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Project Kerensky - An Exile's Solution To Mwo


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#41 General Taskeen

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Posted 18 December 2013 - 07:43 AM

Well, you could ask some of the former MW:LL Devs - although I think most of them have jobs at Crytek now.

It would be more fair if the Mech Warrior IP was allowed used by other parties.

Kesmei had Community Warfare in a Beta for the old MPBT3025 game. Previous Mech Warrior games allowed modding, private servers, etc.

Edited by General Taskeen, 18 December 2013 - 07:47 AM.


#42 Praslek2

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Posted 18 December 2013 - 10:00 AM

I for one, am very interested in seeing how an idea like this would look.

This project would probably have a lot of bugs/problems to solve, but the roughness isn't the point:

The point is people are getting fed up with PGI/IGP taking their money and not giving them what they paid for, in spirit, if not in the actual lettering.

[Edit: To be clear, I mean the constant spamming of "BUY NOW" and the complete lack of truly new content and implementation of basic features for.. two years now?]

Edited by Praslek2, 18 December 2013 - 10:10 AM.


#43 Steven Dixon

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Posted 18 December 2013 - 10:24 AM

It sounds like you are really talking about a mod rather than a game. This isn't meant to be an insult but as a suggestion. If you can get together some programmers maybe you can make a mod for ArMA (look at how successful DayZ is). As long as its non commercial you should be fine.

If you actually want to take the license from PGI and make your own mechwarrior game...this simply isn't going to happen. Hey we all have our fantasies and that's cool, but it won't happen. Just for starters PGI actually recently extended their licensing contract with Microsoft. First off this means that they showed Microsoft their financials and microsoft was pleased with what they saw. Naysayers might claim that this is because of all the 'money grabbing' and 'scamming' so of course they are doing well, but just in the short term. Believe what you want, I'm not going to try to convince you otherwise.

If you actually do want to try to get the license from Microsoft you are going to need a very well thought out business plan. Having fantastic gameplay ideas and goals are great but they don't really mean anything to Microsoft and they won't keep the business running. It sounds like a very ambitious goal and for that you generally need a big team of skilled professionals (who generally demand a large salary). If the plan is to get skilled people to donate their time to make something great, again you are talking about a mod (which again isn't a bad idea).

If its a business you will have to start with some practical questions and come up with some realistic answers. Where is the revenue coming from and how much is it on a monthly basis? And you will need concrete numbers. And how did you get those concrete numbers? If you say that you will make 2 million a month, where did you get this number (as an example). Is it based on what you think the community will pay because they are having so much fun? Where is your office going to be? How much is the rent? Are you just going to hire local people? How many employees will you have and how much are you going to pay them? Will you even have an office? What are the costs and benefits of having an office for the business model you are predicting? How much do servers cost? How many servers are you going to have? Are you going to have international servers? What are the difficulties involved with having international servers? What is your timeline for releasing content? Why do you think this is a realistic time-frame? How will you monetize this content? If you aren't effectively monetizing content how does this make you a good business? Keep in mind that you are going to be presenting this to business people, even 'goodwill' has a $ value in the business world. These are just a few questions off the top of my head, you will have to answer far more questions that this if you want to make a business proposal.

#44 Aim64C

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Posted 19 December 2013 - 08:27 PM

View PostSteven Dixon, on 18 December 2013 - 10:24 AM, said:

It sounds like you are really talking about a mod rather than a game. This isn't meant to be an insult but as a suggestion. If you can get together some programmers maybe you can make a mod for ArMA (look at how successful DayZ is). As long as its non commercial you should be fine.


A mod is not out of the question... however, if I were 'the man with the plan' - the mod would merely be a show-case to drum up the interest of venture capital.

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If you actually want to take the license from PGI and make your own mechwarrior game...this simply isn't going to happen. Hey we all have our fantasies and that's cool, but it won't happen. Just for starters PGI actually recently extended their licensing contract with Microsoft. First off this means that they showed Microsoft their financials and microsoft was pleased with what they saw. Naysayers might claim that this is because of all the 'money grabbing' and 'scamming' so of course they are doing well, but just in the short term. Believe what you want, I'm not going to try to convince you otherwise.


What the community giveth - the community can taketh away.

People did not accomplish because they realized they would "never" accomplish or payed attention to those who said they "would not" accomplish. That doesn't mean you bullishly slam your head against a brick wall against all common sense - but it means you do not ever take your eye off of your goals.

Microsoft owning the IP is actually a good thing. About the only issue that could arise is if PGI managed to wrangle a line in there that ensures them exclusive licensing - which I somewhat doubt. While some may see it as 'whoring' out - agreeing to develop a title for Microsoft proprietary forms (Windows and Xbox One/360) would be an interesting ploy.

