Descent: Underground and the future of our game

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Duper
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Re: Descent: Underground and the future of our game

Postby Duper » 21 Mar 2015, 01:12

I posted this over on .net. For those that have seen this post, n/m ;)
This vid talks about a lot of these issues.. and I concur.
Extra Credits did this vid back in May of 2012. It seems they were on the mark.

https://youtu.be/WXA559KNopI
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Re: Descent: Underground and the future of our game

Postby 1DVD4D2UDK » 21 Mar 2015, 22:20

Duper wrote:It seems they were on the mark.

https://youtu.be/WXA559KNopI
Some interesting feedback there, but who could ever really say 'if they get it right' since each and every player would likely have a different take on it(especially with so many different aspects of it and ways to handle it) - so getting it right for the majority of the player base might be more accurate, although I'm sure the market research for popular new gaming trends has revealed some new gems the developers can capitalize on as well.

And in some cases, albeit likely without enough research - implementing a new
microtransaction system can more often than not kill what player base a game
has to begin with, but with time also comes change whether we like it or not.:|
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Re: Descent: Underground and the future of our game

Postby Duper » 22 Mar 2015, 01:10

You have a good point and I think that's kind of what they were pointing at; applying the idea correctly (not necessarily in one particular manner). When that was posted in 2012, microtrans were just beginning. There were some mistakes made by the industry early on.. like selling crazy power. When I was playing ME3 (Mass Effect 3), they had an excellent MT program, much like BF4. You buy battle packs with random gear. The trick is to not make the grind for the packs too hard (which in my estimation BF4 did.) In ME3 It was relatively easy to grind to get packs and the cost in real money was pretty easy on the wallet... if you were careful. ;)

All that said though, I'm very tired of the model. I grew up on Vid Arcades. Where you played for a quarter and if you were good enough, you gained lives. There were no save points and no hacking.. unless they bumped the difficulty up to rook you of your money...that's when I quit playing arcade games. They would start the game at some crazy level of difficulty. :P
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Re: Descent: Underground and the future of our game

Postby Springer » 22 Mar 2015, 15:55

The issue with D:U's model is they are calling it a hybrid when what they really mean is you pay for the game up front AND get to pay for micro transactions like a free 2 play game. This SUCKS for the consumer but it's not unheard of. I just generally hate micro transactions, but they are more palatable in a F2P game.
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Re: Descent: Underground and the future of our game

Postby SgtThorne » 23 Mar 2015, 01:37

You do get to, Springer, but from what I've seen and read these guys are too cool to let that ruin it. Not only can you play the game without paying for anything beyond the initial title, as they've said, but from what I've seen of this group they're not going to screw the non-payers over to give the folks who engage in micro-transactions a boost. What you're talking about is a pitfall, and I'm pretty sure they know it's there. They may not know how to design a 6-DOF ship so far, but this isn't Interplay we're dealing with. My 2 cents...
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Re: Descent: Underground and the future of our game

Postby 1DVD4D2UDK » 23 Mar 2015, 05:30

Duper wrote:Where you played for a quarter and if you were good enough, you gained lives. There were no save points and no hacking.. unless they bumped the difficulty up to rook you of your money...that's when I quit playing arcade games.
To me, using an MT strategy is bit like in SP mode - where if you activate an 'OpenOnceOnly' door at the wrong time and your not ready for the rest of the strategy you have planned to get past a particular section, then you have to start all over again to get it right a 2nd or 3rd time.
But that's where the similarity ends, especially if the player base for whom the game is originally targeted for doesn't happen to like the new strategy - then the 2nd & 3rd attempts aren't available, so the real trick is to get it right the first time!

But, if the dev team can manage to magically fix things before they're actually broken with their open dialog scenarios - I think I'd have to applaud the ingenuity that went into the original planning, especially if they produced an above average game the majority of Descenter's were comfortable with! :D
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Re: Descent: Underground and the future of our game

Postby Cobra6 » 23 Mar 2015, 20:11

Pumo wrote:Is this true? Have the developers of D.Underground talked to any of you guys here? :?


I had a chat with him on Skype a while back after the kickstarter announcement where he explained his situation and a lot of things got cleared up :)

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Re: Descent: Underground and the future of our game

Postby LotharBot » 24 Mar 2015, 21:27

Cobra6 wrote:
Pumo wrote:Is this true? Have the developers of D.Underground talked to any of you guys here? :?


I had a chat with him on Skype a while back after the kickstarter announcement where he explained his situation and a lot of things got cleared up :)

Cobra 6


WM has also stated that he supports SolC publicly and privately ( http://descendentstudios.com/community/ ... t/?p=10295 )

Unrelated, here's Drakona's "why I'm a believer" thread, for those not sure if this game will be real Descent: http://descendentstudios.com/community/ ... -believer/
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Re: Descent: Underground and the future of our game

Postby Poxy » 24 Mar 2015, 21:43

D:U is gonna be a great game.

600,000 dollars worth of FUN =D

Don't forget to buy all the cool custom stickers too!
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Re: Descent: Underground and the future of our game

Postby youtle » 26 Mar 2015, 02:36

The whole thing stinks imo everything they've talked about/shown so far makes it seem like it is descent in name only, what a shame.
Hopefully the sol contingency underdogs can turn some heads with proving grounds.

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