Rahdo's words - what happened here?


(SockDog) #701

I guess if I have one question it’s what is SD going to do different during the development of its next game?

For Example.
Is there now recognition that code needs to be branched off earlier to tune the game to a specific platform rather than attempting to treat all platforms equally?

That the PC side can’t be left until the end and specifically that internal testing is not sufficient to iron out bugs pre-release?

That launching a game feature compete and running is better than stumbling for months post release and dragging the game and your reputation down with it. Be realistic in your project and resources needed from the start.

Negotiate key features that are core principles to the developer before you sign any contracts. If we’re allowed seems like you gave away a lot of control to make a game you have little control over.*

Someone, PLEASE, Someone. Point at Valve and show how they can make a game generate retail sales for years if it’s supported effectively and not murdered with paid DLC. If you want money in the PC market you need to sell to what the market wants not what you expect it to.

And perhaps more opinion here, but, never compromise core gameplay principles over perceived player crack like Customisation, Ranks, Unlocks etc

  • Ideally release the SDK 3-6 months prior to the game’s release. However if necessary why not release it at the same time as the console release, then take some months to work on the PC version (beta test) and release that, alongside lots of mod/map features already in progress. Again, it’s about hitting the ground running.

(SakuyaFM) #702

I still play COD4, and so do most of the COD Competitive community. That’s about a 4 year span.


(tokamak) #703

[QUOTE=SockDog;369166]I guess if I have one question it’s what is SD going to do different during the development of its next game?

For Example.
Is there now recognition that code needs to be branched off earlier to tune the game to a specific platform rather than attempting to treat all platforms equally?

That the PC side can’t be left until the end and specifically that internal testing is not sufficient to iron out bugs pre-release?

That launching a game feature compete and running is better than stumbling for months post release and dragging the game and your reputation down with it. Be realistic in your project and resources needed from the start.

Negotiate key features that are core principles to the developer before you sign any contracts. If we’re allowed seems like you gave away a lot of control to make a game you have little control over.*

Someone, PLEASE, Someone. Point at Valve and show how they can make a game generate retail sales for years if it’s supported effectively and not murdered with paid DLC. If you want money in the PC market you need to sell to what the market wants not what you expect it to.

And perhaps more opinion here, but, never compromise core gameplay principles over perceived player crack like Customisation, Ranks, Unlocks etc

  • Ideally release the SDK 3-6 months prior to the game’s release. However if necessary why not release it at the same time as the console release, then take some months to work on the PC version (beta test) and release that, alongside lots of mod/map features already in progress. Again, it’s about hitting the ground running.[/QUOTE]

Excellent post.


(sanDIOkan) #704

[QUOTE=SockDog;369166]I guess if I have one question it’s what is SD going to do different during the development of its next game?

For Example.
Is there now recognition that code needs to be branched off earlier to tune the game to a specific platform rather than attempting to treat all platforms equally?

That the PC side can’t be left until the end and specifically that internal testing is not sufficient to iron out bugs pre-release?

That launching a game feature compete and running is better than stumbling for months post release and dragging the game and your reputation down with it. Be realistic in your project and resources needed from the start.

Negotiate key features that are core principles to the developer before you sign any contracts. If we’re allowed seems like you gave away a lot of control to make a game you have little control over.*

Someone, PLEASE, Someone. Point at Valve and show how they can make a game generate retail sales for years if it’s supported effectively and not murdered with paid DLC. If you want money in the PC market you need to sell to what the market wants not what you expect it to.

And perhaps more opinion here, but, never compromise core gameplay principles over perceived player crack like Customisation, Ranks, Unlocks etc

  • Ideally release the SDK 3-6 months prior to the game’s release. However if necessary why not release it at the same time as the console release, then take some months to work on the PC version (beta test) and release that, alongside lots of mod/map features already in progress. Again, it’s about hitting the ground running.[/QUOTE]

totly agree
you think they learned?

hi hi hi hi :oppressor:


(SockDog) #705

I honestly hope Rahdo will confirm (or Locki via a blog), if not then this is one bill payment they won’t be assured of next time round.

Also just read the CS:GO announcement. If that has class based objective modes alongside all the stuff Valve is known for SD is going to have a very tough time being relevant on any platform.


(Azev2000) #706

[QUOTE=SockDog;369166]I guess if I have one question it’s what is SD going to do different during the development of its next game?

For Example.
Is there now recognition that code needs to be branched off earlier to tune the game to a specific platform rather than attempting to treat all platforms equally?

