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Is Pgi More An Arthouse Than A Game Studio
#1
Posted 26 May 2015 - 01:16 AM
PGI, please rise to the challenge, put the "game" in game studio. The Battletech franchise and game system is strong, and is holding its own. But I'm hoping PGI can really make its mark, make this game truly their own. Please dispel the negative "cash grab" vibe.
(Yes, I'm bitter with my TBRs and SCRs. I bought wave 1, I levelled and customized them... The nerfs sort of make sense, but I'm still bitter.)
#2
Posted 26 May 2015 - 01:49 AM
The other part of the backbone, to me, is the feel of the combat. It needs to be weighty, and have impact - and I think we have that in spades. PGI nailed that.
The rest is just gravy. I'm enjoying CW (despite PUGGING it) and i'm excited to see what they're doing with map redesigns for the pub queues. I'm enjoying the sense of renewed purpose with IGP gone. I'm enjoying forum warfare.
The big one will be CW. I think it's close to stupendous - it's a whisper of something great. I hope it becomes so awesome that it's the de-facto game mode.
#3
Posted 26 May 2015 - 01:58 AM
Kiiyor, on 26 May 2015 - 01:49 AM, said:
The other part of the backbone, to me, is the feel of the combat. It needs to be weighty, and have impact - and I think we have that in spades. PGI nailed that.
TBF, almost all MW games that came before MWO were at least a decade older. That's just unfair comparison. Plus, some MWO mechs are far worse looking than MWLL mechs. Awesome is one example.
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The feel of the combat is nice in MWO but it lacks so many features the previous MW titles had, such as scaling heat penalty, collision, destructible objects, varied gravity, or even a bloody rear view monitor. The game also lacks immersion in terms of actual mech sizes. I never feel like a giant in MWO, where as playing MW3 and MWLL had given me such feeling.
Edited by El Bandito, 26 May 2015 - 06:17 AM.
#4
Posted 26 May 2015 - 01:59 AM
Income from contracts/salvage/holding planets........
#5
Posted 26 May 2015 - 02:17 AM
El Bandito, on 26 May 2015 - 01:58 AM, said:
TBF, almost all MW games that came before MWO ware a tleast a decade older. That's just unfair comparison. Plus, some MWO mechs are far worse looking than MWLL mechs. Awesome is one example.
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The feel of the combat is nice in MWO but it lacks so many features the previous MW titles had, such as scaling heat penalty, collision, destructible terrain, varied gravity, or even a bloody rear view monitor. The game also lacks immersion in terms of actual mech sizes. I never feel like a giant in MWO, where as playing MW3 and MWLL had given me such feeling.
I look at that Awesome and drool - mainly because of the high weapon mounts though
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I do like the Awesome we have, but it's got 'one of the first mechs' syndrome. IMHO, the newer mechs look far better than the older ones.
I'd love to see a geometry revisit like WOT did for their older models.
#6
Posted 26 May 2015 - 02:27 AM
El Bandito, on 26 May 2015 - 01:58 AM, said:
TBF, almost all MW games that came before MWO ware a tleast a decade older. That's just unfair comparison. Plus, some MWO mechs are far worse looking than MWLL mechs. Awesome is one example.
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The feel of the combat is nice in MWO but it lacks so many features the previous MW titles had, such as scaling heat penalty, collision, destructible terrain, varied gravity, or even a bloody rear view monitor. The game also lacks immersion in terms of actual mech sizes. I never feel like a giant in MWO, where as playing MW3 and MWLL had given me such feeling.
Well, MW:LL isn't a MechWarrior game. It's a fan made Crysis mod. It's a good mod, but not a game. I think we have been without a MechWarrior game for so long, that people like to conveniently forget that fact.
Anyway, I actually like MWO's version way better than the living legends mod, although that version is more accurate to the original. The Awesome was never one of my favorite looking mechs anyway though. I do bet the mod's version has better hitboxes though lol.
#7
Posted 26 May 2015 - 02:30 AM
Kiiyor, on 26 May 2015 - 01:49 AM, said:
The other part of the backbone, to me, is the feel of the combat. It needs to be weighty, and have impact - and I think we have that in spades. PGI nailed that.
The rest is just gravy. I'm enjoying CW (despite PUGGING it) and i'm excited to see what they're doing with map redesigns for the pub queues. I'm enjoying the sense of renewed purpose with IGP gone. I'm enjoying forum warfare.
No doubts on the visceral combat and all the sweet eye candy.
But Russ Bullock had plenty more content to pitch to publishers back in 2009:
http://m.ign.com/art...e-first-details
But as luck would have it, no publishers took interest:
http://www.pcgamer.c...ng-mechwarrior/
And here we have F2P MWO. The annual operating cycle has revolved around the digital art assets and selling them.
I don't mean to second-guess their accounting department, but maybe they could invest in some development time in the skill trees Russ mentioned in 2009? (Or anything else that is fresh for MW) Because they are leaning on the Franchise, I was hoping they would put their own mark on the system. Something new besides Paulconomy skill trees? I dont know, Russ seemed so excited in that first interview. Maybe he still has it in him. Maybe he isn't afraid of the TT purists.
Can you blame me for wanting to be wowed even more? Sigh. Information warfare.
#9
Posted 26 May 2015 - 02:46 AM
Since IGP has been bought out of MWO, we have seen more maps and CW (although we all know it was still in some sort of development when IGP was in charge).
Still, clearly there is a focus on primary generating content (look at all the mech packs), but they do tackle other non direct revenue generating things like the new River City. That's something we didn't see under IGP.
Still, there is this persistent wonder if PGI is really just modifying a core game and not truly developing it. If that is true, real content change may be slow and tedious (and that can be a good way to describe the past 3 years).
