On June 17 2026 09:12 ChillFlame wrote: P.S. There are a couple of mysteries surrounding SG that I still haven't solved. For example, everyone was talking about how smooth and responsive the game was. It was second only to SC2, with the potential to surpass it.
Did I play some other game? It was ALWAYS terrible mechanic-wise. From the first rounds of beta to the EoS. Units never did what I told them to do. And I'm fine with SCBW (or even stupid WC2 dragons :D). Some of the inputs didn't register, animations were out of sync, stupid global matchmaking added delay, Systems like auto build or autogrouping never worked properly. It was really unpleasant to play.
I am pretty sure that was real people, not bots or Tim's alt accounts. And I used to see this argument quite a lot. Did they really find the game one of the best mechanically, or did they lie to themselves because of the personal investment?
I understood most of the takes of SG's fans, even if I didn't agree. But this one is not just how the game feels. I'm pretty sure it's provable and quantifiable.
I think we can divide the "OMG Stormgate's engine is SO SMOOOOOOTH" people into two categories:
1. Starcraft II "influencers" like Neuro who a) really wanted Stormgate to be awesome and succeed so that he could have an early advantage in a brand new scene and b) were only shown local-only demonstrations at Frost Giant headquarters, with zero network latency, top-end hardware, and carefully controlled conditions.
2. Stormgate fanboys who believed everything people in the first category said, because they really really wanted to believe it.
The existence of these two categories of people makes it really difficult to figure out when, for example, the famous "dropped inputs" bug first appeared in Stormgate. It's still around today (Tim Morten even acknowledged it for the first time ever in his recent interview with Harstem) so clearly it wasn't something that was added accidentally in a late patch and could easily be fixed. It seems like some fundamental problem with the engine itself.
But until we had people like Uthermal who were skilled enough to actually notice dropped inputs and produce a video that demonstrated them, nobody ever talked about this issue.
There were other issues that persisted as well, such as unit pathing problems. This is a difficult problem to solve in any RTS game. But again, nobody ever really pointed these issues out, and instead just pretended that Stormgate's pathfinding was superior to Starcraft II. This also lasted until someone actually released a video showing the issues.
Some people in category 2 also loved to ignore the above issues in favor of promoting features that Stormgate had that Starcraft Ii didn't, such as rollback netcode. While this was technically a new achievement for RTS games, and potentially could make things better when playing someone on the other side of the world, I really think all the time and effort here was wasted. Instead, they should have spent that time optimizing the boring regular netcode.
On June 17 2026 09:12 ChillFlame wrote: P.S. There are a couple of mysteries surrounding SG that I still haven't solved. For example, everyone was talking about how smooth and responsive the game was. It was second only to SC2, with the potential to surpass it.
Did I play some other game? It was ALWAYS terrible mechanic-wise. From the first rounds of beta to the EoS. Units never did what I told them to do. And I'm fine with SCBW (or even stupid WC2 dragons :D). Some of the inputs didn't register, animations were out of sync, stupid global matchmaking added delay, Systems like auto build or autogrouping never worked properly. It was really unpleasant to play.
I am pretty sure that was real people, not bots or Tim's alt accounts. And I used to see this argument quite a lot. Did they really find the game one of the best mechanically, or did they lie to themselves because of the personal investment?
I understood most of the takes of SG's fans, even if I didn't agree. But this one is not just how the game feels. I'm pretty sure it's provable and quantifiable.
I think we can divide the "OMG Stormgate's engine is SO SMOOOOOOTH" people into two categories:
1. Starcraft II "influencers" like Neuro who a) really wanted Stormgate to be awesome and succeed so that he could have an early advantage in a brand new scene and b) were only shown local-only demonstrations at Frost Giant headquarters, with zero network latency, top-end hardware, and carefully controlled conditions.
2. Stormgate fanboys who believed everything people in the first category said, because they really really wanted to believe it.
The existence of these two categories of people makes it really difficult to figure out when, for example, the famous "dropped inputs" bug first appeared in Stormgate. It's still around today (Tim Morten even acknowledged it for the first time ever in his recent interview with Harstem) so clearly it wasn't something that was added accidentally in a late patch and could easily be fixed. It seems like some fundamental problem with the engine itself.
