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Everything posted by Strangelite

  1. I suspect my dream game / game i've been mercilessly dreaming of since I was a kid / "one day I'll pitch this" is on the verge of being made by someone else... but here goes: Imagine Elite crossed with Mad Max, in multiplayer. Technology wise, it's probably a few years off, but basically, you're a character in a post-apocalyptic world where you have a vehicle - which is yours to own. It could be a bike, or a car, or a semi-truck. And everyone has a different role to play in this universe, maybe you're a hauler who hauls petrol from one city to another, or steel, or the resources and materials the cities need. or maybe you're a 'pirate' who hi-jacks these trailers for their goods. Everything is physics based, so instead of just "collect 20x steel" - after you've hijacked a hauler in the desert and killed them, you have to figure out how to actually get it out of there... it would require teamwork, not just clicking "collect". Same goes for other resources, water, oil, etc, everything has a weight. You can't steal a haulers trailer with a motorcycle. Smaller traders could trade with jerry cans, and these are easier to steal. This would form bands of raiders, and protectors, and tonnes and tonnes of emergent gameplay. I would want it to be mercilessly brutal, and almost impossible to play "alone". the cities would actually grow organically, players would be able to build their city from the scorched earth, wherever they wanted... As you get the resources required to build special buildings, you could form armies, towns, nations, everyone having a genuine role to play in the eco-system. And nobody, not even the developers of the game would know what would happen. I just need £100m and about 5 years. *Sigh*
  2. Yes, it's going to be an patch update for Wipeout Omega Collection, I believe https://blog.eu.playstation.com/2017/12/09/blast-through-wipeout-omega-collection-in-ps-vr-with-free-update/
  3. I finished the entire single player of GTA 5 in first person mode, I'm sure there was an option to switch to third person "when in cover" - definitely helped take away some of the frustration. First Person Red Dead.. horse riding.... yeah.. okay... lets do this.
  4. okaay.... Anyway... Anyone want a Life is Strange Steam key for absolutely nothing ... PM me...
  5. One bored Sunday I'd worked out I'd spent an estimated 50k on my games life time, and decided that most of that was a sunk cost for "buying new" on the day of release... Nowadays I spend 15 quid a month and 'flip' most "AAA" games in under 3 days. This is why I use BoomerangGameRentals nowadays - A great example is Gran Turismo Sport, I had it on rental from release played the heck out of it, saw that it's got DLC on the way in December, and I've sent it back. I might get an itch to play the game again when the Single Player DLC comes out and by that point it'll either be 15 quid in the shops (like it was on Black Friday) or it'll be free on PS+ one day. Or I can just simply rent it again, I don't really "own" many games any more. I ebay'd my entire collection a few years back and it was extremely liberating - paying off years of your mortgage for the sake of a few dream cast games... Basically, Boomerang has a little "You have saved £XXXX with boomerang" and I'm at about 6000 now, I play everything on or near release and don't need to worry about ebay'ing or losing cash. (I keep a strict "return it in a maximum of 2 weeks" policy so no single game costs too much) I then have something bigger [which I call my 'core' game] like The Witcher 3, Fallout 4, Skyrim which i play between postage of the other stuff... big games like this with quest logs are great because they can be picked up and dropped off and are meant to be enjoyed more like a book experience. I platinum'd Skyrim and all it's DLC over the period of a few months, I'll never play that game ever again (and I kept Lydia alive throughout the entire bloody thing) - I'm currently whacking through The Witcher... Obviously, I buy PC and digital stuff, but much more rarely and usually only when I want to support that developer directly.
  6. <hey I know that guy name drop> Can everyone please buy this game, I know the guy who made it and he's one of the most lovely people in the games industry. A mad mad genius type bloke who absolutely deserves your cash. If you're on the fence, please buy it & tell people about it. It's a cracking little game made with lots of love and care and we need more of those in a world filled with loot-boxes and evil CEO's.