Quote

If you actually do want to try to get the license from Microsoft you are going to need a very well thought out business plan. Having fantastic gameplay ideas and goals are great but they don't really mean anything to Microsoft and they won't keep the business running. It sounds like a very ambitious goal and for that you generally need a big team of skilled professionals (who generally demand a large salary). If the plan is to get skilled people to donate their time to make something great, again you are talking about a mod (which again isn't a bad idea).


You're applying conventional thinking. The software world has changed.

For starters - programmers and graphic artists have greatly inflated salaries to begin with. The reason why they got paid so much to begin with was because of the low market permeation of development software, the requirement of locality for organizational and infrastructure purposes, and the fact that all of this combined to require an individual relocate and take up computer programming, graphic arts, etc as a full-time profession.

That's gone the way of dial-up.

It's no longer necessary for a team to be local to each other, full-time, or to have degrees focused on programming/graphic arts. A lot of engineering types and general eds end up taking computer courses involving programming and/or graphic arts, even if they never pursue completion of a certificate or as an actual minor within their degree - they have more than adequate skills for the job (in some cases, they put out better quality work than the applicants you would receive for full-time positions).

For a 3d artist's industry average yearly salary - during which time he'd make around 50 models (depending upon complexity, animation, if he was handling texturing, etc), you could easily contract 80 similar models out to free-lancers and have the models available for revision and approval within four months as opposed to twelve.

It would take effort to build the network - but social networking is -extremely- powerful. Everybody knows somebody - and that somebody knows other bodies.

It's kind of like looking for a job. You start by letting those around you know you're looking for a job. I would imagine, if you asked around, most people out there got their job through a friend or acquaintance. Some may have been hired directly or at the suggestion of that friend/acquaintance - others were simply informed of the position through their friend/acquaintance.

Similar, here. It's not important that only 'powerful' people get behind the project. It's important that people know to be looking and asking around for the 'power' the project needs.

Quote

If its a business you will have to start with some practical questions and come up with some realistic answers. Where is the revenue coming from and how much is it on a monthly basis? And you will need concrete numbers. And how did you get those concrete numbers? If you say that you will make 2 million a month, where did you get this number (as an example). Is it based on what you think the community will pay because they are having so much fun? Where is your office going to be? How much is the rent? Are you just going to hire local people? How many employees will you have and how much are you going to pay them? Will you even have an office? What are the costs and benefits of having an office for the business model you are predicting? How much do servers cost? How many servers are you going to have? Are you going to have international servers? What are the difficulties involved with having international servers? What is your timeline for releasing content? Why do you think this is a realistic time-frame? How will you monetize this content? If you aren't effectively monetizing content how does this make you a good business? Keep in mind that you are going to be presenting this to business people, even 'goodwill' has a $ value in the business world. These are just a few questions off the top of my head, you will have to answer far more questions that this if you want to make a business proposal.


A lot of these are questions I've thought about extensively over the past couple years.

Remember - I grew up with my father as a factory manager. He was one of the few 'dark artists' left in the American industry for aluminum diecasting. Even if 'his' company (he didn't technically own it) was a secondary, contingency supplier of a part - Garmin, Bosch&Lomb, and others would fly him out to consult on the design of a part. He knew where designs would cause extra strain on the die (increased failure rate, decreased reliability and accuracy of parts - reduced interchangeability - just bad overall), what would prevent proper ejecting (requiring parts to be manually removed - time-waster), how to design it to reduce tooling costs, etc.

While he died before I ever had the chance to learn much of the specifics from him - I am his son, and inherited much of his mindset, conviction, and business sense.

It's not that I have just thought about "how much will it cost to do X" - it's that I've thought about "in what ways can X be done?"

Which is where the "bitcoin-esque" idea for server operation came into being. The idea hit me that it might be possible to completely decentralize accounts and server management in a similar way that Bitcoin has no centralized authority in it. Bitcoin uses cryptography and compression to keep a record of every transaction made within the system. In a similar way, by treating each launched and completed game as a 'mined block' - it should be possible to store all player relevant data in the cryptography chain.

There would be a few hurdles (as there are a few peculiarities to bitcoin) - but the idea means that a game can run with a completely independent 'economy,' of sorts, with fairly robust defenses against hacking. One could, possibly, build multiple games onto the same cryptography chain.

Monetizing additional content might be a bit tricky, as the system this idea is based off of was specifically built to prevent the establishment of a centralized issuing and regulating authority. Though I am sure provisions for a 'hard currency' purchased in exchange for 'real' currencies (because fiat currency is somehow more real...) could be made - there may be other means of monetizing the game (such as just selling the game outright like many indie developers do).

There are a few ways to play the business game. You can provide comparable goods/service at a more competitive price. You can provide a product/service that doesn't exist. You can provide a product/service at a superior level of quality (provided there are people willing to be benefactors for that service - I've seen more than a few restaurants that should have gone out of business but were propped up by people who wanted their favorite watering hole to stick around).... or you can provide products/services in ways completely apart from competitors.

