Doctor Sbaitso
SO, TELL ME ABOUT YOUR PROBLEMS.
- Joined
- Oct 22, 2013
- Messages
- 3,351
Are you an expert?
I pledged enough to get access but my goal is to actually go down to their offices again for a personal hands-on and another interview. I don't think this prototype warrants me doing that yet.mindx2
mindx2 certainly did pledge enough money. ( mindx2 did you pledge $300? ) So perhaps he could do a review of the prototype for us and a video where he explains everything.
What UA seems to highlight is that one of the things Kickstarters have stripped away from games is the degree of secrecy that actually benefits both players and publishers. Game development is something that's always full of false starts, unfinished assets, clunky gameplay and plain bad ideas being floated and hopefully shot down. With KS, there is an expectation about status updates which either encourages publishers to deceive their paying customers, or release unfinished materials which the audience nitpicks apart. UA's campaign was probably hurt by their early footage as much as their (real) marketing ineptitude. Okay, it was a result of marketing ineptitude.
Realistically, this is an unfinished game at an early stage of development. The projects aren't directly comparable, but Thief was... whatever it was early on, it wasn't the game we got in the end. It went through the dark Arthurian swordfighting game phase, the techno-mediaeval shooter phase, and the kinda-thiefy kinda-sneaking shooter phase. Not even the designers believed in it until the shadow and sound-based stealth system was put in its place at a very late stage of development.
I don't know if the end product will be good (that depends on their skill, their finances, and the ability to tie those two together), but you can't realistically expect a game that promises creative design to present a fully realised, smooth experience in what is still called a prototype phase. What we got in this demo is this, however:
Which is not bad.
- Game has a colourful fantasy look that's fairly good looking (maybe a bit too much blue and orange going on, but hey, that shit is everywhere )
- They are looking into introducing nonstandard game mechanics - like keeping a monster away from you with light manipulation, and destroying it with a massive dose of it.
- I also spotted a lame mechanical trap; they've got to work much more on that aspect.
Yeah, nah, it's not comparable at all. Kickstarter games naturally have to be focused from the start. It's not like they can negotiate with backers for extra resources.What UA seems to highlight is that one of the things Kickstarters have stripped away from games is the degree of secrecy that actually benefits both players and publishers. Game development is something that's always full of false starts, unfinished assets, clunky gameplay and plain bad ideas being floated and hopefully shot down. With KS, there is an expectation about status updates which either encourages publishers to deceive their paying customers, or release unfinished materials which the audience nitpicks apart. UA's campaign was probably hurt by their early footage as much as their (real) marketing ineptitude. Okay, it was a result of marketing ineptitude.
Realistically, this is an unfinished game at an early stage of development. The projects aren't directly comparable, but Thief was... whatever it was early on, it wasn't the game we got in the end. It went through the dark Arthurian swordfighting game phase, the techno-mediaeval shooter phase, and the kinda-thiefy kinda-sneaking shooter phase. Not even the designers believed in it until the shadow and sound-based stealth system was put in its place at a very late stage of development.
A good very short review of the prototype, might even support that. And Otherside might even invite you on the next interview, if they like what they read.I pledged enough to get access but my goal is to actually go down to their offices again for a personal hands-on and another interview. I don't think this prototype warrants me doing that yet.
We all know the backers are biased/suffering from Stockholm Syndrome like the Star Citizen backers.They preemptively debunked the "this is all fake, the entire video is a scripted event!" argument by telling us that backers are going to be playing this themselves less than a month from now.
A wise move, actually.
Are you an expert?
They preemptively debunked the "this is all fake, the entire video is a scripted event!" argument by telling us that backers are going to be playing this themselves less than a month from now.
A wise move, actually.
Now Infinitron ...and Morgoth, Melan and Jaesun...are you really that gullible? You've never ever ever EVER been lied to by a developer before?
Zep--
Stop worrying about us and start thinking about what you're going to say when people are playing a non-scripted game a month from now. This isn't smoke and mirrors anymore. They're putting themselves out there, and they're doing it soon.
Don't need or want to be a shill and I've already been told I can return for another interview when they have more to show.A good very short review of the prototype, might even support that. And Otherside might even invite you on the next interview, if they like what they read.
For this prototype, $300. For Alpha $125Which is the lowest tier that they will make the demo available?
Don't need or want to be a shill and I've already been told I can return for another interview when they have more to show.
For Alpha $125
That's not right: https://underworldascendant.com/store/ppstoreindex.php
Prototype is 300, Pre-Alpha is 75, Alpha is 50, Beta is 38.
Personally I'm in for the beta, might upgrade to alpha in the future if I like what I see.
Yet, you didn't get invited to this awesome "scripted demo" event, prestigious codexer?
Zep--
I gave $100 to Cleveland Mark Blakemore, and don't regret it one bit. Any other question?Now Infinitron ...and Morgoth, Melan and Jaesun...are you really that gullible? You've never ever ever EVER been lied to by a developer before?
Zep--
We have noted that adjustable FOV is something we should be thinking about for the playable, thanks.
CyberP said:Level design is a concern too. When I think of the level design of a modern, true to form Underworld, I think of Arx Fatalis' level design but twice as expansive. This was more set-piece focused and linear.
I'm confused: how much of what was shown is exclusively for marketing purposes, and how much is part of their true vision? They do after all need more financial support, so I really don't blame any use of deceptive marketing, if any, and it is standard industry practice anyway. I'm just confused as to what their true vision for this game is, but I do know that if it is what we hope for then they're likely going to need more money or scale back on the extravagant graphics.
A bit of both. But no, it's not a linear experience, but building a WIP demo it's easier to build a linear experience...if that makes any sense.