We've always intended our development team to be about 10 people (which it is) until we release, at which time we would expand into larger numbers to help maintain the project as it is a large community endeavor.
I can not understand this.
Why would you release an unfinished game (or a game with less features) and then spend more ressources to include the missing features AFTER the release? When many people already have tried the game and uninstalled it? Nobody cares what the game looks like 1 year after its release.
One of the important benefits you guys get from QuakeLive is the positive marketing effect for the brand "Quake".
If you ask most kids today, what multiplayer games spring into their minds, most will say: WOW, CS, CoD etc., they shurely won't name Quake, simply most of them dont know that it even exists.
If you release an unfinished QuakeLive, these kids wont remember the name. And they wont buy the next Quake retail game.
Having a team thats 3 times bigger after the release when the game is already "dead" seems like an economic failure to me.
Or did you mean you'll include community members into the team?
That's not at all what I'm talking about. I mean we would be hiring additional support to be available and responsive to the community and bring continual new content to the game. The new hires aren't to 'finish the game' after we've launched. Just like an MMO that has to have a team of GMs to help with support issues and community events, we would have additional help to provide support and help the community w/ events.
10 ppl? hope that there is a lot of work done that remains unseens by the community so far. cause if your looking at the changelog of the last 2 month, it seems like there are 2,5 guys working on it. dont wanna hate, thats just how it feels to me.
It's not like they aren't doing anything when there's no news or detailed changelog. But you got a point there: more detailed changelogs and up-to-date news about what's happening and what id's working on right now would be much better. Even tho I know that takes a few more hours a week to post all that stuff. But that is really an essential thing to do, imo.
I'll license UnrealEngine 3.5, will start my own team and will make my own 'quake' with blackjack and hookers.
It will be called Kwake.
Going to be in stores next year.
Stay tuned.
is everybody playing ql these days the cmpa vq3 duel servers are quiet. The polish servers have just recently gone very quiet. The rest have been quiet for ages.
I can always find games mind, it's just not buzzing.
Oh shit, Walter got obligated to edit his post otherwise he would have to sell his house to pay commercial damages and deficient profits to id software hehehe
Carmack is out of his mind. He don't wanna finance this project, but is spending a lot of money on his already dead space projects. Nice job there.
In my opinion the worst thing in QL atm is that there are only 2 active skills. A lot of beginners quit the game because they get trashed by veterans.
And second there should be a separate team to download these qlive hacks, analyse the code and make weekly security updates based on them. The reason I stopped playing qlive constantly is I found out about these hacks.
Edited by ScarletJohansonsFather at 19:08 CST, 10 December 2008
Personally I think John is getting sort of old to run his business well. He's already in his late 30s (born in 1970), got a family, children, etc...
It is unlikely he even plays any game from the range of ones his company created. I'm pretty sure their team works out feature list with all those risk management guidlines in mind, like "Hm, feature X costs about 376 man-hours, but its implementaion gives us only 2.013% boost of potential sales while feauture Y is only 245 man-hours much and is supposed to boost up sales for 5.456%, wow! Shit! Guys, forget feature X, my wife needs a new Ferrari for her collection!"
And then we see all the same entertainment commodities with no depth and versatility in gameplay, because "Oh fucking shit, Epics sold 1.5 millions of their GoW2 in the day number one, lets copy their feature list with slight modifications so I could already move to a new house just a little bigger!" And then the army of clones rises, and then the army of clones of clones does, and so on... Unthinking majority decides to make small profits keeping in the background of blockbusters.
Once game designer loses his innovative, even adolescent Weltanschauung, he starts to make entertainment commodities directly for profits, not games for as much consumers as possible (which means insane profits of course, but thats to 'unserious' not to think about money in the first place). This industry suffers from generaion gap - all we need is someone of our generation, full of ideas and investment posibilities.
Edited by [CopperHead] at 07:05 CST, 15 December 2008
Entertainment industry isnt that really 'cool' in terms of profits/risks ratio with such volumes, if you ask me. If you wanna turn out $100 mln a year from $50 mln investment with minimal uncountable risks, entertainment business is the one of latest things you should take into your consideration. Sure profits are important, but current risk management implementation is sort of inappropriate and even useless that results in the same bullshit we have in music making and movie making businesses.
Edited by [CopperHead] at 07:52 CST, 15 December 2008
that is all true, but still you have to make decisions with profit in mind because there bankruptcy is such an imminent danger.
Yes, it would be awesome if all developers had huge ressources and still only the perfect game on their mind. But I find it very understandable why that is not possible. Hence the capex comment.
Making decisions with profit in mind you end up with a poor ripoff of some blockbuster. Thats not bad at all as long as its profitable but that indicates current state of afairs in company's business structure and is easily noticable in every product if takes place. Today they clone succesful titles, tomorrow they will start developing as third party, the day after tomorrow they will get sold. Whats needed is just to make products with minimal risks and appealing to large audiences - and yes, thats game designer's application, not marketing department's.
Edited by [CopperHead] at 08:16 CST, 15 December 2008
Maybe so, dunno
Anyway, they are too busy thinking of marketing instead of investing in gameplay, their products do not entertain me anymore so my another $50 will never become theirs hehe
the guy wants to do something a bit more interesting than just toying with rendering techniques. Tbh, if i had a choice between making videogames or developping rocket technology ( lets say i had the brains for either :P ) i would defo pick rocket tech. Much more interesting.
He made his money already, and chances are that he could make even more money licensing his rocket hover software.
"lets say i had the brains for either"
I have the brains for either but I am superlazy, which admirably compensates it all. I even left the university because they used to give me projects, when all I wanted was to do nothing.
"the guy wants to do something a bit more interesting than just toying with rendering techniques"
Like, I'm deeply impressed of the amarillo project. Can't sleep without it.
"the guy wants to do something a bit more interesting than just toying with rendering techniques. Tbh, if i had a choice between making videogames or developping rocket technology ( lets say i had the brains for either :P ) i would defo pick rocket tech. Much more interesting."