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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Heroes series - back to the drawing board?
Thread: Heroes series - back to the drawing board? This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 03, 2015 02:01 PM

Stevie said:
However, we as a community are responsible for promoting a sense of direction by voicing our wants, and when all that resumes to a reiteration of the same old same old at the expense of innovation and different features, how are we ever going to move forward?

No one asked for "same old", people asked for EXPAND ON CORE MECHANICS NOT CHANGE THEM TO SOMETHING ELSE.

Heroes 6 is NOT Heroes. MM Team decides to base its "best-of" upon Heroes 6, so they mix Heroes 6 with previous games which is INCOMPATIBLE. It is NOT the community's responsibility for Ubi and Team Erwin that they don't understand anything and deliver trash. It is NOT the community's responsibility that the people in charge are so clueless they can't differentiate opinions. TB said it himself, if H7 was a polishing of the best features from the past games with gorgeous graphics it would have done fine, instead it's missing crucial things and tries to defend vision from Heroes 6, and I wouldn't even be surprised if Ubi and the Erwin Team consider themselves the true spirit of the franchise as a hinder to their poor and tasteless vision (if they have one at all).
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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted October 03, 2015 02:11 PM

Galaad said:
Heroes 6 is NOT Heroes.


Dies Irae/Marblethrone does not think so. Probably even more...

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Sleeping_Sun
Sleeping_Sun


Promising
Famous Hero
Townscreen Architect
posted October 03, 2015 02:53 PM
Edited by Sleeping_Sun at 14:57, 03 Oct 2015.

I believe that this community was vocal of primarily three things (could be more):
1) Don't fix what is not broken
2) Add new, polish old
3) Don't impose lore restrictions onto the game mechanics

Moreover, you know that H7 failed, similar to the H6, and I'm going to mention one reason:

Their communication skills suck! It happened with H6 it happened here as well. With H6, VIPs were there to help improve the game but, they were totally ignored. Moreover, Ubi hired them to change US, even though it is them that need to be changed. Ubi communicated with VIPs, despite the fact that all decisions were done before, and there was no will nor possibility for them to be changed. Their bad decisions resulted in the bad game.
I'm sure many people have read Brukernavn's post (Thread: Are we being reasonable in our expectations of the developers? Page 10). There, we see the similar thing. Obscuring of the information on the blog, not revealing crucial game mechanics info at the right time, leading to one expectation and delivering something else, etc. Moreover, praising H3/H5 as the roots to what they are returning and then writing that such thing is flawed... (Brukernavn wrote this much better in his post).

I could go one with this, but I think that this illustrates the point well enough. So if you want to change something, do what Quantomas (clicky) wrote (note: I made minor corrections...):

First you have to be aware that for each of your goals you will find more often than not allies at Ubisoft and even at Black Hole Limbic (hopefully). As VIPs you are incredibly connected but you have to make use of this power. Posting suggestions changes hardly anything. What needs doing, you have to learn to communicate directly with individual team members at Black Hole Limbic and Ubisoft, and to figure out who is supportive of a goal and who is not. More often than not your allies will be able to tell you who makes the decision for which goal. In the end you will have a lot of individual communication channels and should get a clear picture of the decision making process and who supports what. This is the classic way lobbying works. Once you have the full picture you can query the decision makers for their reasons, and start arguing with the help of your allies and convince individual opponents step by step.

Regarding your goals, you need to be clear and concise. Make a list of the truly important goals like:

- town screens
- multiplayer maps
- AI
- DRM alleviations
...
(this is just an example, I am sure you have a very good idea what is important already)

Do not be afraid of contacting individual team members directly, if they are prepared to talk to private beta testers, VIPs have a higher status. You can limit the lobbying effort to a few select speakers in your group so that your contacts learn to know you. Make your goals and their priority known, and why you have started the lobbying effort. Tell them that this is an exceptional situation, that the fans are departing in droves, and that from the feedback no one will be interested in buying the expansions. Back this up with real figures, e.g. numbers of visitors and posts on the community boards and how many of this are negative, compare this to good times. Ask Ubisoft's officials about statistics from the Conflux servers, how many players play how long, and how often their sessions are interrupted by the DRM, and how many players play the campaigns through, or come back after a given time.

Do not underestimate the power of this type of lobbying effort. Once you are able to trace the decision making process and who is responsible for what, careerist types will fear that this knowledge can reach their superiors if things go wrong and think twice. In the end the power of reason should prevail. If you can't make them listen, tell them that you will abandon their effort, because it is not worth your time.



