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  1. #31
    I have been waiting to get involved with this discussion. Primarily because I simply have more important things to deal with. But, here I am. And I have a lot to say. So sit back and get your reading glasses out.

    MOVING BACKWARDS:
    Now, most commenters here Begin with Far Cry 2 as if it was some amazing MP and Editor. Sorry to burst your bubble, but it was a decent editor with crap MP. Compared to the most recent releases it was amazing though.
    The Best MP in Far Cry, actually existed in the Instincts/Predator versions of the game.
    That game not only had the best Lobby system, but it also had a very good Map sharing system. Additionally, it did not waste time creating a bunch of unique and boring MP game types like the ones found in FC4. You had DM and TDM. You had STS (CTF) and you had The best MP mode, which was a Conquest or Control mode. To top it off, you had one unique game mode which was Predator. It was a fun mode to play also. On top of that, the gameplay and player movement was Fast. None of this slow crap from FC2 and FC4. Each release since however has been worse than the previous version.
    FC3 Had a Broken Lobby system which made it IMPOSSIBLE to even host a round of MP. It had an editor with broken vehicles and a draw distance of about 6' in game. What the hell?
    Each release, you have removed features from the Editor that were actually good in the previous version. FC2 gave us Class systems because you were trying to capture what you thought was good in Call of Duty.
    But the MP players moved so damn slow that it was BOOOOOOORING to play.(FYI, COD is a fun game because it is balanced, fast paced, filled with options, AND THE DEVELOPERS LISTENS TO WHAT THE COMMUNITY TELLS THEM!!!!!!!! ALWAYS!!!!!!!!!)
    You guys however continue to go backwards.
    Take for example Little Big Planet. Each release, has expanded upon everything that the previous versions allowed. All the way up to the point where the newest version allows you to actually create your own game, in a multitude of customizable game modes. That is amazing for something that used to only be a side scrolling platformer.

    Questions:
    --Why did you remove the ability to place TRAPS? That was a unique feature not found in any other MP that added fun to the game. Additionally, considering that all of the games function the same, it was usable across all versions.
    --Why did you take away the ability to shoot a pistol from a Ladder?
    These removals made no sense.
    When you begin production or planning, do you look at feedback regarding the previous release? Do you look at what is existing and come up with solutions to things that did not work previously or even add to what exists?
    No.
    From what I can see, you start from scratch and pay no attention to what came before or what the community suggested. You make whatever you think would be cool until it gets boring and then say, "well they are stupid so this will satisfy them."
    Hubris, has brought down World Leaders. What makes you think that you are Immune?

    I think that this problem took its first major step, when Ubisoft went Public. Since then, you have released broken game after broken game. You have talked about wanting to force players into micro transaction situations.You are attempting to put the horse before the cart.
    Congratulations on going public. You now, have put yourself in the enviable position of comparison to EA and Activision. Considered to be two of the worst companies in existence. Forget just the game industry, but the entire Corporate existence!
    Is that what you really want?
    How profitable was it to bend to the demands of shareholders and Lawyers, and release AC:Unity? a broken game that you spent millions advertising and hyping up. An unplayable game that required you to give away free product to appease upset gamers. At least the ones who did not get a refund first? How profitable was that? All to achieve an over crowded release window/
    Practically every game you have released in the last 3 years, has been broken to a degree.
    I wish that older Ubisoft company was still around. I still vaguely remember when you were the best company in the industry and put out product that people got excited about.


    UNDERSTANDING DATA AND THE CAUSES OF IT:

    Now, according to interviews conducted in the past couple of months, your reps have stated that --"We looked at the data from Far Cry 3 and saw that no one was really interested in creating MP maps, so we decided to leave that out of the Editor and Concentrate on the SP portion which everyone loved." Why was it
    Interesting. Why did they love the SP but have no interest in the MP portion of the Editor? Did you look within?At yourselves? Did you by chance take the time to pore over the hundreds of pages of comments that pointed to the GLARING FACT that you released a game with a Broken MP lobby system that did not work for User created content or even your own created content? Or did you just pat yourself on the back for creating a fun SP experience that you ignored the Rest?

