LiF: Guild report Feb 2nd 2018

Oh how quickly things can change.

Saturday at 10pm EST every week is Judgment Hour, an hour where guild realm claims (the larger outer area of each guild’s space) is vulnerable to attack. You can destroy buildings, dig up dirt, cut trees, loot chests, etc. The inner space, the town claim, is not vulnerable however.

Last Saturday nothing happened in our area during JH. This Saturday was much different.

About 15 minutes prior to the start of JH, a Chinese guild called gondor (yes, no capital G) declared war on us. War means they can attack and kill us without an alignment hit at any time, not just during JH. Then when JH started, they sent a force of about 7-8 armed fighters to our area. Thanks to our new wooden walls and gate, they couldn’t get in and kill us, and our realm area really didn’t have much of anything on it save one hut. That hut took a beating, but it really doesn’t matter.

Our new friends from Revenant came to our aid, declaring war on gondor, and were able to push the enemy away, getting a few kills along the way (Life is Feudal is full loot, where you drop everything you have when you die. You also loss some skill points, with more lost the lower your alignment).

The war declaration however meant that now, at all times, someone could attack us. This was somewhat true before, but killing someone you aren’t at war with is a large alignment hit, and so rarely happens. The war placed a much higher priority on our stone walls, along with our combat training.

Since Saturday night we have had a few more skirmishes with gondor, though because of our limited combat skill progression and gear, we are still reliant on Revenant sending people over to assist us. I’m very hopefully we get that fixed soon, because skill-wise the Chinese are TERRIBLE, so even behind a bit on gear/stats, we should be able to engage them. It’s just not doable in rags and practice weapons.

The thing the Chinese are best at is chopping trees and generally making a mess of the environment, and they bring those life skills to full use in LiF (zing). They have chopped a good number of trees around our base, leaving the stumps behind, which does impact our ability to haul in lumber. It’s not too too bad, since we are in a forest and all, but it is a bit annoying.

The latest big development is gondor setting up a base just south of Revenant’s city. They have been fighting all day, with Rev getting the better of if, but it’s a highly aggressive move from gondor. We will see how it all plays out this week, and especially what happens come JH this Saturday, but things are now certainly more exciting in our neck of the woods.

In non-combat updates, our horses have started breeding, we have a full barn of sheep and pigs, and have converted a coop from chickens to rabbits to get more fur/leather for armor production. I’ve hit 30+ in tailoring, meaning I can make basic armor for slingers and militia, while our smiths can produce tier one and tier two metal armor and weapons. I need tailoring 60+ to make archer leather armor, which is my next push. On my builder, all of the stone wall construction is skilling up my masonry nicely, and will hopefully get me to 60+.

Posted in Inquisition Clan, Life is Feudal, Uncategorized | 2 Comments

LiF: Guild report Feb 2nd 2018

Time for another LiF guild update.

The big piece of news is I visited a neighboring guild, one of the largest on our server, to open up diplomatic channels. The visit was well-received, and I got a small tour of their very advanced holding. It was really interesting to hear that their stone wall design isn’t to maximize space, but rather so that there aren’t blind spots for attackers to hide in, which I guess is a common raiding tactic where people hide along your walls and wait for someone to exit and attack them.

They also had extensive piles of gold, silver, and iron ore, along with advanced and massive production areas. Perhaps most surprisingly, given their size and game knowledge, was that they were still working towards a lot of key building, including a siege workshop and school. It just reinforced that our guild has a long way to go before we max out our holding, and that’s a good thing.

The agreement we came to was to set each other as friendly, which means we appear blue to each other out in the world, but doesn’t grant any access rights to buildings or gates. It also doesn’t make us officially allied, so we don’t inherit their wars. I was also granted access to their Discord server, to make communication easier going forward. Longer-term, once our members are a bit more combat-ready, we could assist them on attacks or defense, and call on them should we get attacked.