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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 03, 2015 08:31 PM

Sleeping_Sun said:

Their communication skills suck! ... I'm sure many people have read Brukernavn's post (Thread: Are we being reasonable in our expectations of the developers? Page 10). There, we see the similar thing. Obscuring of the information on the blog, not revealing crucial game mechanics info at the right time, leading to one expectation and delivering something else, etc. Moreover, praising H3/H5 as the roots to what they are returning and then writing that such thing is flawed... (Brukernavn wrote this much better in his post).

Look, man, don't nail me on it, but most of the quoted part of your post is just wishful thinking.
More importantly, what I quoted from your post ... this is a very serious error in blaming fault that is based on a couple of very wrong assumptions. You should reconsider this and maybe try to find other explanations than a lack of communicatoon skill...

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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 04, 2015 01:06 PM

Like pure incompetence mixed with a severe lack of vision?
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The Young Traveler

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Dies_Irae
Dies_Irae


Supreme Hero
with the perfect plan
posted October 04, 2015 01:30 PM
Edited by Dies_Irae at 13:34, 04 Oct 2015.

EnergyZ said:
Galaad said:
Heroes 6 is NOT Heroes.


Dies Irae/Marblethrone does not think so. Probably even more...


Yay, I am being dragged into this by others than myself
Looking back at that post, it strikes me as unnecessarily hostile, I should have known better.

It's true, though. Imho MMH6 is a Heroes game like all the others, but with its own particular style. It's that what makes it appealing to me. Previously in this very thread I wrote that H6 may have dumped a whole bunch of innovations etc on the franchise at once, which for the big picture may have had a part in its poor reception. You will never hear me say that H6 is not so much different from 'what came before'. It is different, and I think that too much...can be too much. Not for me personally, but it's not just me playing these games. I wonder what the result would be from a less radical change in things, for instance the skill system. And that's what takes us back to the drawing board: a redesign of Heroes should take into consideration that it should probably not drastically overhaul one thing or another. But that brings up the issue of innovation: is 'new' supposed to be a completely new building on the block, or is 'new' supposed to lock itself in the foundations of what came before, and only add another floor? The latter approach is the 'take the old to build upon'-way.

Whatever the way, someone's going to be angry.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 04, 2015 05:16 PM
Edited by Elvin at 17:17, 04 Oct 2015.

An angle you could not go wrong with would be..

(*) More interaction in unit-to-unit, spell-to-unit, spell-to-battlefield, skill-to-skill, skill-to-battlefield. Keep abilities simple and easy to understand but have enough depth for the player to figure out. Atm there are no trump cards or special situations.

(*) Giving units character though their abilities. I mean.. sentinels are boring walkers. Ghosts.. cannot be flanked. Trackers just.. shoot. There are units with no flavour and many abilities are reused. We also miss specific unit traits like skeletal(ranged reduction), plant(fire weakness, immunity to blind), incorporeal(might damage reduction), mounted(weakness against polearms and animal control) so that it matters what unit you use against what.

(*) Some actual hero build variety. So that a barbarian's offense would be different from a wizard's offense or a demonlord's luck different from a knight's luck. Now it's all the same for everyone.



Those three would greatly enhance gameplay and give some much needed replayability. Their absence is painfully obvious and it's only a matter of planning.

We don't need a ton of abilities but those we get should be significant and allow creative combinations.
Enough variety to keep the opponent guessing and give him surprises.
Easy to play, hard to master as heroes has always been.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 04, 2015 10:12 PM

Dies_Irae said:
But that brings up the issue of innovation: is 'new' supposed to be a completely new building on the block, or is 'new' supposed to lock itself in the foundations of what came before, and only add another floor? The latter approach is the 'take the old to build upon'-way.

