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Member Since 02 Nov 2003
Offline Last Active Aug 18 2014 12:54 AM

Posts I've Made

In Topic: Visual Programming

22 June 2014 - 10:23 PM

A lot of high end engines are moving to node based approaches. The new Ubisoft Snowdrop (is that the right name???) does judging by the videos they've released, UE4, and most of the proprietary AAA engines use such an approach these days.


The most time consuming aspect of making a AAA game is content creation. You need to empower content creators (artists, designers, etc.) to build simple behaviours. You need to spend your SE time on difficult technical problems to set your game apart, not on grunt work scripting simple behaviours like windmills spinning and AI behaviours.


What are your goals with this? If you want to make money, you will probably need to find a niche. Maybe UE4 is more comprehensive and powerful, but if you can find a niche, like "much easier to use" for simple games or apps you could steal a segment of the market.

In Topic: Mundial thread

21 June 2014 - 02:07 PM

I don't remember it being very dirty at all. I mean, De Jong should have been red carded for drop kicking a player in the chest, but other than that...


I've tried to watch some games but between my daughter and my job, I have the game on in the background while working and only get to flip back to it when something exciting is building up. It's a bit tougher for me to watch now that it's roughly in my time zone as well. Lot's of fun games and surprises so far.

In Topic: Statistics and data on how the length of games has changed through the years.

11 June 2014 - 08:49 AM

I think both are important to different people.


I also don't think games are getting shorter in general. I think the genre of the average game has changed over the years. PS1 and PS2 tended to be the era of the 40 hour RPG. The industry since then has been trending more towards shooters which last around 10 hours. Shooters in the past were much shorter though. I could finish Goldeneye on the N64 in a couple hours if I took my time. The statistics in that link are much too simple to analyze the trends of game length.


I don't think the length of a game should determine its price point either. That makes no sense. I could add hours to an RPG by tuning the experience points or the random encounter rate, but making a shooter longer without affecting the difficulty would require adding levels and story (audio + animation). It's not a fair comparison.


One thing I do agree with from the article is that there should be a varied pricing structure for games that aren't quite AAA... But don't we have that already? Nothing is stopping a studio or publisher from releasing the game on the PSN or Xbox Live marketplace (or steam/origin/etc.) for a lower price point. However, I don't see this being feasible for a game being sold through retailers requiring manufacturing and distribution networks.


I think the article is misleading and stuck in the past. There is no way a game like Bulletstorm gets made to  be a packaged good in today's world. It came out too early for publishers to get on the downloadable title bandwagon and therefore resulted in a shorter game at a higher price point.

In Topic: Pixel pig title screen

30 May 2014 - 01:02 AM

It definitely looks like super mario world, especially with the white text on black screen with dashes framing the company name. That's the - Nintendo - Presents screen. All you need is the mario coin sound effect!!!


I think you can get away with two of the following four items:

-Title lettering

-Presents screen

-Copyright notice placement


-Game running in background



If I would change anything, it would be the first screen from the video, the title lettering, and the copyright notice.

In Topic: Licensing issue.

29 May 2014 - 12:24 AM

You'd really need a lawyer to advise you on this. From what I have seen in the past:


Games often will parody existing characters or other IP(not a true representation), and usually get away with it. Likely covered under Fair Use:



This Fair use is an exception to copyright, and likely won't cover accurate representations.


EA ended up attempting to do so in Battlefield 3 using real world helicopters without licensing them. They were sued and used the defense that it was Fair Use and also covered under first amendment rights. EA eventually settled the lawsuit, so we don't exactly know what the outcome would have been.


A lawyer experienced in intellectual property could advise you better on whether they think your usage would be covered under fair use. But remember, even if your lawyer thinks it's ok, you may still have to defend this in court which you probably don't have the money for. In EA's case, they have the money for that, and they likely intended to set legal precedence in such cases which would have greatly impacted what game companies could and couldn't do moving forward.