But until we had people like Uthermal who were skilled enough to actually notice dropped inputs and produce a video that demonstrated them, nobody ever talked about this issue.
There were other issues that persisted as well, such as unit pathing problems. This is a difficult problem to solve in any RTS game. But again, nobody ever really pointed these issues out, and instead just pretended that Stormgate's pathfinding was superior to Starcraft II. This also lasted until someone actually released a video showing the issues.
Some people in category 2 also loved to ignore the above issues in favor of promoting features that Stormgate had that Starcraft Ii didn't, such as rollback netcode. While this was technically a new achievement for RTS games, and potentially could make things better when playing someone on the other side of the world, I really think all the time and effort here was wasted. Instead, they should have spent that time optimizing the boring regular netcode.
For me, yeah I remember the missed inputs, but it didn't feel that smooth to me. I always said that. When you run around zergling, it feels like you are controlling a zergling. Units in stormgate don't move that good to me. Idk how else to describe it. Like remember when they first showed off their demonstration of their engine with all those balls moving around? It felt like those balls gliding just with a skin on top. Not like how a unit should feel. I think movement feels better in both StarCraft and also league of Legends. This movement in Stormgate reminded me of dota2 which I hated.
On June 17 2026 09:12 ChillFlame wrote: P.S. There are a couple of mysteries surrounding SG that I still haven't solved. For example, everyone was talking about how smooth and responsive the game was. It was second only to SC2, with the potential to surpass it.
Did I play some other game? It was ALWAYS terrible mechanic-wise. From the first rounds of beta to the EoS. Units never did what I told them to do. And I'm fine with SCBW (or even stupid WC2 dragons :D). Some of the inputs didn't register, animations were out of sync, stupid global matchmaking added delay, Systems like auto build or autogrouping never worked properly. It was really unpleasant to play.
I am pretty sure that was real people, not bots or Tim's alt accounts. And I used to see this argument quite a lot. Did they really find the game one of the best mechanically, or did they lie to themselves because of the personal investment?
I understood most of the takes of SG's fans, even if I didn't agree. But this one is not just how the game feels. I'm pretty sure it's provable and quantifiable.
I think we can divide the "OMG Stormgate's engine is SO SMOOOOOOTH" people into two categories:
1. Starcraft II "influencers" like Neuro who a) really wanted Stormgate to be awesome and succeed so that he could have an early advantage in a brand new scene and b) were only shown local-only demonstrations at Frost Giant headquarters, with zero network latency, top-end hardware, and carefully controlled conditions.
2. Stormgate fanboys who believed everything people in the first category said, because they really really wanted to believe it.
The existence of these two categories of people makes it really difficult to figure out when, for example, the famous "dropped inputs" bug first appeared in Stormgate. It's still around today (Tim Morten even acknowledged it for the first time ever in his recent interview with Harstem) so clearly it wasn't something that was added accidentally in a late patch and could easily be fixed. It seems like some fundamental problem with the engine itself.
But until we had people like Uthermal who were skilled enough to actually notice dropped inputs and produce a video that demonstrated them, nobody ever talked about this issue.
There were other issues that persisted as well, such as unit pathing problems. This is a difficult problem to solve in any RTS game. But again, nobody ever really pointed these issues out, and instead just pretended that Stormgate's pathfinding was superior to Starcraft II. This also lasted until someone actually released a video showing the issues.
Some people in category 2 also loved to ignore the above issues in favor of promoting features that Stormgate had that Starcraft Ii didn't, such as rollback netcode. While this was technically a new achievement for RTS games, and potentially could make things better when playing someone on the other side of the world, I really think all the time and effort here was wasted. Instead, they should have spent that time optimizing the boring regular netcode.
That's the thing. Usually, die-hard fans praise the best parts of their games. They might or might not acknowledge its shortcomings, but they don't pretend their game is the best because of it.
There are contested areas and holy wars, sure (like SCBW/SC2 artstyle one), but I don't recall somone saying SC2 artstyle is the best part of the game. EDIT: (And SCBW fans saying they have the best pathing ever)
I guess people were just too hyped up. They bought the idea of "The best RTS in everything since SC2", so they kept rolling with it, because it sucks to be wrong.