I like your image about adding another floor. But why “only”? A floor can be rich with various rooms and things there and there, I mean, weren’t skills giving abilities, racials or alternative upgrades for example, something new which improved and added to the overall homm experience? I think yes, I think we agree here. Actually when you look at it closer, the reason h6 is so hated is not because of concepts from town conversion, reputation system or combat racial gauge (at least for me). IMO H6 is so hated because it removed some of the foundations (resources being the screaming example of all) and drastically altered others (skill system approach, magic, creature growth, pooling, free-of-charge teleport, artis & dw etc you know the list). I think as long as what is solid stays and people don’t try to fix what’s not broken you’re not doing major screw-ups. Building upon does add new, like h3 did after h2-1 and h4-h5 after h3 in some aspects. But when you build upon, the foundations should find themselves strengthened from the process, not get its overall shape totally changed by removing two pipes and adding another from another planet. I think in fact this is the biggest problem of h7, the core foundations have been better before. I think taking any step backwards from h5 or trying to change too much some areas is for the former weakening the game and for the latter extremely risky. What has been going on with the skill system in h7 is anything but safe (TB!). It is no minor part of the foundation which is being screwed with, the skill system after TotE has IMO very strong potential, and it has been put aside. In favor of the h6 free skills approach, this is beyond me. Currently in h7 some of the game’s foundation are not doing well and I think it is the primary reason why it can’t at the moment evolve. So no matter how many new floors you add, it won’t fix what’s holding all. I’m very skeptical about eventual expansions, I think they would look more like corrections of the initial game rather than true improvements. I have to admit I genuinely don’t understand the optimism of some on that matter. To me, as long as the problem is not fixed in its core, I doubt I’ll ever see the game shine. Adding to the fact I am part of the people who care as much about immersion than the strategy and I can’t stomach the world of Ashan, how it looks, how it feels, how I find it to be disrespectful to the series.

I think if you want to add new, you have to know your foundations damn well, because it is their actual limitations which you will break by allowing them to support your new floor. In example:
You have foundations, you want to add new floor. While you’re adding new floor, is very likely you’ll get inspiration in the process and eventually encounter foundations limits. Then you expand : this small change I am making to this root is for a reason which will improve the original experience further.  And this is actually new stuff, this is something the previous iterations are lacking, yet the new installment won’t lack anything either. New is not radical change, building upon does make the franchise evolve. IMO
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted October 04, 2015 10:37 PM

To me, a HoMM game needs options, strategies, variety. It doesn't need cookie cutter "rock paper scissors" armies and a couple spells to boot.

It needs LOTS of artifacts, LOTS of spells and LOTS of units (like, HoMM5 with alternative upgrades, ofc. balanced so that one alternative upg is not obviously better than the other one).

It needs lots of adventure map objects aswell, lots of skills, and a feeling that pretty much every game you play is unique, and every map is an adventure (like in HoMM3).

To me, the only way for this to work is to create a HoMM3 x HoMM5 hybrid, maybe with elements of HoMM4 magic system (I liked the variety of spells, even though balance sucked as usual i.e. weak spells of Death magic school). Once you have the content, you can experiment with it in any way you please, the way WoG. But you need that content in the first place.

When the game tries to hold your hand and compose armies for you, picks the spells for you so that you can't pick a bad one and in general guides you through the game as if you were dumb... what the heck? Is this heroes or train simulator? we don't need any stupid on-rails gameplay. Let us pick ourselves, damnit.
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We reached to the stars and everything is now ours

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Minion
Minion


Legendary Hero
posted October 04, 2015 10:58 PM

Praise to thee Doomforge! Couldn't agree more.
____________
"These friends probably started using condoms after having produced the most optimum amount of offsprings. Kudos to them for showing at least some restraint" - Tsar-ivor

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 04, 2015 11:09 PM

Minion said:
Praise to thee Doomforge! Couldn't agree more.

Clean and simple, I think he says it all.
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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted October 04, 2015 11:19 PM

Galaad said:
Minion said:
Praise to thee Doomforge! Couldn't agree more.

Clean and simple, I think he says it all.


Agreed

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sobaka770
sobaka770


Hired Hero
posted October 05, 2015 12:31 AM

Dies_Irae said:


Yay, I am being dragged into this by others than myself
Looking back at that post, it strikes me as unnecessarily hostile, I should have known better.

It's true, though. Imho MMH6 is a Heroes game like all the others, but with its own particular style. It's that what makes it appealing to me. Previously in this very thread I wrote that H6 may have dumped a whole bunch of innovations etc on the franchise at once, which for the big picture may have had a part in its poor reception. You will never hear me say that H6 is not so much different from 'what came before'. It is different, and I think that too much...can be too much. Not for me personally, but it's not just me playing these games. I wonder what the result would be from a less radical change in things, for instance the skill system. And that's what takes us back to the drawing board: a redesign of Heroes should take into consideration that it should probably not drastically overhaul one thing or another. But that brings up the issue of innovation: is 'new' supposed to be a completely new building on the block, or is 'new' supposed to lock itself in the foundations of what came before, and only add another floor? The latter approach is the 'take the old to build upon'-way.

