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Messages - BaconShelf
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7081
« on: August 19, 2015, 01:11:49 PM »
don't you mean star wars battlefield?
because that doesn't look like battlefront to me
but the tie fighter sound
but the not resembling a battlefront game
Shocking, considering Battlefront was basically Battlefield anyway.
>no clone wars >no galactic conquest >no ai battles >custom loadouts >no classes >no space battles no
7082
« on: August 19, 2015, 11:20:20 AM »
Well whadd'ya expect.
Enclave at the start are supposed to be more of a myth than a presence (apart from the eyebots), and people think it's just a looped POS radio from the past, which is perfectly justified by the presence of other pre-war radio signals (Those radio tower beacons and that American Communist radio).
I concede though that they should had more America-music.
Spoiler heh, now I'm laughing more at the irony of Liberty Prime steamrolling them. They should have stayed a myth and maybe have had like, a small group in Raven Rock that have basically split from high command and done their own thing/ gone into hiding since the Oil Rig and Navarro. And that's so we can still have the armour. Then make the main campaign story about the Brotherhood-Outcast Civil War.
7083
« on: August 19, 2015, 11:18:03 AM »
I don't.
7084
« on: August 19, 2015, 10:02:24 AM »
The ball is in Sony's court for the EA access one. People need to stop asking EA why it's not on the PS4 and start asking Sony.
I didn't know it wasn't on PS4, this is the first I've heard about it. Guess I assumed it was available on both.
7085
« on: August 19, 2015, 09:32:47 AM »
http://www.gamespot.com/articles/eas-new-empire-an-interview-with-peter-moore/1100-6429703/Spoiler GAMESPOT: How important are season passes for the future of your business? I say that because the profit margins on triple-A games tend to be getting thinner and thinner.
MOORE: Well it depends on so many things. It depends on whether it's a wholly owned IP, or whether it's licensed. It depends on the volume you drive. But yeah, these things are high risk, with hundreds of people connected to it, and sometimes with their livelihoods connected to it. You have high capital investment, and you hope it pays off.
Eight years ago when I joined EA, we were publishing 70 games a year. 70. And this year we might do twelve.
That's true of the whole triple-A industry, right? People are making fewer bets because the stakes are getting higher.
Yes, and there's a reason for that. The big games drive so much engagement nowadays, because they are not games you play for a while and then walk away from. Triple-A games today have live elements to them, and things like season passes are a way of keeping people engaged.
Season passes themselves are also a huge investment. Today we've got what used to be the size of a whole game development team, of about 40 or 50 people, working solely on the extra content.
My desk in the office is about fifty feet away from Visceral, and it's a hive of activity developing extra content for Battlefield Hardline.
And yet there is a pronounced resistance to this. Many fans express grievance towards obligatory DLC plans. On the other hand, I've heard executives tell me that DLC has become so important that, in some cases, it is sustaining the triple-A games business. How do you reconcile this conflict?
Well a lot of that resistance comes from the erroneous belief that somehow companies will ship a game incomplete, and then try to sell you stuff they have already made and held back. Nonsense. You come and stand where I am, next to Visceral's studio, and you see the work that is being done right now. And it's not just DLC, this is free updates and ongoing balance changes.
People will no doubt accuse me of being a total corporate shill for saying this, but I think there is some confusion within game communities that, when the foundations for future DLC is discovered in a game, such as the expansion levels in Destiny, people think that those expansions are already finished. The point being, development studios tend to put the basic foundations of future DLC on disc to help facilitate future updates, right?
That's true, and you have to do that from a technical perspective. Think of them as APIs. Knowing down the road that something needs to sit on what you've already made, means you have to put some foundations down.
What people are confused about is they think DLC is secretly on the disc, and that it's somehow unlocked when we say.
I'd like to talk about Unravel, an idiosyncratic indie game that EA is putting its weight behind. What was the idea behind signing it?
It was less about strategy; I'd like to think about it more a commitment to do something that is good for gamers. We wanted to help a very small studio, that needed resources, that needed a home, that needed technology.
