Jump to content

Grotesque

Members
  • Posts

    275
  • Joined

  • Last visited

Posts posted by Grotesque

  1. As a boxed games collector I can say that the price of a newly released game plummets in the first months and then rises back and sometimes comes to worth five/ten times more  than the original pricing if the game is groundbreaking and if it sets in the collective consciousness as a valuable game. Rarity is of course another factor.

    Collector's editions are by their nature rare/limited until Blizzard destroyed that tradition with their unlimited waves of Diablo 3 CE.

     

    Fallout for example never had a collector's edition but a boxed copy now is worth 150 - 200 USD. 

    And if its still sealed, 300 american dollars easily.

    • Like 1
  2.  

     

    one reason

    https://www.youtube.com/watch?v=lF4pmJTX39E#t=48

    where possible, one click anything

    Yeah, I have no idea what I should learn of this. You link specifically to some skills being talked about, namely reducing weapon slot change penalty or so. What does that have to do with seeing both hands vs. only seeing main hand weapon (of which I prefer #1).

    ???

     

     

    I'm assuming it's becuase you couldn't fit all 4 possible weapon slots if you showed both hands, thus meaning you'd need to click twice to switch to slot 3 or 4.

     

    Exactly. And that character build relies on having four guns ready for firing quickly.  If you have all weapon sets slots displayed it's easier to access them.

  3.  

     

    Anyone who says it looks like **** is being stupid, it looks good.  

     

    As a matter of fact, that's not what makes someone stupid.

     

    On the other hand, saying that you can easily implement this type of UI in 2-3 hours, does make you stupid

    ...... Who are you replying to?  I didn't say jack all about how long it would take to implement your UI concept.  I said I am happy Obisidian went in the direction they did and I like the UI they made.

     

    rephrase:

     

    On the other hand, someone saying that can easily implement this type of UI in 2-3 hours, does make that someone stupid.

  4. good ratings don't mean good sales.  didn't think we needed to make that point.  

     

    as for sales, we already covered that point... and your cain fixation as well.

     

    for those folks with ADD, we will link once more.

     

    http://www.nma-fallout.com/showthread.php?152662-Briareus-speaks-out&p=3024645&viewfull=1#post3024645

     

    HA! Good Fun!

    It seems you have a short memory and forget what was discussion was all about. It sure isn't about dissecting what good sales means.

     

    Please allow me to help you.

    Gromnir,

    "why on earth would we care what tim cain thought about box art o' fallout 2? cain considers himself something o' a cook, yes?  perhaps we listen to his opinion on the beer v. wine debates and for which food pairings he believes beer is acceptable as 'posed to gauche.  box art?"

     

    I also suggest that we do not bore others on this matter anymore but feel free to talk out of your anus (like you did where I quoted you) to me in private so I can ignore you there.

  5.  

     

     

    I wonder how Tim Cain really felt when the marketing suits came and told him that they know better what the boxart & design for Fallout 2 really should look like.

     

    "No more box cover flaps Tim!

     Stop being so damn nostalgic!"

    Most probably you mean Fallout, where Tim was producer and lead programmer. For Fallout 2 he is listed as just lead writer. But then it was far less probable for suits to be involved with Fallout than for Fallout 2. You may find this presentation interesting, if you haven't seen it yet: http://www.gdcvault.com/play/1015843/Classic-Game-Postmortem

     

     

    The team behind Fallout with Tim Cain in charge once more began working on Fallout 2 shortly after the release of Fallout (which was treated during development by Interplay as a B product, pretty much under the radar)

    After Fallout proved to be a smashing hit, the suits at Interplay intervened and started to dictate how Fallout 2 should be like, even how the gamebox should be and look, contrary to Tim Cain's opinion on this matter and others.

    So the core people responsible for Fallout left Interplay only after writing the story in broad strokes.

     

     

    So I meant Fallout 2. I think I was pretty clear

     

    fallout was never a "smashing hit."  is more bad history. it sold ok for its time and it were beloved by a small and ardent group o' individuals that included game developers.

     

    http://www.nma-fallout.com/showthread.php?152662-Briareus-speaks-out&p=3024645&viewfull=1#post3024645

     

    HA! Good Fun!

