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I think JimmyJRaynor is OK to have in this thread (if he needs a 1-week ban, that's fine), as he seems at least enthused about talking about Stormgate. I think his heart wants to be in the right place. (Honestly).
However, I was a little annoyed when he quoted a few pages ago talking about the investment finder's fees being $9.7 million... someone in the YouTube video named "905JimRaynor" wrote about it and Jimmy quoted it in this thread and said it wasn't him in the comments.
905 being the most populous area code in Canada (Greater Toronto Area) and him being from Canada, having the same name, seemed a little suspicious. Could have been a coincidence, maybe?!
Otherwise, felt a little similar to this 1-week ban scenario, he made a mistake, and doubled down?
Sources: (check nested quotes) + Show Spoiler +On March 29 2024 03:46 JimmyJRaynor wrote: The studio and publisher are trying to get max $$$ from their customers. Therefore, they will do everything they can to make it seem like the game making process is very expensive. Nothing is easy. Everything is hard. Ok guys. It is so funny that some big budget games take longer to make than it took to land a man on the moon. Kennedy's Rice University "we shall go to the moon" Speech occurred less than 7 years before Neil Armstrong walked on the moon. Show nested quote +On March 28 2024 17:42 Harris1st wrote:On March 28 2024 16:57 JimmyJRaynor wrote: Some misinformation coming out of this... #1. The Agency of accountants and lawyers that brought in the $25 Million from Kakao Games took a massive cut. Its not like 1000 people were lining up to give Frost Giant 10s of millions of dollars. The agency bringing in FG's only big deal... knows the projects existence rests upon the deal being made and took a big piece of it.
Source? You wrote some very huge numbers on YT there is some comment about # of employees that worked on Northgard. I have info on that. IMDB shows 33 employees. A bunch of them are "double counted" and the community people are not part of development. One employee is present in 4 categories. He is only 1 person. Not 4. You end up with a number under 20. Northgard was developed by a very small team and it is maintained by a very small team. Check out their vidocs. Show nested quote +On March 29 2024 03:14 _Spartak_ wrote:He doesn't have a source of course. He didn't even get the number of Kakao's investment right. Kakao invested $20m, not $25m (the other $5m in that round came from other investors). He mentioned a $9.7m "finder's fee" in the youtube comments, which is curiously the exact amount of money they raised prior to that $25m round. Probably misread it as a finder's fee somewhere. I am still not sure how you would misinterpret it as such but that's the only plausible explanation I can come up with. the lawyers and the accountants in these deals make a tonne of cash. that's not me in the youtube comments. It would not surprise me at all if millions out of the Kakao Investment didn't make it into the development budget for Stormgate. I'd be stunned if all $20 Million went into Stormgate. ...
And then the YouTube comment: + Show Spoiler +
Not trying to be a dick, honestly, but Jimmy please try to argue in good faith and admit when you're wrong/speculating is all some people are trying to ask. And for the record I am in agreement with you when it seems FGS doesn't appear to be spending money wisely, from what we see from our POV. And I am concerned about their financials overall.
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Okay in continued pleading with people to pay attention to the details of the game, in the update they show a new co-op map where you must stop THE LORD OF THE ABYSS from entering 'our' world from his abyssal gates.
The abyssal gates are large purple graphics demo spheres. I guess you have to kill them to stop people from tumbling out of the spheres and faceplanting on the ground.
Who is the lord of the abyss? Well my guess is he is in charge of the abyss. What is the abyss? Its the empty space in the lore that hasn't been bullshitted yet. Don't demons come from Stormgates across space? Is hell in space? Is hyper space hell? Is the Abyss a planet that will make no sense where everything is a shadow demon blah blah?
The demons have been said to look like classical demons because they are 'ancestral memories' that humans know - why?
(SPOILER FOR A GREAT SCI FI BOOK)
Well its that way because the author of the game went back to the book Childhood's End by Arthur C. Clarke and just took that premise from it word for word. It doesn't line up with anything at all.
