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  1. #1
    The Black Senior Member Papewaio's Avatar
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    Wink Re: So this is where CA is taking the series

    Quote Originally Posted by Admin
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    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: So this is where CA is taking the series

    LOL !

    Yeap, this is where TW is going.
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  3. #3

    Default Re: So this is where CA is taking the series

    Well, I agree Tosa. It's not the programmers who are going in that direction. It's the marketing managers, and they are getting their way, so they must be in a very powerful position within Creative Assembly. However, all is not lost because I expect the programmers will make the game modable. As I recall, there have been posts made by CA which said the game would be highly modable. Apparently, making the game modable is not seen by the market managers as hurting sales or you can be sure the programmers would be prohibited from doing it. Sending suggestions to CA on how to improve the game is pointless because the manager is going to throw the suggestions in the wastebasket.

    We now have to anticipate that to retain a high level of tactical gameplay in multiplayer we are going to have to play a modded game. That means playing a small fraction of the number of opponents you might otherwise play. Most players will stick with the regular game while the rest will fracture over several mods.
    Last edited by Puzz3D; 08-25-2004 at 18:43.

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  4. #4
    Forum Administrator Forum Administrator Admin's Avatar
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    Default Re: So this is where CA is taking the series

    Hello Yuuki,

    Hmm, sending in suggestions to the right people can't hurt. And actually, we can't blame marketing either. If they do their job well (huge sales) then all gamers gain too. And to be even more fair, coders can smu.. cough.. in some bits, but making modding a serious part of the game is something different. I'm not sure whether Market managers decide about that, but programmers need permission from the boss(es) to do that.

    Modding is a proved 'concept', both here and in other games. The left hand needs the right one to wash both.

    Not necessarily Yuuki. The demo shows another level, there's the option to set realism in the demo by changing some configuration, there can be more in the full game and also MP. Possibilities enough.

    More people or less people, that's an interesting topic. It's true that different settings could create several camps. That's always been the case anyway: people insisting on playing 60k battles, flat maps and so on.
    But I agree, different mods will probably split it up more. The counter effect is that the different styles will attract more people. As long as old/regular players have a pool of say 100 players there won't be a negative effect compared to the old situation. Look at it from another way, would RTW bring in 1,000's of new MP gamers if it was just an improved old style MTW? I fear not, STW/MTW are undoubtely great fun, but not everyones meal.

    Absolutely nightcrawlerblue. I've played some 'alternatives', Kraellins mortars spring to mind. Great fun, it had little to do with realism, but great fun.

  5. #5

    Default Re: So this is where CA is taking the series

    Tosa,

    The nature of the suggestions will have to change since there is no point in making suggestions that would bring the gameplay in a direction that is incompatible with Creative Assembly's goals. A suggestion such as, "Have the ai control all my units except the one I have selected.", would probably fall on receptive ears. That way you could play the entire battle at ground level zoomed in on the unit you are controlling and really enjoy the 3D graphics. After all, I doubt there are many players in the massive market that CA is trying to reach who can actually coordinate 20 units, and, if you only have to control one unit, you could possibly expand your customer base by making inroads into the first person shooter market.

    I'm not being sarcastic. I actually have more fun with the RTW demo by zooming in on one unit and controlling that unit at ground level. Of course, I'm not controling the overall battle by doing that, but trying to control the battle gives me a headache because it's all happening too fast to actually control all the units. I find myself reacting to the RTW demo the same way I react to something like Call of Duty. It's fun to play for a while, but I have to get away from it after a short time and do something less hectic. With MTW, I only take a short break between battles and often play as many as 10 battles in one continuous session over a period of hours. I never get the feeling that I want to play some other game. I already have that feeling with the RTW demo, and I've only had it 3 days. Some of the other games on my shelf are starting to appear very attractive.

    And, 1000's of new muliplayers is meaningless to me if they are playing a game that I don't play. It will mean the next Total War game will be even less about coordinating units and even more about flashy graphics and clicking fast. As has been mentioned in the past, clicking fast is a skill. , but tactical thinking suffers when reacting fast becomes more important.

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  6. #6

    Default Re: So this is where CA is taking the series

    although a pessimist by nature, i think we can still hope for good stuff from the programmers, even though the main line of CA's policy doesn't perfectly fit the hardcore TW players' interests.
    IIRC, there was at some point this rumour/fact around, that one of the MTW patches was actually written by the programmers in their own time ? just because they wanted to have something of high quality; mind you, I can't recall all the details, but I'm pretty sure that "the masses" didn't notice the need for a patch until it hit them in the head ;)
    so it wasn't the mainstream player they did it for, but the hardcore people.

    so let's give'em some credit; besides, like Tosa/Admin pointed out, a big part of the game seems to be moddable, judging from what we got with the demo. So that's good !
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  7. #7
    Forum Administrator Forum Administrator Admin's Avatar
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    Default Re: So this is where CA is taking the series

    Quote Originally Posted by Puzz3D
    Tosa,

    The nature of the suggestions will have to change since there is no point in making suggestions that would bring the gameplay in a direction that is incompatible with Creative Assembly's goals.
    Not necessarily. In order to make a toggle, you need to know what to toggle.
    A suggestion may not make it into the game, but the coders could make the option to allow us to change it.