It's fascinating in a way. I'd understand if it was a new-gen crowd without a proper frame of reference, but no, the same people were comparing SG with SC2 and telling it played only slightly worse. The power of belief is insanely strong.
I started playing BAR roughly the same time, and the difference was astounding.
8v8 is the default gamemode. There are hundreds of units on the screen, and there are people from across the globe. It plays miraculously well. The engine is good, the netcode is good, the optimization is good, and it's an alpha of an open-source game made by volunteers. It's more complex, too. The whole insanity has physics and ballistic projectiles.
Yet you won't see many people (except me :D) who would go around RTS communities telling BAR is the best RTS ever. Usually, it has 1k+ CCU https://www.beyondallreason.info/active-battles , which is much more SG usually had, yet players are much more modest, and discussions are more grounded.
100% it was rollback and the marketing FrostGiant made around it
Just like people still say StormGate "had potential" or can be saved or whatever, plenty of people fell for the narrative Tim et al. spun up around their technical work being a "next gen" differentiator.
In retrospect, yeah this was basically another wasted effort on their part. All evidence points to their engine being worse at running an RTS than the competitors, including open source BAR.
Day[9]'s mom is awesome, but that thread is somewhat disingenuous. It makes it seem like this is some sort of weird one-off error, but in fact every single person who bought things on the Stormgate in-game store has lost everything they bought.
When you think about it, it makes perfect sense. Steam purchases are stored on Steam. You go to Steam and redownload a game you already bought, no problem. Steam knows because the data is on Steam's servers, tied to the player's Steam account.
But in-game store transactions (which Frost Giant set up deliberately to be the best way to purchase the campaign, so they could avoid Steam's 30% fee) were stored on Stormgate's servers. Which, as we know, have gone to Server Heaven. All that data on player in-game store purchases is just gone, erased, oblivionized. And there's no way for the game to check to see if they exist. The only reason this hasn't come up more widely is that very few people who bought the campaign on the in-game store have ever bothered to replay it.
To be fair, Cara Laforge hasn't worked for Frost Giant for a while and probably has no idea about what's happened. She sees the post on Reddit as a customer support issue that isn't being handled, when in fact it's a systemic issue that Frost Giant literally has no way to fix.
Also, Day9, her son, rated the game a 1/10. That is ruthless honesty.
That was quite the moment for Stormgate. And it was just after the EA release, at the height of all the hype by so many Starcraft II "influencers". Day[9] has always been clear that when a game is released, even in Early Access, he will evaluate that game based on what it is, not what it could be. It's the Total Biscuit philosophy of game reviews.
It's also worth noting that even after the "release", Day[9] didn't bother to play the game again. Not even in 2026, his "Year of RTS". If he had, he probably would have rated it as better, maybe a 3 or a 4 out of 10. But he knew that you don't just go from a 1/10 to a 10/10. That never happens. Tim Morten loves to talk about how Baldur's Gate 3 was criticized for its Early Access release, but he just can't fathom that Baldur's Gate 3 was awesome right from the very first frame. Their EA release was clearly incomplete, but it wasn't bad the way Stormgate was.
Isn't it the usual practice to have a own store front etc to avoid steams 30% cut? I mean there are a lot of games which are available on multiple launchers. I don't think if you buy a mount in D4 that steam will get a cut
Day[9]'s mom is awesome, but that thread is somewhat disingenuous. It makes it seem like this is some sort of weird one-off error, but in fact every single person who bought things on the Stormgate in-game store has lost everything they bought.
When you think about it, it makes perfect sense. Steam purchases are stored on Steam. You go to Steam and redownload a game you already bought, no problem. Steam knows because the data is on Steam's servers, tied to the player's Steam account.
But in-game store transactions (which Frost Giant set up deliberately to be the best way to purchase the campaign, so they could avoid Steam's 30% fee) were stored on Stormgate's servers. Which, as we know, have gone to Server Heaven. All that data on player in-game store purchases is just gone, erased, oblivionized. And there's no way for the game to check to see if they exist. The only reason this hasn't come up more widely is that very few people who bought the campaign on the in-game store have ever bothered to replay it.
