These just aren't fair points. Sure, they could end up being the case, but don't they have to be in the studio for longer than 20 minutes to iron out every idea? Or are you suggesting no new ideas should be allowed inside a studio until every nook and cranny of a design has been worked out? Are you criticizing him for giving us a glimpse into what he's got in mind, even if it's just scratching the surface?What I wouldliketo see is him take just one of these MANY features he mentions and lay out how it will work stem to stern, why it works this way, what are its benefits and potential problems, then how they intend to mitigate those potential problems. The details matter, they matter A LOT, and if you just keep skipping around "designing cool things" before working out the details or kinks of the previous system then you end up with 100 20% developed features instead of 20 fully developed features. This is a problem, a big one, one that leaves me with absolutely no confidence in the project.
I criticize it so harshly because CU is such a fantastic public case study on how not to design a game, and yet it is somehow taking so many people in.
Sure, but how much hearsay do you need be repeated adnauseum?The people that are ganging up on Ut are just whiteknighting developers for some reason. We all want good games, and because of that we should be skeptical of relic developers, whomever they may be. It does not good to add to the conversation by whiteknighting people.
There is a difference between writing a bunch of stuff on paper and garnering $2 million from a fanbase that just got fooled, and actually being able to prove they have a plan in the normal grand scheme of getting funding. If you think this is a good thing for the genre/industry, you are mistaken. I am for kickstarter because it brings about fresh ideas and a chance to create something good. I am also against publishers that stifle creativity. But at least even publishers recognize they aren't going to give a development firm $2 millon (Or more) without seeing a fucking design document detailing the balance around such design decisions.These just aren't fair points. Sure, they could end up being the case, but don't they have to be in the studio for longer than 20 minutes to iron out every idea? Or are you suggesting no new ideas should be allowed inside a studio until every nook and cranny of a design has been worked out? Are you criticizing him for giving us a glimpse into what he's got in mind, even if it's just scratching the surface?
Nor is any progress made by continually spewing vitriolic banter. You're absolutely right that we all want good games and we should remain skeptical of relic developers but where is that line between letting go of the grudge to give the project a chance vs. constantly throwing up the past? I completely agree with some of Ut and Denaut's points but some of them seem to be centered around ideas that were cherry picked out of small updates without looking at the bigger picture and getting all the information. If someone state's that they don't care enough to look up additional information then why continue to bash on it? That literally makes zero sense and contributes to nothing. If you seriously have the knowledge, skill, and believe you know how to do it better then why the hell are you wasting your time bashing these guys when you should be out there putting your own game together to show us how it's done?The people that are ganging up on Ut are just whiteknighting developers for some reason. We all want good games, and because of that we should be skeptical of relic developers, whomever they may be. It does not good to add to the conversation by whiteknighting people.
Impossible to disagree with. I'll just offer my very simple and straight forward pov. I'm glad I was given the option to speak with my wallet. Regardless of whether or not the project ends up being worth a damn, it'll be different, and more to the point, it'll be for me.There is a difference between writing a bunch of stuff on paper and garnering $2 million from a fanbase that just got fooled, and actually being able to prove they have a plan in the normal grand scheme of getting funding. If you think this is a good thing for the genre/industry, you are mistaken. I am for kickstarter because it brings about fresh ideas and a chance to create something good. I am also against publishers that stifle creativity. But at least even publishers recognize they aren't going to give a development firm $2 millon (Or more) without seeing a fucking design document detailing the balance around such design decisions.
This brings crowd funding to an all new low. And as far as I am concerned, before these people are allowed to even pitch their project on Kickstarter, there should at least be SOME semblance of oversight to make sure these same people have a fucking chance of even shipping a product.
Some of these idiots are already clueless enough with publisher backing and milestones. Heaven help us when these same morons don't have an oversight system and a pitchman to garner too much cash.
The thing I do not understand is how you can say something like that when all someone did was write on a piece of paper with absolutely zero plan of implementation, deployment, support, balance, cause and effect, blue print doc, ship plan, milestones, content set, or... anything else. If all it takes these days to gather up 2 million dollars with gaming customers is to lurk around some MMORPG forums, gather ideas, write them on paper, and say "I'll do this", especially with a track record of a guy like this, two things:Impossible to disagree with. I'll just offer my very simple and straight forward pov. I'm glad I was given the option to speak with my wallet. Regardless of whether or not the project ends up being worth a damn, it'll be different, and more to the point, it'll be for me.
Fair questions. Let me explain a bit to try and give some perspective. With plenty of exceptions, there are 2 main ways to get money from a publisher. One is they send out an RFP, or request for pitch, and the other is you actively go around presenting your own pitches. In both cases you have to present a document that is a surprisingly complete run-down of the game; how it works, what they major features are, how they interact, and what your monetization methods are. You usually have 2 versions of this, one being the super high level 1-3 page version, and then a much more detailed outline that can run anywhere from 10-30 or so pages depending on the size of the game.These just aren't fair points. Sure, they could end up being the case, but don't they have to be in the studio for longer than 20 minutes to iron out every idea? Or are you suggesting no new ideas should be allowed inside a studio until every nook and cranny of a design has been worked out? Are you criticizing him for giving us a glimpse into what he's got in mind, even if it's just scratching the surface?
I could care less about this game and whoever is developing it. I merely enjoy watching Ut turn into a rabid dog when it comes to certain developers. There's being "skeptical" and there is Ut's approach(again it only seems to be a select few developers).The people that are ganging up on Ut are just whiteknighting developers for some reason. We all want good games, and because of that we should be skeptical of relic developers, whomever they may be. It does not good to add to the conversation by whiteknighting people.
Considering the amount of time you and UT spend trashing a game that just got funded and is years away from release, I'm surprised you even have time to make coffeeHa, I wrote my post before reading the rest of the conversation. I happen to agree with Ut 100%. And, for the record, I am making games actively and am fully capable of putting my money where my mouth is.
My brain isn't exploding, but keep in mind it is my profession and livelihood we are discussing, not necessarily just THIS game specifically. It would be strange is I wasn't passionate about it.Considering the amount of time you and UT spend trashing a game that just got funded and is years away from release, I'm surprised you even have time to make coffee.
And Draegan is disembling, nobody is whiteknighting devs here, and he knows it. We're all just laughing at the ridiculous spectacle of two people's brains exploding over something that isn't even in alpha yet.
More like I am using his writings and ideas as a foil to explain what makes good design. It isn't a cat fight or hissy fit, I've never met the guy and I don't know him. If anything he has become a representative target for my frustration with the industry's contempt for the design profession, mostly because the contempt heaped upon people like him is deserved but it makes us all look bad. Mark and CU happen to be an excellent target because they currently very public and very flawed.But it sounds more like a hissy fit between two rival cloths designers. Cat fight. Except one isn't participating.
Well, essentially more money is put into these things because more money comes out of them. You'll never get me to argue that what I do is necessary or even all that important, but it is technical work. Just because it isn't important doesn't mean it isn't difficult or expensive. The general misallocation of resources in society is a pretty far reaching problem beyond video games.Call me naive, but these people are making games, fucking games, why do they need more money to do so in a given year than say a biological research laboratory? Does everyone in that industry have 6+ figure salaries?