Introducing Frost Giant Studios - Page 7
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_Spartak_
Turkey389 Posts
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ProMeTheus112
France2027 Posts
unit design, or faction design, faction as a system.. mmh my 2cents | ||
Ludwigvan
Germany2364 Posts
I would like to compare that to the SC2 budget, but I didn't find it via google. | ||
Miragee
8428 Posts
On January 26 2022 03:59 Ludwigvan wrote: their total funding right now is $34.7 million. press release I would like to compare that to the SC2 budget, but I didn't find it via google. It's hardly comparable because with SC2 Blizzard knew quite well what they wanted to do. From what I gathered these people don't have an idea on what they want to do except making a popular RTS. Time eats money. | ||
blade55555
United States17423 Posts
On January 26 2022 03:59 Ludwigvan wrote: their total funding right now is $34.7 million. press release I would like to compare that to the SC2 budget, but I didn't find it via google. According to this: https://www.gamedeveloper.com/pc/report-i-starcraft-ii-i-budget-has-not-exceeded-100-million That's about 34.7% of SC2's budget. | ||
Manit0u
Poland17185 Posts
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[sc1f]eonzerg
Belgium6499 Posts
On January 27 2022 02:46 blade55555 wrote: According to this: https://www.gamedeveloper.com/pc/report-i-starcraft-ii-i-budget-has-not-exceeded-100-million That's about 34.7% of SC2's budget. Is this real ? I never imagined making a game will be that expensive. I ask myself if SC2 was a sucess when it comes money return. Wow that is crazy. That kind of explains why there is not good RTS apart from the blizzards one imo. A game like CoD Warzone make a ton of money monthly with their battlepass and the constant content they add to the game but a game like SC2. They just didnt know or didnt make it that way. | ||
_Spartak_
Turkey389 Posts
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emperorchampion
Canada9496 Posts
On January 26 2022 07:16 Miragee wrote: It's hardly comparable because with SC2 Blizzard knew quite well what they wanted to do. From what I gathered these people don't have an idea on what they want to do except making a popular RTS. Time eats money. That's exactly what I think based on what I've seen so far, I have zero expectations for this project. It doesn't seem like they had a good idea and wanted to iterate off of that, rather just hoped that they would find a good game along the way. | ||
uzitiztuighfg
1 Post
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Manit0u
Poland17185 Posts
![]() It would be a unique RTS even for modern standards. | ||
Miragee
8428 Posts
On January 28 2022 02:08 Manit0u wrote: All I really want is new Sacrifice ![]() https://www.youtube.com/watch?v=EY0NtZxqtio It would be a unique RTS even for modern standards. :o Interesting concept. Looks like a game that would benefit from RTwP in single player. I assume it leads to very high skill ceiling in multiplayer though. Some of those animations and sounds are pretty hilarious.^^ I really liked Alien Nations as a child. Not sure how it holds up today though but it seems like it's available on gog. | ||
hjggjhhzgfsdf
1 Post
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JimmyJRaynor
Canada16382 Posts
man, wouldn't it be sad if the SC2 World Builder turned out to be a better RTS game maker than Unreal5. I'd like to see M$ build an open ended and moddable Halo Wars game with the SC2 World Builder. On January 27 2022 03:34 Manit0u wrote: I don't think budget is the main concern here. I think it would be better for them to actually not announce anything until they had something concrete and more fleshed out to show. Taking the world over by storm instead of creating a drizzle of vague statements. i agree 100% i think "community feedback" should occur in the final stages of tweaking a game. I think the heart and soul of a game is best built 100% from the creative team of expert game designers within the studio. Let the experts do their thing. www.youtube.com | ||
Manit0u
Poland17185 Posts
On January 28 2022 07:43 hjggjhhzgfsdf wrote: It already existed, it was called Giants. There is a good reason why those "We just throw everything together!" games dont exist. There is nothing innovative about it Giants is nothing like Sacrifice. Also, there's nothing wrong with throwing everything together if you do it right (vide: Savage 2). My point really was that I would definitely like to see some kind of innovation in the RTS genre and Sacrifice had a lot of great concepts not often (if ever) seen: 1. The amount of resources on the map is limited but can be recycled - by killing enemy units you get resources that you can use to build your units in a kind of resource tug of war. 2. The single player campaign with branching story and ability to use units from different factions in the same game (you don't have to be goodie, you can go full on evil). 3. Spells/abilities that affect terrain in a major way in a permanent fashion. 4. Rather unique way of collecting resources and some tough choices when it comes to that (mana well vs altar closer to potential battles). | ||
_Spartak_
Turkey389 Posts
I think the heart and soul of a game is best built 100% from the creative team of expert game designers within the studio. I agree but I don't see any contradiction with this and what Frost Giant has been doing. They still determine the vision for the game themselves, they are just taking community input while doing so. They said from the outset that they want to make a Blizzard-style RTS. That already narrows down the design space quite a bit. They didn't ask the community if they want a game like StarCraft, Age of Empires or Company of Heroes. Besides, they don't treat community discussion as a popularity contest. They ask specific questions to guide their decisionmaking process. For example, on the topic of heroes, they didn't ask if community members wanted heroes or not. They asked what community liked/disliked about hero implementation in different RTS games. They are not asking for feedback about their own game, they are asking for feedback on other RTS games so that they can use that feedback not to repeat the same mistakes. In the end, the majority of community was against the idea of heroes but they still said they will experiment with heroes. The difference is they will take into account what people don't like about heroes (snowballing, deatballing etc.) and adjust their hero implementation so that they will avoid those problems. Additionally, community engagement is also a bit of a marketing tool. By keeping in touch with the community, they are keeping interest in their game alive and building a strong foundation, which will help them when they finally have something to show. It might have even helped them in fundraising as they can show social media activity to investors as proof that interest in a new RTS is real. So they can completely ignore community feedback and it will still benefit them to have that active discussion. | ||
lestye
United States4135 Posts
On January 26 2022 03:59 Ludwigvan wrote: their total funding right now is $34.7 million. press release I would like to compare that to the SC2 budget, but I didn't find it via google. Ya, I don’t think it’d be anywhere near SC2’s budget, considering SC2 took 7 years and it was built on a custom engine. I echo people’s concerns. I hope its more marketing gimmick because an RTS thats designed by a committee of online people sounds awful | ||
_Spartak_
Turkey389 Posts
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Cricketer12
United States13959 Posts
On June 01 2022 04:19 _Spartak_ wrote: They will be revealing their game on June 9: https://twitter.com/geoffkeighley/status/1531699534409019392 That was quick! Hype! | ||
Kreuger
Sweden626 Posts
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