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Pc Gamer: Article On Clan Mech Package


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#61 Durant Carlyle

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Posted 28 December 2013 - 01:17 PM

View Postscgt1, on 19 December 2013 - 08:14 AM, said:

Remember the customer is always right!

Not true ... and I'd like to go back in time and strangle whoever coined that phrase before they did it.

Anybody who has ever worked in retail knows these things:
The customer is wrong the vast majority of the time.
The customer is often lying through their teeth to get their way.

The phrase should have been:
The customer's MONEY is always right.

The customer's opinion doesn't matter. Only the expression of that opinion (either by spending money on something they like, or by not spending money on something they don't like) matters.

#62 Kaijin

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Posted 28 December 2013 - 01:26 PM

IGP must have elected not to pay into the PCGamer propaganda fund this month. This is the first article from them on the game that bears the slightest hint that all is not well with MWO.

#63 Kaijin

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Posted 28 December 2013 - 01:32 PM

View PostThorn Hallis, on 28 December 2013 - 04:09 AM, said:


Uhm...PGI was "only" responsible for the multiplayer of Duke Nukem Forever.



Okay then. The developer of Wing Commander vs. The developer of Bass Pro Shops: The Strike

#64 Thorn Hallis

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Posted 29 December 2013 - 04:16 AM

View PostKaijin, on 28 December 2013 - 01:32 PM, said:

Okay then. The developer of Wing Commander vs. The developer of Bass Pro Shops: The Strike


I don't see much "versus" there.

#65 Chain Fire

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Posted 29 December 2013 - 12:59 PM

One small observation.

How many space sim/games is Roberts responsible for or had a hand in? 5 or more?
And yet he/they couldn't get a dogfight module out as promised?
I am sure they will get there, but they will miss more deadlines.

That is just the nature of software/game development.

Remember if Roberts was handling the Mechwarrior IP it would still be all sunshine and roses,
because you wouldn't be playing the game yet.

#66 Silent

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Posted 29 December 2013 - 04:57 PM

View PostChain Fire, on 29 December 2013 - 12:59 PM, said:

How many space sim/games is Roberts responsible for or had a hand in? 5 or more?
And yet he/they couldn't get a dogfight module out as promised?
I am sure they will get there, but they will miss more deadlines.


One additional observation:

Chris Roberts couldn't get a dogfight module out on time but he streamed a video of his team playing a couple of matches to show off what they had.

PGI has been missing their self-imposed deadlines for features like Community Warfare for going on two years and the only thing we've gotten is smoke blown up our ***.

#67 Myomes

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Posted 29 December 2013 - 05:14 PM

View PostSilent, on 29 December 2013 - 04:57 PM, said:


One additional observation:

Chris Roberts couldn't get a dogfight module out on time but he streamed a video of his team playing a couple of matches to show off what they had.

PGI has been missing their self-imposed deadlines for features like Community Warfare for going on two years and the only thing we've gotten is smoke blown up our ***.
this.If they actually were working on Community Warfare, they would be showing us constant update demos. That'd keep customer attention and hope alive and generate more MCs.It's not only bad for their business end NOT to be showing it, it's bad for the game direction because it proves that they don't really want to ever create it.This isn't a top secret government weapons program. Transparency is an industry standard.

#68 Myomes

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Posted 29 December 2013 - 05:19 PM

View PostKhorek, on 17 December 2013 - 08:31 AM, said:

Russ. Dont worry. Just keep doing what you're doing. Ignore the angry forum trolls who have gone to such great lengths as biasing online news articles to say you're making wrong moves. They're all on islands and it doesn't matter what they say, at the end of the day what matters is how many continue to play.

The 5% that are so vocal will not harm our game. Keep doing what you're doing. There's these 13 rules

http://www.forbes.co...ngs-they-avoid/

almost all of these rules relate to the unwarranted hate the nerd fanbase is giving you, and how to respond to it. You're pretty much doing as you should, basically telling them to f*** off, and continue building this successful game the way you think it should be. I applaud your tenacity and steadfastness in the face of so much adversity. Opinions don't mean anything, results are what matters.

Ignore all the opinions posted everywhere, they can't change the success of MWO.
most delicious satire.

#69 Time at the Position

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Posted 29 December 2013 - 09:53 PM

View PostThorn Hallis, on 28 December 2013 - 04:09 AM, said:


Uhm...PGI was "only" responsible for the multiplayer of Duke Nukem Forever.