The original Zerg were going to be demon things so someone was aware of this classic of scifi demon invasion in 1996. They might have also got to it from the theme of corruption (hey I wonder if Chris Metzen ever would write a corruption story? or 30?) in a sci-fi setting. But either way the connection is cemented because the demon race are the 'Overlords' in the book and the Zerg Overlord kept that name from the time.
So uh someone trawled back to this, as a Zerg inspiration and just took some shit. No its not 'inspiration' because it doesn't fit into anything, the idea is not understood and its not worked into any sort of shape to be re-utilized. They just burped it out there to try to seem like they were doing some worldbuilding. But well considering this continued layering of nonsensical demon shit I wanted to bring it up.
Anyways now the demons are from hell and space and the abyss and and are infested but that's not the main point here.
My main focus here is a question to the viewer.
What does the Lord of the Abyss say as his intro line at 2:40 of the update video?
This is our first 'look' (where the fuck is he) at the Lord of the Abyss and the first time we have heard of the Abyss —better make it work. Here is what I hear for the Lord of the Abyss's teaser.
The Lord of the Abyss: "The skies will blacken with bururuds of yur metdal"
Consulting google transcripts which was perfected on ten trillion vocal samples by the same DeepMind team that worked with SC2 this is interpreted as:
"The skies will blacken with birds of your metal"
Do either of these sound right to you? What do you hear?
Is everyone getting excited about the teaser that there's a place called the Abyss full of your metal birds?
Why are two demon heroes standing by to hear about the birds? Do the typical Infernals fear the Lord of the Abyss even amongst their ranks of demons? Do they use a different colour of sphere to travel to earth?
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I miss those good old days when they used to give you a release date and a demo with 3 basic missions to play; Nowadays it all seems so confusing and complicated
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Northern Ireland25344 Posts
On April 14 2024 10:08 Penthesilea wrote:Show nested quote +On April 13 2024 12:43 Leiocritus wrote: Mad props for the Stormgate team for first raising funds, and then actually creating a game.
However, there is one strange thing I keep noticing when developers try to make RTS games. Which also plagued Starcraft 2 and which may be related to why MOBAs became so popular and RTS declined.
Every new title seems to ignore the fact that RTS games are games of mass clicking. Every game, including SC2, viewed high mechanical requirements as something bad and something to be resolved with QoL and automation. Every dev seems to have this idea that an 1vs1 RTS game is about out-strategizing the opponent. Exactly like Nony said in that video. And it is a trap.
I get that especially now in 2024 you can't make a game where it is really hard to have mundane tasks as if today was 1998. But why can no game dev come up with a new way to make mass clicking fun? Why is every new RTS game made as if an RTS game is inherently 'not fun' and removing the old-fashioned hardcore elements is the only solution? Why can't anyone come up with anything new and innovative?
Second, why does every game dev seem to think that a 1vs1 game is inherently competitive and hardcore? I get that there is a 1vs1 versus single player campaign or USM/custom game distinction. But every time a game dev focuses on making the 1vs1 game mode work, they get labeled as 'catering to esports'. Why is a 1vs1 game an 'esport'? You can only have an esport is you have a big gamer base ie your game is really popular. But why is respecting the 1vs1 game mode and the tactical and strategical dynamics for that in your game design 'catering to esports'? There is also a lore/single player vs competitive 1vs1 play dichotomy. But every time an argument is made for building a deliberate solid 1vs1 RTS game, it gets accused to 'catering to the esports niche'. I don't get that. I used to think that maybe 1vs1 games were just never going to be popular, because people want to play team games for either the social aspect, or to blame their team members. But the huge resurgance of chess, which is only 1vs1 and even more brutal than RTS, proved this completely wrong. Zoomers and even the generation younger than them are playing a ton of chess online. So the 1vs1 argument is not a deal-breaker. If you make a good 1vs1 game, people will player it.
