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Biowares Take on on deeper RPG mechanics. "Forget about stats and loot. More combat.


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#2426
Someone With Mass

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Sarevok Synder wrote...

And? ME2 had one or two models more, but a lot less in actual game play differences. Massive improvement!


Actually, ME2 had at least twice as many, and all of them play diffrently if you pay attention.

#2427
CroGamer002

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Sarevok Synder wrote...

Phaedon wrote...

Snip


Sorry to break this to you, these "professionals" of yours must be useless if it takes seven of them to produce one weapon, considering one man completely overhauled a game on his own. Either that or you're full of it. I'm inclined to go with the latter option.

So ME 2 had one more. WOW!


Almost every weapon I got from mods in games like Half Life 2 or GTA San Andreas are overpowered, have weird animations, lot of clipping, basic sound effect or "borrowed" from some other game or movie and fire effects aren't very good.

#2428
Sarevok Synder

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AlanC9 wrote...

Sarevok Synder wrote...

Sorry to break this to you, these "professionals" of yours must be useless if it takes seven of them to produce one weapon, considering one man completely overhauled a game on his own!


Which took him how many hours?


The point is; the other guy is claiming it takes seven "professionals" to produce one weapon. You will have to ask Fakefactory how many hours it took him. 

#2429
Someone With Mass

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Let's not forget that BioWare's designers actually have lives outside their work as well.

#2430
Phaedon

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Sarevok Synder wrote...
Sorry to break this to you, these "professionals" of yours must be useless if it takes seven of them to produce one weapon, considering one man completely overhauled a game on his own. Either that or you're full of it. I'm inclined to go with the latter option.

There was more than two.

You need to start reading posts more carefully. And you could use some caffeine, yawning gets boring quick.

To have a single developer working over a single gun for 2 weeks is retarded. And you will obviously not have the sae results.

It's pretty simple.
A game designer thinks of the concept within a few hours/days, sents a doc to the concept artist with the concept and some notes, the concept artist finishes the first concepts in a few hours, sends them back to the designer, and within the next few days, they have decided how to work. In the meantime, the programmer has already started to work on the statistics for the weapon. 

When the modeller, the texturer and the sound artist see the final concept art, they do their work too, and they should all be done in a few days.

Then the weapon is thrown at the QA team which plays around with it and sends feedback which are corrected.

That way, instead of wasting weeks over a single weapon,

the game desiger can focus on other game features,
the concept artist can continue character concept art etc.
the programmer goes on to work on other requests from the designers,
and the QA team continuest to test other projects, among them, the actual game.

It's more cost efficient, since these people are hired anyway, and you don't have a vital member of the team occuppied for multiple weeks or even months, the results are of course better because they are developed by specialized staff, who at the same time work at other projects as well, and overall it takes less time to develop it.

There's a reason that a company can develop huge games in only two years and actually make them look good and feel right.

But it's stll the product of a lot of effort.

At least you don't have a game designer who is not that much of a drawer or a modeller or a programmer occuppied for a month over a single weapon.

Modifié par Phaedon, 14 juillet 2011 - 08:58 .


#2431
Sarevok Synder

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Mesina2 wrote...



Almost every weapon I got from mods in games like Half Life 2 or GTA San Andreas are overpowered, have weird animations, lot of clipping, basic sound effect or "borrowed" from some other game or movie and fire effects aren't very good.


Funny, I didn't have that problem with Version 10.



Someone with mass wrote....
Let's not forget that BioWare's designers actually have lives outside their work as well.

 
Yes; because it’s a well known fact modders have no lives. Posted Image Do you even think before you type?

Modifié par Sarevok Synder, 15 juillet 2011 - 03:56 .


#2432
Sarevok Synder

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Phaedon wrote...

Snip




Yet one man can overhaul an entire game plus add-ons in a matter of months. You're full of it.

#2433
didymos1120

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Sarevok Synder wrote...