  7. I did?! Sadly I'm under a pesky NDA, so can't talk about nuffink guvnor. (one of the joys of the games industry, not being able to talk about it.. it's like fight club - only less well paid)
  8. The VR mode is being handled by another studio, but the 3D Audio was a big item they wanted to put in but we didn't have enough time in the original. So with this "extra time" they've managed it. Nothing really to do with me,
  9. I'm not 100% sure, but I think there will be "Unlocked" cars you can further edit (i.e. take their decals off), I'm not 100% sure, but I've definitely seen people ripping decals off other cars. (it was very common in the earlier Forzas too till they made a decal editor)
  10. FWIW: It may be a little over-kill, but you can download a 7 day trial of Adobe Illustrator which is the daddy of vector artwork. And there's a "live trace" option in there which does an okay job of converting png's to vector. You can then save out as a SVG (1.0 or 1.1) and it works... Everything I've thrown at it so far works fine, you'll need to watch the .svg file size doesn't get too big. Still feels a bit like cheating..
  11. What i meant was.. (and this is a good thing) there's more gamers out there now.. there's whole categories of new demographics to exploit cater for. So in the 90's there was 20million "gamers" who were ultra hardcore 'gamer gamers' Now in 2017: There's 7bn "gamers", thanks to console growth and phone users etc etc... The market has grown, but the demographics haven't necessarily increased at all. (I'd argue they've shrank) I think a large problem comes when none-gaming businessmen don't know the disparity between a phone user and a "hardcore console gamer" - and paint them all in the same money-bags brush. So when someone says "we predict 1m sales!" - that's not big when compared to candy crush or whatever and they base a business decision on this apples vs oranges comparison. Not fully understanding the market, they see their game fail to return a big enough profit, and so they look again at the current success stories, and copy their mechanics / whatever. The proliferation of mobile game business models into console games is exhibit A in my argument. I see mobile games nowadays as little more than gambling slot machines, not games. (and before everyone complains, I know there are exceptions!)
  12. Give this man a cigar, he speaks the truth. The issue here is that the big publishers are run by business men, not necessarily gamers. They have absolutely no interest in the art and craft of gaming as a cultural "thing" - they are not interested in 'giving back' to the industry whatsoever, they are interested in the bottom line and their shareholders. If you want to see interesting, risky, diverse, cool, fun, and none-generic loot-em-up games. You need to support them. Developers aren't helping themselves with their race to the bottom, and the accessibility to industry level technology such as unreal and unity is making the market absolutely saturated. The market has definitely got bigger, but only wider. It's not got any deeper. Games like flight sims used to make millions upon millions of pounds, and that could run a studio capable of making them for many years. However, that market has become so niche, and the cost of producing those games so prohibitive now that the break even is impossible. Are there less flight sim enthusiasts out there? Absolutely not, there's the same amount, but the amount of investment required to make the market leading flight sim nowadays makes reaching the breakeven point impossible. The sad truth of the games market is that the top 1% sell stellar figures, far far exceeding expectations and development costs. And then everyone starts planning / strategising and copying this new unicorn. There will be many boardroom level meetings that are sitting around saying "We want the next PUBG" - and sat next to that person will be a finance guy saying "yeah, and we should put loot-boxes in it to guarantee income!", they are all fundamentally failing to see that the critical error of their ways is that these unicorn success stories invariably offer something genuinely new & put the player first. These people are businessmen, they do not care about what's right for consumers, or customers, or ADHD kids. They certainly aren't arsed about "giving back" to the industry and making a couple of hundred grand profit. </ranty rant mcrant> *Edit: All views are my own etc etc*
  13. Wipeout was priced according it being a remaster of a previously released game. It's a bargain, everyone should go grab it. No bloody loot boxes. </sales plug>
  14. The games industry and the movie industry are incomparable for a billion reasons. Mostly down to how the projects are funded, I can bore you with the details if you want. Edit: Primarily the funding in the two industries are about the diversification of risk. Games are usually funded through one single private entity. Whereas movies are invariably funded by multiple sources of funding (as well as much more in the way of state funding) - if you watch any movie, they normally have a lot of splash screens of various production companies. If everyone puts in 20% into a project, the maximum they can lose is 20%. Whereas games funding is primarily a single source of funding, i.e. 100% funded by a publisher. Ergo, this makes them more risk averse and only interested in 'sure bets' - *or* they are interested in "improving" the long tail of games, and how to get the best chance of ROI. Motivations are also vastly different, games companies are usually aiming to recoup their development costs so they can keep doing what they are doing and keep their talented team together. The Movie industry is a hugely more transient affair where teams form and disband pre and post project. (only a core team will remain) - there's an argument that the games industry needs to move towards a movie model where teams ramp up and down and everyone lives a more 'free lance' / transient job-to-job life style. However the production of games is vastly different to movies as the skillsets [whilst important] are not as easily interchangeable. You want to keep the staff you employ, even during the "down periods" of funding. (known joyously as 'the humps') - it costs more money to hire new staff and train them in your technology. We're approaching a new middleware era where this may change, and staff will move around with less cost, but we're at the start of that era - it's definitely not the case with the big AAA studios who all use bespoke technology that takes a long time / training AKA money to learn to use to the master-craftsmen level AAA games demand.