Then the supposed low skill floor of MOBAs vs the high skill ceiling of MOBAs. I think this is total bullshit. LoL and DotA have a ton of heroes, all with their own spells, and a dozen of items. The skill floor is high. If you play your first 10 games ever, you have no idea what your opponent's hero's are or what their spells do. You either are clueless for many games, or you have to deliberately memorize maybe even 100 hundred spells/heroes.
But if you were going to play say 3vs3 Hunters in SC BW, then most games people will build mostly zerglings, zealots, or marines. When I first placed WC2 or Starcraft in 1996 or 1998 and I was a kid who spoke only basic English, no way we thought RTS had a high skill ceiling. You can literally just start a game and immedaitely play. if you can use a computer, you can use a mouse. And you can play RTS. I get that for someone who never used a mouse in their lives ever, playing a video game isn't so straightforward. Which we underestimate. But literally every kid can play a basic RTS game in minutes. I don't get why people say there is a high skill ceiling. There is this expectation that everyone playing an RTS game somehow has to approach progamer play. But that's utterly absurd and I don't get why this expectation is there in RTS, but not say in chess. Or even things like baseball/football/basketball.
In chess, GothamChess' most watched video are his Low Elo chess videos. And in Starcraft, we had this Belgian caster GethSC. I get that the RTS crowd is elitist. But there's no reason why a fun new RTS game cannot be played at a very low level, casually, in 1vs1. Game devs just need to figure out how to make RTS aka 'mass clicking' fun for a Zoomer audience.
And then, why do all game devs ignore the lessons of SC BW? Everything in SC BW was decided by lore. Resource collection, tech tree, upgrades, maps. It is 100% lore/thematic based. Not gameplay based. By some flukes as well as the map editor, 1vs1 RTS matured. And this resulted in a very rich and deep game. Both tactically, strategically and mechanically.
WHY DOES LITERALLY EVERY GAME DEV COMPLETELY IGNORE THIS?
Take the most basic thing. The resource system. Dune had a spice collecting truck literally because of the book Dune. 100% lore based. No gameplay consideration at all. Then in Command&Conquer, they changed it to tiberium. But still the same gameplay mechanic. How resources are gathered is a keystone to your entire game. But it was 100% determined by lore. If you were to make a board game, then that is an insane thing to do. This is literally the key of game design.
Then for Warcraft, it was 100% lore based to have a gold mine and a forest that you could chop down. ZERO THOUGHT was put into what type of gameplay this would give. That's fine. It was 1994 or whatever and these were literally the first RTS games ever.
Then for Starcraft game out aka 'Warcraft in Space'. It was originally literally the same game engine. So the devs just decided to interchange the wood and gold as the base resources. It was gold in Warcraft and Warcraft 2. But in Starcraft, it would be wood. And they wouldn't call it wood, but it was mineral patches. And the gold mine became vespene gas and turned into the static gold mine.
Through a fluke, it turned out that worker AI being really bad created a very good gameplay mechanic. Where you either build units now, or build more workers to get more resources later. Just this fluke gave rise to rich gameplay and diverse strategies.
So now we have these new game devs that want to make new RTS games. Starcraft came out almost 30 years ago. Half the dev team wasn't even born back then. And they completely ignore all of that. They just create a random new lore-based resource system. You'd think that with 30 years of RTS history and competitive play, a smart game designer could conceive of a resource system specifically designed to create an RTS game with rich gameplay. But somehow they can't even progress a single step beyond literally 1994 thinking. To me this is just shocking. Game devs can write millions of codes to create fancy game engines and graphics. But for the decisions that give rise to the fundamental core principals of their game, they seem to not even give that any thought at all.
