Cthulhugoat
Arbiter
Stop trying to argue with the definition of dumbfuck.
Volourn said:Nonsense. It's alreayd 'well known' that contracts between devs and pubs are usually deeply in favor of pubs anyways. Why wouldn't this new, and FAIR ploicy addition not be okayed by desperate devs who just wnat to make games and will pretty much sign anything.
Afterall, the only thing the contract calls for is to finihs the game ON TIME. How horrible!!!
How did you guess?Voss said:Are you really saying that you are such a complete moron...
Like Daikatana? I really, really wanted to be Romero's bitch.... that you can't tell the big blockbuster before they release?
MOO3? Ultima 9?Did you really not know that Half-life 2 was going to sell well? Final Fantasy(once the franchise was established in the US)? Diablo 2? Come on. The bombs, too- Lionheart wasn't going to suck ass?
Sure theres the rare exception, one way or the other, but most games are completely predictable as to which bin they will end up in.
As for Troika, moderate sales seemed likely in each case. (This isn't to say that hardcore RPG fans didn't look forward to them, just sales from the general market and publisher stand point)
Weird ass hybrid RPG thats thats trying to do real time & turnbased + magic/tech? Niche.
TOEE? Well, this could have been bigger just because of the D&D sticker, but it had revamp of classic module and turn based (at the height of Real-Time is the god king of the Industry) dragging it down. Add in looking dated and hella buggy, and a revamp of the moldering Arcanum engine... I can see why the publisher wasn't willing to give it an extra enfusion of cash.
Shooter RPG-lite w/ vampires (yawn), and goth-fag, angsty vampires at that? Meh. Too RPG for the Shooter fans, too Shooter for the RPG fans, and absolutely RAPING the source material for the PnP fans... Moderate sales were the best to be hoped for.
All in all, none of them were games where any reasonable person would expect the publisher to go 'Oh yeah, Have some extra money and time'. And of course, that chance would go down with each game that went 'Ho-hum, fizzle, buggy, blah'.
Crichton said:Their priorities in bloodlines were <snip> SHINI GRAPHIX. .
Just out of curiosity, what is your experience?Grifman said:Can you provide evidence of your assertion above that most companies don't make deadline? I'm afraid if that were true, alot of companies wouldn't be around any longer. Most companies/project I have experience with in the working world build time into their projects for unforeseen issues, so as to provide some cushion. But to say it is common that most deadlines aren't met I don't find accurate based upon my experience.FrancoTAU said:That's a bullshit criticism too. Any industry that takes on a long term project, be it building a bridge to making video games, don't usually hit their deadlines. You just can't foresee shit popping up that far in advance. Why do you think that big developers, who don't rely on publisher's money, go past their original deadlines all the time and put out the most polished and best selling games?
1. Not all bridges are built with the same materials. Believe it or not, the quality of the steel, how much and so on can vary quite dramatically. Saying all bridges are made out of the same material is like saying all computer games are written in C++. It might be true but as you acknowledged yourself, there are different ways of using that material.Grifman said:You can't compare bridgebuilding to designing and building a video game. We know how to build bridges - they're built all the time, using the same materials, according to engineering specifications. But almost every game is different, using a different graphics engine, different game engine, new art, different features, etc.
DarkUnderlord said:Just out of curiosity, what is your experience?Grifman said:Can you provide evidence of your assertion above that most companies don't make deadline? I'm afraid if that were true, alot of companies wouldn't be around any longer. Most companies/project I have experience with in the working world build time into their projects for unforeseen issues, so as to provide some cushion. But to say it is common that most deadlines aren't met I don't find accurate based upon my experience.FrancoTAU said:That's a bullshit criticism too. Any industry that takes on a long term project, be it building a bridge to making video games, don't usually hit their deadlines. You just can't foresee shit popping up that far in advance. Why do you think that big developers, who don't rely on publisher's money, go past their original deadlines all the time and put out the most polished and best selling games?
1. Not all bridges are built with the same materials. Believe it or not, the quality of the steel, how much and so on can vary quite dramatically. Saying all bridges are made out of the same material is like saying all computer games are written in C++. It might be true but as you acknowledged yourself, there are different ways of using that material.Grifman said:You can't compare bridgebuilding to designing and building a video game. We know how to build bridges - they're built all the time, using the same materials, according to engineering specifications. But almost every game is different, using a different graphics engine, different game engine, new art, different features, etc.
2. Yes, they're built to engineering specifications but it all depends on the design. Each bridge has a unique design which creates stresses in different ways that need to be dealt with. Much like the design of a computer game.
3. I'm reasonably certain that Franco was being a bit facetious when he said bridge building. IE: I don't think he specifically meant bridge building perse but rather construction in general, which is notorious for having cost over-runs.
