Strife
Moderator
Posting this (a post in another thread) for Nept, by request, as he does not feel like dealing with his throttled connection.
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It's really not the case, Daphinicus, as most labour-of-love games aren't piggy-backing off existing code. As someone with a degree in game development, you're aware, I'm sure, of the explosive popularity and success of recent indy games. Personally, I'm eagerly awaiting Overgrowth's release. They're not completely comparable, with a development team skilled enough to create their own engine and toolset, an ip that they own, and an intelligent pre-order and progression plan (which has allowed for full time development), but it's certainly an independent,labour-of-love project. Last time I checked, they had four team members. Of course, we need only browse steam, the x-box live marketplace, or the apple app store to see the latest indy successes.
Independent game development is as much about realistic expectations as it is passion and hope; and it is simply unrealistic to expect significant growth on an "ancient engine" in an unloved game. I expect you realize that, especially given your choice to ignore my points and attack my motivations.
Legions Overdrive has been restricted from the outset, with its tenuous legality, archaic (verbiage is wonderful, isn't it?) engine, unprofitable nature, miniscule development team (smaller still when considering people comfortable with coding) and already-unpopular reputation with the Tribes community. The way I see it (which, granted isn't the only way) is that there were two options: 1) keep the game going as was, for those who enjoyed it (much as has happened with Tribes 2) - minimal gameplay changes and many more maps; or 2) attempt to attract many more players - make drastic, sweeping changes, on a new engine, and with a new name/IP. IA got away with Legions, so I'm sure an indy team would've gotten away with something similar. Perhaps, though, even the latter choice would've been unrealistic.
Of course, you can always make broad, sweeping changes on the existing engine and expect that the masses will flock; just don't get your panties in a bunch when someone suggests otherwise.
A realistic outlook also aids a game's community. So many expectations are artificially buoyed by the promise of new blood, an infusion of new players and talent. But in all likelihood, that is simply not going to happen. That new player toward whom you were a douchebag? He's probably not going to come back, and he's probably not going to be replaced. That team you detest? That's one of three teams that'll play you. There's no room for "Team Curb-stomp Zeta's Face" and its ilk. (Although that particular period provided some hilarious pm's. You can ask Kryst about it, APC.)
You'd best play nice.
That was my point, Daphy, old buddy, old boy, old pal; best friend forever, comrade-in-arms, partner-in-crime. (I tease). Sometimes a good glass of realism helps wash down the bitter pill of small communities. My message isn't one of discord and disunity - just that we must work with what we've been given. And we have to accept our situation, not hide behind rosy-hued optimism. Granted, I'm not a personal fan of certain developers (and certain developers aren't fans of mine), and I won't hesistate to argue my points.
You're free to argue back.
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It's really not the case, Daphinicus, as most labour-of-love games aren't piggy-backing off existing code. As someone with a degree in game development, you're aware, I'm sure, of the explosive popularity and success of recent indy games. Personally, I'm eagerly awaiting Overgrowth's release. They're not completely comparable, with a development team skilled enough to create their own engine and toolset, an ip that they own, and an intelligent pre-order and progression plan (which has allowed for full time development), but it's certainly an independent,labour-of-love project. Last time I checked, they had four team members. Of course, we need only browse steam, the x-box live marketplace, or the apple app store to see the latest indy successes.
Independent game development is as much about realistic expectations as it is passion and hope; and it is simply unrealistic to expect significant growth on an "ancient engine" in an unloved game. I expect you realize that, especially given your choice to ignore my points and attack my motivations.
Legions Overdrive has been restricted from the outset, with its tenuous legality, archaic (verbiage is wonderful, isn't it?) engine, unprofitable nature, miniscule development team (smaller still when considering people comfortable with coding) and already-unpopular reputation with the Tribes community. The way I see it (which, granted isn't the only way) is that there were two options: 1) keep the game going as was, for those who enjoyed it (much as has happened with Tribes 2) - minimal gameplay changes and many more maps; or 2) attempt to attract many more players - make drastic, sweeping changes, on a new engine, and with a new name/IP. IA got away with Legions, so I'm sure an indy team would've gotten away with something similar. Perhaps, though, even the latter choice would've been unrealistic.
Of course, you can always make broad, sweeping changes on the existing engine and expect that the masses will flock; just don't get your panties in a bunch when someone suggests otherwise.
A realistic outlook also aids a game's community. So many expectations are artificially buoyed by the promise of new blood, an infusion of new players and talent. But in all likelihood, that is simply not going to happen. That new player toward whom you were a douchebag? He's probably not going to come back, and he's probably not going to be replaced. That team you detest? That's one of three teams that'll play you. There's no room for "Team Curb-stomp Zeta's Face" and its ilk. (Although that particular period provided some hilarious pm's. You can ask Kryst about it, APC.)
You'd best play nice.
That was my point, Daphy, old buddy, old boy, old pal; best friend forever, comrade-in-arms, partner-in-crime. (I tease). Sometimes a good glass of realism helps wash down the bitter pill of small communities. My message isn't one of discord and disunity - just that we must work with what we've been given. And we have to accept our situation, not hide behind rosy-hued optimism. Granted, I'm not a personal fan of certain developers (and certain developers aren't fans of mine), and I won't hesistate to argue my points.
You're free to argue back.