Mustawd
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But as a gamer my dreams are utterly shattered.
Ima leave this here just in case you need it.
https://www.crisistextline.org/
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But as a gamer my dreams are utterly shattered.
Thx bro might be helpful in the future
Boardgame isn't a simulation, it's the opposite way of doing things. Gamey vs Simulationist, ask Julian, he basically said the same in the pitches and interviews before Phoenix Point was funded.What exactly were you promised, that we haven't/aren't delivering?
Boardgame isn't a simulation, it's the opposite way of doing things. Gamey vs Simulationist, ask Julian, he basically said the same in the pitches and interviews before Phoenix Point was funded.What exactly were you promised, that we haven't/aren't delivering?
Well, as I said before - we can't please everyone. I got chewed out for saying that last week. Someone accused it of being a "PR" line. But it's not. It's my totally honest personal opinion. There's no such thing as "the perfect game" It is absolutely impossible to make a product which at least someone will not find fault with.They mean it's still not as simulated as they wanted, obviously.
When we said we were making a spiritual successor to X-Com, and said we wanted to make the game more simulationist and less boardgame (which we are doing), some people clearly just chose to hear "We're remaking X-Com" and are now disappointed that isn't the case.
people are either butthurt they didn’t read closely enough or just want to complain about it.
Do you actually understand what a simulation is? Why nu xcom does not have inventory, free aim, no FoVs for your troops or aliens, and is restricted to a primitive phase combat? I assume you know it well, just going full inwoker on me..What do you consider "boardgame" about Phoenix Point? Simulated projectiles? WYSIWYG cover system? The ability to move one tile at a time? Not sure what your point is.
Nigga please, currently I only see nu-xcom in the PC Gamer week demo, nothing like a simulation (and that's only the tactical part, Julian mentioned the word "mission" a lot, so Geoscape can also be heavily scripted)They mean it's still not as simulated as they wanted, obviously.
You can't say that in principle, it's like 'we added some fusion reactor elements to a steam engine'.What we promised was to add more simulationist mechanics, like in OG X-Com (which we're already doing)
Lets see:What happened with Massive Chalice? Hard West? Fort Triumph? Shock Tactics? Why is the market littered with the corpses of Firaxis clones?
Hard West http://steamspy.com/app/307670Owners: 248,217 ± 15,692
Owners: 230,580 ± 15,124
This is a genuine failure. They probably had to dump unfinished game to markets because developers ran out of money.Owners: 2,334 ± 1,522
I'm sorry but I strongly disagree, OG Ufo sold on DOS platform 600K units where nuXCOM has placed near 3.5M copies. But in 1994 there were 50M PCs versus 400M in 2011, so It's 1.2% of the potential market vs. 0.87%.It would be commercial suicide to ignore the Firaxis XCOM games, which have been far more successful than the originals ever were.
Just because the art style resembles nuXcom and camera would zoom in to show shots it does not mean it is an expansion to Xcom.Well, from what I saw, this game will be less decline than XCOM, maybe one day developers on the far future year of 2100 stop going backwards and dumbing down 20 year old concepts and move forward and actually innovate. The combat demo I saw, if you replaced the crab men by XCOM aliens, it would look like an expansion of that game. Maybe there is hope, if the developers add mod support and there is a decent modding scene to the game. XCOM 2 with mods is a much better game.
I guess it works like that if you are only in it for the money.
Has anyone else, but Firaxis really succeeded with Nuxcom style?The problem is, for every single guy who dislikes Nuxcom style, there are 10 who likes it.
So why any dev or producer should try to please a minority?
X-Com is a strong brand. Sure as hell they were in for the money.- Little extra OT question, why do you think Bethesda bought the Fallout license?
Same reason I worked with Atari to make a Planescape expansion for Neverwinter Nights 2 in 2008 (nixed by Hasbro/WOTC at the time because "Planescape" was a "dead license"). The guys at Bethesda knew Fallout was a strong name from the point of view of players. Fargo knew it too, that's why he crowdfunded Wasteland (the precursor to Fallout). The original two post-apocalyptic brands are always going to be the strongest post-apocalyptic brands (unless someone fucks up massively). Coke & Pepsi. Star Wars & Star Trek. 1st and 2nd place in the mind = brand strength.
Has anyone else, but Firaxis really succeeded with Nuxcom style?The problem is, for every single guy who dislikes Nuxcom style, there are 10 who likes it.
So why any dev or producer should try to please a minority?
XCOM: Enemy Unknown had massive advantage in name recognition; on both developer and franchise side and it came into practically empty market that hadn't seen release of major squad based tactics games in years.
Has anyone else, but Firaxis really succeeded with Nuxcom style?
But Xcom 2 sold not worse than Xcom EU even with no empty market anymore and with all the fanbase knowledge that it would be more casual than the classics. How do you explain this?
Hard West didn't fail.Has anyone else, but Firaxis really succeeded with Nuxcom style?
And than the question is, why did the others not succeed?
Me for example:
Hard West, I really wanted to like it, but I just never could get into the setting.
Massive Chalice, I really wanted to like it as well, but I really dislike fantasy.
Falling Skies the Game, again really wanted to like it, but it was just to unpolished/unfinished/raw.