Finally, I was given a male horse to put in our stable for breeding with our female, which was a valuable gift considering I had never seen a wild horse to tame, and had previously gotten very lucky to find the two tamed females I did.

Speaking of horses, I did end up losing one of the females due to a game bug. I was crossing a zone line and bugged out, going into an odd infinite loop of rubberbanding. I had to force-quit the game, and when I logged back in, I was not only in a different spot, but the horse was also gone. A guildmate and I searched a large area, but no luck. A support ticket to the game was answered after a few days, but as is usually the policy in MMOs, they don’t replace the item lost. That was unfortunate, but things balanced out not only from the gift horse, but a guild member also found two wild horses, and I was able to tame both without much trouble.

We built two small stables in our town, one for cows that we found/tamed, and the other for horses. The cows have started breeding, which means we now have a steady supply of milk and beef. Our only female horse right now however is still young, and so must remain in the stable to age until she is old enough to breed. Animals, oddly enough, don’t age or need food if they are in your inventory, but do when in a stable. Perhaps this gets changed at a later date, but for now is an odd quirk.

In addition to the stables, we have also started harvesting flax, and I finally opened up the skills to convert flax into cloth. This required a few new tools, including a spinning wheel, a loom, drying racks (for skins/leather), and dying tubs. It all makes for a fun-looking production area in our holding.

Right now I can only produce basic clothing and guild tabards, so not much in the way of armor, but at least we can easily recognize each other based on look from a distance. In a day or two I should have the skill to start crafting leather armor, and along with our smiths getting close to metal armor, we are inching closer to really get going on being combat-ready.

The ability to produce cloth also means we can create linen rope, which is an annoyingly key component in many important items and buildings, such as even the most basic wooden gate. Since we finally can make the rope, we put up a gate to properly fully enclose the inner section of our guild area, which is a good feeling.

Speaking of defenses, we have our first guild event set for this Saturday night, were we will go as a group up into our local mountains and mine for the massive amount of stone we need for our stone walls. The plan is to mine up in the mountain, convert the raw stone into shaped stone on-site, and once we have a large quantity of shaped stone, bring up a few of our carts to haul it all back, while others travel along to protect the carts should they be threatened by wild animals or enemy players.

It was a good few days for our guild, with many of us hitting some key milestones for skills, making a new friend to assist us, and getting started on the path to having horses available for more regular guild use.

Posted in Inquisition Clan, Life is Feudal | 2 Comments

Life is Feudal progression update Jan 30th

Our guild progress in LiF continues, and we are really starting to hit our stride.

The big change since the last update is we relocated. Our original location was simply too far from clay and iron, two very key resources early on, so we moved north a bit, getting us closer to the mountains. The new spot is also on flatter ground, so we didn’t require the massive initial terraforming effort to get going. We are still close to forests for wood, and our distance from water hasn’t changed. We are closer to one non-Chinese guild, and I’ll be opening up diplomacy with them shortly.

I wish I had taken screen shots of our claim’s progression, because it’s very cool to see how we have grown. Right now we have our huts for bind points, a central area surrounded by a basic wooden wall should we get raided that contains a few training dummies for combat skills and our main storage, a smithing area, a few chicken and rabbit coops, and two farming fields.

In the somewhat near-term, we’d like to put up stone walls with proper gates, add some higher tier crafting stations to make better armor and weapons, and upgrade our housing from huts to multi-tenant buildings. We also need to make a barn and stable, to hold animals such as horses and pigs. I believe we will need to either trade with others or venture further out to tame and breed sheep and cows, again once we have the buildings built to hold them.

We currently have a few carts for hauling, thanks to our old guild Valhalla merging with another guild further away and leaving them behind. With a storage capacity close to triple of a player, they make moving large quantities of goods a bit easier, and will especially be useful when we head into the mountains to dig up the massive quantities of stone we will need for our walls.

From a personal progression standpoint, my main character is still working on the construction skill, which is one of the harder skills in the game to progress quickly. I’ll need to put in some serious work soon because without 60+ in construction and then 60+ in masonry (the next tier skill), we can’t build some of the buildings we really need.