     

    ps folks over at nma and codex has been telling themselves the same narrative for so long that it has become truth.  get 10 or even 100 people to keep repeating the same myth doesn't transform the story into reality.  the strength o' your belief don't make it any more real. is kinda amazing that even after briareus posted the above, few folks at nma and elsewhere bothered to change the narrative.  weird.

     

     

    yes, receiving the title of the RPG of the year and selling more than ok then and the following years to come is not a smashing hit.

     

    from 8:57 onwards you can hear all the "lies" and "myths" straight from Tim Cain's mouth

  6.  

    new weapon sets slots layout & design

     

    Each slot represents one set.

    The set on slot II is the one currently in use.

     

     

    Looks amazing man! Seriously, I would play with that UI in a heartbeat. And reccomend it to my roomate who is obsessed with BG. There would be buckets of drool if he saw this. 

     

     

    Well, others say it looks like a piece of $hit. Be it so.

     

    But one in particular also said that it would take him in reality 2-3 hours to implement it (forget about what Adam Brennecke said. we've been lied to)

    Too bad this prodigy in the field of programming has a distaste for it.

    I guess we'll have to kickstart it and rely on Adam  to slowly mod it into the game in a couple of weeks. 

    :))

     

     

     

    EDIT: just to refresh your memory   :))

     

    Adam Brennecke, on 13 Feb 2015 - 08:31 AM, said:

     

    Looks cool! The next challenge and suggestion would do a mockup at 1280x720 and 2560x1440 to see what it looks at low/high resolution. (We also do a 4:3 low res, but I forget the dimensions Kaz uses.) You might encounter some interesting problems.

    We won't be doing anything this substantial for our solid UI. It could be a couple of weeks of programming to implement this.

    Thanks for sharing!

     

    EDIT 2: If the lead programmer says it would take a couple of weeks to implement this UI, I wonder how much time would take Tim Cain to implement it.   :)

     

    Being a fanboy of Tim Cain, I would be inclined to say  that  it would take him  one hour to implement it but deep down in my soul I know he would not beat the time of the "prodigy programmer boy" :))

  7.  

     

    I think you're being a little critical mate. I'd rather they work on the actual game than design new box art.

     

    Barbie's seal of approval on you train of thought and design choice

    Classy. Calling someone else Barbie is rather ironic considering you're the one throwing a diva-like tantrum about something superficial stuff like how a box looks.

     

    Just hone on your English skills and we'll talk later. Maybe

     

     

    EDIT: and yeah. Super classy, just as  the gamebox looks at the moment. Superficial stuff? Yeah... you BET it is!

    • Like 2
  8.  

    I wonder how Tim Cain really felt when the marketing suits came and told him that they know better what the boxart & design for Fallout 2 really should look like.

     

    "No more box cover flaps Tim!

     Stop being so damn nostalgic!"

    Most probably you mean Fallout, where Tim was producer and lead programmer. For Fallout 2 he is listed as just lead writer. But then it was far less probable for suits to be involved with Fallout than for Fallout 2. You may find this presentation interesting, if you haven't seen it yet: http://www.gdcvault.com/play/1015843/Classic-Game-Postmortem

     

     

    The team behind Fallout with Tim Cain in charge once more began working on Fallout 2 shortly after the release of Fallout (which was treated during development by Interplay as a B product, pretty much under the radar)

    After Fallout proved to be a smashing hit, the suits at Interplay intervened and started to dictate how Fallout 2 should be like, even how the gamebox should be and look, contrary to Tim Cain's opinion on this matter and others.

    So the core people responsible for Fallout left Interplay only after writing the story in broad strokes.

     

     

    So I meant Fallout 2. I think I was pretty clear

  9.  

    I wonder how Tim Cain really felt when the marketing suits came and told him that they know better what the boxart & design for Fallout 2 really should look like.

     

    "No more box cover flaps Tim!

     Stop being so damn nostalgic!"

    why on earth would we care what tim cain thought about box art o' fallout 2? cain considers himself something o' a cook, yes?  perhaps we listen to his opinion on the beer v. wine debates and for which food pairings he believes beer is acceptable as 'posed to gauche.  box art?  

     

     

    It seems you slept in history class. Or you're just a plain glib.

    Or you never knew on which planet you live from the first place.

    But nevertheless, keep them coming!

    It's pure gold.

×
×
  • Create New...