Atchodas
Augur
- Joined
- Apr 23, 2015
- Messages
- 1,047
eh its okay I guess
sounds like shit to me
eh its okay I guess
Game is fine but it hit the unknowable, bad luck impossible to tell what went wrong invisible wall. Just wrong place wrong time, no one will ever decode the mystery.
Game is fine but it hit the unknowable, bad luck impossible to tell what went wrong invisible wall. Just wrong place wrong time, no one will ever decode the mystery.
Still didn't break him enough, still blames dumb shit on players.a lot of players like:
* characters that are more exaggerated/over-the-top/campy/silly.
* weapon/armor/character design that is more exaggerated/fantastic.
* plots that pit good against evil (in one form or another).
* progression systems that are fundamentally easy to break.
Kingdom Come has no first three points and is loved by players.
The game reviewed extremely well, so why would word of mouth be only 'eh it's okay'?
I don't think it's impossible at all. Some shortcomings are glaring even. I think that blaming the wrong time and place is placing one's head in the sand./
I've heard that one before.* characters that are more exaggerated/over-the-top/campy/silly.
* weapon/armor/character design that is more exaggerated/fantastic.
* plots that pit good against evil (in one form or another).
here's the thing though, players treat the progression system like another puzzle, so when they break it, they feel pretty good about themselves. It's a part of the game for them.* progression systems that are fundamentally easy to break
Why you guys don't just link this thread to Sawyer in twitter?
I'm serious. He maybe need to listen to the grognards.
Why you guys don't just link this thread to Sawyer in twitter?
I'm serious. He maybe need to listen to the grognards.
Why you guys don't just link this thread to Sawyer in twitter?
I'm serious. He maybe need to listen to the grognards.
Don't do it. He drinks too much as it is.
has explained why any of these minor nitpick issues affected the game to cause hundreds of thousands less sales.
I don't think it's impossible at all. Some shortcomings are glaring even. I think that blaming the wrong time and place is placing one's head in the sand./
Like what shortcomings that would exactly have drastically affected sales? The game reviewed extremely well at 88% on metacritic. Even Josh can't figure out why, how would a few over ambitious Codexers know?
Even if they were minor nitpicks (they aren't), they'd still add up.
But they did? I think the Pillars of Eternity series is one of the most discussed games here. People write walls of text about it every time.
That doesn't mean there are no issues, it means the issues were either bigger or they did add up. You know, the logical conclusion?Even if they were minor nitpicks (they aren't), they'd still add up.
Not really. I highly doubt casual Pillars fans were completely turned off by the hundreds of thousands over some minor mechanics or writing issues.
That doesn't mean there are no issues, it means the issues were either bigger or they did add up.
Ok, don't blame me for the wall of text and that won't be nearly enough.
This is a huge topic. It's not about what anyone says. Yes, tastes, trends etc also play a role but if you deconstruct anything enough, you can also make logical/factual observations. For example, when people talk about C&C. What is the number of skill checks or decisions in the game? How many of them affect something that actually changes gameplay to a meaningfully deterministic point, for the player's experience? Now check that again comparing it to P:K. How important is C&C even, in crpgs? Who knows, right. Or story - what makes good literature? Succint but elegantly descriptive storytelling or painfully descriptive storytelling using a ton of fancy thesaurus adjectives at every other sentence?
The above is hardly considered deconstruction ofc - it is a huge topic after all - and you can call it biased because it's more about general impressions, but let's take a simpler example that none may care about, but it does indicates some interesting things about the rest of the game - the ship "mini-game", excluding any interface issues:
-How is the mini-game's "gameplay loop" affecting the main game? Meaning: How are ship upgrades or crew actually affecting the main game? Does the game make you care enough about aqcuiring them? Do you actually need to, given that the only area you can't traverse is the last and even there it's scripted that you get a ship? Are a couple of captain bounties enough of an incentive?
-How is the main game's loop affecting the mini-game? Is the game's economy such, that ship upgrades are something you don't "just click", but rather care about, or struggle to get? Is special crew recruiting something engaging, or again, something you "just click a few times"?
And it's not only about gameplay, because engaging gameplay also supports RP and immersion. Do the above have anything to do with tastes? Doesn't matter if anyone likes the mini-game or not or whether it should have been in the game. It's irrelevant. The fact is they threw a bunch of assets in a place and don't use them properly. What does this have to do with the actual game? I think they do exactly the same in many occasions. Another simple isolated example of an occasion like that is "empty islands". Islands, e.g. with a single area and a bounty boss. Barely any RP, any skill checks, any C&C. Do you really think that's "nitpicking"? And then you see P:K sprinkling them almost everywhere.
Whatever one may be creating, creator's prejudice is a bitch. When you pour your soul into something having a specific mindset, it's hard to change that mindset when criticizing it. Plus the game wasn't a disaster or anything so that you can pinpoint something that "drastically" affected sales - it was a pretty decent game, so that makes it much harder to pinpoint what went wrong with it.
This is dev equivalent of “the RNG hates me.”
Read this thread maybe?That doesn't mean there are no issues, it means the issues were either bigger or they did add up.
So then what issues can we nail down that would have attributed to the game absolutely flopping? It would have to be a major issue because gamers don't just leave a series in such droves over minor stuff. I personally think it has to do with marketing, time of release maybe and other factors like possibly isometric old-school fatigue or something. But then Kingmaker sold well so it really is a mystery.
Jesus.
There are none so blind.
This is dev equivalent of “the RNG hates me.”
It's all microissues that most gamers don't care about. I'm like Josh, I'm just not seeing the big red flags that would have caused a massive flop. But then again, was it even a massive flop if it sold better than Tyranny?Read this thread maybe?
Still didn't break him enough, still blames dumb shit on players.a lot of players like:
* characters that are more exaggerated/over-the-top/campy/silly.
* weapon/armor/character design that is more exaggerated/fantastic.
* plots that pit good against evil (in one form or another).
* progression systems that are fundamentally easy to break.
Kingdom Come has no first three points and is loved by players.
So the game flopping is due to not having enough skill checks? I doubt it, only us grognards care about stuff like that and we're a small minority.