My other character is working on animal lore (taming) and its higher-tier skills. This is again somewhat slow because the primary way to raise it is to find wild pigs and attempt to tame them by feeding them specific foods they like, but the females (sows) run away when you try, and the males (boars) charge you. As if all the chasing wasn’t bad enough, the real solid skill gains come from failing to tame, because when you succeed the animal goes in your inventory and can’t be released to re-tame. This means lots of time spent riding around trying to find an animal, and then praying you DON’T successfully tame it. And the higher your skill gets, the higher your chance of a successful tame, so the slower your progress. Compound this with the fact that skill gains naturally slow down as you go higher, and the grind to get 60+ is a big one. It also stinks that we currently can’t store or slaughter the tamed pigs, so they are all being dropped on the ground after taming.

Other members have been progressing as well, and we now have a few experienced carpenters, smiths, and farmers, which has opened up higher tier crafting/gathering tools. The better tools result in higher quality outputs, which is very important overall, but especially for food production, as the higher quality food you eat, the faster your skills progress when doing anything. What we all really enjoy about the game is how everything is so inter-dependent, and when one of us makes progress, it usually benefits everyone else in some way, be it better food, equipment, or town functions like higher storage.

It’s certainly still not too late to jump in and join us if you are interested, just drop by Discord and we will help you get rolling.

Posted in Inquisition Clan, Life is Feudal | 2 Comments

CoC: War stats are back!

Delpez is back with war stats! Below texts is all his work, which is always much appreciated. One important note; about halfway through the collecting of data SuperCell majorly nerfed inferno towers, which impacts how difficult it is to get two and especially three stars on a TH10, especially by a TH11.

————————-

Clash of Clans Performance: Season A.

It’s been two years since I’ve posted Clash of Clans data, so here goes! I’m not sure what season it is (Mikrakov gathered data for a while); so I decided to start from scratch with Season A. Data was collected for twenty wars from the conflict with Kings of Clash to the Chief’s Nation war. I’ve only included TH9+ players who participated in more than eight wars.

One of the key metrics is attacks against same-level bases. Engineered clans posed a problem, as TH10+ bases sometimes have TH9 defences. I used the war rankings and my own discretion to determine where a base fits in. For example, a TH11 with TH9 defences would be classified as a TH9.

A recap of the metrics:

Bleeds: How many times a player was attacked over and above the first. So, if you are attacked three times in a war, you score two bleeds. This is an indication of how many attacks were wasted on your base.

Holds: How many stars the player held onto – if your base was 2-starred at the end of a war, you score one hold.

Overall Closer: The player who scored the highest number of stars against a base will get the closer stars. For example, if player A got a 2-star and later player B got 3-stars against the same base, B will get three closer stars and A none. However, if B also scored a 2-star, A will get two closer stars (he was first) and B none. Overall just means that all attacks are considered, whether the player attacked up, down or sideways.

Overall All Stars: All the stars a player achieved on attack.

Overall 3 Stars: The total number of 3-star attacks.

Same Level Closer, All Stars and 3-stars: Track the same metrics as before, but you don’t get credit for attacking down.

Attack Down: Tracks the number of times a player attacked bases below his TH level.

So here are the numbers:

DEFENCE:

TH9

Bleeds

Holds

Jenks

3.1

0.3

Nalyd

2.0

0.3

LittleJonneh

1.8

0.0

Syn Alt

1.8

0.2

ThomasCat

1.6

0.2

TwinkAlistair

1.3

0.2

ElviaViux

1.2

0.0

Big Jonneh

1.0

0.0

It’s no surprise that Jenks achieved the best defensive stats, his base gave TH9s (and some TH10s) headaches! On average he was attacked four times per war, and every third war he hanged onto a star.