Trying to start something new and playing the same game as the 'old guards' of the industry is a generally bad idea. If it's worth starting something new - it's worth trying something new and approaching the problem from new angles. That's how you get an edge. In a world of successful game publishers - you don't get noticed by mirroring them.

It's a similar idea to one held by retired teacher who used to frequent our restaurant. He often argued with his students: "If all of you answer all the questions on the test correctly, you all should get a C." The logic went that you don't get ahead in the world by doing and being what everyone else does - you get ahead by making yourself stand out. Not just succeeding, but contributing additional, unique value.

"So you can add up numbers on a spreadsheet - so can the other two hundred kids you graduated with and the thousands of graduates applying for jobs in the world. What value can you add to the position? What can you actually do for me, the employer? Why should I pick you? What are you going to do in the next three months that makes you worth picking over the others? What are you going to do in the next nine months to convince me that I need to retain you at a higher wage?"

The difference between an outstanding employee and an outstanding entrepreneur is just a matter of audience. One appeals to established businesses. Another appeals to customers to form a business.

The thing is that, for now - a lot of what I can do is talk and make suggestions, offer options, etc. I am very cautious about confusing my own personal ambition with the course of action that is best or that will most satisfy the community. Along with that is the reality that my current goal is to get a group together.

I can't (and shouldn't) dictate what decisions that group makes. While getting that group together might give my statements and opinions a little more mileage (if bringing that group together is successful) - I don't expect to be making many of those decisions in the end (certainly not on my own).

I may want to try and create some crazy 'game from the ether of internet' within an unorthodox and unproven production model using radical new server/transaction architectures... because I like the idea of: "go crazy or go home" - but I can understand why others would shy away from that (particularly when I'm talking crazy with their money).

If I'd won the recent Mega Millions - it'd be nothing for me to throw a few million dollars at my own crazy ideas (such as the superconductive switch made of graphene strained by the deformation of boron-nitride crystals under a high voltage potential - under which doped graphene, when strained, has been shown to behave like a Type III superconductor which could potentially operate at room temperatures.... then there's the idea of using the piezoelectric effect to induce RO pressures at microscopic scales, using the Peltier Effect in conjunction with Ohmic heating to produce amorphous metal alloys...) ... yeah - plenty of ideas (why my response to "What do you think about winning the lottery?" would be: "It's just enough money to go broke on.")... kind of just rambling at this point...

Anyway - I've typed enough. I'm going to try to get a forum set up for us over Christmas and the holidays - but right now it appears as if my cat may very well chew my hand off before then (the poor critter is here alone while I'm at work... then I come home and spend that little bit of free time staring into a glowing square - I don't blame her for being pissed).

#45 Steven Dixon

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Posted 20 December 2013 - 10:39 AM

Actually I quite agree with you about needing to think outside the box. My post intentionally referred to old school thinking because you are going to run into that a lot (with MS, publishers if you go that route, software vendors, distributors, ect) and you will need to address it and convince these people that your idea is both better and actually workable.

That is one of the reasons why I mentioned what are the 'advantages and disadvantages of having an office?' This is something that is relevant to many big businesses. That's not to say that they are necessary, but traditional organizational theory still holds that they are better for organizing large, complex projects. They are also something more tangible so they make your company seem more real (to people that are themselves in a large office). You're quite right that a traditional office probably isn't the best fit for what you are doing and is often sometimes more inefficient than helpful in the modern world, but this is something that you will probably have to address and will cause you major issues when you are dealing with big businesses.

Getting start up capital is also a problem. A traditional publisher is going to be extremely difficult to get with what your proposing. Getting VCs is also almost out of the question. Kickstarter (or something similar) is a possibility, but then you run into the problem that you would really need a viable model to get the license in the first place and if you don't already have the license then its a bit disingenuous to create a kickstarter for something that you don't even have permission to make. Its not a deal breaker (there are many ways around it) just something to consider, although I'm sure you have.

Self funding is possible if you find enough people with deep pockets but things in the software world can be a whole lot more expensive than people think (PGI spending 100k to make a map is high but not nearly as outrageous as people think) and you will need a large enough warchest that you can keep in business and pay salaries for a long time with no revenue coming in. When you come up with a workable budget and timeframe you should increase it by at least 50%-100% (I'm not kidding). And even low ball we are still talking literally millions of dollars for a commercial product (on average: 100k-1mil for extremely simplistic games, 500k-10 million for an 'indie game' around 20-50 million for a 'AAA game').

And if you do go ahead with this my best word of advice is to get a lawyer early in the process, trust me this is absolutely crucial. People that are your friends and family or that seem quite reasonable and enthusiastic can quickly turn into your greatest enemies when money is involved. It can also help prevent you from being exploited by larger companies.