Patrick Soderlund [vice president of EA Studios] met with [Unravel creator] Martin Sahlin, and believed in his vision for the game. I'm the person responsible for publishing and selling it, and personally I think it'll sell very well.
If it makes us some money, great, if it doesn't, great, we will have still brought a game to market that a lot of people are going to thoroughly enjoy.
I think publishing Unravel is going to be a learning process for EA too. Supporting an indie game will give EA insight into their commercial potential, for example.
Yeah sure, and this is not your FIFA or Battlefield consumer, although I suspect a bunch of those people will buy it. It's a classic platform game, solving challenges as you go, and it looks gorgeous.
Do you want to publish more indie games at EA?
Well, you know, we publish thousands of indie games a year through a company called Chillingo. They're a great company, and mobile is such an important part of the future of gaming.
Of course, I was specifically asking about console indie games.
I know you were and I immediately changed the subject. [Laughs]
Aha, thought you'd done that.
We're always looking at opportunities for games that are worth our time and effort. But the truth is that there are far fewer of them than you think there are. Console games are not cheap to manufacture, so if you're self-funded [it's difficult].
We have a lot of studios, and we plan out three or four years in advance on what we're working on, what our portfolio is looking like, and new IP is of course very important to us. If opportunities arrive from outside that, great.
Like any well-run company, we know what our people are doing, and they know what they are doing. I can look at fiscal 17/18 and off the top of my head tell you what EA's games look like in two Christmas holidays from now, and that's important for our own discipline. But, for things like Unravel, we're always on the lookout.
You recently announced that you have hired Jade Raymond, who is widely respected for helping cultivate the Assassin's Creed franchise. What was the vision behind hiring her, and opening a new studio, Motive, for her to lead?
Sure, I've known Jade for many years, and the hiring started with her pinging me on Facebook and saying, "hey, I'm thinking of a new start in my career." I had worked with her at Xbox, and we had great success together working on Assassin's Creed.
We love her, and her ability to bring fresh thinking to our company, especially when you think about the storytelling potential in teaming her up with Amy Hennig [former Naughty Dog writer, now at EA].
Jade is going to head up Motive in Montreal, that's where her family wants to live, so we decided to build a studio around her. We already have a great presence in Montreal with BioWare, and we love Montreal as a development hub, so it wasn't a difficult decision for us. Jade is also going to help us build new IP, and also, she's also going to take control of Visceral in Redwood Shores.
You're betting so much on her. Surely that will invite a lot of pressure.
Well I wouldn't say pressure. We're a big company. There is some pressure, yes, but the company isn't going to live and die by what Jade does. EA is a great place for where Jade's career is at right now; she has a great vision for what she believes the future of IP is. She is great at bringing the best out of development teams. She manages classic, high quality, triple-A projects with big budgets, and brings them in on time and on quality.
Bringing in female talent is very important to the company. Jade and Amy are a year, or two, out from their project deadlines right now. It's a great pipeline of games, and a testament to the way EA thinks about hiring women into senior development and management positions.
Are you looking to hire more well-known developers like Jade?
Well I don't know if we're looking. It's more about, if they come along, we grab them. There's not a huge amount of talent out there, available, right now.
Interesting. There is of course Hideo Kojima, who is expected to leave Konami shortly. Would he be someone you would like to work with?
I've always liked Kojima-san. I got on with him during my days at Microsoft. I just think... what's going on there... I just think both of them should kiss and make up.
From my experience, and I've spent a lot of time working in Japan, I think that Konami and Kojima will figure it out. Those kinds of business relationships [in Japan] are typically for life, and Kojima is such an important part in what has gone on there.
Clearly, they're at a rocky stage in their marriage. But you could take what is said about [Kojima Productions], about a game not adhering to budgets, about a game not being ready, and you could apply that to a lot of people.
You could apply that to Rockstar North, even.
