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Cultist

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Posts posted by Cultist

  1. We are into some jolly hamburger relevations

    Jennifer Hepler left BioWare this week to begin work on a book about narrative design and do some freelance work. Her most recent job title was senior writer on Dragon Age: Inquisition. But it was Dragon Age 2 that led to the death threats, the threats against her family and children and the harassment.

    "The outpouring of support I received — large amounts from female and gay fans — was incredibly heartening," she said. "I got hundreds of messages from people who had been deeply moved by characters and scenes that I wrote and who had made positive changes in their real lives because of it. Without the negativity, I'm not sure that I would ever have heard from all of these people confirming that there is a need for characters that tackle touchy social issues, for characters who are untraditional or even unlikeable. It has definitely strengthened my desire to continue to make games that strive for inclusivity and that use fiction and fantasy to explore difficult, uncomfortable real-world issues."

    "Games cost much too much money to focus on a niche market," she said. "To survive, they need to be such a broadly popular part of entertainment culture that you would be hard-pressed to find anyone who doesn't play games. Women represent over 50 percent of the population, tend to be in charge of household finances, and are the majority purchasers of games (when factoring in games bought by women as gifts for husbands, children, friends, etc.). To indulge a community that is actively trying to alienate this powerful market segment (not to mention gay men, casual gamers of all types and anyone new to the hobby), is suicidal.

    "It's important to listen to fans about what's important to them, but it's equally important to listen to people who are not currently gamers about why they aren't playing. Hardcore gamers want a product that is made specifically for them and is actively unfriendly to anyone new. They will beg and bully to get this product and then praise and wax nostalgic over any game that lives up to their standards even if the company that made it went bankrupt. They don't care about keeping companies in business or artists employed. Their only job as fans is to say what pleases them, and it would be foolish to expect them to think beyond that. But to cater to those desires without thinking about how to bring new audiences in and make them comfortable will ultimately result in a stagnant and money-losing industry.

    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...

    • Like 1
  2. 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.

    • Like 1
  3. 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.

    • Like 5
  4. 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."

    • Like 1
  5. I'm still unsure where are you coming from, defending Stalin or refusing to believe anyone can be worse than Hitler, or what  :huh: 

     

    They both were monsters causing horrifying amounts of misery and death. If you disagree with me on something please do say so, I do welcome different points of view. Via PM if you dont want to discuss about it here.

    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.

    • Like 1
  6. As my moniker insinuates, I favor the elegance of theatrical loquaciousness to construe my intentions above the brevity of concision. Please regard this uncharacteristic depature with considerable clemency.

                                                   

    Moderators.

     

    Please.

     

    Euthanize this degenerate and pitiful squabble.

    It'll spread. Better have it under a confined environment

  7.  

    "We're very excited to publish a new Star Contro game. We are inclined to go with an XCom-like reboot using Star Control 2 as a major source of inspiration," Stardock CEO Brad Wardell told Joystiq. "By rebooting the series á la XCom, we can bring a new generation of gamers into a fun, silly space adventure. We hope to involve as many of the original designers and developers of the series, along with the fan base. It's important to us that Star Control remain true to its origins as much as is possible."

    APTOPIX-North-Korea-Obit-Kim-Jong-Il-MOU

    • Like 4
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