🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #31
    AI BLUEFOX's Avatar Senior Member
    Join Date
    Oct 2006
    Location
    Pacific
    Posts
    6,832
    I'm sure Ubisoft really appreciate your financial advice, but err ... you know. The simple fact is that a community building its own mods and content ultimately threatens future sales for the publishing company. It is madness to give out a developer kit that subsidises competition for your own product and is almost the gaming equivalent of Coca Cola printing their secret recipe on the side of their cans.

    The best I can see happening, something I'd really, really like to see, is the big studios licensing their basic core game assets to independent studios who can make the niche content. If you watch what happened with Christian Allen (Serellan) and the sheer enormity of the task he took on to create Take Down it underlines the simple point that indie studios do not have the capacity to create games that meet current gen standards. What if, though, you licensed the main assets of Wildlands to an Indie studio who then created a niche game for single player that had granular control of two or even three or 4 squads on a map based system; where the indie studio could retune the AI parameters and damage models and set up specific missions or scenarios in a story completely different to that of Wildlands, dropping all the narrative dialogue and cut scenes etc.

    From a business perspective the big studio still earns sales on the license basis, sales that they wouldn't have otherwise made, the indie studio gets the leg up it needs to get over the considerable hurdle to just create a game and the niche customers get a game they want. Everybody's happy.
    Share this post

  2. #32
    This game is pretty much Far Cry, they could have if they wanted. More dumb decisions.

    1. Map creation
    2. Mission editor
    3. PvP drop zone creator

    This game would last another 5-7 years until the next GR.

    As far as people farming xp, don't add xp to created maps. Dur.
    Share this post

  3. #33
    Originally Posted by AI BLUEFOX Go to original post
    I'm sure Ubisoft really appreciate your financial advice, but err ... you know. The simple fact is that a community building its own mods and content ultimately threatens future sales for the publishing company. It is madness to give out a developer kit that subsidises competition for your own product and is almost the gaming equivalent of Coca Cola printing their secret recipe on the side of their cans.

    The best I can see happening, something I'd really, really like to see, is the big studios licensing their basic core game assets to independent studios who can make the niche content. If you watch what happened with Christian Allen (Serellan) and the sheer enormity of the task he took on to create Take Down it underlines the simple point that indie studios do not have the capacity to create games that meet current gen standards. What if, though, you licensed the main assets of Wildlands to an Indie studio who then created a niche game for single player that had granular control of two or even three or 4 squads on a map based system; where the indie studio could retune the AI parameters and damage models and set up specific missions or scenarios in a story completely different to that of Wildlands, dropping all the narrative dialogue and cut scenes etc.

    From a business perspective the big studio still earns sales on the license basis, sales that they wouldn't have otherwise made, the indie studio gets the leg up it needs to get over the considerable hurdle to just create a game and the niche customers get a game they want. Everybody's happy.
    That I'd really like, as I have had an idea floating around in my head for a while based on a private peacekeeping operation. Lots of dubious morality from the NPC factions, friendlies struggling in the face of world apathy, budgets that require missions to be done to gain currency, with opportunities to do side missions that increase your capital income (allowing you to buy shiny toys) whilst being morally grey, etc. No XP for increasing weapon damage/player survival, but XP for personal interactions with NPCs (RPG-style conversations aimed at winning folk over to your side, so to speak). All set within the mechanics of an open world tactical shooter (that Arma-lite I keep banging on about). The major issue with this being that whilst I have the ideas, I can't create 3D models or code in a good 3D engine.

    Tim
    Share this post

Page 4 of 4 ◄◄  First ... 234