    Unit/game speed serves as example.

    Some people here feel it's too fast. CA's goal may or may not be to keep it that fast (fast paced games are considered a pro by gamers, judging on UT2k4). CA could add the option to run it at a slower pace, but only if they know we want/use such a thing.

    1,000's of new players is not meaningless.
    -More customers -> more profit -> more resources for future development. Wargames like you and I play them are a (relatively) small genre. It needs to be linked to something bigger to continue. Neither do I mind if a BMW slips into the pocket of CA and motivates them to continue.
    -Among those new customers will be a few who become 'addicted' and are eager to try the 'hardcore' style.

    These are two profits.

    There would be a loss if the 'hardcore' player was scrapped completely. This doesn't seem to be the case at all.

  8. #8
    Provost Senior Member Nelson's Avatar
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    Default Re: So this is where CA is taking the series

    I honestly do not see Rome becoming any sort of "click fest". While playing the demo I have not clicked any more often or any more quickly than I ever have in Shogun or Medieval.

    CA's efforts to reach out with Rome are obvious but do not represent some sort of betrayal of their original vision. They want to expand the market without alienating the old fan base. Thus far, the speed of certain running units is the only indisputable deviation from what I expected.

    The regrettable term "Real-time strategy camera" has struck some people like a pilum. The game is not a traditional RTS any more than Shogun was.
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  9. #9

    Post Re: So this is where CA is taking the series

    Quote Originally Posted by Puzz3D
    As I recall, there have been posts made by CA which said the game would be highly modable. Apparently, making the game modable is not seen by the market managers as hurting sales or you can be sure the programmers would be prohibited from doing it. Sending suggestions to CA on how to improve the game is pointless because the manager is going to throw the suggestions in the wastebasket.
    Which publisher or developer in the post-Counterstrike era has been adverse to modding? Now, more than ever before, modding fulfills a crucial role within the gaming community.

    I have been thinking about this extensively over the past couple of weeks, and I have arrived at the conclusion that the product is no longer the game, but the engine itself. Why else are today's games - almost without exception - released in an unfinished state? Because they are little more than a skin within which to sell the engine to the 10-15 year old "fan boyz" demographic. W00t!!

    Today's game is now little more than a means to an end. The engine, and the distribution thereof, is that end.

    To support this thesis, I would point to the sheer number of games suffering from intolerable imbalance issues in their "from the box" state, a notable case in point being the hideously biased Command and Conquer: Generals. I can not think of a better example of an atrociously imbalanced game built upon a breathtaking graphics engine.

    I would also draw attention to the widespread release of modding tools to the general public by the developers. Bethesda Softworks provides perhaps the best example of this practice in packaging their Elder Scrolls Construction Set with Morrowind.

    Developers and publishers survive, of course, upon the revenue from their games as they come "from the box," but I am now utterly convinced that they regard their games as secondary to their engines. These engines are their gifts and tributes to their core fan bases, and I believe that the Rome: Total War engine is Creative Assembly's magnificent gesture of gratitude to us for our continued support and patronage.

    I look forward to modding it into oblivion and back!

    A.

  10. #10
    Ceasar Member octavian's Avatar
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    Default Re: So this is where CA is taking the series

    Today's game is now little more than a means to an end. The engine, and the distribution thereof, is that end.

    To support this thesis, I would point to the sheer number of games suffering from intolerable imbalance issues in their "from the box" state, a notable case in point being the hideously biased Command and Conquer: Generals. I can not think of a better example of an atrociously imbalanced game built upon a breathtaking graphics engine.
    very well put, i would add to it... but you have covered everything i could say

    and as far as speed in MP is concerned, i have a feeling that many of us hardcore TW fans wills be playing a historically accurate version online as well as in SP. things such as unit speed will be modded at the same time as everything else.
    Last edited by octavian; 08-26-2004 at 18:34.
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  11. #11
    |LGA.3rd|General Clausewitz Member Kaiser of Arabia's Avatar
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    Default Re: So this is where CA is taking the series

    As long as there are piles of bodies I am happy.

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  12. #12
    What did I do? Member Lonewarrior's Avatar
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    Wink Re: So this is where CA is taking the series

    This has turned out to be a pretty good thread.
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