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Fractured Space was dying for almost 2 years, since the massive all-round nerfings and the silly updates started pouring.
FS was 99,99% ded when they were approached by WG to go work for them.
It is my belief, tho, that WG is working on a sci-fi version of WT : almost no more themed WT possibilities left on earth, which makes a sci-fi WT attractive to them, leading to ECG buy-out.
Dude i've been playing WoT and WoWs, even bought the latest MoO made by Wargaming.
If they bought the team behind FS then its definately to make room for something else for their own profit and not for the enjoyment of the players.
Its a shame since FS was a good game and WG is just another EA with the typical russian authoritarian twist.
And any non-independant studio aims for profit AND the enjoyment of the players at some point, because they are both tied.
There's a lesson in this for all indie devs, particularly the ones who want to be known for listening to player feedback. Most players don't know anything about game design. Don't listen to them. If they have requests for minor features, or can make bug reports, those are great things to listen to. But never ever take game development suggestions from a bunch of entitled basement dwellers. No one else would spend so much time playing your alpha project... use your heads.
Love this post!
So true. Nitch gaming is a bad idea, and should exist only on private servers where the private admin can alter the ships (workshops). Game developers ought to bring us a base game, altered as needed to draw in a wide audiance, while enabling the player base to alter the game to their personal liking. If a private server is successful, adopt some of what works from them.
Ironic as there are now so many fantasy tanks in WOT, that its already sci-fi.
I strongly disagree. That sort of practice has a name, it's called levelling from the bottom, and it's not a good thing, at all. If the whole industry was doing this we'd get bland games that are carbon copies of each others as companies would just try to secure their marging instead of actually making a piece of art (which we already start to see thanks to the power we've given to marketting divisions).
Niche games are amazing, go play chivalry: MW and its silly reverses, or Mordhau, the skill curve can be discouraging, but if you persevere just a little, it becomes incredibly rewarding. Same is worth for the niche serie of X games, the single best solo space operas out there, extremelly complex and hard to grasp, but spend some time learning about this world and you can become its master, building massive industrial space stations flooding the market with common and illegal wares to fuel the expasion of your fleet which can holds thousands of ships that you can each controle individually in 1st or 3rd person if you choose so. Now, not everyone likes a complex game that requires you to actually make you brain work, most people are satisfied with bland mindless shooters, and that's why games like X4: Foundations are niche, but does that mean that we shoulden't have that sort of game?
Ultimatelly, a game dev has to take risks, he's not here to copy-paste features that are most known to be liked in the gaming industry, he's here to create a new experience for players. This might attract very few, just as much as it can attract unsuspected numbers.