To be fair, Cara Laforge hasn't worked for Frost Giant for a while and probably has no idea about what's happened. She sees the post on Reddit as a customer support issue that isn't being handled, when in fact it's a systemic issue that Frost Giant literally has no way to fix.
Also, Day9, her son, rated the game a 1/10. That is ruthless honesty.
That was quite the moment for Stormgate. And it was just after the EA release, at the height of all the hype by so many Starcraft II "influencers". Day[9] has always been clear that when a game is released, even in Early Access, he will evaluate that game based on what it is, not what it could be. It's the Total Biscuit philosophy of game reviews.
It's also worth noting that even after the "release", Day[9] didn't bother to play the game again. Not even in 2026, his "Year of RTS". If he had, he probably would have rated it as better, maybe a 3 or a 4 out of 10. But he knew that you don't just go from a 1/10 to a 10/10. That never happens. Tim Morten loves to talk about how Baldur's Gate 3 was criticized for its Early Access release, but he just can't fathom that Baldur's Gate 3 was awesome right from the very first frame. Their EA release was clearly incomplete, but it wasn't bad the way Stormgate was.
Isn't it the usual practice to have a own store front etc to avoid steams 30% cut? I mean there are a lot of games which are available on multiple launchers. I don't think if you buy a mount in D4 that steam will get a cut
the key is that it has to be at the same price as it is on Steam. If you are running your game through Steam they can start to make demands. Even if you are not running anything on Steam Valve can decide to remove it from their store.
On June 17 2026 11:44 CicadaSC wrote: For me, yeah I remember the missed inputs, but it didn't feel that smooth to me. I always said that. When you run around zergling, it feels like you are controlling a zergling. Units in stormgate don't move that good to me. Idk how else to describe it. Like remember when they first showed off their demonstration of their engine with all those balls moving around? It felt like those balls gliding just with a skin on top. Not like how a unit should feel. I think movement feels better in both StarCraft and also league of Legends. This movement in Stormgate reminded me of dota2 which I hated.
I don't know that much about game development, but even when I made a simple 2D platformer in GameMaker Studio, I noticed that changing the timings for movement can drastically change the feel of a player-controlled unit.
For example, you can set different values and even curves for acceleration and deceleration (both speed and duration) and it will make it feel like a totally different game. But it's super hard to get exactly right. In my game, I tried to match the motion of Mario in Super Mario Brothers, but the timings always felt off.
There is also the issue of animations. Different unit animations will make your brain feel the movement of a unit as being totally different. If the animations don't line up well with the movement, it can feel as if a unit is "skating" rather than moving.
All of this stuff is hard to describe and even harder to fine-tune. It's the sort of knowledge that you only get from years of experience. Many of the artists and animators at Frost Giant were junior people, which isn't always a bad thing, provided that they have experienced mentors who can work with them, and competent management who can direct everything towards a singular vision.
But Frost Giant managers at all levels were incompetent. That's how you got things like 3D models for imps that simultaneously had waaaaaay too many polygons (which heavily impacted performance when there were large unit counts) but also didn't use these polygons to provide any useful amount of detail. (I mention the imps because you could really see this when Gobsmack accidentally blew up the size of them while fiddling with things).
On June 17 2026 20:42 ChillFlame wrote: I may not have respect for people paying FG after all these red flags, but this looks like FG are asking to get sued
In fairness to the RTS fans who got suckered by Tim Morten other fan bases have been suckered by far worse flim-flam men. Some guy who has never made a game before started "Ultra Pro Wrestling".
Step #1 in the playbook of ripping off the public is to claim your game is the spiritual successor to a timeless classic. The UPW guy promised his game was the spiritual successor to 2001's WWF No Mercy that used the AKI engine. He knew almost nothing about C# or the Unity Engine when he started. Many people brought this up as an issue. He did not realize online architecture should be considered very early in development. That was brought up. It didn't seem to matter... the lambs lined up to have their wallets slaughtered. I think he is still managing to bring in some cash 7 years later.