Then to my last point. Creeps and map control. I think a major area that the original Starcraft did not exploit was map control. A driver of RTS gameplay can be map control. There have been several RTS games where you get resources based on which sectors of the map you control. This forces the player out onto the map and drives conflict from minute 1. I think this is a good gameplay principle, which all Blizzard RTS games basically completely lacked. Except maybe for WC3 with creeps. I do have a huge problem with creeps, though. They drive action, yes. But you basically play a minigame vs an AI. I think this is very bad game design. You want players to play each other. Not neutral AI creeps.
Personally, I am baffled by RTS in 2024. All game devs completely ignore all lessons of the past. But at the same time they try to make Starcraft clones, without understanding how RTS gameplay works. And the result if games that are copies of Starcraft, but are more automated and stripped down.
At the same time, we have Youtube guru's claiming that the problem is that RTS is too focused on esports. But what they really mean is the 1vs1 game mode. Even though other 1vs1 games do quite well, chess the prime example. And then there's another video by a guy who claims RTS game has to be a sandbox engine. So just some platform for creating UMS maps. I think mods are cool and all. But to me UMS back in 1998 were mostly a bunch of crap maps. And very often game mod content is inferior to Triple A game dev content. So I don't really get that. And not even a video game. And they mention Roblox or whatever that is as the prime example. To me this is all really puzzling. Especially when then the same criticism is that the SC2 map editor is so advanced, it is too hard to use it.
My conclusion is that RTS is dead. If everyone and their dogs has convinced themselves that aiming is bad and no fun at all, then FPS games would instantly die and never come back. This is what happened with RTS. Our brains are bad at multitasking, so maybe this can be partially explained. But any dev that puts out an RTS on the foundation that in reality mass clicking is not fun anymore in 2024, but their game solves that. But the game offers literally nothing new, then your game is going to fail. Especially if you also refuse to try to understand how 1vs1 RTS worked in SC BW. Excellent post, couldn't agree more. Except for the custom games part. This has just proven to be huge. DotA is arguably bigger than all RTS games ever together, partially because of LoL. And it was a custom game mode for Warcraft 3. Even aside from DoTA if you can implement it in some fashion it just adds a huge amount. Especially in an RTS where you can just dump assets and don’t necessarily have to design some intricate map to have a good custom game on your hands. A skill you do somewhat need to have a compelling user map in say an FPS.
Even something basic like a winner stays on King of the Hill map to play with your buddies, or a micro wars map, or a marine splitting mini game are all things I spent a bunch of time in over the years.
Plus the improved spectator overlays we’re so used to now stemmed from that capability.
Even the relatively minor stuff all adds up to something cumulatively pretty awesome
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I forgot there's another type of 'substance' that you have to keep track of. THE SHROUD, what is it? Well we don't know but its not the Abyss.
So in the new build you can cast Miasma on your Shroud to Infest the demons from the Abyss.
Remember infestation puts demons in people's stomachs so don't think too hard about what any of these gooplike substances actually are.
Also do not confuse the Miasma nor the Shroud or the Abyss with the Blight or the Creep, do not!
All of these slops are different!
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On April 14 2024 10:08 Penthesilea wrote:Show nested quote +On April 13 2024 12:43 Leiocritus wrote: Mad props for the Stormgate team for first raising funds, and then actually creating a game.
However, there is one strange thing I keep noticing when developers try to make RTS games. Which also plagued Starcraft 2 and which may be related to why MOBAs became so popular and RTS declined.
Every new title seems to ignore the fact that RTS games are games of mass clicking. Every game, including SC2, viewed high mechanical requirements as something bad and something to be resolved with QoL and automation. Every dev seems to have this idea that an 1vs1 RTS game is about out-strategizing the opponent. Exactly like Nony said in that video. And it is a trap.
I get that especially now in 2024 you can't make a game where it is really hard to have mundane tasks as if today was 1998. But why can no game dev come up with a new way to make mass clicking fun? Why is every new RTS game made as if an RTS game is inherently 'not fun' and removing the old-fashioned hardcore elements is the only solution? Why can't anyone come up with anything new and innovative?