Nevertheless, while you indeed cannot compare MWO to Star Citizen now (and maybe never ever) there is one striking similiarity. Look at the SC forums now, its a fun place to be, with a lot of excitement and anticipation. Thats exactly how the MWO forum was like about two years ago (before the game was released). And then the sh... hit the fan.

Here have a look at some of the previous titles Russ, Bryan, Paul, Matt, and Thomas made before they changed their name to PGI
http://www.giantbomb...-inc/3010-1656/
Posted Image

Edited by Time at the Position, 29 December 2013 - 09:54 PM.


#70 ssm

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Posted 30 December 2013 - 01:59 AM

View PostMyomes, on 29 December 2013 - 05:14 PM, said:

this.If they actually were working on Community Warfare, they would be showing us constant update demos. That'd keep customer attention and hope alive and generate more MCs.It's not only bad for their business end NOT to be showing it, it's bad for the game direction because it proves that they don't really want to ever create it.This isn't a top secret government weapons program. Transparency is an industry standard.

In "we need to sell some renders to fund development of our game" industry, surely?

#71 Otto Cannon

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Posted 30 December 2013 - 03:34 AM

View PostChain Fire, on 29 December 2013 - 12:59 PM, said:

One small observation.

How many space sim/games is Roberts responsible for or had a hand in? 5 or more?
And yet he/they couldn't get a dogfight module out as promised?
I am sure they will get there, but they will miss more deadlines.

That is just the nature of software/game development.

Remember if Roberts was handling the Mechwarrior IP it would still be all sunshine and roses,
because you wouldn't be playing the game yet.


You actually chose the worst possible comparison.

The SC dogfighting module was supposed to be merely a taste of what fighting would be like to entertain the backers while the actual game was made.

The 'delay' is because work was so AHEAD of schedule that it became pointless to spend any time and money on the placeholder DFM instead of just making it with the actual game coding. That's like if MWO had been so efficient that the closed beta game was made playable for the public during the pre-alpha stage.

Kind of destroys your point really.

#72 Heffay

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Posted 30 December 2013 - 06:01 AM

View PostOtto Cannon, on 30 December 2013 - 03:34 AM, said:

You actually chose the worst possible comparison.

The SC dogfighting module was supposed to be merely a taste of what fighting would be like to entertain the backers while the actual game was made.

The 'delay' is because work was so AHEAD of schedule that it became pointless to spend any time and money on the placeholder DFM instead of just making it with the actual game coding. That's like if MWO had been so efficient that the closed beta game was made playable for the public during the pre-alpha stage.


Ahead of schedule? That's funny.

#73 Victor Morson

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Posted 30 December 2013 - 06:51 AM

View PostChain Fire, on 29 December 2013 - 12:59 PM, said:

That is just the nature of software/game development.


What Roberts has not done: Got up in front of a crowd roughly six times in the course of two years and promise and boast about a feature that is coming in 3-6 months while knowing full well they hadn't even setup a pipeline yet.

Meaning there was zero chance what he was saying was the truth. And everyone knew that there.

The world of difference is inescapable between:

"We are delaying this module to do it right" and

"Dogfighting module in 3 months!*
* We haven't started it yet btw"

Edited by Victor Morson, 30 December 2013 - 06:53 AM.


#74 Thorn Hallis

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Posted 30 December 2013 - 07:01 AM

View PostVictor Morson, on 30 December 2013 - 06:51 AM, said:

What Roberts has not done: Got up in front of a crowd roughly six times in the course of two years and promise and boast about a feature that is coming in 3-6 months while knowing full well they hadn't even setup a pipeline yet.


Well, several years ago he promised to deliver a space game with a living universe, with dynamic economy and changing borders. He overshot his release goal by 18 months and then left the company after it was aquired by Microsoft. And Freelancer ended up with stale prices and fixed borders.

Edited by Thorn Hallis, 30 December 2013 - 07:02 AM.


#75 Victor Morson

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Posted 30 December 2013 - 07:13 AM

View PostThorn Hallis, on 30 December 2013 - 07:01 AM, said:

Well, several years ago he promised to deliver a space game with a living universe, with dynamic economy and changing borders. He overshot his release goal by 18 months and then left the company after it was aquired by Microsoft. And Freelancer ended up with stale prices and fixed borders.