That the PC side can’t be left until the end and specifically that internal testing is not sufficient to iron out bugs pre-release?

That launching a game feature compete and running is better than stumbling for months post release and dragging the game and your reputation down with it. Be realistic in your project and resources needed from the start.

Negotiate key features that are core principles to the developer before you sign any contracts. If we’re allowed seems like you gave away a lot of control to make a game you have little control over.*

Someone, PLEASE, Someone. Point at Valve and show how they can make a game generate retail sales for years if it’s supported effectively and not murdered with paid DLC. If you want money in the PC market you need to sell to what the market wants not what you expect it to.

And perhaps more opinion here, but, never compromise core gameplay principles over perceived player crack like Customisation, Ranks, Unlocks etc

  • Ideally release the SDK 3-6 months prior to the game’s release. However if necessary why not release it at the same time as the console release, then take some months to work on the PC version (beta test) and release that, alongside lots of mod/map features already in progress. Again, it’s about hitting the ground running.[/QUOTE]

@SockDog

Self funded independent developers can make decisions like this. Not Studios that are funded by big publishers. You know who owns the BRINK IP? … Bethesda aka Zenimax Does. They do it for the money. Not because they enjoy the creative process or creating something people enjoy. PC is not even close to bringing in the money that consoles are. So to spend even an addition minute on the pc version is wasted earnings.

Mod tools are becoming a thing of the past. Its looked at as extra man hours and eventually robs them of precious DLC earnings. There are exception to the rules such as anything Tod Howard or ID software because of there proven success over decades. Even titles created by those studios have had there pc versions reduced but are allowed to release SDK’s.

I could go on and on about this but I will spare us all.


(tokamak) #707

Yeah great, we know that. It doesn’t change anything, these are the major culprits, they’re painfully obvious and not that difficult to avoid, especially if you consider the benefits of a well populated game with a loyal fanbase (as opposed to a few groupies in the locker rooms that we have now). SD can still play a part in communicating these issues with Bethesda, both companies want to be successful, both want to make money and both want to deliver excellent products.


(SockDog) #708

You know who created and sold that IP to Zenimax? Splash Damage. They were not some contract monkey developer in this deal. Sure they may have needed the financial support but it doesn’t mean they couldn’t negotiate say, control over mod tools, as part of a deal. Seems from the “it’s not up to us” response that the matter wasn’t ever even discussed as part of the contract.

They do it for the money. Not because they enjoy the creative process or creating something people enjoy.

Just like musicians, authors, movie industry? It’s all just about money? Please. There is a fine line, sometimes people are happy to walk either side of it on purpose but don’t write off every creative process as being some emotionless robotic exercise to turn effort into cash.

PC is not even close to bringing in the money that consoles are. So to spend even an addition minute on the pc version is wasted earnings.

Yet we see a steady stream of console studios shuttered. Studios with MASSIVE publisher backing. Sure the console market if bigger, but it’s also more competitive and it also seems to demand a much larger initial investment (read: RISK). The PC on the other hand, when, as I’ve been saying for a long time, it is targetted to its strengths rather than as a third console can show great profits with a lot less investment needed.

Of course the PC is going to look crap money wise when you’re splitting costs evenly 3 ways. As I said earlier in this thread. PC development costs should be a separate budget from the overall game costs. Push out the console versions then work on a PC version with the expensive assets you’ve already paid for. Make that cost the one you need to break to profit.

Mod tools are becoming a thing of the past. Its looked at as extra man hours and eventually robs them of precious DLC earnings. There are exception to the rules such as anything Tod Howard or ID software because of there proven success over decades. Even titles created by those studios have had there pc versions reduced but are allowed to release SDK’s.

Well I agree, the executive perception is mod tools create content that steals away any need for DLC. Doesn’t really say much about the quality and appeal of the DLC though does it? Thing of the past? Not entirely, those developers who see the value in such support will release tools to keep their game relevant and alive long after they’ve moved onto new projects. IMO it’s a matter of foresight and that lies in a developer’s hands too when they’re handing over their services for money.


(tokamak) #709

Of course the PC is going to look crap money wise when you’re splitting costs evenly 3 ways. As I said earlier in this thread. PC development costs should be a separate budget from the overall game costs. Push out the console versions then work on a PC version with the expensive assets you’ve already paid for. Make that cost the one you need to break to profit.