One of the reasons I advocated a mod isn't because I only felt that you could only do a mod, but rather that successfully creating a mod would at least show a track record and your ability to successfully create a game. None of this is to try to discourage you though, I truly wish you all of the best. I'm somewhat just taking the role of the naysmith (though less directly because in the internet that can be confused with a troll). I have no personal loyalty to PGI. I actually think that MWO is pretty good and I really enjoy it but I'm only interested in playing a fun BT game. If you can make a better one I would gladly throw money at you. I may think its an extreme longshot but the world is only changed by people taking extreme longshots. Please keep us informed.

Sidenote: graphene does have some crazy properties doesn't it? And I always enjoy a good ramble :P

Edited by Steven Dixon, 20 December 2013 - 10:40 AM.


#46 Markoxford

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Posted 20 December 2013 - 08:39 PM

LOL :) great thread, very funny...oh, what..you are serious ?? $1000 for the MW IP cos you will ask M$ nicely, give you the models PGI spends millions making to use in a mod for free, throw away all the advantages of computers and make it exactly like a table top game ? You know they made a conservative $1.5M on project phoenix right ? With the new "al a carte" options they will probably make double that on Clan mechs.

Guys, leave if you want - just please stop kidding yourselves that anyone cares what you think.

Edited by Markoxford, 20 December 2013 - 08:41 PM.


#47 Aim64C

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Posted 20 December 2013 - 09:32 PM

View PostMarkoxford, on 20 December 2013 - 08:39 PM, said:

LOL :) great thread, very funny...oh, what..you are serious ?? $1000 for the MW IP cos you will ask M$ nicely, give you the models PGI spends millions making to use in a mod for free, throw away all the advantages of computers and make it exactly like a table top game ? You know they made a conservative $1.5M on project phoenix right ? With the new "al a carte" options they will probably make double that on Clan mechs.

Guys, leave if you want - just please stop kidding yourselves that anyone cares what you think.


They published their numbers for Project Phoenix?

Because they made over $5M on the Founder's Package. That was with $120 being the highest possible entry. Phoenix sold at $80, and there are a -lot- of people floating around who bought into the Phoenix package, if that isn't obvious by now.

1.5M would suggest around 20,000 customers. I would imagine there were substantially more purchases than that. 20K sounds like a lot of people - and it is - but you can get those numbers almost simply by virtue of existing, in today's world.

The -name- "MechWarrior" pretty much guarantees there are about 3M people out there who are going to be checking you out as soon as they hear you exist. Given MWO's status - I'd guess they've 'tapped' about 1/3 of that population (a unique challenge of advertising for MWO is that the fan base is substantially older and more involved in other aspects of life - social media that tends to fan other online games' popularity is not as effective of an advertising venue).

The game, itself, could draw even larger populations - but that requires more than simply having the name "MechWarrior." And, of course, not all of a given population is going to be consistently active or financially supportive (of a free to play game).

I'd question the claim that they only made $1.5M off of Phoenix in total revenues.

Honestly, though, if you read - I never said that I expected to, personally, buy the IP for $2K (much less half of that value, as you misquoted). The point is simple - I'm offering up a considerable personal investment (compared to the idea of Founder's Packages and gold mechs) to obtain rights to the IP. If even remotely similar numbers can unite under such a pretense - a sizable offer could plausibly be made.

It's the same reason why silver prices are so volatile. It's a cheap precious metal to get into, but a very small market (mostly governed by manufacturing - recent decline in silver prices has been due to the decline of silver's use in photography due to digital photography meeting the needs of most photographers). A troy ounce of silver runs, roughly, $20. It's been that way for years - while there have been times where it was lower, and times where it was higher (even for a considerable length of time) - the main drive of silver is industry - and the markets those industries play in will not support much higher production costs incurred by rising silver prices.

So, when large numbers of people decide to try and buy a few hundred dollars worth of silver - the result is Silver prices sky-rocketing overnight. Because there is roughly 1/10th as much silver above ground as gold (ironic, no?).

Same idea behind 'crowd funding' and its related ideas. -I- don't have a million dollars. Few people do. But get a few hundred people together - or a few thousand - and the numbers start to get mind-boggling and humbling in a heartbeat.

Now - I'm sure there are people out there who wonder why I'm even wasting my time replying to you. It's quite obvious you didn't read what most of the people here posted, and it's exceptionally unlikely that you'll except this post from that pattern of behavior.

It's quite simple - I do care what people think. Confronting opposition and defeatists/fatalists directly and openly is more for the opportunity to display integrity and resolve than it is for the sake of changing another person's mind.

Though, at this point, I likely appear more combative than constructive - seeing as I tend to prioritize response to criticism over response to support. Something I need to work on, to be certain.

#48 roflplanes

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Posted 23 December 2013 - 03:01 PM

This is very intriguing. Lurking for now!

#49 Myomes

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Posted 23 December 2013 - 11:05 PM

500$ from me.

