True Gaming Why there was no successful Minecraft clone ? |
- Why there was no successful Minecraft clone ?
- Thinking of remaking Bushido blades. Discussion.
- Having an unprepared/unqualified developers to create big games - Should this be done or not?
- Gaming mysteries that require game updates to solve are cheap and unfulfilling
- Xenoblade Chronicles 2: A case study on how inattention to little details ruin the big pictures
- Aesthetics: Themed enemies vs. enemy variety.
- Why is Resident Evil 1 seen as a classic?
Why there was no successful Minecraft clone ? Posted: 19 Dec 2017 05:34 AM PST Like it or not, success of Minecraft is unquestionable. Over the years many game companies tried to replicate the formula of simple lego-like building, fully interactive world, survival, and perhaps improve it by adding MMO like servers, more RPG elements and many other improvements. Games like Cube World, Sky Saga, Boundless, Stellar, Cubed, TUG, ... among many others. Yet almost all of those games either ended mid development, or launched to EA and nearly abandoned afterwards. Except mysteriously discontinued Cube World that gained lot of popularity. And Skysaga that was almost ready to launch but closed due publisher dispute. None of these games managed to get anywhere. Why do you think these games performed so poorly ? Why despite large interest and attractive theme, no developer managed to publish anything remotely good ? [link] [comments] |
Thinking of remaking Bushido blades. Discussion. Posted: 19 Dec 2017 07:00 AM PST Hey there /r/truegaming I'm an indie dev on UE4. I have a decent knowledge and budget to make a full game that can be completed in about a year. Apart from already watching countless youtube videos and have played that game for endless hours with my friends I have a quite detailed information of its mechanics. Yet i'm unsure of pursuing this journey as remaking is kind of stealing in my mind and I'm not very comfortable with that idea.(or even paying homage, its kind of re-imitating the mechanics)
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Having an unprepared/unqualified developers to create big games - Should this be done or not? Posted: 19 Dec 2017 03:14 AM PST I am writing this becuase I am somehow noticing a trend that some of the most anticipated games like the Division and Mass Effect: Andromeda had very controversial launches becuase of the poor quality and the amount pf bugs and glitches that players encountered. I know that I am not familiar with gameplay development but I somehow to not see giving untrained developers to make big games as a big no-no. One example of this is the developers of the first Witcher game. They admitted that they had very little experience game development but despite their lack of experience, the first Witcher game had decent quality and was actually playable. This actually gave CDProjekt the proper feedback that was needed to create a much better game which the second Witcher game was known to have better mechanics, more deeply integrated gameplay and better quality overall ... which later gave them even more feedback on how to make an even better game later on. To me, giving untrained developers to creativity to create as much as a good game as they can is not necessarily a bad thing. Maybe it, maybe it does not. At least developers will learn from their mistakes and move on onto the next project. However, having a developer that is very unfamiliar with the type of game of that they are told to do (Massive Entertainment was mostly familiar with RTS games) and EXPECT to instantly pull it off and be able to create the next big thing as The Division was marketed to be, that to me is a thing that I would have stayed away from if I was a Ubisoft businessman. Depsite that I am actually playing the Division now becuase the Gold Edition convinced me that the game was good and less of broken mess than it was before, I avoided buying the Division becuase of its negative media coverage and when players mentioned how unfair the DarkZone mechnics are. I would not be very surprised that people still think that the game is broken or does not deserve media coverage even though it is technically in a better state now becuase something about video games as of late is that first impressions count a lot when you are actually selling a product, especially a product that was hyped. I do not really blame the developers for its mediocrity becuase just becuase that developer is not familiar with that kind of game, does not that the game will suck. But I blame however the ethics behind this choice becuase if Ubisoft really really wanted to create the next big thing then it would have been better to have more experienced developers do the hard work while the less experienced will at least know the basics or do the less complicated features to at least be familiar with the game in case Ubisoft asks to create another MMO-like game in the future To me, having an inexperienced developer and tell them to create the next biggest thing in gaming history was too much of an expectation to accomplish. It would have been better if were involved in minor roles and allowed the more experienced to do the heavy work so that in future MMO-like titles or perhaps in the DLC or sequels of the franchise, these inexperienced developers will eventually get the experience needed for that particular game development [link] [comments] |
Gaming mysteries that require game updates to solve are cheap and unfulfilling Posted: 18 Dec 2017 08:53 PM PST The two examples I'm most aware of, are Elite Dangerous and Grand Theft Auto V. In Elite Dangerous, the developers slowly started adding hints to an alien race through game updates. It started with things like strange broadcasts, odd monoliths or ruins, even an unexplained encounter or two. These things alone are all very cool, but each part of the mystery was just added through updates each time. You as a player could not encounter something strange, investigate, and come to a conclusion. Even the community could not reach a conclusion. It all just led to speculation, before eventually the game was updated with more events each time. There was no mystery to solve, or solution hiding. All the community could ultimately do is speculate and wait. I think GTAV did it even worse. The hints have been even absurdly vague and cryptic, and there might not even be a "solution". None the less, we had unexplained points on