TH10

Bleeds

Holds

Delpez13

1.89

0.78

Mikrakov

1.79

1.16

Josch2k

1.75

0.38

Syncaine

1.63

1.11

Darren

1.50

1.13

Malcolm

1.30

0.20

North

1.13

1.25

The Bleeds are close at the top, Mikrakov, Syncaine, Darren and North all managed to hang onto more than a star per war.

TH11

Bleeds

Holds

Alistair

1.50

1.88

John

1.50

1.00

Sicarius

1.40

1.47

Bleeds are similar, but Alister hung on to the most stars. Maybe because of the ringbase?

ATTACK:

TH9

These numbers are sorted according to closer stars against same level bases.

Overall

Same Level

Hit Down (%)

Closer

All

3-stars

Closer

All

3-stars

Nalyd

3.86

5.00

1.14

1.93

2.50

1.14

0.00

ThomasCat

3.46

4.46

1.15

1.63

2.17

1.08

7.69

Syn Alt

3.26

4.53

1.05

1.56

2.22

1.00

5.41

Jenks

2.41

3.94

0.76

1.15

1.94

0.73

3.23

TwinkAlistair

4.69

5.38

1.56

1.09

2.09

0.73

65.63

ElviaViux

2.85

4.05

0.95

1.09

1.82

0.73

17.50

LittleJonneh

3.25

3.83

1.08

0.80

1.27

0.53

52.94

Big Jonneh

4.88

5.00

1.63

0.75

1.00

0.50

80.00

Nalyd, ThomasCat and Syn Alt all achieved more than 1.5 closer stars per war (and more than one 3-star per war). A lot of Nalyd’s attacks employed the witch-slap strategy; something other TH9’s might want to consider.

TwinkAlistair and Big Jonneh got the most overall closer stars, although this was often clean-up attacks.

TH10

Overall

Same Level

Hit Down (%)

Closer

All

3-stars

Closer

All

3-stars

Mikrakov

3.70

4.60

0.80

1.89

2.28

0.78

10.00

Delpez13

4.00

4.83

1.11

1.73

2.23

0.85

27.78

Malcolm

3.90

5.10

1.30

1.20

2.30

0.80

50.00

North

2.33

3.56

0.33

0.86

1.50

0.00

22.22

Darren

2.13

2.88

0.25

0.85

1.15

0.00

21.43

Syncaine

2.10

3.10

0.35

0.83

1.39

0.17

10.53

Josch2k

1.75

3.75

0.50

0.83

1.83

0.33

62.50

TH10 attacks are tricky to evaluate, some players like Syncaine and North always attack bases with Inferno Towers, while newer TH10s seldom does. Maybe for the next season I’ll differentiate between bases with and without Infernos? In any case, Mikrakov achieved the most closer stars against same level bases and Delpez the most overall closer stars.

TH11

Overall

Same Level

Hit Down (%)

Closer

All

3-stars

Closer

All

3-stars

John

3.25

4.00

0.50

1.70

1.80

0.20

37.50

Alistair

2.60

3.20

0.40

1.17

1.25

0.17

40.00

Sicarius

2.94

3.35

0.71

0.90

1.20

0.30

46.67

John has left the clan, but both Alistair and Sicarius’ numbers have improved a lot during the second half of the season. This is where most wars are won and lost; as more players join the TH11 ranks our performance at this level will become more and more important.

So that’s Season A. We are doing very well at the moment; our 50-war win percentage is close to 80%. However, we can still improve and the idea is to try and learn from the defence and attacks of the top performers.

I’m taking a short break from the stats and will start the next season in a couple of weeks.

Posted in Clash of Clans, Inquisition Clan | 6 Comments

LiF: We have a home

Apologies for the delayed “What we are doing” update in Life is Feudal. The cause of the delay? Um… playing it too much.

The big update is that we formed the guild (Supreme Cream) and have been busy setting up our holding. While we were waiting to get 10+ characters into the roster so we could actually drop a monument (city center), we were clearing a spot we thought would work well. Once we had 10+, we found out that spot, which we had done some teraforming to already, was too close to the edge of the server (map square) line, and we had to move more inward. To our surprise, we had to move a good bit away, and ultimately ended up inside the nearby forest.

