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3/06/07 4:04 AM
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Viewed 2673, Replies 52
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3/03/07 11:23 PM
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Viewed 1326, Replies 38
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Originally posted by OldManSweeny I don't know, many decisions were in the hands of those above me. I doubt it would have been a viable option, since running two versions of the game before the NGE went live was "impossible". |
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3/03/07 11:19 PM
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Viewed 1326, Replies 38
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Originally posted by ShadowLords I have answered all those questions previously. |
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3/03/07 11:18 PM
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Viewed 1326, Replies 38
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Originally posted by Fishermage This was my answer: I'm very carefully considering whither questions to answer, with a heavy bias for not. I am carefully considering whether to answer. Anything not previously announced by SOE is not mine to announce, unless it's actually about me. |
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3/03/07 6:05 PM
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Viewed 1326, Replies 38
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Originally posted by ShadowLords Oh, reverse psychology with all the loopholes covered. You must have had a clever DM with a special fondness for evil genies at some point in your gaming career. I'm very carefully considering whither questions to answer, with a heavy bias for not. |
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3/03/07 2:24 AM
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Viewed 1061, Replies 27
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Originally posted by Dvol That's mainly it. After the fifth or sixth time typing the same reply, only to turn around and bump into the same misinterpretation which has already been addressed multiple times... and it occurs to me this isn't working. I'm thinking of making a FAQ. But apart from that... I just don't have much else to say here. |
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2/25/07 4:33 AM
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Viewed 4428, Replies 57
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Originally posted by Shayde I didn't say they used focus groups to make the NGE. You said that. And a lot of the more controversial development was done in parallel, so the decision makers could take their sweet time deciding whether to go with it or not. Focus group feedback was one input to that decision-making process. But you know, if you aren't going to believe anything I say anyway, then don't talk to me about it. Believe whatever the internets told you. If you can wrap your head around the absurd notion that they had focus groups just so when the current players freaked out, they could say focus-group! and make everything all better, well then good on' ya. I could never manage that sort of magical thinking myself. That, and anywhere from half to 3/4 of the focus groups weren't even SWG players. Yes, we've been over this. SWG players were not consulted. Maybe they wanted to sell it to someone other than SWG players. The only focus groups that focused on players and ex-players were the ones AFTER the nge was launched. They ALL said "rollback" Yes, we've been over this. Can't you just put it in your sig or something? But I digress. Not only that, but I wouldn't do it again. Since you would still do it today, maybe you shouldn't be so offended that SOE did it to you. |
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2/25/07 12:48 AM
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Viewed 9039, Replies 169
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Originally posted by DarthOlomew Reminds me of the old joke, You know the definition of minor surgery? Surgery someone else is having. Genericized Reply Follows || |||| || |||
Not really. Might have seemed that way because there's so much more player-developer interaction than player-publisher interaction, but they were always very involved. Typically the publisher - especially as the IP holder - reviews and revises everything, and nothing moves forward without approval. Approval over the publish plan, the individual designs, all the implementation, and then the publish as a whole: nothing goes into the game without approval. Except when I gave Luke Skywalker a badge for blowing up the Death Star. That went in without approval. And came right back out. In a hotfix!