Second, why does every game dev seem to think that a 1vs1 game is inherently competitive and hardcore? I get that there is a 1vs1 versus single player campaign or USM/custom game distinction. But every time a game dev focuses on making the 1vs1 game mode work, they get labeled as 'catering to esports'. Why is a 1vs1 game an 'esport'? You can only have an esport is you have a big gamer base ie your game is really popular. But why is respecting the 1vs1 game mode and the tactical and strategical dynamics for that in your game design 'catering to esports'? There is also a lore/single player vs competitive 1vs1 play dichotomy. But every time an argument is made for building a deliberate solid 1vs1 RTS game, it gets accused to 'catering to the esports niche'. I don't get that. I used to think that maybe 1vs1 games were just never going to be popular, because people want to play team games for either the social aspect, or to blame their team members. But the huge resurgance of chess, which is only 1vs1 and even more brutal than RTS, proved this completely wrong. Zoomers and even the generation younger than them are playing a ton of chess online. So the 1vs1 argument is not a deal-breaker. If you make a good 1vs1 game, people will player it.
Then the supposed low skill floor of MOBAs vs the high skill ceiling of MOBAs. I think this is total bullshit. LoL and DotA have a ton of heroes, all with their own spells, and a dozen of items. The skill floor is high. If you play your first 10 games ever, you have no idea what your opponent's hero's are or what their spells do. You either are clueless for many games, or you have to deliberately memorize maybe even 100 hundred spells/heroes.
But if you were going to play say 3vs3 Hunters in SC BW, then most games people will build mostly zerglings, zealots, or marines. When I first placed WC2 or Starcraft in 1996 or 1998 and I was a kid who spoke only basic English, no way we thought RTS had a high skill ceiling. You can literally just start a game and immedaitely play. if you can use a computer, you can use a mouse. And you can play RTS. I get that for someone who never used a mouse in their lives ever, playing a video game isn't so straightforward. Which we underestimate. But literally every kid can play a basic RTS game in minutes. I don't get why people say there is a high skill ceiling. There is this expectation that everyone playing an RTS game somehow has to approach progamer play. But that's utterly absurd and I don't get why this expectation is there in RTS, but not say in chess. Or even things like baseball/football/basketball.
In chess, GothamChess' most watched video are his Low Elo chess videos. And in Starcraft, we had this Belgian caster GethSC. I get that the RTS crowd is elitist. But there's no reason why a fun new RTS game cannot be played at a very low level, casually, in 1vs1. Game devs just need to figure out how to make RTS aka 'mass clicking' fun for a Zoomer audience.
And then, why do all game devs ignore the lessons of SC BW? Everything in SC BW was decided by lore. Resource collection, tech tree, upgrades, maps. It is 100% lore/thematic based. Not gameplay based. By some flukes as well as the map editor, 1vs1 RTS matured. And this resulted in a very rich and deep game. Both tactically, strategically and mechanically.
WHY DOES LITERALLY EVERY GAME DEV COMPLETELY IGNORE THIS?
Take the most basic thing. The resource system. Dune had a spice collecting truck literally because of the book Dune. 100% lore based. No gameplay consideration at all. Then in Command&Conquer, they changed it to tiberium. But still the same gameplay mechanic. How resources are gathered is a keystone to your entire game. But it was 100% determined by lore. If you were to make a board game, then that is an insane thing to do. This is literally the key of game design.
Then for Warcraft, it was 100% lore based to have a gold mine and a forest that you could chop down. ZERO THOUGHT was put into what type of gameplay this would give. That's fine. It was 1994 or whatever and these were literally the first RTS games ever.
Then for Starcraft game out aka 'Warcraft in Space'. It was originally literally the same game engine. So the devs just decided to interchange the wood and gold as the base resources. It was gold in Warcraft and Warcraft 2. But in Starcraft, it would be wood. And they wouldn't call it wood, but it was mineral patches. And the gold mine became vespene gas and turned into the static gold mine.