The forest spot is nice for the obvious reason that wood and all other forest-type resources are abundant. It’s less ideal because we don’t have clay nearby, and we have to travel a bit north to get to mountains for ore, or south to a ridge for stone. And since we can’t make carts of any kind yet, long-distance hauling really isn’t an option for moving large quantities. We are pretty close to water, so fishing is easy as a steady supply of food at least. Part of the fun is discovering what works and what doesn’t, and claim location is certainly a huge aspect of that. Will our spot ultimately be great or terrible? We will see.

The actual ground around us isn’t perfectly flat, but it’s not terrible either, and we already have a large section of the initial guild territory leveled out. I’m not going to admit I did close to 7 hours of digging one day on vacation, but I’m also not denying it. It at least motivated me to set up a second monitor finally, and I put my old Dell 24” monitor back in use.

In addition to flattening land for housing and farming, we have also built up a natural dirt wall as our early form of defense. The defense was put up early because on our third day, a Chinese player came to us and, through some rough English, told us another group was coming to attack us. So far no one has declared war on us, but better safe (ish?) than sorry.

Our current focus is on everyone getting their initial skills up, and to start doing some mining/smelting to get access to iron. We need that because almost everything we need next (bigger storage, weapons, non-basic tools) takes nails, which can only be made at a smithy from iron. One of the rough spots of LiF right now is the crazy demands for even the most basic items. For example, we can build wooden walls right now, but in order to build a wooden gate, we need a linen rope, which is basically a 4th tier item that has a dozen pre-reqs we don’t have yet. The game is still in Early Access and all that, but that’s a pretty basic mistake IMO.

Reminder: If you are interesting in joining, here is out Discord to ask further questions.

Edit: Also here is a Twitch link to a member of Valhalla who often streams the game, in case you’d like to see it that way. He is very knowledge about the game, so ask what questions you might have in chat and you should get an answer.

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Life is Feudal – Starting tips

Here are some tips to get you started in Life is Feudal (LiF).

Character creation:

The most important thing to keep in mind is that your character has both a skill and stat cap, and nothing you do during creation impacts the final possible builds. You can’t gimp yourself or ‘mess up’ a character in creation. The impact is just on starting skills/stats. That said, some skills/stats are easier to raise than others, so a little pre-planning might save you a little grinding later on. This is especially true for Willpower, so it’s generally recommended to max that out.

Newbie Island:

Skill and stat gains from the newbie island carry over to the main map, but items on you and in your bags do not. How much time you spend on the island is up to you. On the one hand, since you can’t starve, it’s a good place to do a lot of afk-grinding. On the other hand, if you just want to join up with your guild asap, you aren’t hurting yourself or missing out on anything by leaving the island immediately (walk to the blue column of light).

First things to do once on the main land:

Assuming you are part of a guild (LiF isn’t really intended to be played solo), you’ll want to make your way over to the guild’s village. But before you do that, which will likely be a long (hours) run, you’ll want to do a few prep steps first. Build a torch and equip it. This is important because a single hit from a torch scares away aggressive animals (wolves, bears), who will otherwise kill you and restart your run. It’s also a good idea to get some food for the journey. IMO the best way to do this, especially if you are near water, is to make a fishing rod, catch some fish (catching fish might take a bit, you will fail often, but don’t worry, just keep fishing), then create a campfire and cook the fish. With some food and a torch, you are all set for the run.

Once you reach your guild:

Build yourself a small hut unless the guild already has a housing spot for you. This will be your bind/recall point. If you don’t do this, should you die, you will be placed randomly on the map like you were when you first arrived, which again could result in hours of running.

After that, align with the guild’s goals, figure out the best ways to improve your character, and enjoy feudal living.

Reminder: My guild (Supreme Cream) is always looking for people to join us on the Talmun server. Drop into our Discord if you want to chat, whether its about joining or just if LiF might be for you, we are always happy to help.