A canal (pretty simple you'd think, given it's a hole in the ground), a building (which we build all the time), an aeroplane (come on, it's not like the rules of aerodynamics are changing daily and these guys are all highly qualified experienced engineers), and two tunnels (Tunnels? How easy are those?).
- Cost overrun is common in infrastructure, building, and technology projects. One of the most comprehensive studies [1] of cost overrun that exists found that 9 out of 10 projects had overrun, overruns of 50 to 100 percent were common, overrun was found in each of 20 nations and five continents covered by the study, and overrun had been constant for the 70 years for which data were available. For IT projects an industry study by the Standish Group (2004) found that average cost overrun was 43 percent, 71 percent of projects were over budget, over time, and under scope, and total waste was estimated at US$55 billion per year in the US alone.
Spectacular examples of cost overrun are the Suez Canal with 1,900 percent, the Sydney Opera House with 1,400 percent, and the Concorde supersonic aeroplane with 1,100 percent. The cost overrun of Boston's Big Dig was 275 percent, or US$11 billion. The cost overrun for the Channel tunnel between the UK and France was 80 percent for construction costs and 140 percent for financing costs.
Cost over-runs, failing to reach a budget happens and happens often for one very good reason. It involves a lot of crystal ball gazing. How long is it going to take you to design the bridge we want? How long is it going to take to create that piece of art we need? Each item is unique and time estimates are educated guesses at best and complete stabs in the dark at worst.
Why are you asking VD?LCJr. said:And what's the extent your experience in the construction field VD?
... and how many corners did you cut? You know... Skipping a few things here and there because it'd take an extra day and that's time you don't have. Using X over Y because while Y is the legal requirement, X is there now and who's really going to find out? And sure, you may not quite have enough concrete to do the floor properly but if we just fudge it a bit here and there, "she'll be right". (I worked in politics and those are a few things I've seen and right now we've got an apparent cost blow-out on a major infrastructure project).LCJr. said:I've personally been on several jobs where the contract stated the completion date and penalties for not making it. They've ranged from small restaurants, hundreds of student apartments to, the worst, a 14 story beachfront condo taken out by hurricane Ivan. And let me tell you when the real estate people have a building with 83 beachfront condos rented for the start of the tourist season they don't give a fuck about "unforeseen difficulties". Like I keep saying if you bid on a job you'd better be damn sure you have the resources to do it unforeseen difficulties or not.
IGN said:Runners-Up [best RPG]:
Neverwinter Nights 2
Marvel: Ultimate Alliance
I assume you meant Dark Underlord, but if you really want to know my answer, it's zero.LCJr. said:And what's the extent your experience in the construction field VD?
Greed and stupidity. Before you dismiss the answer, ask yourself why Lucas Arts shipped KOTOR 2 in an unfinished state.Now what I'd really like to hear is the publishers side of the story. Just what exactly was going on behind the scenes that none of the 3 felt they had anything to gain by giving Troika more time?
peak said:IGN said:Runners-Up [best RPG]:
Neverwinter Nights 2
Marvel: Ultimate Alliance
Wtf?
That same audience bought Neverwinter Nights and Baldur's Gate. Bestsellers.made said:Exactly. Troika made RPGs for a niche audience.
That must be why Morrowind and Baldur's Gate sold so well, right?The majority of gamers doesn't want to read excessive dialogue (actually, they don't want to read at all, that's why the blockbusters feature full voice overs)
Or Gothic 2 in Europe.or a complex world full of choices and consequence.
Bullshit. They didn't sell because they were buggy, unfinished products. Parts of their games were good, but that hardly mattered when the games would run poorly and crash all the time. Beyond that, Arcanum's combat system was a piece of shit, choices and consequences stopped meaning anything once you reached the half-way mark in Bloodlines and the overhyped vignettes in ToEE were little more than 3 minute introduction sequences. Never mind the dialogue; ToEE didn't even have a storyline, so you can forget about that too. Half Life 2: Episode 1 has more of that than ToEE and it's not even an RPG.Those gamers want easily accessible games that they can pick up and play casually for 1 or 2 hours without putting much thought into it. Bethesda and Bioware realize this. Troika RPGs were oldschool, that's why they didn't sell.
I wouldn't call Arcanum's combat system beautifully designed.See how that guy is pushing the lever all the way from code, over art, to design? At least they had their priotities right. The games were often buggy, but the beautifully designed game world more than made up for it, at least in my opinion.
peak said:IGN said:Runners-Up [best RPG]:
Neverwinter Nights 2
Marvel: Ultimate Alliance
Wtf?