Whatever the way, someone's going to be angry.


Heroes 6 is a Heroes game all right. It has all the basic elements which makes a Heroes game, and whatever change in resources, creature lineups, skills etc. Ubisoft have done is just that: changes, not complete revamp.

However, I first-of-all judge the games by how fun they are to play, and Heroes 6 lags behind any other entry in the series. I had no fun playing through the campaigns because the story was told out of order and the dialogue was lacking with laughable voice acting. I had  no fun exploring the maps because the reduced amount of resources didn't get replaced by other elements. I had no fun min/maxing every combat because healing made it possible to never lose units. I even had no fun picking up the skills at one point which I blame mostly on balance and Tear/Blood specs affecting choices too much. Basically, even in playable state, Heroes 6 was the game I didn't even want to boot up.

This is obviously my opinion, but at least with Heroes 7 I find the fun element in the game. Maybe it's the scaling of the map bringing the balance back to Heroes 3 level, maybe it's the better overall balance in combat and return of resource management, maybe it's the better writing and VA in the campaigns (despite the 3D puppets - they are creepy, but not a dealbreaker). In my opinon, there's at least something which can be salvaged here despite the bugs, graphics and animations.

Fur Ubisoft, I say issue an apology for the broken release, and understand that either you kill the franchise altogether or put in enough money to get a polished interesting game which can be sold for 40EUR to a wider audience.  If there's no marketing, no in-game tutorial and the price tag of 60EUR for a buggy release - well that's just poor project management and vision.

So do what Stardock did with Elemental: Wars of Magic. Somehow these guys managed to apologise, spent a year fixing the game, improving every aspect of it, including the UI, graphics, bugs, balance, magic system etc., gave out expansion for free and still saved the franchise, found profit and made a well-received sequel.


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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted October 05, 2015 12:49 AM
Edited by TDL at 00:53, 05 Oct 2015.

We've all been there before and we've all said it. The major problem lies with Ubi. Even if the developers say this is the game they sort-of wanted to build, the boundaries and constraints enforced by the publisher hindered the process and we've got ourselves yet another half-baked product.

Until Ubi goes, there is no way to have a decent Heroes game again. They are bad at picking the correct studio to do its job for the amount of budget they wish to throw at them. I believe the guys in this studio could have done a lot better, given free reign and more money. Issues lie with the fact that despite their best efforts in producing the game they wanted to make, it ended up being something they just had to make.

Funding is a scary issue altogether in contemporary gaming business and unless you set yourself on an indie path, likely you will not have enough funds to make a game that will set itself apart and be well-received. Also, thinking to yourself that HOMM will be a highly-praised game is a naive thing, knowing how it caters to a specific niche of players.

I do believe the overall picture is that as far as it goes, games such as Heroes are a dying breed. Coughing up sequels will only be good for so long. I do, admittedly, think that in better hands, it would work wonders, but then again, as much of you had already said, I'd be inclined to say that somewhere along the way the soul of what constituted a HOMM game in the days long gone would be lost.

The best idea IMHO would be to get a crowd-funded project of some sort and try to hype it up, much like Palm Kingdoms for mobile tried to do via Steam's Greenlight. The game would likely not belong to the Heroes series, but be a re-imagining of sorts, carrying over some beloved traits, otherwise including enough innovations to make it worthwhile. For the sake of it, it could even have "A Tale of Heroes" as its subtitle. So as long as it sets itself apart from the series that has been largely tarnished as of late.

P.S. Thinking back, it would not be that much of a leap consider how King's Bounty eventually inspired HOMM and how successful it turned out to be.

Also, considering the process of development...


To be honest, I feel like there are two major issues that cropped up along the timeline. The first was that when Ubi created their vision for Heroes 6, they did not search out what the community and the fans wanted. And it's not like they should have done it the way they did now, by trying to sort-of push votes on people, have them voice their opinions. No, just READING through the countless discussion pages and having a few dedicated people for it would have done wonders. What this would have allowed them do is create a blueprint with a distinct vision. A vision that befits the series and is acceptable to its fans. Pushing your own vision is only worthwhile if you are creating a new IP or rebooting the series.

The second was the doubts that were cast when they realized their failures. Whoever was responsible, be it the developers or the crew behind the IP, they lost their conviction, their resolve, their mojo. Instead of pushing an idea forward, they allowed to be pushed sideways themselves, which led to a downward spiral we subsequently witnessed over the greater part of the two years of development.