    My guess, is you did not bother to review any of the actual extended data. If you would have, I think some different conclusions would have been reached.
    I think if you did actually pay attention to the Community who has stuck with you since the beginning, you would have found the origin of the non support for MP came from the choices made by the team you put in charge of development, who I might add, had NO HISTORY OF CREATING MULTIPLAYER, and realized that it may have had some affect on how people perceived the final product.

    QUESTIONING DECISIONS:
    You make another Editor based game. TRIALS. Now unlike FC, Trials is built around the Editor,and each version of this game, has released with a wealth of Improvements. I feel that aside form the landscape ability, it is a far more advanced Editor. You have complex Triggers and functions built in that require a string of separate commands be joined together to create the levels.
    Why can't those features be worked into the design of the FC:IGE?
    ---Why, would you remove functions from previous versions? Example, in older versions, you could LOCK the Camera so that it did not automatically reposition itself on the pivot point of a brush. It used to be, that you could select lock camera, and wherever the cursor was when you did it, was where the camera would lock. This allowed more precise placement of brush's.
    ---Why remove traps? Instead, you should have expanded upon them by adding more, and even making some of them special power up rewards, similar to how Airstrikes can be called when you reach a certain number of kills in COD.
    ---Why force New and honestly, not well thought out MP modes on us instead of leaving in all of the existing modes, and then just adding one or two new and unique modes? With MP in the editor, the community could have expanded upon those new modes and given them some legs. Instead, your Hubris of how inventive you are, has created an MP wasteland. We cannot even find enough people to play so that we can even master these new modes?
    Did you really not learn anything from COD? They do not remove game modes. They EXPAND upon them and provide more options. You do not take a working bicycle and --FIX--it by removing one of the wheels.
    Yet, you guys do it repeatedly.
    Do not replay with how it could not be done. You are using the same game engine, so of course it could be done.
    Nor do you stick an MP mode into your DLC that people are not going to buy. Especially when it is items that should have actually been part of the main release.
    Is it really that difficult to understand how to use DLC?

    THE FC4 IGE:
    Overall, this is a solid editor with some great capabilities. I personally enjoy the SP Editor and its functions, but I feel that completely removing the MP was a mistake. It was another smash to the head with a baseball bat to the community who has already been beaten by multi system releases and poor programming.
    I also understand that to add it into the IGE atthis point, you would have to fully design and program a Lobby system. A new Map Sharing system, and a way to track data for UCC as well as other meta data for the whole thing to work. Well, since you are using the same Engine as previous versions, why not update the FC 2 Lobby System to work with the new setup? It had everything in it that this game needs.

    I find it very easy to find the SP maps, and expanding upon that base to include MP maps based upon primary game mode or creator, would be a doable project

    WHAT NEEDS TO BE FIXED: (Aside from the missing MP)

    ---CAMERA: Currently, the camera functions do not work. When follow is on, the camera doesn't properly follow the cursor. Camera Lock, currently only locks the camera at a certain height. This is great and all, but it doesn't help us to see what we are doing. Also, it locks the camera to the pivot point on the given brush which, is not even consistent on all of the brushs. Some are in the center. Some are on the end. Give us a free moving camera which can be moved and locked, where we, the users would like it to be.

    RAISE/LOWER BRUSH:
    Why does the brush have to move towards me when I raise it up? Or away when I lower it? Is it really that hard to make it just go up, or down? The current method adds un needed time to the process. I would think that efficiency in development would be a forgone conclusion in your industry so making something take less time to do would be key.