I couldn't even make a guess. Both DEVELOPER and PUBLISHER have to be in touch with the community, or else at best there'll be schizophrenic publishes with some things some people wanted, and some things from left field that someone thought people wanted. Tricky, if only one or the other has a community manager in there. You probably know all this stuff, but I'll type it anyway: Generally a game only has one major acquisition period: when it launches. So up to that, the focus is on acquisition: Advertising, marketing, merchandising, buzz-making, community-building, going open-beta and making beta-testers happiest at the very moment the NDA is lifted. From there to launch, pampering the newest community members, encouraging the pre-orders, responding to their concerns, and noticing the original beta testers are starting to grouse, because all game design previously (since beta, anyway) was to serve them, whereas now the game design consideration is also for Johnny-Come-Lately's satisfaction. Most of your customers are the shoppers, so they get the most attention. Then launch, and lots of people buy the game. Almost all your old beta testers of course, mostly pre-orders, but just a drop in the bucket compared to the number late-comers, many pre-ordered as well. And those just a drop in the bucket compared to the number of sales to players you've scarcely seen. And this is maybe your only major acquisition event. Then focus shifts to conversion: Delivering what the brand new players are going to want, ensuring their experience is sweet, meeting their expectations, and delighting them. You're no longer focused on satisfying the random shopper's desire, but instead catering to these new players, game development focuses on your new priority: Most of your customers are the not-yet-paying players. You want to find out what that guy needs and wants and what's going to keep him coming back. Over the next few weeks and months, your focus shifts to retention. As the number of new players shrinks and the number of subscribers groups, the focus of development shifts over, too. Now you have a bunch of players and need to keep them for as long as you can. So you listen to them, address their concerns, satisfy their desires. Most of your customers are the current subscribers, so that's what game development serves.. And you stay just like that: with most of your players now "current subscribers", not "future subscribers". Any game that revamps their newbie tutorial and new player experience two years after launch... Well, they are probably just finally getting around to touching it up. Probably, it has just taken so long to get to it because their focus has been on retention, with their development serving their customers, the current subscribers. They're probably not prepping for another acquisition event, probably not devoting their development resources and design consideration to their customer, the shopper.
Both! The customer is what game companies want, developers and publishers. For the companies to get what they want, development has to be squarely revolving around what the customer wants. But keep in mind, their primary customer is only one of the three: the shopper, the not-yet-paying, or the current subscriber. If you think that you are the primary customer, but actually it's one of the other two, then that could be pretty frustrating. |
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2/24/07 10:01 PM
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Viewed 1935, Replies 43
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Originally posted by suske Whatever happened to ah... I can't remember the name of it. One canceled pretty late in development, some fans were trying to raise money to buy the rights and release it OpenSource? |
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2/24/07 9:55 PM
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Viewed 4428, Replies 57
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Originally posted by Shayde Want to hit Google before you submit that as your final answer? Second one is just a cop-out. I prefer "a joke". Maybe he was there and I just wasn't paying attention. The third one is actually refuted by Smed when he said AFTER the nge that he forced employees to start playing the game and found out it was "Nowhere near fun right now". You can't just stick any old noun in place of "them". It doesn't work like that. The $OE environment you are painting us is a complete dev team that KNEW that this was a bad idea, No, I said the dev team knew the current players would not like the NGE and that many would quit. Most thought it a bad idea, others thought it a good idea, and for various reasons on both sides. I've said that about three times now. I assume this is my disconnect, but I just don't get it. Why is everyone rewriting that? told nobody and followed orders that some mythical people in charge you won't name forced on everyone. (I say mythical, because every name we say who claimed to be "in charge" including yourself are blameless according to you). I didn't say I was blameless. I did say that I won't name names. Most of the devs were, in my opinion, blameless, but that's because I don't think they needed to quit their jobs or get fired, and because if employers and responsible for their employee's acts - not just because it is the law, but for the same reason it is the law: It's just. That the whole nge was actually not only forced down every gamer's throats, but all the dev team's as well. That you were all forced to tote the company line and tell the world everyone loved the idea... continue to love the idea.. and nobody knows why we all left in droves. It's easier to prove I'm a liar when you put the words in my mouth like that, huh? |
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2/24/07 9:38 PM
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Viewed 4428, Replies 57
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Originally posted by Wildcat1984 I didn't do that! |
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2/24/07 9:36 PM
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Viewed 4428, Replies 57