Had the issues been resolved, in hindsight I feel we'd have a marginally better outcome. Even if the game in question wasn't any better, at least there would be hope that in making the mistakes they learned from them. What we were left with is a forlorn sensation that things are just going to become awry, without a brighter future for the series at hand.



P.P.S. IMO, the Heroes series deserve its good old rest and we have to move on, draw the best we can out of it and have a new project built altogether as its spiritual successor.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 05, 2015 01:30 AM

i think what we need are the original artists and developers back, minus the dumbass ceo's that screwed the game's series. and we get every modder here and across the heroes-modding spectrum(from df2 and everywhere else) to work on their mods, with pay. they can quit their old jobs, because they'd be employed; doing what they love to do.

and instead of putting a deadline on them enforced through some company who only seeks to profit, have them work strictly for HC. how many mods, towns, spells, etc., do you think the original team and every modder among the communities could come up with? don't let them have a boss, just have them listen to us; because we are the ones who CARE about the series.

now, all we need is a millionaire or two to implement this, so that the teams can be properly compensated for their glorious efforts.

that, and lawyers or a deadly team of vicious bloodthirsty maniacs to keep Ubisoft and everyone else who would give us copyright infringement problems, the snow away from us.

i say we unify, and build from the original team, and employ them and all of the modders at hc, df2, etc. and if anyone tries to stop us, we start putting heads on sticks.

who's with me?

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Hadji020
Hadji020


Adventuring Hero
The Underestimated
posted October 05, 2015 01:47 AM
Edited by Hadji020 at 01:49, 05 Oct 2015.

After finding out I couldnt get my money back, I threw that piece of crap H6 in the trash where it belongs.

I didn't play long enough to check everything out properly, the thing that pissed me off is that you're forced to be online or you can't get access to the artifact sets. What a load of rubbish, this fact alone was enough for me to ditch the game.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted October 05, 2015 02:53 AM

TDL said:

P.P.S. IMO, the Heroes series deserve its good old rest and we have to move on, draw the best we can out of it and have a new project built altogether as its spiritual successor.


Probably that.

I think the safest assumption is having a spiritual successor without any bindings with the old name Heroes, so people won't simply fall into the relentlessness of relating it to the 'Heroes feeling', and bring in an original and amusing new proposal, another game, another go, another team, another view.
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"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Kayna
Kayna


Supreme Hero
posted October 05, 2015 03:33 AM

TDL said:
games such as Heroes are a dying breed.


Yes. Younger people are generally not interested  in slow arse games like HoMM. They want action, and they want it fast. Pleasing the core player base that's more interested in single player maps against the AI or campaign is a good way to keep the solid, ultra fan boy base, but also a bad long term strategy. The new generation would mostly be interested in duels instead. Yet, considering that most people play MMO's, Dota 2 and Blizzard games, if Ubisoft ever has the guts to take some risks and innovate, they'll probably do a starcraft kind of Heroes game rather than a proper chess like game.

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yogi
yogi


Promising
Famous Hero
of picnics
posted October 05, 2015 04:31 AM

sobaka770 said:

This is obviously my opinion, but at least with Heroes 7 I find the fun element in the game. Maybe it's the scaling of the map bringing the balance back to Heroes 3 level, maybe it's the better overall balance in combat and return of resource management, maybe it's the better writing and VA in the campaigns (despite the 3D puppets - they are creepy, but not a dealbreaker). In my opinon, there's at least something which can be salvaged here despite the bugs, graphics and animations.

Fur Ubisoft, I say issue an apology for the broken release, and understand that either you kill the franchise altogether or put in enough money to get a polished interesting game which can be sold for 40EUR to a wider audience.  If there's no marketing, no in-game tutorial and the price tag of 60EUR for a buggy release - well that's just poor project management and vision.

So do what Stardock did with Elemental: Wars of Magic. Somehow these guys managed to apologise, spent a year fixing the game, improving every aspect of it, including the UI, graphics, bugs, balance, magic system etc., gave out expansion for free and still saved the franchise, found profit and made a well-received sequel.




+1
____________
yogi - class: monk | status: healthy
"Lol we are HC'ers.. The same tribe.. Guy!" ~Ghost

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 05, 2015 08:17 AM

What would you want with an expansion? Getting the Inferno faction, wouldn't make it a better game; it will just fill the plate with more boring things.

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