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Introducing Frost Giant Studios - Page 4

Forum Index > General Games
177 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
kaoabo
Profile Joined October 2020
9 Posts
Last Edited: 2020-10-21 16:07:09
October 21 2020 16:01 GMT
#61
--- Nuked ---
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
October 21 2020 16:05 GMT
#62
This is great news. I'm hoping for the best!
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
kaoabo
Profile Joined October 2020
9 Posts
Last Edited: 2020-10-21 16:09:09
October 21 2020 16:07 GMT
#63
--- Nuked ---
dugokontov
Profile Joined March 2012
Bosnia-Herzegovina14 Posts
October 21 2020 16:12 GMT
#64
Cara LaForge in the Meet The Team video states:

I have been involved in the space for at least 15 years, and I would look into to be in the space for another 15 years.


This means that this RTS will be set in space! SC successor confirmed!

+ Show Spoiler +

When she said space, she was referring to RTS genre (:


Wish all the best to Frost Giant!

[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
October 21 2020 17:05 GMT
#65
This is my advice for the studio: make the RTS good to watch from the ground up, while also making it free to play/accessible to the masses.

Sc2 success was because it was made from the beginning to be an espectator esports. And it succeeded. Compared to league of legends the ammmount of people who watches sc2 esports was an order of magnitude biggest in comparison to the playerbase.

I don't remember the exact numbers but it was something like 3% of lol players watches esports vs 40% for StarCraft players. I would need to look at the stats again. This was in 2012.

The problem was that league just simply had a massive playerbase.

If you can make a game that's great to watch, that also appeals to the masses. That's the winning formula. Easier said than done of course.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
nimdil
Profile Blog Joined January 2011
Poland3748 Posts
October 21 2020 17:34 GMT
#66
On October 22 2020 02:05 [Phantom] wrote:
This is my advice for the studio: make the RTS good to watch from the ground up, while also making it free to play/accessible to the masses.

Sc2 success was because it was made from the beginning to be an espectator esports. And it succeeded. Compared to league of legends the ammmount of people who watches sc2 esports was an order of magnitude biggest in comparison to the playerbase.

I don't remember the exact numbers but it was something like 3% of lol players watches esports vs 40% for StarCraft players. I would need to look at the stats again. This was in 2012.

The problem was that league just simply had a massive playerbase.

If you can make a game that's great to watch, that also appeals to the masses. That's the winning formula. Easier said than done of course.

SC2 succeeded because it was "SC" and because it came out when neither LoL nor Dota2 was in position to massively drain viewerbase. I'm not convinved that esports orientation was really that big of a factor, and I suspect it kind of inhibited growth of playerbase.

Each massively popular esport title has it's own path.

I have serious doubts whether sc2-like RTS game can really contend with games like LoL or Dota2 or CS:GO in popularity without reinventing the genre. Maybe s.t. like WC3 but team-based.
TentativePanda
Profile Joined August 2014
United States800 Posts
October 21 2020 17:41 GMT
#67
Good news
739
Profile Blog Joined May 2009
Bearded Elder29903 Posts
October 21 2020 17:55 GMT
#68
Hopefully I'll have a nice RTS game to play in 2-3 years from now

Best of luck !
WriterSalty oldboy that loves memes | One and only back-to-back Liquibet Winner
whiterabbit
Profile Joined June 2009
2675 Posts
October 21 2020 18:14 GMT
#69
Best of luck, hope to play your game in couple of years!
NUTELLA y u no make me skinny?!?
instinctive
Profile Joined September 2014
5 Posts
October 21 2020 19:23 GMT
#70
So psyched for this!!

My dream for the new project: that a priority engineering team design goal is an architecture that will make map hacks and cheats impossible. If it's an engineering priority from the get-go then it's more likely to succeed.

Best of luck, looking forward!
kaoabo
Profile Joined October 2020
9 Posts
October 21 2020 19:53 GMT
#71
--- Nuked ---
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 21 2020 20:18 GMT
#72
On October 21 2020 19:47 nimdil wrote:
This hype reminds me Daikatana story. Please don't be Daikatana story.


I've been monk's bitch when he was editing my Starcraft articles back in the day. It's not that bad really.

On a more serious note, good luck to you all but especially monk!
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
October 21 2020 22:59 GMT
#73
Didn't see this post, looking forward to more and more news ~! :D
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
Sufinsil
Profile Joined January 2011
United States760 Posts
October 21 2020 23:29 GMT
#74
I am assuming that they are focusing on a lot of the SC2 community this means their RTS will be Starcraft-like and not say Company of Heroes, War3 (Hero Units), AoE, Supreme Commander. Looks like core people who worked on LotV and after it launched. Hope it doesn't turn out like FireForge studio.

Riot Games and others have lots of VC money into other studios. Bonfire Studios, Ron Pardo's studio with many ex-Blizzard staff, was party funded by Riot. We haven't heard from them for awhile other than they were focused on online multiplayer game using the Unity engine.
Dave4
Profile Joined August 2018
494 Posts
October 22 2020 09:13 GMT
#75
This is wonderful news but also sad as it will be years before we ever get to play it.

