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Posted: 2007-06-15 12:18
by IronTaxi
'[R-DEV wrote:Vaiski']Making a full retail game remotely is IMO pretty much impossible. Planning and designing properly is very difficult if everyones on different time zone. Even simple conversations take days. The whole team should move to one area and have an office. Everyone should probably also leave their fulltime job or school. Someone should be paying our rents and gets something to eat.
^^All that cost loads.
on the contrary vaiski i think this is one of the classic blunders of old school business thinking....why would you rent and "PAY" for an office that you dont need? we dont have one now...why would we need one as a pro development team?? just by me a nice RIG and a comfy chair and ill stay right here and work from home... no need at all to have a "head office" ...
infact we have all the physical means at our disposal right now...all we need is a few bucks...people would think something like..."hey we have money now lets setup a head office in newyork etc...." screwthat...my office is 50bucks a week bungalow on a beach in thailand...laptop and the internet...gaming industry office...hehe
additionally no need to move anywhere...what are we lacking now that a little xfire and teamspeak couldnt fix communication wise?
anyway not a flame just a "reality check"
cheers
Posted: 2007-06-15 12:30
by 301_HysterX
I dislike the Bf² engine but PR makes me play it!
Of course, if they could make their OWN game (unreal engine 3?), it would be GREAT and i'm sure they could earn tons of money

Posted: 2007-06-15 13:36
by Long Bow
C O M P R O M I S E
That word right there is the crux of the situation. If the Devs form a corporation they will need more people, outside investors and a final product that will sell. Investors will want solid returns on their investmont hence a final product that will sell to the largest demographic possible. To sell to this large demographic PR would need to compromise. New team members may not have the same vision of PR, nor care, but rather want to produce a high volume game efficiently. When you start looking at this from the standpoint of game production to pay the bills, the bills you usually win out. That is reality.
Currently the Devs have only their fellow Devs to compromise with. If the community jumps up and down and screams we want something the devs can listen or they can have Eggman post "f#ck off" but usually in a more polite way like "please F#ck off". We have it pretty good right now even with the limitations. A perfect version of PR in the corporate world may happen but I doubt it.

Posted: 2007-06-15 18:53
by [LTC] Gunther.S [4SFG]
Yes it would be expensive.. But it will also be profitable, and probably the best realism game ever.
This engine is WaY to restricted, and just a pain in the arse. Think of how many features that arent all buggy and stuff we could have without the hardcoded stuff.
Think of what commander mode would be like with your version. Or what leading a squad would be like.
I made this thread because I am really angry with this mod lately. The last time I played PR was when I was shot from 2 grids away with a RPG and I watched the rocket fly to my head, through the sights of a sniper scope. IDK what happened, but alls I know is that he had infinant ammo up top that building and 1 shot one kill everytime. But I realize that it really isnt you guys at all. I know you guys can change that I hope you do but, I realize that you guys are so busy trying to work with this damn engine. And try to add features that arent hardcoded.
I personally liked the 1942 engine better for its age. I mean people dont disappear after a certain distance in that game. Also, grass doesnt vanish when your far away from it. In bf1942, you could actually hide in grass or a bush, and not see a thing, but they cant see you either. But in BF2, you hide in grass, cant see an inch in front of you, but someone can see you from a grid away.

Posted: 2007-06-15 20:19
by Outlawz7
Does Eggman have a backyard, PR team could use?
Camping&Game developing untill 2010 in someones backyard somewhere in the world. Including also a daily barbecue, garden hose for water and a simple toilet, made out of a bucket or better, a litterbox

Posted: 2007-06-15 20:20
by Bobert08
BF2 wasn't made to be a realistic military simulation, so let's try not to go and bash EA/DICE's remarkable game. That's what it is after all, a game.
Posted: 2007-06-15 21:54
by AnRK
Their not bashing the game just the engine

.
I think the thing to think about is whether it's necessary to fork out the absurd amount of royalty money that's going to be asked for for things like the U3 engine.
There are plenty of games coming out soon with the technology but (before I start rambling on about something I'm not at all sure of) I dunno to what extent modders can rip engines down to the bone for their own means. I would of thought the clever people behind this technology would want game developers making it as inaccessible as possible as to stop people paying £30 quid for the engine instead of £300,000 or what ever silly amount they charge for stuff like this.
Posted: 2007-06-15 22:10
by El_Vikingo
Yeah, good stuff.
But it won't be as good as BF2.
What other game apart from theose OPF+Arma+JO, has maps as big as those in BF2 and support up to 64 (or more)??
Posted: 2007-06-15 22:15
by Outlawz7
JO.
250 player servers to this date
Posted: 2007-06-15 22:35
by Lampshade111
Outlawz wrote:JO.
250 player servers to this date
The patches killed that game and dumped it's body in a ditch. Invisible RPGs and super-accurate side side strafing anyone?
Posted: 2007-06-15 23:31
by Skyren
Has no one thought of freeware engines such as
Ogre3d.
I know for a fact that an engine looks only as good as it's artists and this team has very good artists. Using a freeware engine i think PR would expand at a geometric rate...
Just me 0.02 Isk.
Posted: 2007-06-16 07:45
by [BiM]Black7
i would easy pay for a standalone PR project and i think it woudent be a problem finding more devs (coders and designers) if you desided to do this. Getting funds aint that hard ither.. GO bank explain your idea get a loan buy equipment, programs etc register a company name and all that legal shit.
Get a cheep office in US or UK. OR buy a lisence engine and start building even if its hard work it will pay off when its done.
Posted: 2007-06-16 08:49
by Bleach
2ACR Proud yea it is screwed and rhino start making those muffins ill help lol
Posted: 2007-06-16 18:10
by Jay
'[BiM wrote:Black7']i would easy pay for a standalone PR project and i think it woudent be a problem finding more devs (coders and designers) if you desided to do this. Getting funds aint that hard ither.. GO bank explain your idea get a loan buy equipment, programs etc register a company name and all that legal shit.
Get a cheep office in US or UK. OR buy a lisence engine and start building even if its hard work it will pay off when its done.
What if its a flop? Dev team down $200,000!
I'd hate to see the Devs all with broken legs!
Posted: 2007-06-19 19:30
by AnRK
What are mobsters gonna do against 300 odd part/full time nerds armed with mouse wire and old monitors? I'd like to see them try get that money off them!
Posted: 2007-06-19 20:31
by wushu1
Torque FTW

Posted: 2007-06-20 09:48
by Taffy
I reckon that, presuming a full version of PR could be produced and sold, it would be commercially viable. Like someone said, PR gives you what you thought you'd get from vBF2. Therefore, by selling it on the same angle that EA sold it, you'd be appealing to the mass market (clearly, seeing how well BF2 did) and you'd also be pleasing the mass market by giving them what you said you would. This would make the PR team very popular, and they could then start work on another game, such as a realistic RTS or MMORPG.
Result: PR uber-pwns EA! Happy days
