Excidium
P. banal
Kickstarter seemed to indicate that. First tier was THE SAVINGS $15, the second was $30-33% on a game that will be -50% upon release. The savings
Don't think the release price will be that low.
Kickstarter seemed to indicate that. First tier was THE SAVINGS $15, the second was $30-33% on a game that will be -50% upon release. The savings
Don't think the release price will be that low.
Has there been any reliable info how much it's going to cost on release?
The price at release, for a copy of the game only (so without the extras in the Digital Deluxe edition now on Steam), will be lower than the $60 of Early Access on Steam but no lower than the $35 we are currently selling it at on the late backer store.
Cool!Pillars of Eternity backers with the WL2 add-on are now getting this too: http://forums.obsidian.net/topic/66345-wasteland-2-keys/
Well, that could be the case, but that approach would only end up biting them in the ass. Mass consumers are not as likely to say "Oh, they've learned", rather, "Oh, another piece of failed crap that didn't fulfill any of my expectations". Considering it's "Fargo's dream" and all that jazz, they should really try to make it as good as possible rather than trial running.I just had a bit of a thought that I'm not sure has been brought up - Has anyone considered that perhaps Wasteland 2 is a guinea pig /trial run of sorts for ineXile? As in, they made Wasteland 2 first so that they could learn the ropes of the engine, and then use that experience and feedback to make what will hopefully be a truly worthy Planescape: Torment sequel?
I'm pretty sure it was the dev team behind such classics like Choplifter HD.I find that theory a bit botched considering InXile is over a decade old and had people like Fargo, MCA and other veterans working on W2...
I find that theory a bit botched considering InXile is over a decade old and had people like Fargo, MCA and other veterans working on W2...
Why? Torment has Colin, Kevin and Adam, all three giving their 100%. Plus Ziets. It has the potential to be cohesive and compact unlike W2.I find that theory a bit botched considering InXile is over a decade old and had people like Fargo, MCA and other veterans working on W2...
It's great to have veterans, but none of those veterans invested anywhere near their 100% into the game due to production reasons alone.
I know I'm boringly repeating the same thing every time, but its still what I see as the major problem with InXile's approach to development. And why whatever we get with pillars will at least be more *compact*. PS:T will be kind of a mess in that direction as well. Though, I imagine a better one.
it might just be me, but i get the same kind of salesman vibe from fargo as i do from chris roberts and peter molyneux. grand ideas and great at bringing money in but they've got no damned idea about good software developmentI find that theory a bit botched considering InXile is over a decade old and had people like Fargo, MCA and other veterans working on W2...
Why? Torment has Colin, Kevin and Adam, all three giving their 100%. Plus Ziets. It has the potential to be cohesive and compact unlike W2.I find that theory a bit botched considering InXile is over a decade old and had people like Fargo, MCA and other veterans working on W2...
It's great to have veterans, but none of those veterans invested anywhere near their 100% into the game due to production reasons alone.
I know I'm boringly repeating the same thing every time, but its still what I see as the major problem with InXile's approach to development. And why whatever we get with pillars will at least be more *compact*. PS:T will be kind of a mess in that direction as well. Though, I imagine a better one.
I hope they learned their lesson with WL2, and setup a proper development team for Torment, the extensive pre-production can help with laying out the game, but the execution is where it's at...
Essential things like UI design, zone design, encounter design and combat mechanics were/are all problematic for WL2, and unless inxile puts some serious weight behind improving these, Torment will suffer from much of the same.
I hope they learned their lesson with WL2, and setup a proper development team for Torment, the extensive pre-production can help with laying out the game, but the execution is where it's at...
Essential things like UI design, zone design, encounter design and combat mechanics were/are all problematic for WL2, and unless inxile puts some serious weight behind improving these, Torment will suffer from much of the same.
On the contrary, preproduction is where it's at. The groundwork for all of these things (to varying degrees, UI for example might change until the very end of development) is meant to be determined during preproduction. Preproduction doesn't mean "on paper". It (also) means prototyping systems in a working slice of the game, like what George Ziets is currently doing with The Bloom in Torment.
What Sensuki and are I saying is that Wasteland 2's preproduction appears to have been insufficient for this purpose.
I dont think WL2's problems were down to lack of planning, but on the execution itself, it just feels to me like sloppy work.
Also, we have invested a lot of energy in systems, and I feel it’s the right call. All the mechanisms for how the player communicates and interacts with the environment should be established first, including how the player talks with characters, how they move, how they fight… this may seem common sense, but launching into production without a finalized design on how the character’s movement set works and the interface components can be problematic, so we want to make sure we do this right.
As a simple example of the importance of this, if you attempted to design 30 levels in Super Mario Bros without knowing how high and long Mario can jump, it’s almost impossible to do correctly – and more importantly, you want to make sure the basic act of jumping in a Mario game is polished and fun naturally from a second to second experience. For us, comparable examples would be how fast a party can move, how fast to swing a sword, what the player’s camera view on the world will be, and more. From there, you want to go into systems that define the character and then systems that allow them to affect the world – like spells.
I dont think WL2's problems were down to lack of planning, but on the execution itself, it just feels to me like sloppy work.
What's sloppy about it? They put together a gameplay video that even people on the Codex were impressed by, by February 2013. A mere 10 months of development. That's not sloppy. Fargo's boys are obviously talented enough.
Weird UI? Could have been avoided if they had the right vision for UI from the beginning (ie, NOT MINIMALIST). By now that's all been iterated away, but still.
Zone design? Could have been avoided if they knew what Fallout (and Wasteland) fans were expecting from their areas, but somehow this was overlooked.
Combat mechanics? Obviously a matter of planning.
Insufficient preproduction accounts for most of Wasteland 2's issues; it seems to me that they spent much of 2012 building themselves up as a company and weren't really fully hooked into the realities of what the players on the ground were interested in until around the time the Torment Kickstarter began.
But of course, we'll only know for sure when we get that post-mortem interview.