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Player / Games / Re: Replay Value
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on: February 19, 2011, 02:12:26 PM
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What this all boils down to is offering a significantly different play experience or content in a second run.
Or occasionally meta-experiences as in the example of games which are translatable to a sport and luck into a community.
I think pure completist challenges are rarely an incentive and instead offer more of a potential extended life for those players who are reluctant to put a game down or want to squeeze all the money's worth they can out of it or are stuck on long train rides or something--I consider that stuff distinct from general replay value.
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306
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Player / Games / Re: Absurd game ideas, unlikely to ever be made.
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on: February 18, 2011, 06:01:03 AM
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You are worth sleeping with. Look, I'll write you a note to that effect. I'll sign it, and when you show it to a ladies, tell her it's from me.
Alternate answer: [insert favourite notoriously difficult game] already exists!
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308
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Player / Games / Re: Games that Inspire Games
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on: February 17, 2011, 02:55:07 AM
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Radix and Matt Sams[/b]: I Picked up Counter Strike a while ago. Couldn't really get into it too much but Ive never been one for Military"esk" Shooters. But counter strike was fun while I was getting my A** Beat. ehat
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310
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Player / Games / Re: earth-shattering battle between icycalm and jason rohrer
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on: February 16, 2011, 12:05:13 AM
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Yeah, I had that mobygames credits page open while I was writing the post. There aren't really that many people there, especially when you subtract management structure, marketing people etc. that probably wouldn't be relevant to an "independent" team in the sense you guys are talking about it.
Like I said, I'll concede the publisher/funding thing because it's not really relevant to dragonmaw's point anyway, I only brought it up in symmetry with his post. I was just pointing out that Half-Life is an especially bad example for the case he was trying to make, and the main thing I was trying to get across was that dev time doesn't scale predictably enough with the bodycount on a project to make saying something like "independent devs will always take longer to do the same thing" acceptable.
I probably shouldn't have referenced a specific example at all because people tend to get analogically fixated in these threads. (Not overreacting to you allen, just preempting because it's a clusterfuck in here.)
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311
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Player / Games / Re: earth-shattering battle between icycalm and jason rohrer
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on: February 15, 2011, 10:35:21 PM
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I don't think that an indie developer can construct a game such as Half-Life within the same time-frame. Given unlimited time and unlimited money, a single person can develop anything. Unfortunately, such conditions simply don't exist in the real world. I do think that indie developers are talented and passionate enough to construct whatever games they want to, but not in the same amount of time. Eh, it's not a linear thing. There's an element of agility that's extremely variable and scales weirdly. Present-day Valve is probably a great example. Even once the heavy tech lifting is done, they have a clever design-by-committee approach which, while it produces quality stuff, is really slow. Where the heck is my episode three. Half-Life 1 was a game that went through a lot of conceptual iterations to get to where it ended up. The result was amazing, but they didn't take the most direct route getting there. The mods that followed give you an idea of the timeframe of a goldsrc project with a clear-cut scope. Yes, in those cases the tech was done already, but it's easy to overestimate how big a deal modding an engine is. But the thing is, Valve in the days of HL1 was an independent (initially; they were self-funded and had trouble finding a publisher at first... google doesn't seem to know which year they signed with Sierra. It could have been earlier than I think so I'll concede that because it's not really relevant), relatively small team, working with the Quake engine (which itself is credited to like two or three people). So it seems silly to say independents couldn't produce something comparable in the same amount of time.
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314
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Player / Games / Re: Obscure Indie PC Games
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on: February 15, 2011, 08:46:25 AM
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I loved this game so much. Floating around in space on a long voyage to some distant coordinates was so fun the first time around. Solar Winds was awesome. I should go back and play that, never played the full version. I only played the full version a couple years ago. iirc it's a disappointment; all the cool shit is in the demo already.
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316
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Player / Games / Re: earth-shattering battle between icycalm and jason rohrer
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on: February 12, 2011, 11:22:51 PM
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I don't particularly like the term "indie". My main reason is that various people keep trying to promote their own definition (as opposed to independent developer) to pull a bunch of people with completely different objectives and development philosophies under a single umbrella for one reason or another. It's dumb when people who consider themselves inside their personal definition do it, and straw aside, it's dumb when outsiders do it to create a label to encompass an imaginary opposing side to aim a little crusade at.
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318
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Player / Games / Re: What happened to...
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on: February 12, 2011, 07:32:13 PM
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The figure from the U.S. of 1 in 6 women and 1 in 33 men suffering sexual assault at some point in her or his life is often cited. I'm sure the actual figures are pretty horrible but a number like "1 in 6" just reminds us how loose the definition of "sexual assault" is with some people. I guess when I remember how trendy "being raped" or " almost being raped" was with idiots as a status thing back in high school and I can sort of understand the motivation behind trying to make "sexual assult" and "rape" synonymous when one of them is obviously a much broader term. But this is supposed to be a thread about what a terrible person Phil Fish is and we should stay on topic.
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319
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Player / Games / Re: What happened to...
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on: February 12, 2011, 06:44:25 PM
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Seeing threads like this is probably No fucking kidding. People here are creepy as shit and I don't mean that in the endearing internet sense.
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