MasterSmithFandango
Arcane
- Joined
- Aug 6, 2008
- Messages
- 7,269
This is an odd PR campaign.
This is an odd PR campaign.
Compared to how Obsidian has been promoting and communicating about PoE, inxile looks more and more like a bunch of guys who decided to make a game in their garage and have little clue on how to go about promoting it.
This is an odd PR campaign.
Compared to how Obsidian has been promoting and communicating about PoE, inxile looks more and more like a bunch of guys who decided to make a game in their garage and have little clue on how to go about promoting it.
lolwut
Promote it to whom? How many days was a $60 Early Access turn-based RPG in Steam's top ten bestselling games again?
Have we forgotten how much Obsidian were mocked on these very forums for being PR amateurs compared to the brilliant Fargo? Mocked by DarkUnderlord himself, no less?
http://www.rpgcodex.net/forums/inde...live-on-in-eternity.76239/page-2#post-2276542
http://www.rpgcodex.net/forums/inde...on-project-eternity.76484/page-3#post-2288318
Of course, the real WTF is that you're treating a random tweet as "PR" in the first place.
Compared to the concise and well presented information Obsidian has managed to put out time and again post-KS, i think WL2's efforts look amateurish at best, also there are no random tweets, every little piece of information a company releases these days should be treated as part of an integrated communication plan (that's how we work over here), game developers often take this "i dont care its just me talking about the game to the interweb" approach which is often harmful to the message they are trying to pass.
Obsidian is better at communicating with fans.
I think rage during pre-production is a lot more useful than rage during beta.Except, you know, when they piss them off non-stop by creating some new Sawyerist outrage every other week. That's stopped now but I'm sure you remember.
Bottom line, Obsidian and inXile have somewhat different approaches but an AAA PR guy would find both their approaches equally shocking. I don't know whether their PR is "good" or "bad, and I don't think it really matters. They're lucky enough to be creating products that the market really wants now, and that can forgive them a lot of mistakes.
The LA area of #wasteland2 will have a markedly different look than that of Arizona. A sneak peek. pic.twitter.com/drRKoASLwv
That seems consistent with the rest of the game.Now this looks cool, much appreciated difference from yellow/brown/greyish color scheme. The only gripe I have is that the map looks very corridor-like, no building entrances or uncluttered space which leaves room for exploration possibilities. plus trees at the end of the road look like impenetrable walls. Bare in mind I haven't playedbetaalpha.
I already gave up on those.... because of reasons that change every week, Wasteland 2 will be made of linear corridors, walls everywhere and only a few buildings to enter, that are competently isolated from the exterior. But at least they are going away from the brown & orange wasteland.The only gripe I have is that the map looks very corridor-like, no building entrances or uncluttered space which leaves room for exploration possibilities. plus trees looks like impenetrable walls.
If you want my guess, they can't change it because they don't have "clearance" for that. All the designers like MCA went home months ago, and now only the "peons" remain, and no matter how good or well intentioned they are, they simply can't go round changing stuff that was decided in pre-production by people above them without a tortuous process passing by Fargo himself. I bet that's also why there's no lead designer discussing changes, design choices and feedback, and above all, why the game feels so soulless.Also I do not understand why they can't change it at least a little during beta. I only used Morrowind editor and I understand that it is especially well made tool, but even if their editor is only half as good, it would only take 4 hours to smartly modify a map.