Thread: [GD-Design] Re: Gamedevlists-design digest, Vol 1 #38 - 10 msgs
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From: <ham...@tm...> - 2003-02-27 08:13:59
|
on Wed, Feb 26, 2003 at 12:14:20PM -0800, gam...@li... wrote: > Message: 8 > From: "Ivan-Assen Ivanov" <as...@ha...> > > > A better example might be the aforementioned Combat Mission or CA's > > Medieval: Total War. The Total War stuff has sold very, very well, > > and I think it's partly because it wasn't the same resource > > management RTS that everyone else has written a million times. > > There is a fine line between making your game too similar in apparent > gameplay > to one of the classics, and making it too different so that no reviewer > gets it in the 30 or so minutes he is able to devote. > As our lead designer put it after the first few reviews, "No more > *different* > games from me". > We've seen wildly varying reviews - people who "got it" and played the > game > we play, and people who didnt "get it" and play a vastly different, > shallow and bland game. (Of course, the blame for this sits squarely on > us, not them.) For that matter, we've seen reviews which say > "great multiplayer/skirmish mode, but the single-player is a totally > lame, boring attempt at an RPG" AND reviews which say > "great single-player missions, but the multiplayer/skirmish mode > is a totally lame standard RTS". We got good scores both from > people who obviously had played the game for 5 minutes (probably > due to good marketing on part of our publishers), and from people who > understood it; however, most of the bad scores we got were from > reviewers who judged the game completely superficially > (what, 2D graphics? only two races? shallow tech tree? must be bad). > > Maybe in the long term, it's gameplay that matters. But for good > reviews in the initial period, you need not only glitzy technology, > but also very accessible gameplay. No one cares if two of your advanced > units form a very interesting symbiotic combination in the endspiel, > or if there's a great scripted sequence after the incredibly difficult > mission 8. The game must be obviously good, not just good. > Can you recall which reviewers gave the lazy reviews? Personally, if/when the situation arises, I'd like to do my best to keep review copies out of the hands of useless reviewers. I understand that you typically feel you can't afford to reduce the amount of exposure you get, but if these people aren't doing their job properly (perhaps includes people who don't even know how to do their job properly?) and they're doing more harm than good, then it's time to cut them out, surely? I'd have nothing against an honest, but negative review (depressing, but...) - but a review that shows someone has just been a lazy **** is another thing entirely... |
From: Brian H. <ho...@py...> - 2003-02-27 08:23:19
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>Can you recall which reviewers gave the lazy reviews? There's no way you can really cull the bad reviewers out. There= are many reasons for this: - the biases of individual reviewers often change - if they find out they've been blacklisted, they'll often= publicly accuse the developer or publisher of knowing that they'll give an= "honest" review and thus this is obviously favoritism - often review copies are handed out by publishers without the knowledge or consent of the developer - review copies are often given to a magazine or a publisher or a= Web site, without knowing ahead of time which individual reviewer= will receive a copy The fact of the matter is that the popularity of the Web has= allowed any idiot that knows FrontPage to throw up a Web site and have an= opinion that someone will listen to. Such is life, you just have= to hope that there are more level-headed, intelligent reviewers out= there than dishonest, lazy and disinterested ones. Brian |
From: Javier A. <ja...@py...> - 2003-02-27 09:28:49
|
Brian, You are absolutely right; dealing with the media in general (not just reviewers) is a serious problem, and you have to take it very seriously. Just yesterday, a national TV channel came to the office to film some minute-long blurb about "Praetorians". They were not exactly professional... one of the questions they asked our FMV team was "Which movie did you base this off?" The natural answer was "Inspired by many, not one in particular", but such answer didn't fit their "editorial approach", which they felt was clearer to the audience if they could give something more concrete. Obviously, we didn't want Praetorians to appear on TV as some kind of unnofficial version of Gladiator. We had an argument with them, and among the stuff mentioned was the idea that we preferred to forego such an appearance on TV if we felt that the portray of the game was not accurate. They couldn't understand that simple concept (after all, everyone wants to be on TV, right?), and so kept arguing the point, accusing us of intrusion and so on... We have had journalists come over to one of our presentations, and tell us that they didn't like RTS games anyway (I guess they _do_ like spending a couple days in Rome or wherever, though). We have had work-in-progress articles complain about lack of balance despite the fact that we told them "game code is pretty much complete, we're now starting the balancing and QA process which will take several months." They were just angry they had lost while playing the preview code. This kind of thing happens all the time, and you have to be ready for it. There is a fine line between being strict and being offensive, and most media types are offended by anything that does not go according to their wishes. In the end, you really appreciate having PR specialists take care of all this, nurturing the relationship with the media, but you must keep them on their toes and remind them that they are on YOUR side. That said, I wouldn't care much about "idiots with FrontPage". Yes they may be annoying, but the truth is, they tend to attract idiots. Finally, I would like to remind everyone of how important it is to have a good digital signature system for your preview versions (oh and make it batchable, so signing 80+ code builds is a no-brainer!). If you can keep the signature tool out of the hands of your publisher, you may have the opportunity of knowing exactly which versions have been sent, when and to whom. Javier Arevalo Pyro Studios Brian Hook wrote: >> Can you recall which reviewers gave the lazy reviews? > > There's no way you can really cull the bad reviewers out. There are > many reasons for this: > > - the biases of individual reviewers often change > > - if they find out they've been blacklisted, they'll often publicly > accuse the developer or publisher of knowing that they'll give an > "honest" review and thus this is obviously favoritism > > - often review copies are handed out by publishers without the > knowledge or consent of the developer > > - review copies are often given to a magazine or a publisher or a Web > site, without knowing ahead of time which individual reviewer will > receive a copy > > The fact of the matter is that the popularity of the Web has allowed > any idiot that knows FrontPage to throw up a Web site and have an > opinion that someone will listen to. Such is life, you just have to > hope that there are more level-headed, intelligent reviewers out > there than dishonest, lazy and disinterested ones. |