#50 Myomes

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Posted 23 December 2013 - 11:09 PM

View PostMarkoxford, on 20 December 2013 - 08:39 PM, said:

LOL :( great thread, very funny...oh, what..you are serious ?? $1000 for the MW IP cos you will ask M$ nicely, give you the models PGI spends millions making to use in a mod for free, throw away all the advantages of computers and make it exactly like a table top game ? You know they made a conservative $1.5M on project phoenix right ? With the new "al a carte" options they will probably make double that on Clan mechs.

Guys, leave if you want - just please stop kidding yourselves that anyone cares what you think.


man, Russ, how many accounts do you have?

#51 Gaan Cathal

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Posted 24 December 2013 - 03:09 AM

My main concern with a project like this would be control over the game direction. Even amongst those who agree PGI has made some seriously bad decisions with respect to MW:O's mechanics design there are huge disagreements over the right way to do it. I.e. as a Mechwarrior fan as opposed to a Battletech fan, I hate the idea of forced Stock loadouts and RNG-based accuracy, yet there are many from the wargame scene who want in effect a single-unit strategy game. Then there's the arguments over hardpoints - should they exist or not? Should they be sized or not?

If you have opposing views on a design input forum that's one thing, but what about when the two opponents have both sunk, say, four digits into investing in this project?

#52 Aim64C

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Posted 26 December 2013 - 05:58 PM

View PostGaan Cathal, on 24 December 2013 - 03:09 AM, said:

My main concern with a project like this would be control over the game direction. Even amongst those who agree PGI has made some seriously bad decisions with respect to MW:O's mechanics design there are huge disagreements over the right way to do it. I.e. as a Mechwarrior fan as opposed to a Battletech fan, I hate the idea of forced Stock loadouts and RNG-based accuracy, yet there are many from the wargame scene who want in effect a single-unit strategy game. Then there's the arguments over hardpoints - should they exist or not? Should they be sized or not?

If you have opposing views on a design input forum that's one thing, but what about when the two opponents have both sunk, say, four digits into investing in this project?


This is a very good point.

I can talk of the game I envision a little more, and how I have thought about addressing both of these issues. Unfortunately - most of any of our proposals can only be properly evaluated by constructing a game around them.

Fortunately - most of the concerns are over mechanics that are, comparatively, very simple to implement and test. Implementing cones of fire, and seeing how that works, would take perhaps a week of focused effort from a well structured mod team. Building a different version of the game that utilizes a different convergence feature that was, say, similar to the "hold breath" feature in some games (attempting to focus the arms and slew the torso mounts on a target) might take another week or two.

While one has to be careful with offering too many options with no real direction - there is no harm in occasionally taking two camps of thought and actually taking their arguments to the game.

Even if a style is chosen that is 'against' what some people had argued would be a better solution - they can at least see that their solution was attempted.

I have been thinking a lot about flexible game and server structures. Basically - one could run a server with a wide range of scripts running on it (if at all possible - I would like to see scripts opened up to OpenCL - which can interface with Python, as an example of how flexible it is) which potentially means that the gameplay on two different servers could be very different.

Monetizing that structure in any way/shape/form becomes a challenge, however. I have been mulling over the idea of a bitcoin/litecoin like system that would allow players to purchase directly and then trade with server operators for stock features and whatever expanded sets the server operator offers. Server operators who best serve the communities interest are rewarded with more customers.

The idea is nice... actualizing that system is a bit of a different challenge than coming up with the idea, however. Giving completely free scripting control to servers would end up with "power leveling" servers where people pay for 10000% bonuses to C-bills and XP in the match. That means there has to be some kind of restriction on that - or the idea of a player having a 'global' account has to go out the window (allow each server to maintain their own accounts for players).

Although it is possible to become so concerned about the people who are not going to follow the rules that you make a set of rules no one wants to hassle with. A sign stops 95% of people - a Fence stops 99.9% of people. Building a massive concrete wall with jagged spikes is not going to discourage that .1% that really want whatever the hell is on the other side. It just costs more. Kind of like how an ID check keeps 99% of people from causing trouble. A magnetometer keeps 99.9% of people from causing trouble. A multi-million dollar 'backscatter' analyzer that can be foiled by cheese and human hair is not going to discourage the .1% who really want to cause trouble for your airplane. It just costs more and ****** people off.

In the end - I think most people would rather have an enjoyable MechWarrior game to play than one that follows every preconception they have to the T. While they may want lasers to have a sort of 'cone of fire' to them, for whatever reason, so long as they can hop into their mechs and feel like they contribute to their team and their opponents can put up an enjoyable challenge - the mechanics will be water under the bridge.

It is only when the chosen mechanics interfere with the above that people really begin to get irritated over the game.

