it just ruins the game for you if you know every square inch of it and the story, sad sad developers
It must suck to work at Bioware!
#26
Posté 17 mars 2011 - 03:22
it just ruins the game for you if you know every square inch of it and the story, sad sad developers
#27
Posté 17 mars 2011 - 04:02
King Lenward wrote...
I was thinking, and I have came to the conclusion that the worst job in the entire world would have to be a developer for ME3.
Instead of submerging yourself in the highly anticipated conclusion of this amazing triligoy, a developer at BW would just be looking at his own work in action. They already know exactly what's going to happen, how it's going to happen, and how it's going to look. Probably criticizing every little detail while playing through the game. It would be hard to focus on the awesomeness that I'm sure ME3 will deliver. Instead, they would be nitpicking at every iota of content that they didn't get 100% the way they wanted it.
So here's to you Bioware! You truly are making the ultimate sacrifice! Giving up the opportunity to indulge yourself in these amazing titles that you manage to produce, so that the common man (and woman) can escape this harsh and unforgiving game we call "life" to experience a natural extacy.
To all the developers at BW, you have my undying gratitude. Thank you.
Isn't that what most jobs are like? I doubt most of us are ever basking in the awesomeness. It's usually a grind.
#28
Posté 17 mars 2011 - 04:04
One of the worst things about being a developer/designer is that you see clear areas for improvement such as "value added functions" / "cool ideas" / stomping out the last of the bugs. However management [bean counters] will often force the release of a product before it really should be released.
If the Bioware guys feel this pressure then I feel sorry for them.
#29
Posté 17 mars 2011 - 04:10
#30
Posté 17 mars 2011 - 06:04
he knows all the cheats and trainer programs, and he always plays in "God mode", no fun at all
#31
Posté 17 mars 2011 - 06:12
have the ending spoiled, as being the creators is pay enough.
#32
Posté 17 mars 2011 - 06:15
Tarek wrote...
maybe that's how God feels about creation, he must be bored as hell![]()
he knows all the cheats and trainer programs, and he always plays in "God mode", no fun at all
Off-topic here, but God has something called "selective memory". he can choose to not know something at will and remember it again if he wants to. So he can fabricate suspense for himself if he wishes, but God is not driven by human traits, so these things like "spoilers" and "surprises" mean nothing to him. I think that even boredom is not a factor that effects him. Remember, he's GOD!
#33
Posté 17 mars 2011 - 06:22
And awesome
#34
Posté 17 mars 2011 - 06:26
Pwener2313 wrote...
Tarek wrote...
maybe that's how God feels about creation, he must be bored as hell![]()
he knows all the cheats and trainer programs, and he always plays in "God mode", no fun at all
Off-topic here, but God has something called "selective memory". he can choose to not know something at will and remember it again if he wants to. So he can fabricate suspense for himself if he wishes, but God is not driven by human traits, so these things like "spoilers" and "surprises" mean nothing to him. I think that even boredom is not a factor that effects him. Remember, he's GOD!
hehe I know I was just kidding...
oh look lightning
#35
Posté 17 mars 2011 - 06:28
#36
Posté 17 mars 2011 - 06:31
Pwener2313 wrote...
Tarek wrote...
maybe that's how God feels about creation, he must be bored as hell![]()
he knows all the cheats and trainer programs, and he always plays in "God mode", no fun at all
Off-topic here, but God has something called "selective memory". he can choose to not know something at will and remember it again if he wants to. So he can fabricate suspense for himself if he wishes, but God is not driven by human traits, so these things like "spoilers" and "surprises" mean nothing to him. I think that even boredom is not a factor that effects him. Remember, he's GOD!
LOL
haha
#37
Posté 18 mars 2011 - 12:38
King Lenward wrote...
So here's to you Bioware! You truly are making the ultimate sacrifice! Giving up the opportunity to indulge yourself in these amazing titles that you manage to produce, so that the common man (and woman) can escape this harsh and unforgiving game we call "life" to experience a natural extacy.
