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Stormgate/Frost Giant Megathread - Page 163

Forum Index > General Games
6715 CommentsPost a Reply
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Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
Last Edited: 2024-08-17 11:14:29
August 17 2024 11:05 GMT
#3241
They did get a lot of F2P players, but the dropoff from EA day 1 to day 7 before F2P hit was huge (~ -80%)

F2P players rate the game negatively and probably don't play as much each

[image loading]

[image loading]


New review count is a decent proxy for people trying the game, as a fraction of players generally leave a review after a day or two.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
August 17 2024 17:00 GMT
#3242
Releasing with only a 6 mission campaign with partly placeholder assets is such a weird choice to me. It's just straight up a bad introduction to the game especially when you try to invoke blizzard style RTS that all launched with 25-30 mission campaigns.
Neosteel Enthusiast
JimmyJRaynor
Profile Blog Joined April 2010
Canada18060 Posts
Last Edited: 2024-08-17 18:31:10
August 17 2024 18:28 GMT
#3243
On August 17 2024 20:05 Cyro wrote:
New review count is a decent proxy for people trying the game, as a fraction of players generally leave a review after a day or two.

Thx for putting this together.
On August 18 2024 02:00 FueledUpAndReadyToGo wrote:
Releasing with only a 6 mission campaign with partly placeholder assets is such a weird choice to me. It's just straight up a bad introduction to the game especially when you try to invoke blizzard style RTS that all launched with 25-30 mission campaigns.

I picked up SC64 in 2001 for $20. 60 missions for $20 was my intro to RTS.

Over the years I've seen copies of SC64 sell for $200. Talk about aging like wine.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
WombaT
Profile Blog Joined May 2010
Northern Ireland27480 Posts
August 17 2024 18:56 GMT
#3244
On August 18 2024 03:28 JimmyJRaynor wrote:
Show nested quote +
On August 17 2024 20:05 Cyro wrote:
New review count is a decent proxy for people trying the game, as a fraction of players generally leave a review after a day or two.

Thx for putting this together.
Show nested quote +
On August 18 2024 02:00 FueledUpAndReadyToGo wrote:
Releasing with only a 6 mission campaign with partly placeholder assets is such a weird choice to me. It's just straight up a bad introduction to the game especially when you try to invoke blizzard style RTS that all launched with 25-30 mission campaigns.

I picked up SC64 in 2001 for $20. 60 missions for $20 was my intro to RTS.

Over the years I've seen copies of SC64 sell for $200. Talk about aging like wine.

That’s not really ageing well, it’s just the collector’s market doing what it does.

Luckily I’m happy enough emulating, or using what original hardware I kept running. For people who actually enjoy retro gaming as an activity the collector inflation is an absolute scourge.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
JimmyJRaynor
Profile Blog Joined April 2010
Canada18060 Posts
Last Edited: 2024-08-17 20:01:08
August 17 2024 19:42 GMT
#3245
On August 18 2024 03:56 WombaT wrote:
Show nested quote +
On August 18 2024 03:28 JimmyJRaynor wrote:
On August 17 2024 20:05 Cyro wrote:
New review count is a decent proxy for people trying the game, as a fraction of players generally leave a review after a day or two.

Thx for putting this together.
On August 18 2024 02:00 FueledUpAndReadyToGo wrote:
Releasing with only a 6 mission campaign with partly placeholder assets is such a weird choice to me. It's just straight up a bad introduction to the game especially when you try to inv isoke blizzard style RTS that all launched with 25-30 mission campaigns.

I picked up SC64 in 2001 for $20. 60 missions for $20 was my intro to RTS.

Over the years I've seen copies of SC64 sell for $200. Talk about aging like wine.

That’s not really ageing well, it’s just the collector’s market doing what it does.

Very few N64 carts sell for over $200. There were many months where SC64 was the top priced cart.
SC64 is popular and it has been popular for many many years.
What is the price of the C&C game? ~$15?
Wayne Gretzky 3D hockey was a system seller in '96. It was in every arcade and the N64 version is arcade perfect. The cart is dirt cheap even in the epicentre of hockey video games.

Collectors want SC64 because it is good.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
WombaT
Profile Blog Joined May 2010
Northern Ireland27480 Posts
August 17 2024 20:06 GMT
#3246
On August 18 2024 04:42 JimmyJRaynor wrote:
Show nested quote +
On August 18 2024 03:56 WombaT wrote:
On August 18 2024 03:28 JimmyJRaynor wrote:
On August 17 2024 20:05 Cyro wrote:
New review count is a decent proxy for people trying the game, as a fraction of players generally leave a review after a day or two.

Thx for putting this together.
On August 18 2024 02:00 FueledUpAndReadyToGo wrote:
Releasing with only a 6 mission campaign with partly placeholder assets is such a weird choice to me. It's just straight up a bad introduction to the game especially when you try to inv isoke blizzard style RTS that all launched with 25-30 mission campaigns.

I picked up SC64 in 2001 for $20. 60 missions for $20 was my intro to RTS.

Over the years I've seen copies of SC64 sell for $200. Talk about aging like wine.

That’s not really ageing well, it’s just the collector’s market doing what it does.