Through a fluke, it turned out that worker AI being really bad created a very good gameplay mechanic. Where you either build units now, or build more workers to get more resources later. Just this fluke gave rise to rich gameplay and diverse strategies.
So now we have these new game devs that want to make new RTS games. Starcraft came out almost 30 years ago. Half the dev team wasn't even born back then. And they completely ignore all of that. They just create a random new lore-based resource system. You'd think that with 30 years of RTS history and competitive play, a smart game designer could conceive of a resource system specifically designed to create an RTS game with rich gameplay. But somehow they can't even progress a single step beyond literally 1994 thinking. To me this is just shocking. Game devs can write millions of codes to create fancy game engines and graphics. But for the decisions that give rise to the fundamental core principals of their game, they seem to not even give that any thought at all.
Then to my last point. Creeps and map control. I think a major area that the original Starcraft did not exploit was map control. A driver of RTS gameplay can be map control. There have been several RTS games where you get resources based on which sectors of the map you control. This forces the player out onto the map and drives conflict from minute 1. I think this is a good gameplay principle, which all Blizzard RTS games basically completely lacked. Except maybe for WC3 with creeps. I do have a huge problem with creeps, though. They drive action, yes. But you basically play a minigame vs an AI. I think this is very bad game design. You want players to play each other. Not neutral AI creeps.
Personally, I am baffled by RTS in 2024. All game devs completely ignore all lessons of the past. But at the same time they try to make Starcraft clones, without understanding how RTS gameplay works. And the result if games that are copies of Starcraft, but are more automated and stripped down.
At the same time, we have Youtube guru's claiming that the problem is that RTS is too focused on esports. But what they really mean is the 1vs1 game mode. Even though other 1vs1 games do quite well, chess the prime example. And then there's another video by a guy who claims RTS game has to be a sandbox engine. So just some platform for creating UMS maps. I think mods are cool and all. But to me UMS back in 1998 were mostly a bunch of crap maps. And very often game mod content is inferior to Triple A game dev content. So I don't really get that. And not even a video game. And they mention Roblox or whatever that is as the prime example. To me this is all really puzzling. Especially when then the same criticism is that the SC2 map editor is so advanced, it is too hard to use it.
My conclusion is that RTS is dead. If everyone and their dogs has convinced themselves that aiming is bad and no fun at all, then FPS games would instantly die and never come back. This is what happened with RTS. Our brains are bad at multitasking, so maybe this can be partially explained. But any dev that puts out an RTS on the foundation that in reality mass clicking is not fun anymore in 2024, but their game solves that. But the game offers literally nothing new, then your game is going to fail. Especially if you also refuse to try to understand how 1vs1 RTS worked in SC BW. Excellent post, couldn't agree more. Except for the custom games part. This has just proven to be huge. DotA is arguably bigger than all RTS games ever together, partially because of LoL. And it was a custom game mode for Warcraft 3. Lol. You can't help yourself, can you? I was not going to report you because your posts in the Israel thread were quite reasonable, but you apparently can't help yourself. Go away troll PBU.
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I like that we are getting a bit more moderation on off-topic/repetitively degen content.
If you have an opinion or hot take, it's fine to share it. But to continue to bring it up and steer the thread into your own gutter is not OK. It never has been.
All these side-tangents and arguments and weird takes just kind of turn people away from wanting to participate and misrepresent this community of mostly smart, interested people.
EDIT: I have also learned this from contributing my own off-topic/weird takes at times, and feel guilty about it. But now I see the light.
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Yea lets get it positive, cheerful, and happy for these fellas running a finance and reputational scam. Its not their miasmatic evil infesting into people. Its people's fault for being angry!
Okay get positive.
Lets start with our favorite unit lines - I really like the new line for the Exo (stands for Exoskeleton).