I wish there was another wrestling game as good as WWF No Mercy from 25 years ago. One can not allow one's hopes, wishes, and dreams to interfere with comprehending reality.
On June 17 2026 11:44 CicadaSC wrote: For me, yeah I remember the missed inputs, but it didn't feel that smooth to me. I always said that. When you run around zergling, it feels like you are controlling a zergling. Units in stormgate don't move that good to me. Idk how else to describe it. Like remember when they first showed off their demonstration of their engine with all those balls moving around? It felt like those balls gliding just with a skin on top. Not like how a unit should feel. I think movement feels better in both StarCraft and also league of Legends. This movement in Stormgate reminded me of dota2 which I hated.
I don't know that much about game development, but even when I made a simple 2D platformer in GameMaker Studio, I noticed that changing the timings for movement can drastically change the feel of a player-controlled unit.
For example, you can set different values and even curves for acceleration and deceleration (both speed and duration) and it will make it feel like a totally different game. But it's super hard to get exactly right. In my game, I tried to match the motion of Mario in Super Mario Brothers, but the timings always felt off.
There is also the issue of animations. Different unit animations will make your brain feel the movement of a unit as being totally different. If the animations don't line up well with the movement, it can feel as if a unit is "skating" rather than moving.
All of this stuff is hard to describe and even harder to fine-tune. It's the sort of knowledge that you only get from years of experience. Many of the artists and animators at Frost Giant were junior people, which isn't always a bad thing, provided that they have experienced mentors who can work with them, and competent management who can direct everything towards a singular vision.
But Frost Giant managers at all levels were incompetent. That's how you got things like 3D models for imps that simultaneously had waaaaaay too many polygons (which heavily impacted performance when there were large unit counts) but also didn't use these polygons to provide any useful amount of detail. (I mention the imps because you could really see this when Gobsmack accidentally blew up the size of them while fiddling with things).
Any idea how big part of Frost Giant was working remotely? I could see this kind of game feel stuff being really hard to figure out through a group call or such. You can create all kinds of wonderful specs online, but the actual feel is a combination of tech, art and game design at the very least.
Was the imp polygon count an actual issue? In my experience most desktop PC GPUs absolutely churn through vertices these days. I can absolutely see it affecting stuff, but I can also see it being a pretty negligible thing when the rest of the stuff is on fire and you're going through a hurried art style overhaul. Overall, the project definitely seems messy though, I'm by no means contesting that the slightest.
On June 11 2026 06:25 JimmyJRaynor wrote: I am still waiting for Bonfire Studios to announce they are shutting down. I'm giving them 6 months.
Their first game is about to drop right? I played it a while back in a larger test end of last year. It wasn't my cup of tea but it's had decent numbers no? https://steamdb.info/app/3401450/charts/#1y
A peak of 3,122 concurrent users doesn't seem that big for a public test of a highly-anticipated game from the "former lead designer of World of Warcraft".
I looked at a gameplay demo video and I don't see how this would have any kind of mass appeal. Apparently it won't be free-to-play, so that's one good decision they made. But it appears to be PvP-only, which seems bad, and maybe incompatible with a pay-to-play model these days? I'm not sure.
What I did notice is that it was Diablo-style isometric graphics, but the combat seemed to require you to constantly be spinning your camera around like crazy. Just watching it for a few minutes started to make me feel dizzy, and I'm a VR guy.
I don't know. The name is hard to remember. The game setting seems generic as hell, like even Stormgate had more personality than this. The graphics seem... fine, nothing special. The gameplay is... okay? But the spinning camera makes me never want to play it.
I guess we'll see.
While playing I don't remember having a camera angle / spinning problem. Just a field of view problem. I hate to get shot by something a screen away. Now that you mentioned it I can't unsee it though. This is disgusting for viewers xD Highly anticipated? Honestly if I weren't regularly on TL.net in "Other Games" I would have never heard that one. It's PvEvP with about 15 squads of 3 players like in BattleRoyale games. It plays a lot like Path of Exile meets PUBG. Your other points I dunno. Arkheron is short enough. Graphics are fine if nothing extraordinary. Gameplay was new and engaging but to stressful? for me. I'm not big on BattleRoyal
Here is a vid from Shroud trying it out if anyones interested
I have to say, doing a westernized Eternal Return when ER was STRUGGLING for ages outside of korea is... a choice. To clarify the game had to do a number of changes because queue times were agonizingly long, matchmaking was incredibly unbalanced and ping was a serious issue. This game also has like 1/10th of the charm of ER and 1/100th of the visual clarity, wich is very important because those types of games get VERY visually messy.