    CAVES:
    I am glad you have made strides with this. However, The Cave pieces cannot be placed under the map?
    What is the point of being able to create a cave or tunnel if you cannot go below the map? You could do that in FC3. Why not now? I tried to build a cave that cut through a mountain, but every single piece was unusable because it was -below- the surface. I literally had to selectively hollow out an entire area of my map to make it work. insuring that nothing was under the map. Unacceptable. I had to do that, because I used the hole tool to remove portions of the grid, which cannot be replaced.

    Ai:
    You have decent options regarding the Ai capabilities. However, the Ai Trigger always defaults to 1 death, across all Ai waves whenever you open the editor. How are we supposed to program Ai with that flaw? Each wave should allow for individual programming so that you can set the pacing of the level. Additionally, why not allow us to create patrol pathways or Ai character specific commands like those previously mentioned by others?
    Animals,
    which are generally Ambiant Ai, should have their own separate Wave line. It should not affect my other waves as a whole.

    OCCLUSION BLOCKS:
    Why do Houses, Rocks and other brush's, have occlusion blocks built into them, that in some cases are as much as 3 times the size of the attached Brush? Is it really that difficult to confine the occlusion block to the brush itself? Additionally, why is it that on some occlusion affixed brushes, you could not put the backside onto the brush? What is the point of that? Paint both sides with a skin.
    I think that this may be a primary reason that the Cave pieces do not work below the surface. I have noticed that brushes that are fully skinned can go below the surface.

    MEMORY/OBJECT BUDGET:
    It is completely unacceptable, that I should have a 90% objects placed, with only 27% Memory used. There is no situation where this is acceptable. Especially if I only have about 20 items in the damn map.
    It seems that you have some very arbitrary values attached to each item. Here is a suggestion. Instead of making a rock 15 points and a house 70 points, you do it like this---
    -SMALL DETAIL BRUSH=1/2p, BUILDING BLOCKS=1/2p SMALL BRUSH=1p, MEDIUM BRUSH=2p, LARGE BRUSH=3p MEGA BRUSH= 4p, Vehicles=4p, Animation/physics pieces=5p. Out of a total 100%
    This would free up a lot of object count and likely bring it into balance with the memory

    Ai, should not be affected by the Object Count as it is required for a published map.
    All waves combined should take up about 10 points of memory total.
    I am on an XBOX ONE. I should have similar limits to a PC. which currently has no limits.

    Allow Text Input so that the creator can create a custom objective reading for their map.
    Going back to LBP, it allows you to do this within the map. You can create ANYTHING. Write anything also.

    Please, re-insert all of the brush's that were in FC2 and FC3 I liked all of the pre-fab sewer pieces and the Runways and street markers and the Glass Windows.
    So what if this is a different game. Why does the Editor need to be limited by which release it is part of?

    WHAT YOU SHOULD DO:
    The best thing that you as a developer could do, is take the IGE, put it in a new engine. Increase its baseline functionality to its fullest extent, and then release it as a standalone Downloadable program on XB and PS.
    Use project Spark as a guide. Make it fully expandable like Spark. Give it enough items that you can fully create whatever with the existing pieces, then, create in game DLC/Store where you can buy more elaborate brush sets. Or THEMED Brush Sets for things like Western or Science Fiction or Urban styles. These DLC packs can have things like (Skin Sets for characters and existing brush's that make them into whatever the new theme needs Theme specific weapons like space guns or old time revolvers
    Create packages that would allow you to create a map that is designed to play like a Rainbow 6 game with squads and those tactics. Include appropriate skins, weapons and rules that fit that game type. Or like Splinter Cell MP where you have asymmetrical game play like that game had and what you attempted in this one.

    If you do that, and make the IGE a free download that you can immediately start to use or get into MP matches with, more people will get it. Creating more desire by people to create. Which would if you do it correctly, create a large market for purchasable DLC.
    Everyone wins.
    All you would need then, is a small dedicated tam who creates the new items and programs them, and keeps up with needed fixes and patches.
    You would be the only house doing this and could control that market.

