampires have weaknesses is not good gameplay. It's not like Bloodlines forgot to remind you that they have issues.Sunlight and day and night cycles should play a bigger role in a vampire game, also maintaining cover, trying to pass off as human. Bloodlines was extremely easy to feed, get blood, always night.
Sure you do. If I play a game about being a shark attacking swimmers, I'm not going to be interested in long sequences where I have to flop around on land.You don't take the vampire concept and remove its primary weakness.