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Originally posted by Obee No, no. Believe me, I get that. Your imaginary revamp would have been just as bad because it would still have removed much of what made the old game fun. That was my conclusion. Outsied of the more vocal PvPers, the playerbase didn't want the constant nerfing and chasing of some mythical 'balance'. We wanted the game we had, but with more things to do in it. We wanted more quests, stories, and events. We didn't want a revamp, and neither did the imaginary players your former company was trying to attract. I know! The whole idea of relying on looted equipment doesn't even make sense for a non magical fantasy type game. SWG had the single best crafting system found in any MMO that has been released and you still think it needed to be made less useful? Absolutely not. This was my thinking back to "What could I have done better." That was about it. I agree completely it shouldn't have been done at all. The closest I could have gotten to not doing it at all would have been to quit. I just wouldn't have, though. |
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2/24/07 9:26 PM
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Viewed 4428, Replies 57
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Originally posted by Wildcat84 I think you've read by now, since I've said it several times, that I said I liked the clicky combat interface more than CU combat. There's no need to be dishonest. It makes your merciless, but otherwise Christ-like, unyielding devotion to heroic integrity seem merely vindictive. You are working for another company now and soon will have something else to sell, something you dont' want tainted by the CUNGE. Well, sucks to be you, because it's going to. Yeah, you've said that before. Don't worry, I didn't forget. Taking a stand back THEN when it counted when we all did (got me 3 forum permabans) when Tiggs did (got her fired) would have made you a hero. I'm not really the heroic type. I'm not really even taking a stand here, by the way... whatever you mean by that. Words are cheap. You SO moralize. You SO speak what you think we want to hear. No, I think have in several cases refused to do so, when what you want to hear is untrue or - contrary to your sense of entitlement - undue. Actions speak louder than words. You once held the "lead designer" title, which Dork Lord Heliass (not qualified to design a taco much less a MMO) and Blixtev "0 bugs in the publish".. Uh, MASSIVE bugs found, don't worry, the hotfix will get them... holds. No I didn't. One under that. Where were YOU when WE needed your voice? When it might have mattered? When Smed dismissed US as the "vocal minority?" I was working for Smed, of course. You say your whole Dev team knew the NGE was doomed. No, I said the whole dev team knew the NGE would not appeal to current players and that many of the current players would quit. Some knew it was doomed, and others thought marketing would carry the day. Yet NONE of you had the balls to stand up for us. Why do you make me repeat myself so much? Is it just that you don't believe me? Some DID stand up for you. I wasn't one of them, but I was not the whole dev team. Sorry, I don't care what you say now. You will do the same to some future playerbase, if you are allowed to hold a similar position for another MMO. You're wrong. Uh, no one anywhere in the position I was in has the authority to NGE a game. But even if they did, which is ridiculous and impossible, even if a sub-team lead on a game for some reason had the ability to completely redesign the game and surprise the players with it, somehow in spite of the fact that is impossible, I wouldn't do it. My hope is you never make it there again. Oh, you didn't even have to say that. I figured it out way before I read this far. |
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2/24/07 8:41 PM
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Viewed 1935, Replies 43
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Originally posted by Dvol Sort of. Just about all skill systems have "levels" behind the scene, if they increase character power at all. Even if the game system never explicitly does all the math to figure it out. And all class systems have "skills", if characters gain new abilities as they level up. The difference is you don't usually get to choose which skill to pick next. But in broad terms, "Class-n-levels" are the D&D type games, where you pick a class, earn XP (usually), and gain a level when you have earned enough. The player's focus is on ding'ing that level, so even a game where you pick a class, level up, and then choose a new skill at each level would be considered a class-n-level system (maybe like, from a class-list, or in fact as in D&D 3rd). But if you're playing to advance your level, and new skills happen as a side-effect, most would categorize that as a class-n-level game. By contrast, skill systems are like UO and old-SWG: the player's focus is on earning the next skill. In SWG that might also increase your "level", but in reverse the above, the level up was a side-effect of skill gain. *skills-i think your confusing skills with skill points.I rather enjoyed being able to spend those points anywere i wanted..That had alot of content for me when i got bored with my current *Build*skills are in wow ie your back ground weapons and such gain in skill.Let me make sure were on the same page..when we say we want skills i guess we should add skill points to spend as we see fit.But your given x-amount no more no less..i Ah... I was just speaking broadly, here... not about any specific sort of implementation. *both-hmm if you could answer the first line i think SWG was both? Various systems needed a number that they could compare to a creature's level (or another player's number), so one was calculated on-the-fly based on what skills you had with your currently-equipped weapon. Internally it was called "combat level". Different sort of thing than a character's level in a D&D type game. In those, for example, your combat skill (such as chance to hit) is calculated based on your level. SWG did the reverse, so your level was calculated based on your combat skill. *none-player wont feel like he accomplished something-None is kinda | |