Yes, any game that isn't iterative in nature the way an EA Sports game is, or any series that doesn't ship every single year... those things can go on forever. Ever. There needs to be an agreement between the publisher and developer to make sure that both parties understand when the game is supposed to ship, and what it's supposed to be.
But with regards to Kojima and Konami, they'll kiss and make up. They'll be fine.
You mentioned EA Sports, which is something I wanted to discuss. Your franchises, such as FIFA, are so iterative that it would be good to get a sense of where you think they are heading. What lies in their long-term future?
FIFA is already there, and Madden is already getting to that stage, where these games are live services. When I joined EA, eight years ago, the dev team would deliver a game, take a few weeks off, and then off we go again. Today, the game never ends. With things like Ultimate Team, these games have no off-season.
I see a slight conflict in what you're describing; EA is driving towards to continually evolving its sports games, but at the same time it switches attention to an entirely new iteration every year. Now of course, it seems like it would be commercial madness to stop selling new boxes of FIFA every year, but EA is essentially heading towards that dilemma. Do you foresee a future where a baseline FIFA game is updated with new season data every year?
Well that has always been nirvana, especially for sports games, and maybe one day that will happen. But I think there is still a thirst for a great, brand-new boxed game.
I want to switch to Star Wars Battlefront. Surely yourself, and the rest of the EA executive team, must be kicking yourselves for not including a single-player campaign?
Well, you never kick yourself about these things. You make a decision, years out, and you plan for what the world looks like when a game ships in two or three years. That's about the intuitiveness about the executive producer, and his or her vision for the game.
Between when a dev team starts work on a game, and when it finishes, the world becomes a different place. I remember when we started work on Star Wars: The Old Republic; at the time, the model to go for was subscription. By the time we had the game ready, the model to go for wasn't subscriptions. That's why we had to stop the game, and rebuilt it as a free-to-play title with microtransactions, but even then there were some people who said they wanted to keep their subscriptions.
I totally understand that you have to think ahead when planning games. I was more thinking about Battlefront with more crude algebra, in that, triple-A games with single-player traditionally sell better than those with multiplayer.
So, there's two phenomena with that statement. The first is that yes, you might be right. The second is that very few people actually play the single-player on these kinds of games. That's what the data points to.
Let's switch to EA Access, which a lot of people think offers a good deal.
I think it offers a great deal.
Do you still want to see EA Access on PlayStation 4?
Doesn't matter. It's on Xbox One, and those customers love it. We have analytics on everything these days, and subscriber satisfaction rates are through the roof. EA Access customers get to play more, because of the Vault, they get to play early, ahead of general release date, and they get to pay less because of the discounts it offers.
So, consumers love it. It's doing well. If you expand to another console, business will be even better, right?
But it's not. It's on Xbox One.
I'm curious about what you're saying. Is this part of a deal with Microsoft now?
It's on Xbox One-
[Interrupting] Do you want to talk about this?
Well Sony talked about it, ask them [laughs]. There's not much left for me to say.
I'll move on. Battlefield Hardline had a strong launch, especially considering the time of the year that it shipped. I think people did notice that the player count dropped a little after launch, perhaps a little more sharply than you would have liked.
I don't know if it was sharper than we would have liked. We've just delivered new content that will help people re-engage. People come back to games when there's a reason to come back. People don't play the same games every day. I can tell you our engagement levels are where we thought they would be.
I think one of the challenges was we missed the holiday window, we shipped in March, what happens then is you enter the summer months and--we have decades of data to back this up--people just play less games. It's normal for game engagement to drop off a bit.
But we're happy with Hardline. Very happy. Ugh. I thought EA were starting to actually become not shit. But every step forward involves sixty steps back, it would seem. So, TL;DR; -EA access will not be coming to Playstation, which sucks -SWBF not having any single-player is apparently good -EA still defending Day One DLC I don't necissarily think BF needs a full campaign, but it still desevres an AI battles mode like the originals. Fuck EA.