Edit: Also make sure to use the “praise your god” ability daily, which increases your alignment.

Posted in Inquisition Clan, Life is Feudal, Uncategorized | 1 Comment

LiF – Guild create, post your name here

The guild has been created on Telmun, name is Supreme Cream (SCR).

Post your in-game name here and I’ll send an invite. The character that created the guild is named Syn-Alt Godhand.

Lets go!

Edit: Here is the Discord link: https://discord.gg/rnPykH4

Posted in Inquisition Clan, Life is Feudal | 14 Comments

LiF Guild update

Sorry for the delay, got hit with a real bad cold today. Tomorrow a post should be up about the guild, so sit tight.

Posted in Inquisition Clan, Life is Feudal | Comments Off on LiF Guild update

Checking interest in a Life is Feudal guild

I’m struggling mighty on how to describe Life is Feudal (LiF) beyond “you grind skills by crafting and gathering, that’s kinda it”, because while that sentence is correct, it doesn’t explain why I’m enjoying LiF so much, and why it has reminded me just how uniquely enjoyable an MMO can be.

Perhaps another example of recent activities might help.

Our guild has been growing, not just in member count, but also in character skills and infrastructure. One issue we recently ran into is that we didn’t have enough space within our wooden walls for all the crafting stations we wanted, so one member of leadership created a new spot for some of that. First that spot had to be terraformed (leveled out), which means you get a shovel and dig dirt. That dirt, or clay, or soil, depending on what you are standing on, goes into your backpack. You can only carry so much, and when you drop said dirt, you raise the terrain under you. This can be both annoying and helpful. It’s helpful when you actually want to raise the ground anywhere, but it’s a pain when you just want to smooth out an area, as you have to run further away before you dump your dirt. Dirt and clay are also used for crafting, so while sometimes you just want to move the stuff, other times you specifically need it for something. On top of that, even dirt piles have different quality levels, and the higher the quality, the better results you will get when using it, like say when growing crops (higher quality yield) or building (more durability). That means that sometimes you will just randomly dump dirt to move it, but other times you might dig dirt to get high-quality stuff for farming. The more you combine these activities, the more efficient you can be.

Going back to the example, once the area was level, that one member designated a bunch of spots for crafting stations. This means he builds the framework, and then the actual resources need to be brought to each framework to build it. You need a certain skill level to make the framework, but anyone can add resources and finish the job, and you gain skill points from doing that. So once he had the frames all in place, he asked if anyone was working on skilling up Construction, which is the skill you’d gain when finishing his frames.

That’s a skill I’m working on, so I spoke up, and he called me over to the construction area. Once there, I noticed he also had a large mound of clay, along with a bag containing the other resources needed. Clay is rather heavy, so he had used a cart to speed up the process of moving it over to his site. My job here was to dig clay from the mound, carry it over to the frames, and finish up the construction with the other resources from the bag, all which gave me a very nice boost to my Construction skill, especially because I activated my power hour of skill gain for this.

What I hope the example shows is that while LiF is, right now, mostly about gathering/crafting and character skill progression (plus PvP, though so far that’s not nearly as invasive as in other sandbox PvP MMOs), how you go about that is very deep, and highly rewards working smart as a group. That leader could have easily done the construction himself, but as his character isn’t skilling up the Construction skill, all those gains would be wasted on him. He also could have expected people to bring or find clay, but this again would have slowed the process, to the point that perhaps it would have taken longer than an hour to build everything, and the full focused gains of a power hour would not have been realized.

Right now I’m very, very tempted to start a guild, in large part because I think it would be a lot of fun to have a group of us all learning the game together, while working to build up our own fort/town. The grind is huge, both individually and because one character can only really focus in two areas, and there are many, many that are all intertwined, but that grind is the kind I enjoy. Seeing your town/fort grow is very rewarding, as is seeing new tools and weapons open up as you gain more skill points.