    Y'know, I think you would profit from hiring me to be the game director on the IGE/MP portion of the next version. Sure, I did not go to game development school. Nor did I ever work in the Industry.
    However, I have been gaming since PONG. I have been designing my own games since the SNES. I have built maps since Instincts and other games that included an editor. I have for the last 26 years, Owned and operated my own business, which the primary function of is Art and Design. What this means, is that I have the ability to direct large groups of people and to keep them motivated and challenged. I also probably throw away more fresh Ideas on a daily basis than you guys come up with in a month.
    I have been a big part of this community from the days of being tens of thousands of active members all the way to the nearly destroyed by you guys few thousand remaining. It can be built back up.
    Only, if you have the desire to actually listen and take part.
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  2. #32
    ImGonaG3tUsucka's Avatar Member
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    zeeEVIL1 You are spot on everthing you said. Loved playing steal the sample. I mentioned some similar things myself. I should of put in this thread.
    It's like they get amnesia with each new Far Cry. I think single is great but to sacrifice multiplayer is just wrong. I think the problem is they never fixed the lobby system in FC3 so most likely the problem would have been in FC4 so they decided to make it single player.
    Ubisoft has a great editor but does not seem to know how to utilize it right. As I said in my other thread they are leaving money on the table. Lots of map editors are gone. Its not because MP is dead. It's because the lobby system was broken in FC3. So that means your data about MP is broken. I have a large amount of friends who use to make great maps for Far cry. They did not leave because they got tired of MP maps. Alot left because FC3 lobby system. Now with no MP maps at all, mostly all have left. I'm trying to hang in here myself. But it looks like this will die quicker than FC3. I know people are still playing FCIP and FC2 on xbox360.
    http://m.youtube.com/watch?v=QLulloI-6Bg
    Just posted a couple weeks ago from a group that still plays FCIP FCIP was made almost 10 years ago.
    They really should hire someone like zeeEVIL1 to point them in the right direction. I guess I'm naive but if they drop the older gen xb and ps3 in the next Far cry. Maybe they can get a proper lobby system with Multiplayer and single player maps. We can have the AI, vehicles, and animals in all types of maps.
    An editor with all those options would sell like crazy...
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  3. #33
    Yeah man. There are a lot of people who would come back if there was MP and a working lobby system.
    When FC3 released, I was still running FCMAPS.net We had a contest announced that began on launch day. Most people just worked on maps, and then released them for the contest. Sadly, we could not complete the contest, because it took almost 4 hours to play 3 maps. Ubisoft would not listen to or respond to a single outcry from their customers.
    I hate talking bad about them, but a spade is a spade.
    You are correct thatthey leave a ton of money on the table with their seeming lack of understanding on how to make this thing a continual gravy train. There are thousands of people out there who like to make maps that do not even belong to any map communities.

    So much potential. So much wasted effort.
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  4. #34
    ImGonaG3tUsucka's Avatar Member
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    Just about two months ago Shinytap invited me to look at some of his FC3 maps on xb360. I could only get into 2 of his maps and that was with multiple attempts, turning off and on the system, getting in and out of chat. I was like WOW they still did not fix a thing in the lobby system I gave up. I gave up on fc3 about 6 or 7 months after it came out. I still had about 3 or 4 maps to complete. I hoping they would patch it. But I guess they did want to spend any money on it. Now shinytap is not buying FC4. So guess he is not spending any money on Ubisoft.

    As for the map communities and the Ubisoft forums. I did not join any until They screwed up on FC3. I wanted to find out what was going on. Also to find some decent maps because I was not finding it the first round of gold maps. I did not have these problems in FCIP or FC2. So they should put that in their data. And the same problem is happening again in FC4 with maps with little effort being at the top. That is a problem that is hard for people to agree on, But I do appreciate Ubi_Jax making sticky threads in the forums to give mappers who put a lot of time in their maps some exposure.

    If Ubisoft leaves a hole open long enough in the map making communities, there is a good chance that something else will come along. I have never made a map for halo, I know the editor is not as good. But I also never tried. Other mappers l know are playing minecraft and GTA, said they waiting for Ubisoft to fix the editor before they come back.