To all the developers at BW, you have my undying gratitude. Thank you.
+1000
I'll always remember BioWare as the studio that showed me that games can be art. Oh, and for all the hours I've managed to be immersed in this beautiful universe and not on the outside crappy world too.
Thank you guys, each one of you.
#38
Posté 18 mars 2011 - 12:46
#39
Posté 18 mars 2011 - 01:00
#40
Posté 18 mars 2011 - 03:01
That can be pretty satisfying... :happy:
Modifié par Brenon Holmes, 18 mars 2011 - 03:02 .
#41
Posté 18 mars 2011 - 03:09
If ME3 is anything like ME2, they make a bunch of cool missions, then stick them in a blender a few times to get them in an order that avoids major coding issues/lore contradictions, maybe drop a couple for time reasons, and then put it all together about 45 minutes prior to ship. Does that sum up the process?
Unless ME3 will be more linear than ME2.
#42
Posté 18 mars 2011 - 03:17
Brenon Holmes wrote...
I think there are a lot of different ways of enjoying a game release... personally I like going out to stores on or around launch day and listening to people talk about the game (not all creepy/stalker-like, promise!)... or checking out the forums to see what kinds of things you guys are finding exciting about the game.
That can be pretty satisfying... :happy:
Haha! I now picture every Bioware employee staking out all the major game retailers on launch day.
All kidding aside, I bet that's really cool to hear others talk excitedly about something that you've put so much work into
#43
Posté 18 mars 2011 - 03:17
#44
Posté 18 mars 2011 - 03:25
#45
Posté 18 mars 2011 - 03:42
As for Dragon Age II, Bioware may have been on a tight schedule, but I have found the game to be very engaging. If these naysayers would actually stop reading the reviews and actually rent the game before detracting it, they too will find the game to be hard to out down.
Also, while the average score may be lower than previous games, most reviewers seem to have placed the game within several points of their DA:O reviews (ex. IGN gave DA:O 8.7 and DA2 8.5) which means that the differences in score may just be due to the reviewer's personal preference or that they were just expecting DA2 to be closer to DA:O gameplay wise.
I will also go to say that while a great game, the 2 main issues I've had was the lack of variety in the maps and the ones included being overused and that the higher difficulties should be scaled back just a tad bit or if not, allow us to import completed DA2 characters so that we can continue leveling Hawke and company. (Please note that another highly rated game MASS EFFECT also reused many environments and areas)
#46
Posté 18 mars 2011 - 04:06
#47
Posté 18 mars 2011 - 04:38
Brenon Holmes wrote...
I think there are a lot of different ways of enjoying a game release... personally I like going out to stores on or around launch day and listening to people talk about the game (not all creepy/stalker-like, promise!)... or checking out the forums to see what kinds of things you guys are finding exciting about the game.
That can be pretty satisfying... :happy:
Maybe, but you won't have the OMG THE F*CK!NG AWESOME! factor we have when we play for the first time.
#48
Posté 18 mars 2011 - 04:41
Anihilus wrote...
Heh That one movie critic who said that video games could never be a form of art should play KOTOR or Mass Effect and THEN try saying that
Roger Ebert.
#49
Posté 18 mars 2011 - 07:35
#50
Posté 18 mars 2011 - 07:56
Elite Midget wrote...
Every creator enjoys the moment of watching the fruits of their labor blossom.
Even though that may be true, when you are creating something and approaching release all the little omissions, all those tiny coulda woulda shoulda's really add up.
I used to be in bands and by the time an album was ready for release you were pretty much done with it. Had to listen to it a gazillion times while recording, mixing, mastering. There is never enough budget to create the perfect experience and even more problemativc: one's image of the perfect experience changes over time as well, so you are aiming at a moving target. And worse, you will start to judge other people's creations on all kinds of technicalities and detail and will have to put effort into simply experiencing their work.
Imho this is the same for (game) devs. Ofcourse you are eager to learn how people respond to your creation, but you will have difficulty experiencing it the way it was meant to be.





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