A developer that can find the sweet spot between nice graphics and able to PUMP OUT CONTENT has the world in their pocket.
This post was inspired by
Jujuface, It's his first post ever on this site, where he talks about Warcraft being able to pump out content and make it look good. Maybe not the best but good.....and able to produce quickly.
It's true I'm not a programmer. I could only say this from an outside point of view.
But its obvious anyway that few companies have it with games like Guildwars2 and Final Fantasy 14 "they get it", they understand people don't complain about better.
Games like Elder Scrolls Online must be a nightmare to build expansions, all because they feel the need to be top notch. People don't seem to select a game because of graphics "they simply don't". It's like banging your head against the wall for nothing.
Because of this I'm very worried about Pantheon. Developers for Visionary Realms are one of the founders for mmorpg but their going against the grain of with can be done in modern times with the graphics/content formula. Being the first doesn't equate to being good. I don't see them as having their shit together. Fixing and future content will be a struggle for them (much like my grammar).
Welcome
Jujuface
Comments
But I don't think people will not play WoW, GW2 or FF14 because the non maximum graphics.
You can see my sci-fi/WW2 book recommendations.
My company requires senior tech exec approval to put code in under such exception and isn't granted very often.
Tested blackout plans are the standard; while we may be agile now stability is still paramount.
A good thing for many of us as the firm clears a substantial portion of the world's financial transactions every day.
Just imagine if Bethesda was a major financial clearing center, we'd be back in the dark ages in a matter of weeks.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
ESO doesn’t have better graphics than FFXIV or GW2. And Pantheon doesn’t have cutting edge graphics either, it’s made with Unity not UE4 ffs!
The amount of content produced it’s not related to the quality of the graphics.
You can have good graphics and good content.
The problem is that making good content and making a decent amount of it, it’s more challenging than making a good looking game.
That’s why many developers opt for graphics over content if they have to choose, and usually they have to, as the budget for development is getting increasingly smaller across the board.
Pantheon has ok graphics, nothing special.
Both EQ and Vanguard had good content and tons of it.
What makes you think Mcquaid suddenly decided to focus on graphics rather than content?
There is no evidence whatsoever.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
A common dilemma for mmorpgs is the size of the game package and to add something without completely breaking everything else. If you were to work with crytek for instance, you would be hitting your head against the table every time you wanted to update the position of a tree in an update. To do an MMORPG properly, you need to separate out many systems then have them communicate with each other properly. This way you can update a particular system without everything flipping out.
So the issue with content speed is more about early design decisions and not about graphics. This is why a game like ESO can pump out a major content update every quarter.
If it's read on the Internet, it must be true, right?
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
- Before the 90s, development tended to be linear, or at best organized by dividing the game into modes/screens
- In the 90s, Object Oriented Programming was the god-king
- Not until 2010 did agile development start to take over
- 2015-ish first time I heard the term "fail forward" and the focus on starting demos without making any attempt to finish a design document first.