Sorry to break this to you, these "professionals" of yours must be useless if it takes seven of them to produce one weapon, considering one man completely overhauled a game on his own.


Yes, well, that one guy isn't part of a business, now is he? Just a tad bit of difference, what with corporations having things like a hierarchy, budgets, division of labor among specialists, approval and testing procedures, schedules, etc., etc., etc. 

#2434
Sarevok Synder

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Someone With Mass wrote...

Sarevok Synder wrote...

And? ME2 had one or two models more, but a lot less in actual game play differences. Massive improvement!


Actually, ME2 had at least twice as many, and all of them play diffrently if you pay attention.


No, it has four rifles with differing stats. ME1 has many more.

#2435
Someone With Mass

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Sarevok Synder wrote...
The point is; the other guy is claiming it takes seven "professionals" to produce one weapon. You will have to ask Fakefactory how many hours it took him. 


I hope you are aware that the guys at BioWare have very different roles and aren't paid to do other things than their designated posts.

The sound director won't have control over the animations or the textures, for example, because that's outside his area.

#2436
AlanC9

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So what's the argument here? How many man-months would it take Bio to develop enough additional weaponry to satisfy Sarevok Snyder? And would this be worth their money?

I'd just as soon have them spend that money on other things, myself.

#2437
Sarevok Synder

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didymos1120 wrote...

Sarevok Synder wrote...

Sorry to break this to you, these "professionals" of yours must be useless if it takes seven of them to produce one weapon, considering one man completely overhauled a game on his own.


Yes, well, that one guy isn't part of a business, now is he? Just a tad bit of difference, what with corporations having things like a hierarchy, budgets, division of labor among specialists, approval and testing procedures, schedules, etc., etc., etc. 


Okay, so where is your proof it takes seven BW staff to produce one weapon for DLC? And if it does, something serious needs to be done if one man can do so much more without a massive company like EA backing him.

#2438
InvaderErl

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99% of ME1's "many" guns was a linear progression to the Spectre weapons. There was no thinking involved at all. You got guns that were simply better than the previous one and that was it until finally getting the most powerful gun around. They all functionally worked the same and were minor reskins of one another aside from the linear stat progression system they had in place.

I've seen more discussion of weapons and their functionality and use with ME2 than I ever did with ME1. They definitely took weapons in the right direction and seem to be going even further with that in ME3.

I find the claim of laziness outright silly considering that clearly more work went into crafting ME2's arsenal.

Modifié par InvaderErl, 14 juillet 2011 - 09:03 .


#2439
Sarevok Synder

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AlanC9 wrote...

So what's the argument here? How many man-months would it take Bio to develop enough additional weaponry to satisfy Sarevok Snyder? And would this be worth their money?

I'd just as soon have them spend that money on other things, myself.


No, I'm saying producing a weapons pack isn't that big a deal and I was jumped on for it.

#2440
CitizenSnips

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Sarevok Synder wrote...

Someone With Mass wrote...

Sarevok Synder wrote...

And? ME2 had one or two models more, but a lot less in actual game play differences. Massive improvement!


Actually, ME2 had at least twice as many, and all of them play diffrently if you pay attention.


No, it has four rifles with differing stats. ME1 has many more.


You must thoroughly own and enjoy Madden NFL 2003 - Madden NFL 2011 as separate and unique games with so little in common.

#2441
didymos1120

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Sarevok Synder wrote...

Yet one man can overhaul an entire game plus add-ons in a matter of months. You're full of it.


Um, no. Not months.  Years:

Development of the Cinematic Mod has taken 5 years of my life, a vast amount of coffee and 18000+ dollars for software and resources.



#2442
Someone With Mass

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Sarevok Synder wrote...

No, it has four rifles with differing stats. ME1 has many more.


Avenger, Vindicator, Revenant, Collector assault rifle, Mattock and the Geth Pulse Rifle. That's six, if you can't count.

The weapons in ME1 offered absolutely nothing different outside their stats.

#2443
Sarevok Synder

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Someone With Mass wrote...