From: Jamie F. <ja...@qu...> - 2003-02-27 11:31:01
|
Sadly, the best way i've seen of dealing with media folk in general is show them around the studio, don't show them too much, then take them down the pubs and clubs and get them totally s**t-faced. Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Javier Arevalo Sent: 27 February 2003 09:40 To: gam...@li... Subject: Re: [GD-Design] Dealing with the media Brian, You are absolutely right; dealing with the media in general (not just reviewers) is a serious problem, and you have to take it very seriously. Just yesterday, a national TV channel came to the office to film some minute-long blurb about "Praetorians". They were not exactly professional... one of the questions they asked our FMV team was "Which movie did you base this off?" The natural answer was "Inspired by many, not one in particular", but such answer didn't fit their "editorial approach", which they felt was clearer to the audience if they could give something more concrete. Obviously, we didn't want Praetorians to appear on TV as some kind of unnofficial version of Gladiator. We had an argument with them, and among the stuff mentioned was the idea that we preferred to forego such an appearance on TV if we felt that the portray of the game was not accurate. They couldn't understand that simple concept (after all, everyone wants to be on TV, right?), and so kept arguing the point, accusing us of intrusion and so on... We have had journalists come over to one of our presentations, and tell us that they didn't like RTS games anyway (I guess they _do_ like spending a couple days in Rome or wherever, though). We have had work-in-progress articles complain about lack of balance despite the fact that we told them "game code is pretty much complete, we're now starting the balancing and QA process which will take several months." They were just angry they had lost while playing the preview code. This kind of thing happens all the time, and you have to be ready for it. There is a fine line between being strict and being offensive, and most media types are offended by anything that does not go according to their wishes. In the end, you really appreciate having PR specialists take care of all this, nurturing the relationship with the media, but you must keep them on their toes and remind them that they are on YOUR side. That said, I wouldn't care much about "idiots with FrontPage". Yes they may be annoying, but the truth is, they tend to attract idiots. Finally, I would like to remind everyone of how important it is to have a good digital signature system for your preview versions (oh and make it batchable, so signing 80+ code builds is a no-brainer!). If you can keep the signature tool out of the hands of your publisher, you may have the opportunity of knowing exactly which versions have been sent, when and to whom. Javier Arevalo Pyro Studios Brian Hook wrote: >> Can you recall which reviewers gave the lazy reviews? > > There's no way you can really cull the bad reviewers out. There are > many reasons for this: > > - the biases of individual reviewers often change > > - if they find out they've been blacklisted, they'll often publicly > accuse the developer or publisher of knowing that they'll give an > "honest" review and thus this is obviously favoritism > > - often review copies are handed out by publishers without the > knowledge or consent of the developer > > - review copies are often given to a magazine or a publisher or a Web > site, without knowing ahead of time which individual reviewer will > receive a copy > > The fact of the matter is that the popularity of the Web has allowed > any idiot that knows FrontPage to throw up a Web site and have an > opinion that someone will listen to. Such is life, you just have to > hope that there are more level-headed, intelligent reviewers out > there than dishonest, lazy and disinterested ones. ------------------------------------------------------- This SF.NET email is sponsored by: SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! http://www.vasoftware.com _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=556 |
From: Javier A. <ja...@py...> - 2003-04-04 14:47:54
|
The issue of FPS controls in console games just came up in the algorithms list, but it seems more appropriate here. People mentioned Halo and Timesplitters as good examples (I personally disagree about TS), and Metroid as a bad example. However, in Metroid the gameplay is well adapted to the (limited) control scheme. So, well, discuss... Javier Arevalo Pyro Studios |
From: Jamie F. <ja...@qu...> - 2003-04-04 15:04:49
|
I didn't go into detail on algorithms, but i like the Metroid control system. It isn't an FPS control system, and the game's not an FPS :) I have one niggle regarding the interaction of scanning and combat, though. I still reckon the grandaddy is goldeneye :) halo worked well, timsplitters i've not played much. jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Javier Arevalo Sent: 04 April 2003 15:48 To: gam...@li... Subject: [GD-Design] FPS console controls The issue of FPS controls in console games just came up in the algorithms list, but it seems more appropriate here. People mentioned Halo and Timesplitters as good examples (I personally disagree about TS), and Metroid as a bad example. However, in Metroid the gameplay is well adapted to the (limited) control scheme. So, well, discuss... Javier Arevalo Pyro Studios ------------------------------------------------------- This SF.net email is sponsored by: ValueWeb: Dedicated Hosting for just $79/mo with 500 GB of bandwidth! No other company gives more support or power for your dedicated server http://click.atdmt.com/AFF/go/sdnxxaff00300020aff/direct/01/ _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=556 |