Very few N64 carts sell for over $200. There were many months where SC64 was the top priced cart.
SC64 is popular and it has been popular for many many years.
What is the price of the C&C game? ~$15?
Wayne Gretzky 3D hockey was a system seller in '96. The cart is dirt cheap even in the epicentre of hockey video games.

Collectors want SC64 because it is good.

No they don’t, are you familiar with collectors?

Novelty/rarity are the name of that particular game. I have various PS2 era games that are the ‘definitive edition’ equivalent who would sell, if I was so-minded for far less than absolutely inferior base games.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
PurE)Rabbit-SF
Profile Blog Joined December 2006
United States758 Posts
August 17 2024 21:03 GMT
#3247
On August 17 2024 20:05 Cyro wrote:
They did get a lot of F2P players, but the dropoff from EA day 1 to day 7 before F2P hit was huge (~ -80%)

F2P players rate the game negatively and probably don't play as much each

[image loading]

[image loading]


New review count is a decent proxy for people trying the game, as a fraction of players generally leave a review after a day or two.



The graph you put together is a bit confusing, can you further explain what the positive overall and positive day is ? On paper it tricked me to think it was positive vs negative on a glance.
别问,问就是查无此人。
TL+ Member
PurE)Rabbit-SF
Profile Blog Joined December 2006
United States758 Posts
August 17 2024 21:09 GMT
#3248
[image loading]


Actually storm gate have more positive view compare to negative one before Aug 13 that is open up to free to play, and has a lot more negative review comparatively indicated by the graph show above.

I don't really know what kind of graph you put up together trying to sway the conversation about Cryo. It is confusing to say the least.
别问,问就是查无此人。
TL+ Member
JimmyJRaynor
Profile Blog Joined April 2010
Canada18060 Posts
Last Edited: 2024-08-17 22:40:55
August 17 2024 22:35 GMT
#3249
On August 18 2024 06:09 PurE)Rabbit-SF wrote:
[image loading]


Actually storm gate have more positive view compare to negative one before Aug 13 that is open up to free to play, and has a lot more negative review comparatively indicated by the graph show above.

I don't really know what kind of graph you put up together trying to sway the conversation about Cryo. It is confusing to say the least.

i don't find the graph confusing. and the #s behind both yours and Cryo's graphs match. 62% positive reviews before general public F2P release. Then it falls to under 55% positive reviews a few days after general release.

I think it is down to 54% now. It's fading. If you dig into the people giving it a negative review these seem like 100% legit Steam users. When I am pretending to work tomorrow I'll dig into the positive reviews and see if they are legit Steam users.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
Last Edited: 2024-08-18 00:14:35
August 17 2024 23:53 GMT
#3250
On August 18 2024 06:03 PurE)Rabbit-SF wrote:
Show nested quote +
On August 17 2024 20:05 Cyro wrote:
They did get a lot of F2P players, but the dropoff from EA day 1 to day 7 before F2P hit was huge (~ -80%)

F2P players rate the game negatively and probably don't play as much each

[image loading]

[image loading]


New review count is a decent proxy for people trying the game, as a fraction of players generally leave a review after a day or two.



The graph you put together is a bit confusing, can you further explain what the positive overall and positive day is ? On paper it tricked me to think it was positive vs negative on a glance.


Positive % overall is counting all prior reviews, while positive % day is just the reviews from that date.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
kAra
Profile Joined September 2004
Germany1468 Posts
August 18 2024 07:27 GMT
#3251
so the numbers doesnt look so good. biggest mistake? i guess asking competative 1v1 players what is fun in a game and focusing on that. the result is something not fun for most players.
mada mada dane
CicadaSC
Profile Joined January 2018
United States2081 Posts
August 18 2024 08:04 GMT
#3252
On August 18 2024 16:27 kAra wrote:
so the numbers doesnt look so good. biggest mistake? i guess asking competative 1v1 players what is fun in a game and focusing on that. the result is something not fun for most players.

i dont think pros really tell the dev team fun things to implement, i think it is mostly regarding balance but i could be wrong
Remember that we all come from a place of passion!!
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2024-08-18 08:30:08
August 18 2024 08:26 GMT
#3253
On August 18 2024 16:27 kAra wrote:
so the numbers doesnt look so good. biggest mistake? i guess asking competative 1v1 players what is fun in a game and focusing on that. the result is something not fun for most players.


When I look at a game like Path of Exile it's clear the devs had a clear vision for what they thought was awesome.

In contrast, I don't think the two Tims really had any idea exactly what type of RTS games would be awesome. Besides, Sc2
but slower. For some reason they thought they could do everything sc2 did on a 40M budget (or perhaps they gambled on being able to acquire more VC), and they were convinced they could get 50% of WoL playernumbers.

BattleAces - while not exactly my personal vision for the RTS genre - at least its obvious that David Kim had an idea he wanted to see executed. I don't think the game is too complex to develop (much more feasible on a limited budget). Its a new thing and many will probably be open to play it as a side-thing to their primary game. For that reason this game has a chance.