  15. Also: Mission 8-6 is fucking great.. I was actually googling pit strategies and actually, 100% nailing my car around the track. Still haven't done it yet, but I've been so close... I'm actually going for a 2 stop strategy which is mental...
  16. I did quite a lot of painting in my Forza days.... but the decal uploader is just cheating.....
  17. FWIW: GT Sport - After a [brief] initial disappointment the game is awesome. if you're a single player there's plenty of stuff to do with just about perfect difficulty balancing. Online is a bit hit and miss in my opinion (but still good) - and they just announced some really meaty DLC in November and December. There's definitely something about the game I really enjoy... Project Cars 2 - I played this much less time than GT, but found the handling to be... unpredictable, I think it would massively benefit from a wheel, but I also found it a bit dull. The usual campaign progression system, pick a car, win a race, repeat. (Sure that's what you do in GT too) - but I just didn't think it felt very varied. If it was my money I'd go for Gran Turismo... Just...
  18. I've played this a lot since the AUS launch.. it's "okay" - it's a bit too bite sized and a bit too repetitive to come back to over and over... I guess fans might like it, but it doesn't feel as "alive" as the DS games.
  19. (This isn't the humble brag it probably sounds like) I really struggled with some games on a crappy old telly, I then bought a 55" 4K Tv for the Witcher 3 (basically) and I realised my eyes were fine. The increase in relative pixel size makes the font bigger and obviously easier to read. Average telly sizes have grown, I think Gamedev's are just working on those kinds of average screens. (Looks at 80" TV in corner of office)
  20. Haha, but they just won't let me leave... (Edit: Didn't think I'd spend my afternoon arguing about a console that's as dead as a door-nail whilst trying to support the Switch and praise Nintendo for learning from their mistakes )
  21. *sigh* this is is why I lurk... If you put aside one game, Mario Kart, and one game, Wii sports, and look at the vast majority of Wii games. Not many of them will have sold enough to penetrate the top 40 all formats charts. I'm not going to argue the semantics, as it was a general point - to point out what Nintendo have learnt since the Wii through the Wii U and [hopefully] corrected for the Switch. I don't think it's beyond the pale to suggest Nintendo first party isn't exactly prolific in it's release quantity and time scales.
  22. Well, the original discussion was "what are the reasons people buy systems?" - The basic premise is games sell systems. Given Mario Kart wasn't even a launch title, I'm not even sure why it's relevant. My point was - Wii Sports made the Wii a success story. Mario Kart had a huge audience to sell to, that Wii sports and other titles built. I *think* / *hope* / *whatever* that Mario Odyssey does the same for Switch. I think Zelda certainly did. Anyway, Don't want to anger the Nintendo fanboys, just trying to throw in some insight earlier in the thread about the life cycle of console platforms and how the platform holders think.
  23. Okay awesome, back to my stance of "opinions innit" - I'll duck out of here now, toodle pip
  24. Not always it wasn't no. You can't surely be suggesting that Wii Sports wasn't a system seller?
  25. "Comparatively" was obviously a key missing word. Wii sports sold 87 million units. 37m, although hugely impressive, isn't comparative.
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