7086
« on: August 19, 2015, 09:11:59 AM »
*because bethesda wrote it
lol hating on a great developer doesn't make you cool no matter how hard you try
Actually, I love Fallout 3 and Skyrim. I just think the writing's shit. Two of my favourite games, though. Same for Halo Reach, shit plot but fun game.
7087
« on: August 19, 2015, 08:26:58 AM »
...do they still have beef?
7088
« on: August 19, 2015, 08:25:14 AM »
don't you mean star wars battlefield?
because that doesn't look like battlefront to me
but the tie fighter sound
but the not resembling a battlefront game
7089
« on: August 19, 2015, 08:08:40 AM »
That Wolverine game was decent.
Can't have been worse than the film.
7090
« on: August 19, 2015, 08:08:17 AM »
Oh, yeah, Apparently Alien Isolation and Shadow of Mordor were pretty good.
7091
« on: August 19, 2015, 08:06:45 AM »
Sold my copy some months ago.
Read: About two weeks after launch.
7092
« on: August 19, 2015, 08:04:42 AM »
don't you mean star wars battlefield?
because that doesn't look like battlefront to me
7093
« on: August 19, 2015, 07:47:24 AM »
I remember that.
KND was the shit.
Remember the Empire Strikes Back themed episode?
That was the best episode. rest in rip good cartoon network shows
7094
« on: August 19, 2015, 07:42:06 AM »
*because bethesda wrote it
7095
« on: August 19, 2015, 07:41:29 AM »
What are you even talking about, OP?
Genuinely curious.
On the Halo 4 mission composer, there's a room with two hunters in. Scattered throughout this room are some audio logs you can play that are like research reports left by the scientists on Ivanoff Station.
Two of the artifacts you can see in the room are the activation index of the Halo, and the eye of a War Sphinx.
People have known about that for a long time
People here dont because they are mostly closet haters or only play MP
Because those are the only two categories, right? It took me my third playthrough of the Halo 4 missions to realise there were mini-terminals on Requiem and Composer. Don't be an arse because people don't know something that was never even hinted at by the devs.
7096
« on: August 19, 2015, 03:09:15 AM »
Halo: Hunters in the Dark
7097
« on: August 19, 2015, 03:05:45 AM »
I just wish that nuking the NCR or Legion in Lonesome Road had an actual effect on the game and it's outcome. It would've been great if nuking them turned the odds completely in favor of one of the factions and ensuring their victory, or if you chose to nuke both, rendered them both extremely weak and easily overcome.
Yeah. I wish at least someone- house, random troops, whatever- commented on it. I mean, being able to nuke both factions, then start the MQ and get your reputation reset is pretty broken.
7098
« on: August 19, 2015, 03:04:25 AM »
Honest Hearts was bretty gud up until the ending, where the Sorrows either puss out of town and Daniel regrets leaving Zion for the rest of his life, or they stay and protect Zion from the White Legs and the Sorrows become war mongers (completely invalidating everything the Father in the Cave taught them).
I get that it's a setup for the events of Lonesome Road, what with unforeseen consequences, but it's more frustrating than enlightening.
Really? Aside from Graham mentioning Ulysses, it has pretty much no relation to the DLC story. And that one mention felt pretty shoehorned. Besides that, the HH main quest lasted like, three hours at most. I honestly feel like the Randall Clark stuff was more interesting than the main story. It's a good DLC for exploring and crafting, but nowhere near as good as the other three.
7099
« on: August 19, 2015, 02:58:18 AM »
Also. Please say I'm not the only one who noticed this or felt put off buy it.
But Verb said "Spartans."
Considering that he's not exactly a fan of Halo, seeing him say "Spartans" is weird.
Like, fuck. I doubt if even half the average playerbase of Halo even knows the codename the soldiers go by.
It isn't like it's plastered all over the games or anything
So was the story, but most people got confused when the games go beyond RAWR ALIENS R TEH BAD GUIIYYSS
Wasn't that Halo 3's plot?
