DB 2007 - Revisited
Moderators: Jay2k1, DavidM, The_One
DavidM wrote: Wii is obviously seeling for totally different reasons.
I haven't tried it yet, but I guess this controller is really just good for a limited range of genres....like first person ....dunno how that would work with it. Correct me if I'm wrong since I haven't touched it yet.
First person in Red Steel works really quite nicely: you use the wiimote to point at the screen in order to aim and press the "trigger" button on the bottom to fire. Movement is done by using the stick on the nunchuck. This is 10,000 times better than FPSs on any other console because it gives you almost as fine control as with a mouse on the turning/aiming. Still a bit weird but fun nonetheless

Game designers sell more than just graphics. They sell imaginary worlds, realities,and experiences. Sometimes the biggest difference between two games is just the world they put you in. They sell you a trip somewhere else by way of graphics/gameplay.
The Wii's controlers help put people "in the game" and many people who don't play video games enjoy it.
As mentioned, many companies also sell expansion/add-on/bonus packs of which many don't include any gameplay changes at all. Yet they sell. They sell new experiences in a imaginary world.
Of course, then they sell you the same game again.
But I'm just an idiot. Those user made maps and characters, free bonus packs, and mods, don't extend the life of a game and keep people playing. Those companies are idiots for doing such things. Or, maybe they know that good gameplay is required for people to keep playing, and that that alone is not enough. Many people require more.
Of course graphics isn't the magic key to deathball's success. I never said, implied, or pretended that. Deathball's "current set of assets" is everything, including it's gameplay. That already failed once to keep a large number of players for the long haul. So porting that package "as is", would be a mistake if your aim is to keep a large community going.
The Wii's controlers help put people "in the game" and many people who don't play video games enjoy it.
As mentioned, many companies also sell expansion/add-on/bonus packs of which many don't include any gameplay changes at all. Yet they sell. They sell new experiences in a imaginary world.
Of course, then they sell you the same game again.
But I'm just an idiot. Those user made maps and characters, free bonus packs, and mods, don't extend the life of a game and keep people playing. Those companies are idiots for doing such things. Or, maybe they know that good gameplay is required for people to keep playing, and that that alone is not enough. Many people require more.
Of course graphics isn't the magic key to deathball's success. I never said, implied, or pretended that. Deathball's "current set of assets" is everything, including it's gameplay. That already failed once to keep a large number of players for the long haul. So porting that package "as is", would be a mistake if your aim is to keep a large community going.
Last edited by Twigstir on 10-01-2007 05:06, edited 1 time in total.
essay ey
anyway with the progress happening at the moment its not like nothing is happening. would be cool to have everthing gameplay wise tested and nailed down, then maybe 6 months moving it over to 2007 if there is a keen coder. you criticise deathball for not holding a big community for long, but dont forget we started playing this in 2002 and its still kicking now 5 years later.
its one of a handful of mods to hold the attention of players for longer than a week, and i believe its real potention lives in its next incarnation, hopefully where many more people have access to it. also its a very different mod, all other successful mods seem to be along the "tactical shooter" or "ww2 shooter" lines. to be honest i cant even see where it failed, its just lived a lifespan on a game which is barely played anymore.
ps davidm dont forget there is gonna be another MSUC you can have a good crack at the first round again :p
anyway with the progress happening at the moment its not like nothing is happening. would be cool to have everthing gameplay wise tested and nailed down, then maybe 6 months moving it over to 2007 if there is a keen coder. you criticise deathball for not holding a big community for long, but dont forget we started playing this in 2002 and its still kicking now 5 years later.
its one of a handful of mods to hold the attention of players for longer than a week, and i believe its real potention lives in its next incarnation, hopefully where many more people have access to it. also its a very different mod, all other successful mods seem to be along the "tactical shooter" or "ww2 shooter" lines. to be honest i cant even see where it failed, its just lived a lifespan on a game which is barely played anymore.
ps davidm dont forget there is gonna be another MSUC you can have a good crack at the first round again :p
Catalyst wrote: First person in Red Steel works really quite nicely: you use the wiimote to point at the screen in order to aim and press the "trigger" button on the bottom to fire. Movement is done by using the stick on the nunchuck. This is 10,000 times better than FPSs on any other console because it gives you almost as fine control as with a mouse on the turning/aiming. Still a bit weird but fun nonetheless![]()
But how do you turn?
I mean I can't turn away from the TV if I want to do a 180° movement, eh?

That's what I don't get.
ps: MSUC is a joke
you put months of work into it an maybe win 3000$....but your work was worth 15000$
it's just epic making money with mod makers.
and the overall winner is some uninspired *put a random word here*
im not game designing in order to become an epic victim
pps: don't forget deathball was the ONLY proper mod for very long on UT2003....that's why we had those tons of players. once the other mods got released we lost players obviously.
though if i was the game designer at that time that I am now, i could have kept way more. many decisions I've made are just laughable, but I learned lots <3
you put months of work into it an maybe win 3000$....but your work was worth 15000$
it's just epic making money with mod makers.
and the overall winner is some uninspired *put a random word here*

im not game designing in order to become an epic victim
pps: don't forget deathball was the ONLY proper mod for very long on UT2003....that's why we had those tons of players. once the other mods got released we lost players obviously.
though if i was the game designer at that time that I am now, i could have kept way more. many decisions I've made are just laughable, but I learned lots <3
Last edited by DavidM on 10-01-2007 15:59, edited 1 time in total.
It's like with RTSs - moving the cursor to the side of screen turns your playerDavidM wrote: But how do you turn?
I mean I can't turn away from the TV if I want to do a 180° movement, eh?
That's what I don't get.

right shinobi, ur the answer to all questions!
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i think beef is right, havin 3000$ is more than 0$. But i think i understand ur opinion david, but its not like u don`t know that the world is a cruel place and above all unfair. things like that always happen and i think the 15.000 more or less don`t touch epic in any way. even if ur work is worth 15.000 its better to sell it for 3k than for nothin but i dont have to tell u that i guess if u dont need the money and the (mayb) development of DB which is a direct result of ur work its ur decision not to do it.
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i think beef is right, havin 3000$ is more than 0$. But i think i understand ur opinion david, but its not like u don`t know that the world is a cruel place and above all unfair. things like that always happen and i think the 15.000 more or less don`t touch epic in any way. even if ur work is worth 15.000 its better to sell it for 3k than for nothin but i dont have to tell u that i guess if u dont need the money and the (mayb) development of DB which is a direct result of ur work its ur decision not to do it.