On June 18 2026 17:58 Bacillus wrote: Was the imp polygon count an actual issue? In my experience most desktop PC GPUs absolutely churn through vertices these days. I can absolutely see it affecting stuff, but I can also see it being a pretty negligible thing when the rest of the stuff is on fire and you're going through a hurried art style overhaul. Overall, the project definitely seems messy though, I'm by no means contesting that the slightest.
You're right that modern GPUs can push ridiculous numbers of polygons. I'm not sure if the imp polygon count was enough to affect the game by itself, but it's symptomatic of the sorts of issues that were everywhere in the game. Back when Starcraft II came out, Blizzard made sure that it would run even on modest hardware, and even offered various levels of detail to help people with lower-spec systems. In contrast, Stormgate only ran well on very high-end hardware, and even on those systems it started chugging when unit counts got too high. And yet these increased hardware requirements didn't actually make the game look any better than Starcraft II.
On June 19 2026 06:20 Gargonus wrote: Jeremy, I think we need, yet again, one of your "how the hell are there still people hoping for someone to invest in FG" posts lol
These takes are so wildly stupid I wonder if they're trolls or biggest copers in the universe...
It's particularly hilarious to suggest that Frost Giant should make a new game just so the public can invest in it. I mean, that's exactly what they did with StartEngine, and we all know how that turned out. But then to float the idea that said investment might somehow allow said investors to control the direction of the company just blows my mind. I'd say it's a kind of next-level trolling, but the moderators don't seem to agree.
But one has to be careful about these sorts of discussions, apparently!
On June 20 2026 00:15 Jeremy Reimer wrote: But one has to be careful about these sorts of discussions, apparently!
Damn, Sparty is an Ascended Moderator. He moderates even outside of resources he moderates.
I dunno, but for me, stuff like "don't make fun of my friends and me on other resources or else I'll ban you on our Discord server" sounds like begging to be trolled.
Come on, Sparty, you can defend the honor of your friends on other resources. You can even challenge haters to a duel. We promise not to hit your fedora.
On June 11 2026 06:25 JimmyJRaynor wrote: I am still waiting for Bonfire Studios to announce they are shutting down. I'm giving them 6 months.
Their first game is about to drop right? I played it a while back in a larger test end of last year. It wasn't my cup of tea but it's had decent numbers no? https://steamdb.info/app/3401450/charts/#1y
A peak of 3,122 concurrent users doesn't seem that big for a public test of a highly-anticipated game from the "former lead designer of World of Warcraft".
I looked at a gameplay demo video and I don't see how this would have any kind of mass appeal. Apparently it won't be free-to-play, so that's one good decision they made. But it appears to be PvP-only, which seems bad, and maybe incompatible with a pay-to-play model these days? I'm not sure.
What I did notice is that it was Diablo-style isometric graphics, but the combat seemed to require you to constantly be spinning your camera around like crazy. Just watching it for a few minutes started to make me feel dizzy, and I'm a VR guy.
I don't know. The name is hard to remember. The game setting seems generic as hell, like even Stormgate had more personality than this. The graphics seem... fine, nothing special. The gameplay is... okay? But the spinning camera makes me never want to play it.
I guess we'll see.