'This round's on me!'
To me that is a perfect 'reference' to the marauder's iconic line.
First round's on me!
Also it makes a lot of sense since while the marauder is talking about their stim addiction, the EXO is talking about corrupt finance crowd equity rounds. Its neat!
Do you think they will work with Asmongold again (as their biggest influencer connection) now that he has been harassing a sensitivity writing contractor and plummeting to new levels of video game talk radio reactionary?
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It's your right to be angry! But when 2-3 people bludgeon a thread for 50 pages with essentially the same (at times incoherent) post, over and over, something's gotta give. We heard you the first time. Thing is, most people want to focus on the game updates and discussion around that instead of firing missiles into the side of it ad-nauseam.
Not only that, but a better way to get something to change is actually employing strong rhetoric; as in weaving your critical opinion into a broader point that acknowledges the other side of the argument so people know you aren't just angrily ranting, but have a full understanding of what's going on.
If you have a moral crusade, please do some good research and return to share your objective findings in a single post. I'm sure people would respond positively to that.
And THIS is the problem with pointing stuff out in a forum thread! I end up contributing to the shit I'm calling out in the first place. It's like defining a word with the word. Fuck me lol
On that note, my next post will be about the damn game.
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Northern Ireland25344 Posts
On April 15 2024 02:57 RogerChillingworth wrote: I like that we are getting a bit more moderation on off-topic/repetitively degen content.
If you have an opinion or hot take, it's fine to share it. But to continue to bring it up and steer the thread into your own gutter is not OK. It never has been.
All these side-tangents and arguments and weird takes just kind of turn people away from wanting to participate and misrepresent this community of mostly smart, interested people. I think a lot of it is just natural given SG is the most ambitious push to make the next big RTS, and a lot of folks have very different ideas of what such a game will look like, why RTS has dropped off in popularity compared to other genres etc.
Quite a lot of that is interesting and I think does generate good discussion, but it has to be just that, discussion.
Drop a take and engage by all means, IMO unless it’s crazily off-topic, guess where that line is actually draw is the call of mods. But it feels in some cases there’s this pattern in some quarters of drop hot take, not engage in others’ responses to it, then drop a similar take again and just rinse and repeat.
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Most of the negative stuff in this thread doesn't have to do with what the next great RTS needs or even about discussing the game itself though. It is mostly a few people who have a weird vendetta against Frost Giant.
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On April 15 2024 05:05 _Spartak_ wrote: Most of the negative stuff in this thread doesn't have to do with what the next great RTS needs or even about discussing the game itself though. It is mostly a few people who have a weird vendetta against Frost Giant.
To be fair, it IS the SG / Frost Giant thread, so whining about Frost Giant isn't off-topic. I won't contest that some users are irrational and emotionally invested in SG's failure, but I also wouldn't wave away all criticism of Frost Giant. Certainly a fair portion of said criticism is reasonable.
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Spartak you Turkish delight, you've taught me that the greatest reddit moderators come from minds molded in dictatorial states.
However most people of the free states of the world do not feel shame when speaking truth to authority, no matter how many times you ask for it.
Can I ask you a question? Every single StormGate major update or website update gets pinned in the reddit, but you let their Startengine thread drip through the cracks and allow it to fall off the front page as fast as possible, why is that?
We are talking about weird vendettas - does the ratio of 40 upvotes to 300 people speaking independently in that thread constitute 300 micro vendettas?
I just think its wild as head discord moderator, head reddit moderator, 200+ posts in this thread that you are the acting face of Frost Giant and Stormgate. Their marketing guy Gerald only replies to pure positivity with winky faces and bad jokes. The CEOs only show up for funding to look straight down the barrel of the camera and say 'I love you'. They have about 30 reddit and discord team accounts with names like:
Frost_JamesP Frost_Tina FrostGiant_Michael FG_BigTim FG_LittleTim
all of which haven't said anything in a year.