    So I hope Ubisoft or some other company can give the mappers the editor they been dreaming about. Which is all written right here in the forums. We all might not agree on everything but if we have enough options and a proper lobby system, I'm sure Ubisoft stock holders would be pleased with the sales numbers.
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  5. #35
    Kemet nubia's Avatar Member
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    Originally Posted by ImGonaG3tUsucka Go to original post
    Just about two months ago Shinytap invited me to look at some of his FC3 maps on xb360. I could only get into 2 of his maps and that was with multiple attempts, turning off and on the system, getting in and out of chat. I was like WOW they still did not fix a thing in the lobby system I gave up. I gave up on fc3 about 6 or 7 months after it came out. I still had about 3 or 4 maps to complete. I hoping they would patch it. But I guess they did want to spend any money on it. Now shinytap is not buying FC4. So guess he is not spending any money on Ubisoft.

    As for the map communities and the Ubisoft forums. I did not join any until They screwed up on FC3. I wanted to find out what was going on. Also to find some decent maps because I was not finding it the first round of gold maps. I did not have these problems in FCIP or FC2. So they should put that in their data. And the same problem is happening again in FC4 with maps with little effort being at the top. That is a problem that is hard for people to agree on, But I do appreciate Ubi_Jax making sticky threads in the forums to give mappers who put a lot of time in their maps some exposure.

    If Ubisoft leaves a hole open long enough in the map making communities, there is a good chance that something else will come along. I have never made a map for halo, I know the editor is not as good. But I also never tried. Other mappers l know are playing minecraft and GTA, said they waiting for Ubisoft to fix the editor before they come back.

    So I hope Ubisoft or some other company can give the mappers the editor they been dreaming about. Which is all written right here in the forums. We all might not agree on everything but if we have enough options and a proper lobby system, I'm sure Ubisoft stock holders would be pleased with the sales numbers.
    I couldn't have said it any better myself, after just 2 weeks of far cry 3 i gave up and just to think we have lost a lot of real talented map editors who are really passionate about creating incredible looking maps, right now on far cry 4, top rated maps consist of 5 minute throw together just for fun or map testers, whilst the real talented mappers who take a good few months on their creations are never seen unless the creator posts on these forums or in far cry groups on facebook in which is very few. Whilst there is no co op or MP, most maps have no replay value at all only for the fact that if you lose your life you may have an urge to beat the level, I have also learned recently that there are a lot of children who play this game and when frustrated they will automatically dislike your map which looses its rating, once this is done your map will never be seen by new players. If the rumors are true and ubisoft want to release far cry yearly then the map community will be none existent. My question is what happened to the real passion of making games so that player can enjoy? Far cry offered choice for someone like myself who is not good at playing online games but enjoys the attention when other players download my maps for replay. I have a feeling that time, budget and shareholders are getting in the way of what could potentially be one of the greatest games that could shine for years to come. We had a few editors representing the mapping community in Montreal and apparently they had voiced their views but their voices were silenced by an embargo. compared to the majority of far cry players the editing community is small therefore the minority are completely abandoned. Alot of Great Talented editors have been lost and i hope that someone comes along and revitalizes the real passion that went into building this franchise, i for one am overly optimistic and passionate but i cant help have this sinking feeling that the community we once had has been reduced to a few mappers hanging in hopes of an editor that lives up to or beyond their greatest expectations...Kemet
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  6. #36
    Well, as I wrote in my long post, when they got shareholders, the quality oftheir games went down.
    I do not understand the calling for these companies to go public. It may seem like you are making more money, but your freedom of innovation goes away when you get to many cheifs and not enough braves.
    Take a look at the Koch Bros. They may be hated for political reasons, I know I dislike them. However, they have never gone public with their business. they own the entire thing. Lock Stock and barrel. That is why they can do so much. They only have to answer to themselves.
    Ubisoft was actually in that position themselves. Then they had to expand too far which is mistake one for these developers.
    Bringing Far Cry out annually will be a cakewalk for these guys, since the Editor that they gave us, is pretty much what the entire game is built off of.
    I mean...really. Look at the game. Other than dialogue moments, the game is primarily a bunch of outposts and towers and chance encounters strung together.
    I guess they will just do that.
    Maybe they can call the future games Far Cry: Outpost. Then we can get FC: Outpost 2 and FC:Outposts and Pirates Or FC: Fortress Master

