Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 27 Feb 2007
Offline Last Active May 25 2016 08:14 AM

Posts I've Made

In Topic: Why Are Fantasy RPGs so Popular?

19 May 2016 - 08:15 AM

Dead space, Mass effect, Deus ex. Then there are the space flight rpg's. I'm sure i could rattle of a big list if I had the time right now.

In Topic: Managing [one's own] disappointment

13 May 2016 - 07:29 AM

in my experience, a game which is of high enough quality AND sufficiently unique to be a "category leader" will require at least three months of intensive marketing and maximum exposure, before it begins to hit, if it will hit at all.



and i'm talking about  a game that was thoroughly vetted for sale-ability. IE before the game was started, it was determined that (A) its colud be completed in a reasonable amount of time by the team, and (B) there's sufficient market, and © you can also beat any competing titles in the category when it comes to value to the consumer.


so somebody has to want to buy it, your game has to be the best choice (or only choice) available, and it has to be something your team can actually accomplish.


anything less, and you can expect less results.


and this approach:   "others liking or even downloading the game is almost, but not entirely irrelevant"


will get just about the results you'd expect and are now seeing: none.


here's what i would do:

vet the game now. if its not worth marketing, stop and write something that is, or simply stop making games to sell and make them just for fun, if you can't or don't want to write something that has a good chance of selling.


if you design for success (sales), success (sales) is more likely.


if you do not design for success (sales), then success (sales) is much less likely, and largely due to random chance and dumb luck, which is not a reproduce-able business practice.


nice in theory but how many studios can successfully churn out a variety of different games and be successful most of the time. Not many.

When you say "a game that was thoroughly vetted for sale-ability" what you really mean is "a game that is similar enough to other very successful games that you don't have to do the research to see if people like it"


Most games studies either:


A) Get lucky as you described

B) Look at other's lucky success and repeat the same concept while trying to market it better and hype it better. Everyone is doing this.

In Topic: getting fired in software industry

29 April 2016 - 05:22 PM

I think if the person who wrote the code still works for the company and its not clear what the code does to the extent you have to ask an anal amount of questions then that person should really be carrying some responsibility for maintaining it. No doubt the person who wrote it has been in the company for some time and his/her opinion carries a lot of weight. Better for that person to indicate you don't know what you're doing than to admit their code sucks.


getting fired for asking to many questions is absurd. Would a company rather you made the incorrect assumption or wasted time debugging code when you can "just ask"?

In Topic: Overheating Computer

19 April 2016 - 03:38 AM

drives me mad when my wife puts her/my laptop on the bed quilt. Blocks all the vents!

In Topic: Man vs Machine,The Hype: machine is beginning to win

11 March 2016 - 01:33 AM

The human player should be spending his evenings coming up with a radical new strategy, he would certainly win then even if its a suboptimal strategy vs a human. I think back to when Riker rescued Picard, the Borg lost because the experience to deal with the unorthodox strategy didn't exist.