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Cultist

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Everything posted by Cultist

  1. So far DA:I looks like a bastard child of Dark Souls, raped by Skyrim...and it seems like Witcher 2 took part in the fun. I wonder who is the true father?
  2. Ahaha, Russia sure knows how to threat that scum. I remember that old video about Tatchell getting his face smashed. I fully expect Russia will deliver more jolly moments of gay persecution during the Olympics.
  3. I loled when someone threw paper box at the armored transport at ~6:00.
  4. We are into some jolly hamburger relevations I guess she does not yet understood that people like her is the reason gaming industry is losing money and games fail. Anyway, as others said, a small step for Bioware in a right direction. If only they could ditch Gaider...
  5. Tropic is the only profitable project among tonnes of tonnes of shovelware Kalypso produces.
  6. That's how average console player looks.
  7. I'll be happy with any loot system as long as I don't have to do idiotic things, like positioning my character to be exactly at (X,Y) spot because on (X+1,Y+1) you can't access loot on the ground.
  8. You could play as dwarves and elves in DA2 as well - just select varric or that whiny degenerade you can sell to slavery later on. See, you are playing elves and dwarves!
  9. Players looking for more XCOM stuff will be interested to hear that something called XCOM: Enemy Within has been spotted on the South Korean classification board as well as the Steam database.
  10. Devs stated that there will be a proper "evil" path, and yes, I know that there is no alignment and evil is subjective, there is no evil, only perspective blahblahblah. Not going to throw another thread into that retarded "evil" debate. The question is about how far game should go? A lot of subjects make people, used to carebear and fairy-tale games, uncomfortable and PE is said to be aimed for mature audience. There are common acts, considered as "evil" such as greed, stealing, treachery, murder and so on, in which most RPGs operate, but I am talking about more mature aspects: - Slavery - confirmed already. - Racism - always a pleasure. Enjoy your Orlans. - Child killing - good times with Fallout. I'm curious what developer will bring this back in their games as I can't remember who made it into their games since Fallout. Dwarf Fortress, of course, is the exception. - Rape - as we know from Icewind Dale, Josh Sawyer have a soft spot for rape in his games so we can expect even more.
  11. BG1 and 2 had this horrible pixelhunting feature when it comes to loot collecting. Two foes died near each other and here we are - enjoy a game of clicking loot piles that are a millimeter away from each other. I have no idea if devs already changed loot system but in case they wish to stick with Infinity, here's my proposition of a simplest thing to do: Make a radius for loot. So if your character sands near three piles of loot he could see them all as a simgle big pile. In a way Falloutdelt with the problem when several enemies ended up very close to each other.
  12. I'll just leave it here Riccitiello: "Precious little to indicate mobile is building long-term brands" Ex-EA CEO talks about how publishers are changing and how chasing graphics on mobile can be a "road to ruin" In a "fireside chat" at Casual Connect, ex-EA CEO John Riccitiello sat down with journalist John Gaudiosi to talk about the state of the business. Gaudiosi asked what Riccitiello thinks of the state of the industry today and who the winners are in mobile. "It's shocking how long titles stay in the Top Fifty," Riccitiello said. He also noted that there's no publisher with broad, long-term success on mobile. "Most publishers have only one or two titles in the Top Fifty," said RIccitiello. "Almost no one has a title with more than a year in the Top Fifty, and there's never been a successful sequel." Riccitiello's solution? "Mobile needs to build brands," he said. "Madden is in its 25th year. So far there's precious little to indicate mobile is building long-term brands." The touchstone for Riccitiello is how well people do version 2.0 of a successful mobile game. Can publishers create brands that will last for multiple years? He feels that is going to be a key towards creating a valuable mobile publisher for the long term. Gaudiosi asked what the role of a publisher is in mobile games, and Riccitiello said that's still developing. Classically, he explained, publishers do three things: Provide capital, turn content into money (transactions), and provide editorial service. Mobile developers still need capital (especially as budgets increase), and help improving a game (both technical and design help) is always useful. What's not clear, according to Riccitiello, is how helpful publishers can be in handling transactions when the platforms provide much of that mechanical assistance. The conversion of content into money is a mix of technology, marketing, and design, and mobile games are showing themselves to be different in many ways than games on other platforms. What needs to change, according to Riccitiello, is the balance of revenue between the distribution platforms and the content providers. "For Apple and Google over the last five years, perhaps half or two thirds of their increase in shareholder value is directly from mobile products. That's about $300 billion of capital created by the distribution platform," said Riccitiello. On the other side is content. "Games are about 75 percent of all mobile app monetization; perhaps $25 billion of shareholder value has been created by content. That's ten times more value created by the platform creator. That wasn't the case in console." Riccitiello feels that there's great potential for game creators to change that equation and generate a lot more value from the content than from the platform. Gaudiosi then asked Riccitiello what mobile can learn from console. "I've visited with many developers since I left EA," Riccitiello said. "Many have told me they want to bring console level graphics to mobile, and that will make them better. I tell them investing in better graphics without a better game is a road to ruin." Riccitiello feels that while mobile power is increasing, the rewards will go to developers that generate more satisfying games, not just better-looking games. "One bit of advice as you're looking at more powerful mobile," said Riccitiello. "Think about how that allows you to create an experience you haven't seen before. What game mechanic wasn't possible before?" Developers that find good answers to that question will do well. Finally, Gaudiosi asked if Riccitello had any thoughts on how second screen gaming is impacting the business. "No one really knows the answer," said Riccitiello. "I sit on my couch looking at my email, playing a game on console, and playing Candy Crush on my tablet. I'm using mobile screens all the time. I have seen some absolutely stupendous dual screen experiences with console and mobile. I don't think we're scratching the surface so much as we're waving our hand above a surface that we're yet to scratch." Riccitiello said that some of us would argue that all you need is a tablet or a phone and wireless HDMI out, but he disagrees. "TV is going be used for mobile games and dual screen will be a really big idea when you figure out a gameplay experience that is better."
  13. Stalin was a pretty cool guy. Even agfter 70+ years after his death he still can successfully produce a legendary butthurt in baltic states and other people, who learn history by Discovery channel, movies and cartoons.
  14. Using GW trademarked elements to promote your product is the best way to get remarcable adventures in your life.
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