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Rapporter et oversættelsesproblem
And Valve have caught on to the fact that people are abusing the tagging system. So some tags cannot be set. That's one of them.
http://kotaku.com/the-first-day-of-steam-tags-will-make-you-laugh-and-cr-1522262945
You can't be serious. Please read this.
How does releasing a multi-platform (you do know what that means, right?) game end up being a port?
I believe the problem may be perception and how the word "port" is used in gamer vernacular. It might be more accurate to consider each version of this game as concurrently developed. I see people do this with Vita and PS3 games too, and it's equally baffling.
Every developer has their own decisions on how to release across multiple platforms.
*Popcap releases a game across many platforms, but they're not ports -- they're serially developed, one at a time.
*Telltale conversely DOES port from PC to other platforms, and their Xbox 360 versions in particular suffer for that.
*Madden games are an easily recognized concurrently developed game across all platforms at the same time.
*NISA's Disgaea games are good examples of enhanced ports -- the original game is ported to a new platform then expanded upon.
Hopefully those examples give some insight on game development philosophy :)
I didn't presume it meant the game was a mobile port; it's certainly your prerogative to disagree :)
I took the time to search for PC reviews, and the state of video game 'journalism' does not change other games from using them. Here are they are:
IGN [Russia]: http://ru.ign.com/review/5291/line-of-defense-tactics-review
Softpedia: http://www.softpedia.com/reviews/games/pc/Line-of-Defense-Tactics-Tactical-Advantage-Review-426900.shtml
GeekedOutNation: http://www.geekedoutnation.com/videogame-reviews/line-of-defense-tactics-tactical-advantage-review-pc/
These are the extent of reviews I can find outside of a metacritic user review posted by a moderator here.
To the second point, the reviews you've listed are in a foreign language, have no quotables, and promote the mobile port silliness.
I understand why you made the mistake, so I will happily revise my statement -- the reviews will likely be replaced when suitable PC candidates roll out. Unless you're suggesting he pull a Castle Doctrine move? http://www.falsegravity.com/?p=572 ;)
The reviews I posted are all the available ones for the PC version as of now. Language and content did not factor into this at all. It is a matter for the developer to filter as they see fit and providing platform-appropriate reviews will improve consumer feedback at the storefront.
I do not see where I asked for intentionally misleading statements to be posted, nor how it improves discussion besides a derail.
Winkie at the end. Winkie, as in jest. I should remember that the Steam forums have no sense of humour, but it wasn't all flippancy. I conversely think a dev's job is to present the game in the most positive light they can. If I feel they're being deceptive, I'll do my own research outside of Steam. I think you have an expectation that isn't shared; you're not wrong, but nor is anyone else who doesn't agree.
Which is precisely what happened. We were able to get the OSX, iOS and Android builds up first they have a more streamlined process for taking games from approval to release. In fact, the games were approved for released almost two weeks before I actually released them because I was waiting on the Steam version to be enabled and released.
The PC version was delayed for many reasons.
SteamWorks has to be implemented. Its not like you just package the game and off it goes. You have to use their SDK to get the game ready for Steam.
Then you have to test, test and test.
Then you have to wait for your Valve a/c manager to check, verify, approve etc.
Then you upload it to their servers (after testing it using local servers based on Steam).
Then you have to setup the store.
Then they have to have review and approve everything.
Then you have to talk about nailing down the price; which, as I discussed in one of my pinned missives, ended up with one SKU instead of two.
So we had to go back and get that sorted out (one SKU vs two).
Then you go through all that again.
So, after all this waiting, I made the decision to release the other platforms and get that out of the way.
Then we released the PC version which is based on Steam. So other stores like GameFly, GamersGate etc don't have to use their own DRM, instead, they use Steam keys as well. And we had to wait for them to get their stores sorted out before giving everyone the go-ahead because having your game on one partner's site before the other, is not good business practices.
And that's why the PC version came out after. NOTHING to do with a port or any of that nonsense. The game builds were 100% ready - around the same time but the PC version was delayed for the aforementioned reasons.
And yes, we didn't give anyone access to this game without some of DRM. The iOS and Android versions were all handled via TestFlight for testers, publishers and media. And since we didn't have that luxury with the OSX and PC versions, they had to wait for the OSX version to be approved for release in order for us to generate codes (via the AppStore) to give out.
And similarly we had to wait for the Steam based PC version to be approved and ready for release, before we could generate Steam codes; which we then gave out. Which is why the first PC review[i.massively.joystiq.com] is only just now coming out.
NOTE: We only started giving out Steam codes on the day the PC game released, Feb 11th. Prior to that, they simply did not exist. And our pr/marketing companies, EvolvePR and Clever Communications, were responsible for that after we passed them along.