    Regarding other Editors, I have built a few maps in the FORGE. The version in Halo 3 was pretty good While the pieces were limited to looking like Halo items, you could really do some amazing looking maps with it. and they could be made with anything that is in Halo.
    Hell, you could even go in with a bunch of friends and materialize brushes above them and drop them on their heads.
    GTA:V has a pretty robust editor. You can do quite a lot with it. I created a tank battle in a part of the map where all of the houses are dilapidated. I even built a couple out in the mountains where you can build whatever. It is continually being updated and having items added to it. And Take Two is not even charging people for the new content. Mainly because they are making the game so good, that people are still buying it.
    I still need to get it for xbox 1. But that is another full purchase of the game.

    Why can't Ubisoft figure this out?
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  7. #37
    Originally Posted by zeeEVIL1 Go to original post
    MEMORY/OBJECT BUDGET:
    It is completely unacceptable, that I should have a 90% objects placed, with only 27% Memory used. There is no situation where this is acceptable. Especially if I only have about 20 items in the damn map.
    It seems that you have some very arbitrary values attached to each item. Here is a suggestion. Instead of making a rock 15 points and a house 70 points, you do it like this---
    -SMALL DETAIL BRUSH=1/2p, BUILDING BLOCKS=1/2p SMALL BRUSH=1p, MEDIUM BRUSH=2p, LARGE BRUSH=3p MEGA BRUSH= 4p, Vehicles=4p, Animation/physics pieces=5p. Out of a total 100%
    This would free up a lot of object count and likely bring it into balance with the memory


    Ai, should not be affected by the Object Count as it is required for a published map.
    All waves combined should take up about 10 points of memory total.
    I am on an XBOX ONE. I should have similar limits to a PC. which currently has no limits.

    Funnily enough, the budget system seems to stop us from publishing maps that exceed it nowadays on PC- this didn't happen on Far Cry 2 or 3. The budget seems to be identical (very, very low... My now mid-range card with only 1GB of VRAM isn't even choking if I go over the budget, or double, or triple over it, and the card costs ~$100 or a bit more now, when it comes to raw performance, with my clocks its a bit above the PS4 GPU in performance.)


    Originally Posted by zeeEVIL1 Go to original post
    Please, re-insert all of the brush's that were in FC2 and FC3 I liked all of the pre-fab sewer pieces and the Runways and street markers and the Glass Windows.
    So what if this is a different game. Why does the Editor need to be limited by which release it is part of?

    The game already takes up a horrific amount of disk space (multicommon.dat/fcc_main.dat seem to duplicate the data, efficiently almost doubling the game's size. Bad decisions, Ubisoft, bad decisions.) and they have to keep it in budget for people with capped network usage limits per month. Not even speaking of the work they'd have to do in order to port the FC2/FC3 assets (FC3 probably wouldn't be problematic, but FC2 would be. The engine is very similar to FC3's right now, though.)


    WHAT YOU SHOULD DO:
    The best thing that you as a developer could do, is take the IGE, put it in a new engine. Increase its baseline functionality to its fullest extent, and then release it as a standalone Downloadable program on XB and PS.
    Use project Spark as a guide. Make it fully expandable like Spark. Give it enough items that you can fully create whatever with the existing pieces, then, create in game DLC/Store where you can buy more elaborate brush sets. Or THEMED Brush Sets for things like Western or Science Fiction or Urban styles. These DLC packs can have things like (Skin Sets for characters and existing brush's that make them into whatever the new theme needs Theme specific weapons like space guns or old time revolvers
    Create packages that would allow you to create a map that is designed to play like a Rainbow 6 game with squads and those tactics. Include appropriate skins, weapons and rules that fit that game type. Or like Splinter Cell MP where you have asymmetrical game play like that game had and what you attempted in this one.