I can't blame him for a project that he got knocked off of halfway through.

Freelancer was turning out to be VERY good, and what killed it was the Diablo-esque "act" structure, where ironically the further you got away from high-tech regions, the higher tier the gear got, leaving only two viable ships. Murdered the game; the mods that undid this and made all the different factions viable were incredible.

Again, I'm not blaming Chris Roberts at all for Freelancer's problems because, again, he got moved off the project by a studio that had little to no interest at that time in really developing space sims.

I've never nor never will claim Chris Roberts can do no wrong, as awesome as what he's doing is, but blaming him for this is ridiculous. Erin Roberts (his brother) kind of blew a few projects I think that might have hurt reputations around that time as well.

PS: Chris Robert's biggest mistake: Retconning Hobbes (Wing Commander 3). Erin Robert's biggest mistake: Privateer 2. Given how long ago both of those were, I'm willing to forgive. ;)

#76 Thorn Hallis

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Posted 30 December 2013 - 07:54 AM

View PostVictor Morson, on 30 December 2013 - 07:13 AM, said:

Again, I'm not blaming Chris Roberts at all for Freelancer's problems because, again, he got moved off the project by a studio that had little to no interest at that time in really developing space sims.


Well, it was his vision that overshot the deadlines and made it necessary for Digital Anvil to look for an investor. Which in the end probably did something good, as he could see what a publisher could do to a game, so SC now has the chance to become what he really envsioned...at least I hope it does.

#77 MeiSooHaityu

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Posted 30 December 2013 - 09:12 AM

View PostKaijin, on 28 December 2013 - 01:32 PM, said:


Okay then. The developer of Wing Commander vs. The developer of Bass Pro Shops: The Strike


Well, lets not forget Chris Roberts other gift to man kind... ;)
Posted Image

Director:

Chris Roberts

Writers:
Chris Roberts (characters), Kevin Droney (screen story), 2 more credits »


I watched that movie butcher one of my old favorite game franchises as well. He couldn't even bother to get the characters names right and he co-wrote and directed the film.

I know Hollywood has a way of ruining everything, but still...can't get your own character's names right?

Still think his game might be good, but I'm not jumping on the bandwagon yet.

I'm actually more excited for Elite Dangerous to be honest (Elite Plus being another great game from my childhood).

Edited by MeiSooHaityu, 30 December 2013 - 10:49 AM.


#78 Riptor

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Posted 30 December 2013 - 09:56 AM

View PostChain Fire, on 29 December 2013 - 12:59 PM, said:

One small observation.

How many space sim/games is Roberts responsible for or had a hand in? 5 or more?
And yet he/they couldn't get a dogfight module out as promised?
I am sure they will get there, but they will miss more deadlines.

That is just the nature of software/game development.

Remember if Roberts was handling the Mechwarrior IP it would still be all sunshine and roses,
because you wouldn't be playing the game yet.


Yeah he missed the deadline.. but he and his team came out BEFORE the deadline was crossed and said they couldnt make it and gave an explanation as to why.

Meanwhile in PGI land when a deadline is crossed all you hear are the crickets. Quickly followed by a half hazardly put together non apology that doesnt explains anything kept for "our position at the time" and "not our core demographic anymore" when customers start to get pissed off.

You can start flinging mud at star citizen once Roberts starts insulting and trolling his games fanbase and customers on twitter and tells them on the SC forums that they arent his core audience anymore and that they are all living on an island. All the while promising that the next big thing will come out in the next 6 months...

Only to then turn around and say "screw it... all that stuff is comming out sometime next year or so... that is if we dont loose the bloody IP" (yeah i know he cant loose his own IP its for the sake of the argument)

Edited by Riptor, 30 December 2013 - 09:58 AM.


#79 Rizzwind

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Posted 30 December 2013 - 10:02 AM

^ this

#80 Victor Morson

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Posted 30 December 2013 - 12:46 PM

View PostTime at the Position, on 29 December 2013 - 09:53 PM, said:

Here have a look at some of the previous titles Russ, Bryan, Paul, Matt, and Thomas made before they changed their name to PGI
http://www.giantbomb...-inc/3010-1656/
Posted Image


Do not question our balance, for we are a professional studio with years of experience! We made Wal-Mart shovelware, damn it!





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