UntamedLoli wrote:I hardly even know where to begin. It doesn't really matter how much or how little it is. It's a map that is piggybacking for dear life. They took $76,500 USD from kickstarter after fees and made themselves monetarily obligated to their (investors) backers. They are handling it so very poorly and don't even put updates on kickstarter or their own website that has a forum infested with bots.
I can agree that the PR aspect of it is not being handled well. However, they have no monetary obligation, which is the point of Kickstarter to begin with.
Code being buggy has little to do with salaries. It has entirely to do with not being lazy and trying to sweep them under the rug. It's certainly not for a lack of bugs being reported and reproduced. Yet not worth the time for whatever reason they make up. If anything it has to do with the lack of liabilities when something does catastrophically fuck up. Even then it's only the little guys that actually get affected by it.
Fixing bugs, I would agree, has little to do with salary, and entirely to do with the company or entity making the judgement of whether a bug is worth fixing or not, since bug free code is functionally impossible. However, I would argue that salary has a great deal with hiring people who design software that is less buggy to begin with. The first code I wrote was terrible, buggy, and insecure as hell. I've learned since, but now I'm not a student, I get paid.
That other software only costs as much as it does because it has a niche market that they know will pay that much. They're not aiming to push millions of copies or risk going under. Just maybe they should consider not blowing 2-4x the budget of the game on ridiculously expensive forms of marketing. Perhaps not building their own engine from scratch needlessly. Licensing DRM. You get the idea.
I can partially agree. The engine part is a hard choice, since licensing one means you have to share the profits with another firm and that becomes a growing cost, whereas developing an engine is a relatively fixed rate cost, since most programmers do not get to ask for 2% of the profits on top of their salary. But sometimes that fixed cost is so high that and your revenue is so low, that licensing and configuring is way cheaper.
Marketing... I despise it, I find it wasteful, abusive sometimes, and so illogical. But it works.
How exactly do you see a project through without completing it? Getting this kind of shit started is the trivial part. Anyone can start a project. The hard part is all these ADD project leaders sticking with it and rolling with the limitations, which majority of them fail at spectacularly and usually disappear without a word. Have you ever looked at the graveyard of incomplete projects on ModDB? This is what happens when you don't complete your project, nothing. Most of them had plenty of quality work to show as well.
I worded myself poorly. You can stick with a project for a long time, and it may not succeed. But the persistence in the face of difficulty is the key part, and I agree with you, most people fail at this. Of course, my view is very biased. An incomplete project is not worth much to an aspiring game designer. An incomplete project is perfectly fine for an engineer, since it was the experience doing the coding and software design that was desired, whether the game was completed or not.
The difference between game and mod is the same it's always been. You either made tools to let designers do their thing or you had programmers holding their hand. Alternatively they had experience in both. They're being paid as designers, not the fact they can use the editor. It's only an exercise in how well you work with someones else's abstract limitations.
I may be simply misinterpreting what you are saying here. But to clarify, a mod is a mod because it was created via tools created by the original game creator? If this is the case, would that not make everything Blizzard makes for SC2 and Storm a mod because they are all created via the SC2/Storm editors? I apologize for appearing ignorant, but I've not really understood the separation between a mod and a game, given that almost no one directly codes a game from scratch, they use someone elses tools to get started and to handle most of the work (Engines, Plugins, Content Packs, scripts to pipeline between tools and so forth). My naive interpretation is that a mod is the creation of material that can not alter its environment. But even that definition feels wrong, because most games can not alter the very game engine they run on, unless they pay extra for the engine source code to implement such customization's.
Thank you for the points, quite insightful.