But you are the chief of police. And I love that for you. And you deserve about half of that Startengine pile.
Okay but back to topical stuff:
In the kickstarter video 'To the Next Ten Years of RTS Games' Tim Campbell says the following 'At the end of the day what we really want to do is be able to have a mech punch a dragon!'
Okay but there is no possible way for a mech to punch a dragon in the game. The only dragon - the flayed dragon is a flying unit, and there are no mechs that currently punch anything or that can fly at all. Are they not going to meet this important goal they set out on?
Also some quick mental math, for the video title to be true and to have another 10 years of Stormgate RTS at their financial burn rate (which is shameful to keep mentioning) they will have to earn or raise another 135 million dollars. Just mentioning. Because I feel no shame! I am free!
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Northern Ireland25344 Posts
Why would Frost Giant’s operating costs for the game remain the same for 10 years of maintenance and adding content as they are now when they’re building a big chunk of the game wholesale?
Oh aye that dastardly Tim Morton promising us mechs punching dragons, couldn’t have been a nod to sci-fi meets fantasy as a setting which you know, is the game’s setting.
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yea youre right just goofing
do you mean building the game wholesale like it looks like the video game equivalent of stuff from one of those large discount furniture stores?
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On April 15 2024 05:21 Fleetfeet wrote:Show nested quote +On April 15 2024 05:05 _Spartak_ wrote: Most of the negative stuff in this thread doesn't have to do with what the next great RTS needs or even about discussing the game itself though. It is mostly a few people who have a weird vendetta against Frost Giant. To be fair, it IS the SG / Frost Giant thread, so whining about Frost Giant isn't off-topic. I won't contest that some users are irrational and emotionally invested in SG's failure, but I also wouldn't wave away all criticism of Frost Giant. Certainly a fair portion of said criticism is reasonable. As someone who just finds the game fun and interesting, and doesn't want to bother theorycrafting about the financial motives of the company, perhaps splitting into separate Frost Giant and Stormgate threads would be good?
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On April 15 2024 10:11 Fango wrote:Show nested quote +On April 15 2024 05:21 Fleetfeet wrote:On April 15 2024 05:05 _Spartak_ wrote: Most of the negative stuff in this thread doesn't have to do with what the next great RTS needs or even about discussing the game itself though. It is mostly a few people who have a weird vendetta against Frost Giant. To be fair, it IS the SG / Frost Giant thread, so whining about Frost Giant isn't off-topic. I won't contest that some users are irrational and emotionally invested in SG's failure, but I also wouldn't wave away all criticism of Frost Giant. Certainly a fair portion of said criticism is reasonable. As someone who just finds the game fun and interesting, and doesn't want to bother theorycrafting about the financial motives of the company, perhaps splitting into separate Frost Giant and Stormgate threads would be good? I think this is a great idea tbh. didn't starengine thing got them to publish their financials and it's looking pretty abysmal? https://www.reddit.com/r/Stormgate/s/SuBt8DI01Q
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On April 15 2024 05:21 Fleetfeet wrote:Show nested quote +On April 15 2024 05:05 _Spartak_ wrote: Most of the negative stuff in this thread doesn't have to do with what the next great RTS needs or even about discussing the game itself though. It is mostly a few people who have a weird vendetta against Frost Giant. To be fair, it IS the SG / Frost Giant thread, so whining about Frost Giant isn't off-topic. I won't contest that some users are irrational and emotionally invested in SG's failure, but I also wouldn't wave away all criticism of Frost Giant. Certainly a fair portion of said criticism is reasonable. Yeah, of course. I am not talking about people talking about the company or criticising it in general. I am talking about unhinged stuff like this. Basically 2 people in this thread have no intention to engage in good faith discussion about Stormgate or Frost Giant. For one reason or another, they have a vendetta against Frost Giant and as you said are emotionally invested in game's failure, so they are derailing the thread with constant trolling and/or outright lies.
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