Sarevok Synder wrote...
The point is; the other guy is claiming it takes seven "professionals" to produce one weapon. You will have to ask Fakefactory how many hours it took him. 


I hope you are aware that the guys at BioWare have very different roles and aren't paid to do other things than their designated posts.

The sound director won't have control over the animations or the textures, for example, because that's outside his area.


So do you think it takes seven people to produce one weapon? If it does, the modders are making a laugh of the games industry.

mushoops86anjyl wrote....

You must thoroughly own and enjoy Madden NFL 2003 - Madden NFL 2011 as separate and unique games with so little in common.


With that wit, I bet you're a riot at parties......

Modifié par Sarevok Synder, 14 juillet 2011 - 11:09 .


#2444
Sarevok Synder

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didymos1120 wrote...

Sarevok Synder wrote...

Yet one man can overhaul an entire game plus add-ons in a matter of months. You're full of it.


Um, no. Not months.  Years:


Development of the Cinematic Mod has taken 5 years of my life, a vast amount of coffee and 18000+ dollars for software and resources.




He produced many of them. Version 10 took him about five months.

#2445
Phaedon

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Sarevok Synder wrote...
Yet one man can overhaul an entire game plus add-ons in a matter of months. You're full of it.

What a compelling argument.

Definitely a response to the fact it would take several weeks for a single developer to create a weapon, working on a normal schedule, and having the same quality as content for an AA+ game.

And to the fact that instead of that, a single developer can work on different projects at the same time, and do what they do best.

But you know, cost-effective solutions are overrated. Let's find a developer and get him to spend all of his time on a part of a DLC.

/sarcasm

Modifié par Phaedon, 14 juillet 2011 - 09:07 .


#2446
didymos1120

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Sarevok Synder wrote...

Okay, so where is your proof it takes seven BW staff to produce one weapon for DLC? And if it does, something serious needs to be done if one man can do so much more without a massive company like EA backing him.


I don't know how many it took exactly.  I do know it's extremely likely to have taken multiple people though, because that's how professional game development works nowadays.  The days of "one coder, one game" are long gone except in the indie realm, and even then it's still often done by a team.

#2447
Phaedon

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didymos1120 wrote...

Sarevok Synder wrote...

Okay, so where is your proof it takes seven BW staff to produce one weapon for DLC? And if it does, something serious needs to be done if one man can do so much more without a massive company like EA backing him.


I don't know how many it took exactly.  I do know it's extremely likely to have taken multiple people though, because that's how professional game development works nowadays.  The days of "one coder, one game" are long gone except in the indie realm, and even then it's still often done by a team.

Casey Hudson actually tweeted about that a few days ago.

Back in his KOTOR days, he could pick his own assignments, and he would finish them himself. Now there's plenty of different people that are required to make them work. 

Or at least something along those lines.

#2448
Sarevok Synder

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Someone With Mass wrote...

Sarevok Synder wrote...

No, it has four rifles with differing stats. ME1 has many more.


Avenger, Vindicator, Revenant, Collector assault rifle, Mattock and the Geth Pulse Rifle. That's six, if you can't count.

The weapons in ME1 offered absolutely nothing different outside their stats.



Two of those weapons aren't available on the standard version.

#2449
CroGamer002

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Sarevok Synder wrote...

didymos1120 wrote...

Sarevok Synder wrote...

Yet one man can overhaul an entire game plus add-ons in a matter of months. You're full of it.


Um, no. Not months.  Years:


Development of the Cinematic Mod has taken 5 years of my life, a vast amount of coffee and 18000+ dollars for software and resources.




He produced many of them. Version 10 took him about five months.


No he's just updating same mod over and over again.

He's not making every mod from scratch.

#2450
Someone With Mass

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Sarevok Synder wrote...
He produced many of them. Version 10 took him about five months.


Version 10, yes. How many different things does it have compared to version 9, or whatever the previous version might be?

Is he doing a complete overhaul of the game for each version?