While playing I don't remember having a camera angle / spinning problem. Just a field of view problem. I hate to get shot by something a screen away. Now that you mentioned it I can't unsee it though. This is disgusting for viewers xD Highly anticipated? Honestly if I weren't regularly on TL.net in "Other Games" I would have never heard that one. It's PvEvP with about 15 squads of 3 players like in BattleRoyale games. It plays a lot like Path of Exile meets PUBG. Your other points I dunno. Arkheron is short enough. Graphics are fine if nothing extraordinary. Gameplay was new and engaging but to stressful? for me. I'm not big on BattleRoyal
I have to say, doing a westernized Eternal Return when ER was STRUGGLING for ages outside of korea is... a choice. To clarify the game had to do a number of changes because queue times were agonizingly long, matchmaking was incredibly unbalanced and ping was a serious issue. This game also has like 1/10th of the charm of ER and 1/100th of the visual clarity, wich is very important because those types of games get VERY visually messy.
the game failed at the previous Steam NextFest. Rob Pardo should've stayed in the Creative Lead position where he was brilliant. Ironic that he whined about wanting to work on a smaller team with far less corporate overhead and committee meetings and in his 12 years since leaving Blizzard he has made 238479387 speeches about game production while making exactly zero games.
On June 20 2026 00:15 Jeremy Reimer wrote: But one has to be careful about these sorts of discussions, apparently!
On June 20 2026 01:32 ChillFlame wrote: Come on, Sparty, you can defend the honor of your friends on other resources. You can even challenge haters to a duel. We promise not to hit your fedora.
i don't view it as hate though. it is an honest assessment of Frost Giant's dishonesty.
Also, when you make lofty, grandiose promises you draw heat... meh. Tim Morten's previous shop, Victory Games, made similar grandiose "we're network latency geniuses" promises. They left the Gr.Org owner//operator hung out to dry. GameReplays.org was sorta the TL of C&C. THe GR.Org owner was a bit of a dick but he worked really hard and really loved RTS.
What are these Frost Giant guys expecting ? a parade?
On June 20 2026 03:19 JimmyJRaynor wrote: Tim Morten's previous shop, Victory Games, made similar grandiose "we're network latency geniuses" promises. They left the Gr.Org owner//operator hung out to dry. GameReplays.org was sorta the TL of C&C. THe GR.Org owner was a bit of a dick but he worked really hard and really loved RTS.
This sounds like some deep Tim Morten lore that I was completely unaware of. What exactly happened here?
On June 20 2026 03:19 JimmyJRaynor wrote: Tim Morten's previous shop, Victory Games, made similar grandiose "we're network latency geniuses" promises. They left the Gr.Org owner//operator hung out to dry. GameReplays.org was sorta the TL of C&C. THe GR.Org owner was a bit of a dick but he worked really hard and really loved RTS.
This sounds like some deep Tim Morten lore that I was completely unaware of. What exactly happened here?
Jon Van Canegham hadn't made a good game in many years. He managed to convince EA he could make a cheat-free, zero-latency, competitive RTS game by putting all activity on the server and the players strictly operating as clients. He founded "Victory Games". The name of the studios changed names several times over 3+ years. Then , according to the lore, they "shockingly" closed. It was no shock to any one who played their beta version. Sooner or later they were going to run out of money. EA pulled the plug. Cloud gaming for RTS failed.
They hired the owner/operator of GR.Org making it seem like he had a "lifetime job". He packed up his entire life and moved across the USA. Weeks later he had no job.
Jon Van Canegham disappeared and has not been seen since. It is fascinating Morten never brings him up. I guess I'm one of those "disingenuous grifters" by bringing his name up.
joking aside, JVC went on to back a studio doing Might & Magic type games on mobile. more in his wheelhouse I'd say.
On June 20 2026 00:15 Jeremy Reimer wrote: But one has to be careful about these sorts of discussions, apparently!
Damn, Sparty is an Ascended Moderator. He moderates even outside of resources he moderates.
I dunno, but for me, stuff like "don't make fun of my friends and me on other resources or else I'll ban you on our Discord server" sounds like begging to be trolled.
Come on, Sparty, you can defend the honor of your friends on other resources. You can even challenge haters to a duel. We promise not to hit your fedora.
is he copying trump with the ending to his message?
I never expected that ! So Spartak still comes to visit sometimes ! He still lives with us, reading page after page, reading all the negative (yet, true) words spoken about his $500 game !
It is a pleasant surprise Sparty
Much more, I love how you threaten me for daring express my thoughts on two platforms at once (which is equivalent to the number of concurrent players on Stormgate), and you know I am right, but you never once addressed FG for any shady practice they had over the years.
What was the saying again ? Strong with the weak, weak with the strong ?