Still, glad to see some of the Blizz heroes of past looking to reforge games for gamers rather than Activision/EA's pure focus on money at the expense of the communities that have made them the companies they are.
nimdil
Profile Blog Joined January 2011
Poland3748 Posts
October 22 2020 11:28 GMT
#76
On October 22 2020 04:53 kaoabo wrote:
Show nested quote +
On October 22 2020 02:34 nimdil wrote:
On October 22 2020 02:05 [Phantom] wrote:
This is my advice for the studio: make the RTS good to watch from the ground up, while also making it free to play/accessible to the masses.

Sc2 success was because it was made from the beginning to be an espectator esports. And it succeeded. Compared to league of legends the ammmount of people who watches sc2 esports was an order of magnitude biggest in comparison to the playerbase.

I don't remember the exact numbers but it was something like 3% of lol players watches esports vs 40% for StarCraft players. I would need to look at the stats again. This was in 2012.

The problem was that league just simply had a massive playerbase.

If you can make a game that's great to watch, that also appeals to the masses. That's the winning formula. Easier said than done of course.

SC2 succeeded because it was "SC" and because it came out when neither LoL nor Dota2 was in position to massively drain viewerbase. I'm not convinved that esports orientation was really that big of a factor, and I suspect it kind of inhibited growth of playerbase.

Each massively popular esport title has it's own path.

I have serious doubts whether sc2-like RTS game can really contend with games like LoL or Dota2 or CS:GO in popularity without reinventing the genre. Maybe s.t. like WC3 but team-based.

"SC2 succeeded because it was "SC"
It that so? How do you know that?

Well I don't know if SC2 would have failed without being Starcraft, but I know for sure that a lot of sc2 hype was built on being an heir to sc:bw.
Manit0u
Profile Blog Joined August 2004
Poland17257 Posts
Last Edited: 2020-10-22 14:18:17
October 22 2020 14:16 GMT
#77
Except SC2 is not a good game. It's shitty from the spectator's perspective and the gameplay itself is not that great either. I've uninstalled it after playing like 5 missions and never looked back. Apart from some good cinematics the game simply didn't have anything to offer me as a SC fan (the fact that they removed some of my favorite and iconic units only to replace them with less interesting stuff didn't help either).

To me the real successor to SC:BW was Armies of Exigo, unfortunately EA did a shit job at marketing and it died before it had a chance to spread its wings. Some of you might even remember the fun we've had with it on those very forums doing our own tournaments and playing over Hamachi (since game servers were taken down soon after release).
Time is precious. Waste it wisely.
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2020-12-04 15:57:44
October 22 2020 14:47 GMT
#78
Here are a few elements I would throw for strategic depth :
Say there is some number of different buildings techs and units that you can make in the first 5 minutes of a game, make sure that just about any order doesn't lead to a later loss, and a lot of variation in the nuances as well (how many of each at which timing etc). This should ensure that many follow ups are possible and the strategies and games structure varied and unpredictable. Generally avoid stuff that can destroy something critical in the space of a few seconds (this is SC2's biggest flaw). It should be possible to play and win consistently against a faster player with about 150 apm [highly debatable i guess.. watching war3, the best play with high apm but the game's tempo and level of detail seem really good. I'd say it would be a good quality if you can beat with better decision making despite lower apm even at a high level, not so sure anymore though]. Depth of tactics complements depth of strategy, here again SC2 is not a model, lacking defender advantage, positioning and obstacling or maneuveuring complexity. Make sure that there are strong scouting options so that the game isn't too much about gambling and more about strategy. There is a lot of room for making a better RTS than any that currently exist due to limitations in strategic depth coming from balance (internal balance included, not just match up balance or winrate balance) and other things. Even in SC:BW which i think is the best alongside AoE2 and War3, playable map types, openings and follow ups can actually be quite limited! And scouting can be insufficient.
Hesxy
Profile Joined October 2020
2 Posts
Last Edited: 2020-10-22 17:32:43
October 22 2020 16:59 GMT
#79
--- Nuked ---
Manit0u
Profile Blog Joined August 2004
Poland17257 Posts
October 22 2020 18:24 GMT
#80
On October 23 2020 01:59 Hesxy wrote:
Show nested quote +
On October 22 2020 18:13 Dave4 wrote:
This is wonderful news but also sad as it will be years before we ever get to play it.

Still, glad to see some of the Blizz heroes of past looking to reforge games for gamers rather than Activision/EA's pure focus on money at the expense of the communities that have made them the companies they are.

On Average, how much money do you have to spend in order to play a Blizzard or Activision game?


Around $50 for SC2 at the moment I believe. It wasn't so cheap at release though, most of their titles are full priced AAA games so are $60 at launch.
Time is precious. Waste it wisely.
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