Nah. Most people (At least at launch) seemed to think H3 was a better plot than 4. Apparently, tey never explained who this random ore runner was despite having an entire terminal series and a cutscene dedicated to summing up the forerunner saga. I always admire how 343 managed to make soenthing so great by picking up te shit Bungie left behind. They even managed a pretty reasonable explanation for Halo 3's high charity fiasco and basically the entire tineline inconsistency with Reqch. If Bungie were still in charge, they'd have just ignored it and carried on.
7100
« on: August 19, 2015, 02:52:35 AM »
What are you even talking about, OP?
Genuinely curious.
On the Halo 4 mission composer, there's a room with two hunters in. Scattered throughout this room are some audio logs you can play that are like research reports left by the scientists on Ivanoff Station. Two of the artifacts you can see in the room are the activation index of the Halo, and the eye of a War Sphinx.
7101
« on: August 19, 2015, 02:48:21 AM »
Actually, they refer to things we already know about. One is Installation 03's activation index, one is the eye of a War sphinx (A battlesuit used by forerunners capable of destroying continents. This thing was infantry, bear in mind) and the others are more references to the Forerunner saga so the hardcore lore fans can giggle with glee at knowing about things the scientists don't.
Like how 343GS is still alive, for example.
I don't remember the war sphinx eye one.
It's there. They never call it one in the gameplay, but it was confirmed a couple weeks back in canon fodder to be a WS eye
7102
« on: August 18, 2015, 07:06:17 PM »
battlefield 4 and fallout new vegas
I also forged Rust on H2A so me and a few friends have been doing intense 360 noscoping matches on rust, with 10 sensitivity
fun times
New Vegas is great.
Yeah. I got the final achievement about this time last year and I felt a bit burned out, but I wanted to play a fallout game to get myself back into fallout before F4 is out. And I wanted to play proper RP style- do the DLC's in order and all that. I played them based off difficulty te first time rather than release order so I kind of fucked myself over in the DLC story department. I mean, I played Lonesome Road first, so I already knew what the climax of the series would be. Kind of wish I could erase my memory of Fallout/ TES so I could replay them fresh instead of knowing every trick there is. You can never replicate the sense of... Wonder? That you get from playing an RPG the first time around as opposed to the next thirty times. Sadly.
7103
« on: August 18, 2015, 06:36:09 PM »
Also. Please say I'm not the only one who noticed this or felt put off buy it.
But Verb said "Spartans."
Considering that he's not exactly a fan of Halo, seeing him say "Spartans" is weird.
Like, fuck. I doubt if even half the average playerbase of Halo even knows the codename the soldiers go by.
It isn't like it's plastered all over the games or anything
So was the story, but most people got confused when the games go beyond RAWR ALIENS R TEH BAD GUIIYYSS
7104
« on: August 18, 2015, 06:31:41 PM »
Actually, they refer to things we already know about. One is Installation 03's activation index, one is the eye of a War sphinx (A battlesuit used by forerunners capable of destroying continents. This thing was infantry, bear in mind) and the others are more references to the Forerunner saga so the hardcore lore fans can giggle with glee at knowing about things the scientists don't.
Like how 343GS is still alive, for example.
7105
« on: August 18, 2015, 06:28:08 PM »
battlefield 4 and fallout new vegas
I also forged Rust on H2A so me and a few friends have been doing intense 360 noscoping matches on rust, with 10 sensitivity
fun times
7106
« on: August 18, 2015, 06:26:51 PM »
another day, another da best helo is my helo thread
AH-6J > Z-11w
7107
« on: August 18, 2015, 04:04:07 AM »
Basically a bigger game of simcity. Torment all the NPCs.
Then start again and put us in space with a couple hundred planets to colonise. Then alter the laws of physics and mess around with universe-building for an eternity.
7108
« on: August 18, 2015, 03:44:51 AM »
7109
« on: August 18, 2015, 03:32:38 AM »
This is a very informative video if you want to know about miniguns.
7110
« on: August 18, 2015, 03:27:09 AM »
Is that Gandalf?
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