    I don't see how this would work from Ubisoft's perspective, the amount of people that purchase DLCs is a very low percentage of customers, in most games (Battlefield and Call of Duty are an exception rather than a rule).


    I'd just like it if they'd release a full editor. Even if it was PC only, you could make it downloadable with an console copy's code (or tied to UPlay), and allow exporting to all platforms. Of course they'd need some stricter administration so people wouldn't make maps that tear consoles apart and limiting things per-platform...


    You know, the original Far Cry had that. And people loved it. Crysis (1) continued it (Though these were PC-exclusive).. People loved it. Crysis (2) stopped it (For a while). Crysis 2 was hated for it, and never, not even after releasing the tools an year late, regained reputation.
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  8. #38
    Originally Posted by JolanXBL Go to original post
    Post the level on the forum & Youtube to get more attention.
    Dude, I did. I appreciate the concern but I did. (see signature)

    The video is currently at 100 views some 2 weeks later (linked on the 2 threads). Last I checked 2 days ago the map was at 1.5 stars / 5 and 20 plays.

    I do not only speak for myself here, a lot of people have this problem. Simply put: the publishing system ****ing sucks. Combine this with the lack of PVP components resulting in little players having interests for "PVE" content that we work on.

    Personally I can't care less if there's no PVP but apparently it's affecting the editor community a lot as a whole.

    Or I'm missing something, like people developed a sacred religion that forbids the use of custom maps.
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  9. #39
    Well, with PVP that is all most people have ever done, and people in general do not adapt to change very well. They will talk a good game, but mostly in hopes thatyou will go away.
    FC2 and 3 used the Dunia Engine. Just like FC4 should be doable to get assets. I would not care if they released those as DLC for a fee.
    However, the idea of financial reward for Ubi to create DLC for the editor is simple. There is a market for it. If you do it right and provide a way for the product to be used, that works, more people will likely invest money.
    Additionally, they have this market cornered and little innovation is needed beyond what they have. They just need to develop it better.
    Little Big Planet makes a lot of money. And it is an editor based game. So this is not without precedent.
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  10. #40
    Originally Posted by razorfinnish Go to original post
    I don't see how this would work from Ubisoft's perspective, the amount of people that purchase DLCs is a very low percentage of customers, in most games (Battlefield and Call of Duty are an exception rather than a rule).


    I'd just like it if they'd release a full editor. Even if it was PC only, you could make it downloadable with an console copy's code (or tied to UPlay), and allow exporting to all platforms. Of course they'd need some stricter administration so people wouldn't make maps that tear consoles apart and limiting things per-platform...
    I disagree. There is actually a lot of developing precedents for making money for additional IGE/UGC DLC. Minecraft is the clear example, but it worked for LBP and Modnation Racers too. I was deep into the Modnation Racer's community, and I still have about three friends who play it exclusively. Anyways Modnation Racers released three large DLC packages with additional IGE/UGC contents at least 8 months after release, and I believe these sold well enough to fund their development (otherwise they would have stopped at the first DLC package). The developers (United Front Games) are still in business and doing well.

    And most importantly, these developing precedents are on consoles! A dedicated map editor from Ubisoft should not be a PC exclusive because the space is too crowded for UGC on PCs (where all the mods exist and where all the actual professional toolsets exist). I would argue that it is actually the console market that is starved for toolsets to make UGC and that this is were the most profit would be made. (Although, I am sure Ubisoft has the actual numbers for FC4 maps developed on PC vs consoles, and will make a decision based on their data).
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