#53 Nightfire

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Posted 28 December 2013 - 03:11 AM

View PostAim64C, on 17 December 2013 - 07:27 AM, said:

It is, also, not their IP. They licensed it from Microsoft - and Microsoft purchased it from FASA when they absorbed FASA 'back in the day.' I would have to look even deeper to see where FASA got their rights from - as MechWarrior is based off of Battletech - which itself has ties in with Robotech (which later became Macross).

So whose creativity is it, anyway?

First point: It is Microsoft IP licensed out. I would at first point of call be looking at whether the license was Exclusive or not and if there were provisions for other agreements. It has been said that, if it isn't an exclusive license to PGI/IGP, then securing a license could be expensive. Not necessarily so if the project remains open source/non-profit. There are ways deals can be made for non-commercially competing products.
If it is an exclusive license, then all we can do is wait for the inevitable collapse of MWO an see if we can purchase the rights from the creditors.

Second Point: Perhaps a minor point but Harmony Gold has a lot to answer for here. Robotech was a butchered mashup of Macross and several other Anime. Robotech in no way "became" Macross. Likewise, the only tie in Battletech has with Macross is with the Unseen. FASA stole artwork from several sources in the early years, one source being Macross, and in the end managed to secure the rights to some. Battletech is still, as a whole, a complete IP and I would think all Prior Artwork arguments have already been tried and settled.

Third Point: If you can actually show you have a shot at the license, we'll talk investment. Even for a community based, non-profit project. My plan was to wait for this whole mess to implode in on itself and see what we could pick up from the creditors at the end.

#54 carl kerensky

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Posted 28 December 2013 - 01:38 PM

Great idea OP. I am very disappointed in PGI and how they are continually dumbing this game down and ignore there pillars when MWO was first introduced. Turning it into a cheesy arcade game IMO. Closed early beta showed signs of an amazing mech sim action game that's why I invested in it as a founder. That has all changed because PGI decided to deviate from its initial selling points for MWO. All money oriented decisions IMO that is watering this game into obscurity.
So put me on the list
Ck

#55 ssm

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Posted 28 December 2013 - 01:49 PM

View PostGaan Cathal, on 24 December 2013 - 03:09 AM, said:

My main concern with a project like this would be control over the game direction. Even amongst those who agree PGI has made some seriously bad decisions with respect to MW:O's mechanics design there are huge disagreements over the right way to do it. I.e. as a Mechwarrior fan as opposed to a Battletech fan, I hate the idea of forced Stock loadouts and RNG-based accuracy, yet there are many from the wargame scene who want in effect a single-unit strategy game. Then there's the arguments over hardpoints - should they exist or not? Should they be sized or not?

If you have opposing views on a design input forum that's one thing, but what about when the two opponents have both sunk, say, four digits into investing in this project?

This. As much as I like MW/BT community, it can't, as a whole, sustain a level of goodwill and compromise required to pull off project like this.

#56 Aim64C

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Posted 28 December 2013 - 05:24 PM

View Postssm, on 28 December 2013 - 01:49 PM, said:

This. As much as I like MW/BT community, it can't, as a whole, sustain a level of goodwill and compromise required to pull off project like this.


MW:O stands as an example in defiance of your belief.

The reason people have been so upset over MWO and leaving it is because of bad business decisions by PGI, completely out of whack 'balance' of weapons, the lack of a game outside of being sequential Solaris matches, etc.

While I'm sure there will be a few people who say: "OMG, they decided not to make AC20s deal 20 points of damage instantly!? I'm not playing!" - I believe most people who are fans of the series would play a game that had a balanced and enjoyable experience to it that allowed them to feel like they were playing MechWarrior/Battletech.

The main problem with MWO (and even with other MechWarrior games) is that the focus has always been mech-on-mech combat. I've gone over this ad-nausiem, before - so I won't beat that dead horse. When you balance the game around objectives and whether or not various playable implements can make an appreciable impact on accomplishing some of those objectives - the numbers all become academic.

MWO and previous MechWarrior games have designed around relatively singular objectives of destroying 'mechs. Heavies and assaults were built with that purpose in mind (with the larger weapons having high damage to single armor sections being preferable). Which is why previous MechWarrior games have always had such a strong bias toward heavy and assault 'mechs with gauss rifles and PPCs.

The fact is that, when it comes to 'lore' and 'Tabletop' rules - you can find allowances to do and customize just about everything, if you look for it. It was just a question of time and money to refit and customize your mech. Omnimechs were what they were because they could be converted over in a matter of hours with no need to send them back to depot-level service centers to be refitted for an AC10 as opposed to an AC2.

Regardless - sometimes you have to make a decision to go one direction or the other. If you make fixed variants - you make fixed variants. If you design a "mechwarrior 4-like" mechlab - you go with it.

You can't convince someone they like ketchup if they don't. You can't convince someone they prefer ketchup when the don't. If you sell your hotdogs with ketchup on them - those who don't like ketchup will likely not buy - and those who don't have a preference for it will not be seeking your hotdogs out.