To start a guild that can claim land however you need 10 members, so if I don’t get at least 10 people, I’ll remain in my current guild. If you are interested, post here. What is really nice about LiF is that while the grind is huge, you can take it at any pace you want. If you go casual and can only play an hour or less a few days a week, not only can you still make progress, that progress you make still contributes to the guild. This isn’t a hard “if you can’t raid you can’t help”, or a “if you can’t max out, you can’t help in PvP or anything else”. Basic materials and tasks (like mining, digging, or harvesting) are always needed, and can be done by anyone, in any amount of time. It’s very flexible, and in turn, accommodates playing casual.

Posted in Inquisition Clan, Life is Feudal, MMO design, Uncategorized | 53 Comments

Another log on the ‘games cost too much to develop’ fire

Raph Koster has another post up about game development costs, which continues the conversation we had here back in this post. This time he comes with more data, but I have some strong objections to said data, and again with what it means.

The main data point I disagree with is the cost-per-byte analysis. Hard drives have gotten significantly larger and cheaper over the years, while internet connections have gotten faster. Ten years ago if a game required you to download 20 gigs, and needed 50 gigs on your hard drive, that would have been a limiting factor for many users. Today? Most of us don’t even blink at that; we just hit download on Steam, wait a few minutes, and we are good to go. Sometimes those of us who keep dozens of games might need to do a little drive cleanup, but if you typically uninstall a game once you are ‘done’ with it, you might NEVER have an issue with drive space.

And developers know that, so if they cut a corner and increase the download size by a few gigs, it likely doesn’t matter today. Way back in the day, when game size was capped by the size of a cartridge, you simply could not cut that corner most of the time.

That is just one reason why looking at the size of games today is greatly misleading in my opinion. Another reason is that today, gamers will easily trade having much larger files for very minor benefits. A great example of this are 4k texture packs. Unless you eagle-eye the specific texture, most gamers won’t really notice a difference between a 4k texture and a 2k, or even smaller. But again, since file size is mostly a non-factor now, developers include those 4k textures, which massively increase the total download size of a game, while not having a major (or any) impact on development costs (they already had said 4k texture).

The other point I have issue with is the example of the character model and the amount of work it took back in the day vs today. As models get more complex, they take longer to make, which makes sense. What doesn’t add up is the need for all games to use more and more complex character models (or any models for that matter). A could list dozens of recent, successful games that don’t rely on state-of-the-art graphics. ‘Good enough’ today often times means the graphics of a game are more than acceptable, in part because of how powerful our devices are, and also because not all games need to have a 3D photorealistic look to work. Using standard Unity or Unreal art assets today doesn’t automatically result in your game looking cheap, and with some limited additional work, it can end up looking pretty unique and memorable.

This gets into a large problem I have with the overall conversation too; that we drift from talking about all games and then specifically to AAA games almost interchangeably, which is a mistake. The AAA space is pretty unique, and not just because of costs. AAA studios have been doing very well in terms of profits in recent years, so while yes, their games are getting more expensive to make, its clearly NOT crushing their profits. Additionally, work conditions for developers at AAA studios have, on average, improved since the early days (they still stink compared to other IT work, but they are better), so again while games cost more to make, it seems to be working out for both publishers and developers (and I’d say gamers too, as we have access to more AAA titles today than ever before, to say nothing of our overflowing choices for non-AAA games).

That’s not to say every example is perfect or a success story, but I also don’t agree that this is some industry-wide crisis that is killing game. Quite the opposite; we have more choices of higher-quality games today than we ever did, while developers have more choices (indie, big studio) in where they want to work, and what they want to make. The shift to ‘games as a service’, to circle back to the original post, is also fine, so long as its done right. Predatory MXT isn’t doing it right, nor is crippling your game and it’s design to fit a cash shop. But those are jut growing pains, and we are seeing that both gamers and developers are, slowly, figuring it out.

 

Posted in Mass Media, Random, Rant | Comments Off on Another log on the ‘games cost too much to develop’ fire