maps, the infamous mural, and countless other details that barely connect, yet have been added to and expanded upon with each update. What is the appeal of a mystery that cannot be solved until the game developers give you the answer? No matter how hard you look, no matter how hard a community tries, there just isn't an answer available. Of course, if the answer to the mystery is in the game as is, then it can be datamined and the mystery "ruined" for a community. But I do think teasing a mystery that has solution at all is a bad answer to this problem. And this is without getting into mysteries that require scouring game files for hints, looking at images of soundwaves, etc etc, all without an available solution. It could be said that this isn't all that different from only having the first entry of a series, with plot threads and unanswered questions left for sequels. But with those, you KNOW that the answers probably aren't all available yet. It's obvious that you don't have access to all the information. As opposed to searching in a game for information that just hasn't been added yet. How does everyone else feel about them? [link] [comments] |
Xenoblade Chronicles 2: A case study on how inattention to little details ruin the big pictures Posted: 15 Dec 2017 01:28 PM PST Let me start by saying that Xenoblade Chronicles 1 has to be one of my favorite JRPGs of all time, to the point where I bought a physical copy of the Wii game without having a Wii. Although I had trepidations about the direction of Xenoblade Chronicles 2 (XC2), I bought the game and am currently about 15 hours into it. In my playthrough, there have been a bevy of issues that have become increasingly difficult to ignore, to the point where I think they deserve calling out. Before I say what those issues are, there are two counter-arguments I'd like to address right off the bat, especially given the "low" time investment I currently have in the game. In response to "These problems have existed in the last two iterations of XC and are more quirks of the series", I want to point out that the issues I present can still be considered issues; many details are changed in between each game, and I wanted to point out how a legacy 'quirk' can transform into a bigger problem in light of those changes. In response to the point of "some of these issues get better later on in the game or are fixed", I'd like to say that if a problem persists for 15+ hours in a game, I think it still deserves to be labeled as a problem for the sheer amount of time it persists. My goal in this post is to present to overarching facets of the game, and show you how little problems build up to create big systems that not only stumble occasionally (which can be forgivable), but stumble too frequently to ignore. [Exploration] An iconic tenet of the Xenoblade Chronicles is the sheer size of the world and setting. There is always something new to explore; either in terms of mechanics, or places, or people, or new things to do entirely. Unfortunately, Xenoblade Chronicles 2 suffers from a stifling barrier of opacity, making exploring new things either confusing or more potentially difficult than necessary.
[Menu Navigation] Xenoblade Chronicles 2 contains a complex number of ways to power up each of your characters, ranging from perks, to accessories, to skill upgrades, and Blade (aka your pokemon) management, where you do the same as above. In a game where you can easily spend a good chunk of time doing item and skill management, XC2's menu easily drags out the length of the process.
[Audio] The audio of the game contains major missteps in terms of volume balance, synchronization, and diversity.
[Combat] Xenoblade Chronicles 2 contains a berth of combat mechanics to juggle, from crowd controls, to seals, skill chains, elemental attacks, etc. In theory, the wide variety of tools at your disposal should empower you to find many different ways to dispatch your enemies in style. However, many small design choices and limitations make the system fairly clunky to use.
So these are my current issues with the game. At its core, I mostly enjoy playing through Xenoblade Chronicles 2, but it also frustrates me that there are many places in which the game could easily have been made better. My conjecture is that the dev team were pressed for time, and did not have enough time or QA to touch up flaws in localization or from player feedback. In the end, I think it hurt them significantly. For players and non-players of Xenoblade Chronicles alike, what are your thoughts? [link] [comments] |
Aesthetics: Themed enemies vs. enemy variety. Posted: 15 Dec 2017 08:39 AM PST I'd like to compare and contrast two pairs of similar games, regarding how enemies are designed aesthetically. Devil May Cry 1: Enemies are visually very different from each other, from puppets, floating reapers, shadow cats, lizard warriors, ice lizards, etc. Different colours, "origins", etc. vs. Bayonetta 1: Enemies follow a consistent "angelic" theme, with white / gold being prominent on every enemy, halos etc. And System Shock 2: Again, enemies are visually quite different, zombies, robots, cyborg nurses, monkeys, fleshy giants, etc. vs. Prey (2017): Enemies follow a consistent "shadowy tentacles" theme, and most are humanoid, etc. And we have the Operators which are all identical except for colour variations. Which style do you prefer? Do you like more variety or more consistency? Are there other game pairs in the same genre that we can contrast in this way? [link] [comments] |
Why is Resident Evil 1 seen as a classic? Posted: 16 Dec 2017 02:55 PM PST A lot of people say Resident Evil 1 is a classic, one of the best games ever made. They love it for its atmosphere and gameplay. So when I noticed that I owned the Remastered version of it on Steam (kinda forgot I got it from a Humble Bundle), I immediately started playing. After about 6 hours of playing it, I quit the game and don't intend on starting it up again. Edit: Just a quick edit to thank all of you for your comments! Didn't really expect so many answers, especially so many well thought out ones! Learned quite a few interesting things about RE1, that put a few of the problems I have with the game in pespective. I guess considering whatlimitations they had to work around when making the game, it actually is kind of impressive what they were able to achieve. [link] [comments] |
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