Where you can - you give people the option to put ketchup on their hotdog - or allow them to special order for ones that do not come with it.

People still came flocking to MWO because it was MechWarrior. They still payed and played even though there were design decisions they would prefer to be different. Had MWO been developed as advertised - we probably wouldn't be having this discussion.

#57 ssm

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Posted 28 December 2013 - 06:07 PM

View PostAim64C, on 28 December 2013 - 05:24 PM, said:


MW:O stands as an example in defiance of your belief.

The reason people have been so upset over MWO and leaving it is because of bad business decisions by PGI, completely out of whack 'balance' of weapons, the lack of a game outside of being sequential Solaris matches, etc.

(...)

People still came flocking to MWO because it was MechWarrior. They still payed and played even though there were design decisions they would prefer to be different. Had MWO been developed as advertised - we probably wouldn't be having this discussion.

Well, problem is, whether you like it to be something more, Mechwarrior games are mainly about Warrioring in Mechs. And people are flocking to MWO (as they were to MW:LL and previous MW titles) because it offers exactly this experience.

People play this game because they like to duke it out in stompy robots in their beloved BT universe. And your idea is to punish them for using their favourite mechs/builds by forcing them to slog around for 15 kilometers trying to avoid Hovercrafts (piloted by people who, for some reason, wouldn't rather use mechs themselves).

You said it yourself - people would like to have have enjoyable Mechwarrior game, but for at least large part of our relatively older (and thus, shorter onavailable playing time) playerbase it means something akin to MWO - only better balanced and with some meaningful and well-designed metagame latched-on.

#58 Aim64C

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Posted 28 December 2013 - 09:39 PM

View Postssm, on 28 December 2013 - 06:07 PM, said:

Well, problem is, whether you like it to be something more, Mechwarrior games are mainly about Warrioring in Mechs. And people are flocking to MWO (as they were to MW:LL and previous MW titles) because it offers exactly this experience.


MechWarrior games have largely been based around individual combat rather than team combat.

Review Command & Conquer Renegade, if you'd like to see where I'm drawing inspiration from.

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People play this game because they like to duke it out in stompy robots in their beloved BT universe. And your idea is to punish them for using their favourite mechs/builds by forcing them to slog around for 15 kilometers trying to avoid Hovercrafts (piloted by people who, for some reason, wouldn't rather use mechs themselves).


You're making a lot of assumptions about a lot of people, myself included.

What you need to understand is that, with what I'd design, this game experience could be replicated in about five minutes worth of clicking a mouse.

Why would I not do that for $5M?

But I think you really sell this community short.

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You said it yourself - people would like to have have enjoyable Mechwarrior game, but for at least large part of our relatively older (and thus, shorter onavailable playing time) playerbase it means something akin to MWO - only better balanced and with some meaningful and well-designed metagame latched-on.


I think you really need to review the player base a little more.

The gaming population you are talking about grew up on simulators. They are the same group of people who are currently embracing games like ArmA - because it's one of the only simulator-games out there, these days, that addresses battlefields. Sure - there's a few city simulators, train simulators, a few sky-scraper simulators (talk about a niche market), and more "RC simulators" than you can shake a database at - but we grew up on Janes games, building our own missions.

MechWarrior was a relatively shallow sim.

The success of the Founder's program is, again, in contrast to your opinion. MechWarrior: Online's closed beta was "Not your father's mechwarrior" with "Role warfare" and "Dynamic and persistent battlefields."

We now know that PGI was all talk and no game on those points - and that they are, at best, going to instate a game mode that is a watering down of watered-down marketing pizzazz.

But to try and say: "That is what all the MWO crowd will want, except... better..."

I'm flat-out telling you. Balance is perpetually borked in all MechWarrior games because the games have never had multiplayer elements that capitalized on true role warfare. You're not going to see: "a balanced game of perpetual Solaris Limbo" any more than you are going to see dry water.

Ideas that we can balance around "battle value" are better than nothing - but still delightfully quaint.

As is the idea that we can balance around tonnage.

Even if you were to try and balance for tonnage (with uneven teams) or battle value (with uneven teams) - it would still be an unworkable combination.

So you throw out the idea that you're ever going to balance teams of people against each other. It's a worthless endeavor.

Why?

You can have one of the best teams on the planet. You drop against an average team who takes an advantageous position early and has a weapon and mech composition that is able to force your team into accepting attrition at a disadvantage.

Was that "they were just that good?" Or was that a fault of weapon design? I mean - you are in a top-ranked team and these guys were just average.

Trying to balance teams for deathmatch games is an infinite loop of trying to quantify skill. That eventually led to the implementation of heat-scaling in MWO. "Well... we need the dual AC20 mechs to use a little bit of skill, too..." - because it wasn't skill to get within 300 meters of the enemy in a glass cannon and still be combat effective? Sure - against PUGs, you have a higher degree of success - but organized teams are a different story.