In any case, I hope there is some good change coming. IGP is off their back and people seem to still be buying packs to help fund it. Let's hope they keep plugging away at the content.
#10
Posted 26 May 2015 - 02:50 AM
#11
Posted 26 May 2015 - 03:00 AM
#12
Posted 26 May 2015 - 03:11 AM
Kiiyor, on 26 May 2015 - 01:49 AM, said:
The other part of the backbone, to me, is the feel of the combat. It needs to be weighty, and have impact - and I think we have that in spades. PGI nailed that.
The rest is just gravy. I'm enjoying CW (despite PUGGING it) and i'm excited to see what they're doing with map redesigns for the pub queues. I'm enjoying the sense of renewed purpose with IGP gone. I'm enjoying forum warfare.
The big one will be CW. I think it's close to stupendous - it's a whisper of something great. I hope it becomes so awesome that it's the de-facto game mode.
I don't really feel this game captured the feel of a mech. In fact, I feel the animations look funny sometimes and the sounds all wrong.
I consider the mech in Battlefield 2142 as the gold standard of what a video game mech walker should feel and sound like.
#13
Posted 26 May 2015 - 05:13 AM
so yea, they are making mods, and then charging you for them. i guess thats required when you need to control the content. you cant have people modding the game because that would break your financial model, your servers, and cause a hell of a support overhead. so instead you do it for them.
Edited by LordNothing, 26 May 2015 - 05:23 AM.
#14
Posted 26 May 2015 - 05:45 AM
LordNothing, on 26 May 2015 - 05:13 AM, said:
so yea, they are making mods, and then charging you for them. i guess thats required when you need to control the content. you cant have people modding the game because that would break your financial model, your servers, and cause a hell of a support overhead. so instead you do it for them.
Interesting perspective, and maybe right on. It definitely seems like the stuff that requires more than adding art or tweaking numbers is really difficult for them. I've been wholly unimpressed with the front end UI, CW, lack of tutorials, etc.
#15
Posted 26 May 2015 - 06:13 AM
LordNothing, on 26 May 2015 - 05:13 AM, said:
so yea, they are making mods, and then charging you for them. i guess thats required when you need to control the content. you cant have people modding the game because that would break your financial model, your servers, and cause a hell of a support overhead. so instead you do it for them.
Generally I agree.
I think they are programming more content than core mechanics. As a small developer, I wonder if they weren't relying on Crytek's support for some of the more detailed Cryengine core programming changes. I wouldn't even doubt that Crytek's bankruptcy caused a huge disruption in development. Maybe even their network programming was farmed out. Its hard to say for certain.
I still wouldn't call them modders though, I'd call them developers for sure. A lot of companies buy prepackaged game engines to save time, money, and have a solid framework on which to build a game. I think PGI has done enough to fit in that category. If we counted every company who bought an engine a modder, we would have very few developers.
#16
Posted 26 May 2015 - 06:28 AM
Sergeant Random, on 26 May 2015 - 01:16 AM, said:
PGI, please rise to the challenge, put the "game" in game studio. The Battletech franchise and game system is strong, and is holding its own. But I'm hoping PGI can really make its mark, make this game truly their own. Please dispel the negative "cash grab" vibe.
(Yes, I'm bitter with my TBRs and SCRs. I bought wave 1, I levelled and customized them... The nerfs sort of make sense, but I'm still bitter.)
I have the same thoughts. Is this game stringing the players along like so many other games.
The things to remember is that this game had NO maps for an extremely long time and FEW mechs for an extremely long time. They are adding both now steady. Which is smart for building a full first rate game(by first rate I mean top games out of which there is very few if any at the moment), which this isnt as of yet, but its on the way to it, and the only way is to have lots of realistate and mechs and 100 other things all the players want in a game. Again the game play may already be up near the top but so much else is missing or half done it doesnt put Mechwarrior at the top yet.
This looks to be a big year for games in general and for this game especially. Many popular games coming out maybe. I am almost sure Mechwarrior has alot of content stockpiled for during and after the Steam launch. This makes sense, so I have been expecting a sort of slow time for Mechwarrior leading up to this. Am I right? No idea.
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One thing I know is I will have a nice head start at ranking up and my mech stable will be flush before the Steam noobs show up.
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Edited by Johnny Z, 26 May 2015 - 06:51 AM.
#19
Posted 26 May 2015 - 07:55 AM
Sergeant Random, on 26 May 2015 - 01:16 AM, said:
PGI, please rise to the challenge, put the "game" in game studio. The Battletech franchise and game system is strong, and is holding its own. But I'm hoping PGI can really make its mark, make this game truly their own. Please dispel the negative "cash grab" vibe.
(Yes, I'm bitter with my TBRs and SCRs. I bought wave 1, I levelled and customized them... The nerfs sort of make sense, but I'm still bitter.)
good point, tbh i dont think they have a clue in the world how to give this game any depth or reasonable balance system.
El Bandito, on 26 May 2015 - 01:58 AM, said:
TBF, almost all MW games that came before MWO were at least a decade older. That's just unfair comparison. Plus, some MWO mechs are far worse looking than MWLL mechs. Awesome is one example.
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The feel of the combat is nice in MWO but it lacks so many features the previous MW titles had, such as scaling heat penalty, collision, destructible objects, varied gravity, or even a bloody rear view monitor. The game also lacks immersion in terms of actual mech sizes. I never feel like a giant in MWO, where as playing MW3 and MWLL had given me such feeling.
and this 100%
#20
Posted 26 May 2015 - 07:56 AM
which was a major part of this game and its revenue
Edited by Tennex, 26 May 2015 - 07:57 AM.
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