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anubite

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About anubite

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  1. This is exactly correct. Even if Unity "supports" multithreading, they will not write all of their code to be multi-threaded. They will write groups of code to accept multiple threads where performance is critical and many threads can get the job done faster. Pathfinding is one of those areas. Even doing this much, however, is costly. PoE does not do any dynamic terrain deformation, any dynamic simulation of ecomplex economic/physics elements (like DF or a simulation game), or even have massively complex pathfinding (DF has 3-tier path finding, finding the quickest path on an X,Y,Z gri
  2. Video Games aren't suited to telling stories. Obsidian is all about letting players tell their own stories. The best example of properly using stories I can think of is Dwarf Fortress - Toady and his brother think up stories they want players to experience spontaneously in their game. They write these stories and build game mechanics from them, so that those stories can occur dynamically without a script.
  3. I think I need a little more context. Data on a disc is still data - it's physical. It's real. Data is not imaginary. It is not "virtual" despite the word being used to it. A machine has to imprint data on a disc - it is a real thing. A "vritual thing" might be a sword you have in an RPG. That thing is a series of 0 and 1's on a disc somewhere, or in RAM. You may not own that physical disc the thing is stored on, but you "own" it because a program assigned a field to you that indicates you are its owner. In a sense, you "virtually own" the thing, because although the 0's and 1's do not
  4. I disagree. Shallow ideas are cheap, but fully fleshed-out ones are not. I have many deep game ideas that would take me weeks to document and put into some sort of pdf development guide sort of thing. The formalization of an idea into what needs to be built, and how, is the responsibility of an idea guy, and making one that is easy to follow, comprehend - that is complete, accurate, and well thought out, is a challenge. It is cheap to jot down some ideas and say, "Yes, that will be awesome." But that's not nearly enough of the work that needs to be done to create an idea that is ready to be pr
  5. You will never get consensus through forum discussion. Hell, you can't get two people to agree on something most of the time, nevermind one-hundred times that amount. And majority rules is sure to rub people the wrong way. You'll have a mess of a game after development if its design is dictated by a community. Video games need a consistent theme, vision and direction. Video games need guide lines. They need design which is easy to build and extend. You won't get any of this aruging on a forum. The best path to crowdsourcing a game is to sit down and build a design document under this i
  6. It's because Doom, WoW and CoD are first/third person. And developers play follow the leader.
  7. Game designers need to be proficient in a scripting language, if not able to understand game code I believe, there are often tools you have to work with that are very stripped down. Full Sail is... well, anything that runs youtube ads sounds fishy to me.
  8. I recently began a replay of New Vegas after purchasing all the DLC. I'd heard Dead Money was the best, so I'm saving it for last. I would not expect them to release any more NV DLC at this point, even if it were profitable (which I'm skeptical of) New Vegas is played out - level 50 level cap? For ****'s sake, by the time you're 35 you basically have 100 in 5+ skills, guns, bullets, and medical supplies bleeding out of your orfices... right now I have 90 stimpacks and I'm level 31. I haven't even killed Caesar yet. I've barely progressed the main story at all. In-fact, the game scarcely fe
  9. I don't see these figures as being useful to talk about in a critical mathematical kind of sense - yes we have two consecutive years of profits, maybe you can say that's enough to attribute a trend of recovery, but it's not significant enough. Compare $100M to the amount of money Nintendo or Activision posts every year. Look at how THQ folded and how Capcom is on the verge of collapse. When was the last hit from EA that wasn't a sport title? What just happened to EA's sports monopoly lately? They were making 2,000M before 2009, the fact they're barely turning a profit now suggests more than a
  10. Two? http://ycharts.com/companies/EA/retained_earnings EA has been taking on water since 2009.
  11. Maybe my last post was poor and conjumbled, and certainly, I respect Alan for defending his company - I really don't expect anything less from him. It is his place of work - he's gotta pay the bills, or maybe he likes it over there. Things can be easily far removed from one another. I doubt he has any significant say in what goes on. BioWare might be a great place to work with great people - at least, in the vaccuum of the day to day living kind of thing, where you finish Mass Effect 3 and everyone on the team goes, "Huh? Why is everyone upset?" A kind of situation where you just don't notice
  12. The problem is XP tied to bodycount means you are highly, highly incentivized to kill everything that moves. This makes roleplaying a 'pacifist' (avoiding combat to conserve resources) or reserved party (like a professional assassin) impossible. We understand that a successor to BG isn't going to likely allow a real pacifist run, but that you shouldn't be forced to kill everyone in a zone to feel satisfied. I like that the game will be designed around varying play styles. There should be benefits and deficits to killing everyone or leaving some alive. The alternative is that you can't real
  13. Here's why respeccing is stupid: 1. It lets you change from being an Archer to being a Mage at the drop of a hat. How does this make sense in our game world? Does this mean a Chef can become a Physicist if he pays some gold to some guy? If it doesn't let us change classes, at the very least, it lets us change what we're "good at" - which is still difficult to explain in a 'normal' context, it needs to be a special feature of the story to explain, it can't just be some trivial thing that everybody can just do. 2. It lets you game the system. I think we like 'gaming' the system, but we don'
  14. He's probably tired of the "it was all brilliant and then EA came and DESTROYED EVERYTHING" attitude. As he obviously knows better where decisions have come from and what has been the pressure of lack of it placed on the studio. I think you're way too optimistic. EA might not send boogey men down to tell BioWare what it wants to do, but you're crazy if they'd finance SWTOR without having significant oversight. SWTOR is almost as big as GTAV in terms of budget. As far as DA or ME go, they would at least have indirect influence... EA: "BioWare Boss A, we need to show our profits are gro
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