Balance around objectives and roles. A lot of the reason people complain about balance is because they -have- to engage a mech specialized at destroying whatever they are riding in. No sensible pilot does that. Streak-boating medium? **** that, I'll take my Jenner and blast the port their ammo shipments come through to kingdom come. Yeah - something may ******* up as I try to break away from that fun... but I came out ahead with one for my team.

On to bigger and better things:

I've been reviewing ArmA 3, in particular.... and there's both good and bad news.

The bad news is that the game is still officially in a beta state - and is kind of minimalist in out-of-box toys and scripts/features to play with.

The good news is that those things don't really matter for a mod aspiring to be a total conversion, anyway.

The inventory system in ARMA uses specified slots a weight/mass system. While it is a bit early to tell for sure - that bodes well for implementing a mech-lab feature - even within an in-progress game.

The scripting language, also, seems incredibly powerful (though I'm still wading through it). It appears possible to declare custom and unique variables, arrays, etc. The only limitations appear to be in what a function can call up for the purpose of valuing a variable.

For example - declaring new armor sections may not be as simple as using naming conventions in 3d modeling programs/Oxygen 2 and then referencing them in the script.

I suppose the other bit of 'bad' news is that the game uses PhysX. There was a time I was a proponent of PhysX - but that's gone the way of MWO. If I could get Bohemia to release portions of the source code - I'd like to strip out as much PhysX as possible and replace it with rebuilt OpenCL code - most notably for use within dedicated server environments. Collision detection and other operations critical to the game can be run much better when distributed across parallel architectures (like graphics cards - which are not being used when running a dedicated server, for the most part).

But that's a hope and a dream at this point.

I'm also waiting to hear back about the possibility of, at least, temporary forum hosting. If I don't hear back before too much longer - I'll go ahead and start looking at footing the bill to set one up somewhere.

#59 Steven Dixon

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Posted 29 December 2013 - 01:17 PM

I do hope this means that you are planing on creating a mod first. I really think that this would be the best way to go about it. It would show that you know what you are doing and can organize people to create something (not easy). People can talk all they want but making a game is insanely difficult (at least for 99.99% of the population) creating a successful mod can show people that you are part of the .001% and that they should believe in you and fund you if necessary. It will also give you experience which will be invaluable.

One possibility is to not even create an official 'mechwarrior game' just create something very similar and see what people's reaction to it is. If people really like it you could even make it into a commercial product without having to bother getting the license (which is going to be quite difficult). If you do want to make an offical game, then showing what you could do with it is going to be at least something you could show Microsoft.

#60 Gaan Cathal

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Posted 30 December 2013 - 05:32 AM

View PostAim64C, on 28 December 2013 - 09:39 PM, said:

I think you really need to review the player base a little more.

The gaming population you are talking about grew up on simulators. They are the same group of people who are currently embracing games like ArmA - because it's one of the only simulator-games out there, these days, that addresses battlefields. Sure - there's a few city simulators, train simulators, a few sky-scraper simulators (talk about a niche market), and more "RC simulators" than you can shake a database at - but we grew up on Janes games, building our own missions.

MechWarrior was a relatively shallow sim.


And here we have an example of exactly what I was talking about. Some of the playerbase come from a Tabletop background, some of the playerbase come from a simulator background, some of the playerbase come from an FPS background. I started with Mechwarrior 2. I was ten when that came out. I wasn't into Janes (well, there was one, but I was eleven then and she had cute pigtails) in the slightest. The TT guys (Jo Mallen comes to mind as an example of the sane end of that playerbase segment) want everything as TT/Canon-close as possible. Simulator guys want everything as..simulator-y as possible (to take the uncharitable view, as un-user-friendly as possible, most modern planes are far more user-friendly than what the simulator crowd considers a 'real' sim according to my pilot cousin). The FPS crowd want a good game (and, with respect to the former groups, will tend to be willing to sacrifice basically any TT rule or vaguely obscure pseudorealism nod at the altar of game balance).

The reason MW:O draws so much ire is that it doesn't cater to any of these groups. The TT crowd think light's aren't useless enough, mechs do things they weren't supposed to do, the mechlab is too open and there aren't even hexes on the battlefield. The Simulator crowd think that most of the physics are borked, the player vp is too much like the mech and not enough like the pilot and there's not enough advantage to those with a HOTAS/Oculus Rift/Authentic-Chair-And-Cooling-Vest setup. The FPS crowd think it's a shittly balanced fps with underpowered lights, bad weapon design and balance, atrocious hit detection and fubar design limitations that make no sense at all and appear to only exist to keep the TT crowd happy.

Disclaimer: I'm in the 'FPS' camp, also several descriptor comments are tongue-in-cheek. If you can't work out which ones, get the stick out of your arse, they're fairly obvious.



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