The learning is this - founders who aren't passionate about their product and isn't dying to play this game them selves - are unlikely to succeed in creating succesful games.
Comedy
Profile Joined March 2016
489 Posts
August 18 2024 09:13 GMT
#3254
I think 'the Tims' are managers who oversee the work, and aren't necessarily responsible for ideas on 'what makes the next great rts'. I think it's hard for boomers who probably have bronze skill level to really get a grasp of that anyways. It's a miracle that blizzard in the 90's was able to make sc1 and that it turned out the way it did, cause they must have had even less of an idea back then.

I guess on frostgiant, Monk is the guy with the ideas, maybe together with a few other people on his team. Hopefully people who can at least play the game to a level where they can see nuances etc.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2024-08-18 13:02:15
August 18 2024 12:59 GMT
#3255
On August 18 2024 18:13 Comedy wrote:
I think 'the Tims' are managers who oversee the work, and aren't necessarily responsible for ideas on 'what makes the next great rts'. I think it's hard for boomers who probably have bronze skill level to really get a grasp of that anyways. It's a miracle that blizzard in the 90's was able to make sc1 and that it turned out the way it did, cause they must have had even less of an idea back then.

I guess on frostgiant, Monk is the guy with the ideas, maybe together with a few other people on his team. Hopefully people who can at least play the game to a level where they can see nuances etc.


Yes I think that is what happens as well. I think it's much more effective when one of the executives/founders is product-expert. It makes it much more efficient to implement ideas he can ensure everyone is onboard.

The contrast is you hire someone else to hopefully figure out something, and you are effectively just gambling and you likely end up with different types of ideas/concepts at different teams.

As opposed to if you dedicate your startup to nailing a primary area where you think all other existing produts on the market are far inferior.

Generally if cofounders aren't technical or product-experts, I don't fancy their chances. I get there is some value in organizational and network skills, but it's my belief that they only succeed if the core idea is really really good or there is some luck involved. E.g. I don't think Riot Games had the strongest founding team but the potential of the idea was massive + a lot of luck in HoN messing up monetization model.

Zerospace's founder creating the prototype entirely by him self impresses me. Although I do think he gambles when he doesn't have a clear vision for the design of the game and instead reaches out to "famous" people and hopes they can implement good ideas.
_Spartak_
Profile Joined October 2013
Turkey464 Posts
August 18 2024 16:43 GMT
#3256

This was a pretty cool match.
Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
Last Edited: 2024-08-18 17:37:13
August 18 2024 17:28 GMT
#3257
It's very difficult to care about competition in such an early state of development. Basic spectator tools like units lost and production tabs aren't there so it's a chore to analyse and pretty much everything about the game is going to change (new and reworked units, very different maps, faction powers, tech trees etc) before it's worth investing in
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
JimmyJRaynor
Profile Blog Joined April 2010
Canada18060 Posts
August 18 2024 18:40 GMT
#3258
On August 18 2024 18:13 Comedy wrote:It's a miracle that blizzard in the 90's was able to make sc1 and that it turned out the way it did, cause they must have had even less of an idea back then.

I do not think it was a miracle. I think the core 15 people at Blizzard working on the game are geniuses who worked extremely hard. I think Blizzard is full value for having the ambition and balls to make the first 3 race diverse race RTS.
Blizzard continued to do great things. What happened in '97 to '99 was no accident.
Also, Blizzard continued to support SC1 for many years after release in an era when all other developers made the game like it was a cartridge and forgot about it. Blizzard had the balls to be different.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
WombaT
Profile Blog Joined May 2010
Northern Ireland27480 Posts
August 18 2024 19:35 GMT
#3259
On August 19 2024 03:40 JimmyJRaynor wrote:
Show nested quote +
On August 18 2024 18:13 Comedy wrote:It's a miracle that blizzard in the 90's was able to make sc1 and that it turned out the way it did, cause they must have had even less of an idea back then.

I do not think it was a miracle. I think the core 15 people at Blizzard working on the game are geniuses who worked extremely hard. I think Blizzard is full value for having the ambition and balls to make the first 3 race diverse race RTS.
Blizzard continued to do great things. What happened in '97 to '99 was no accident.
Also, Blizzard continued to support SC1 for many years after release in an era when all other developers made the game like it was a cartridge and forgot about it. Blizzard had the balls to be different.

Basically anyone I’ve heard speak on the matter thinks it pretty miraculous in terms of what a multiplayer phenomenon it spawned.

People figured out all sorts of stuff that Blizzard never thought about, and none of it ended up completely breaking the game’s balance entirely.

All the credit in the world for their vision and solid design, across the board, absolutely. They deserve all the credit for a great game that’s going.

But in ways BW as the true phenomenon it became was also a tad fortuitous.

In the same way I look at games that are popular speedrun titles. The core game is often great, but in very few cases did the designers ever intend for their game to be played that way.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
Gorsameth
Profile Joined April 2010
Netherlands22708 Posts
August 18 2024 19:38 GMT
#3260
SC was a fluke for sure. That shit wasn't planned and just happened to work out that way

which is not to take away their brilliant work, they made an amazing game. But the success it ended up having and the longevity of it was pure chance.
It ignores such insignificant forces as time, entropy, and death
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