Indeed, they’re separate markets, separate products. Grab the profit of having all platforms start on square one concerning the bulk of the game and then treat each platform in it’s own right the moment early enough. PC concerns seemed to be an after thought leading to shoddy patchwork and a lost playerbase. All the resources that SD is investing in fixing are far less cost-effective than when they would be spent on these things before the release. The complaints of today were the exact concerns before the releases pretending all these things are an afterthought is just fooling yourself.

If LA noire really was on their heels then the PC version could still be delayed as there was no such competition on the PC front.


(Ojama666) #710

[QUOTE=SockDog;369304]I honestly hope Rahdo will confirm (or Locki via a blog), if not then this is one bill payment they won’t be assured of next time round.

Also just read the CS:GO announcement. If that has class based objective modes alongside all the stuff Valve is known for SD is going to have a very tough time being relevant on any platform.[/QUOTE]

Counter strike as a whole is too competitive for me and my friends, Brink is what we will be sticking with so :stuck_out_tongue:


(SockDog) #711

If CS didn’t float your boat now I wouldn’t expect a new name to make much difference. Yet I specifically said with the addition of “class based objective modes”. Basically if they add W:ET/ETQW/Brink style gameplay along with

Very scalable hardware requirements of the Source Engine
Video/Demo/Spectate support out of the box
Established community (TF2 CS CS:S DOD DOD:S HL:DM etc etc) and community system
Proven support in patches, maps and Mod tools
Trading/Economy support
Stats and leaderboards
Foresight to market the product over the long term
Possible cross platform play or at least cross platform interoperability
etc etc etc

Short of the setting it’d be the W:ET sequel many have been asking for.

Link to CS:GO I left out of the original post.


(Mustang) #712

The problem I am having is going back to games without SMART just feels wrong


(Azev2000) #713

@SockDog
@tokamak

Trust me im a PC guy all the way. My opinions do not come from the view of a console player.

Do you think publishers care if you play there games for a long time? The answer is no. They care about the initial purchase.

Its got to feel great as a developer though. Having fans enjoy something you put that much work into years after release.


(lobster) #714

Yes, look at Valve games. TF2 was released in 2008 and has had over 200+ updates, all free. Not to mention they still update it!


(SockDog) #715

That is publisher shortsightedness and a need to report earnings and sales numbers to stock holders. Valve is an example of a publisher/developer that plays a long game and has proven it to work to the point that they can even release their games for free and often discount them greatly. They understand the market they are in rather than attempt to squeeze a market they imagine exists. IMO this is exactly what Nintendo did with the Wii when Sony and MS were too arrogant to see beyond their own market share.

Anyway, probably drifting a little here. My point was and still is simple. SD’s decision to sign a contract, accept funds and develop a game for a publisher is theirs. They are an independent studio regardless of if they are financially independent. As such they should be ensuring such contracts work for their best interests beyond paying the bills. Simple things like being able to release a modkit, not having the publisher censor and screen their own forum posts, being able to make decisions that will result in a quality product which in turn won’t damage their own reputation. etc etc.


(tokamak) #716

Shoddy short therm publishers like Bethesda maybe. But there are publishers that realise that the longer a player plays their game, the further their sales will ‘snowball’. It means more convinced friends it means ensuring more sales for the sequel and DLC, it means a stronger name.

Bethesda and SD were huge names, but to me it seems they cashed in on that credit with Brink. The amount of DLC they’ll release for the game will tell. You can’t milk a dead cow.


(Dormamu) #717

I do not think the developing contract signed by the SD with Bethesda was only for Brink IP, mostly this was a “test” to see if they deliver a cross-platform game. From my point of view , Bethesda didn’t expect this to be a AAA game, they are simply wanting to cash in the money they had invested. As the big cash was coming form the platform market is it easy to see why the PC version was so toned down, the no sdk at release and other stuff. First you need to see this from the SD point of view, as a small developing company, they needed a Big Brother to cover their costs, so in tring to be on the good side of Zenimax/ID they needed to prove their worth and that they can deliver a multi platform game. As a independent developing team you do not have much of a choice when signing with a big publisher, you can go solo but only for a small piece of the cake, a long time to develop a game , the chance that the people will forget about your work and so on.

Trivia: Did you know that 3 of the abilities in the free DLC have the same effect like those in Threewave Beta Wolfenstein 2009?


(tokamak) #718

If they can’t deliver a worthy game on all platforms that only means the game has been underfunded in these areas. It’s not expensive to tailor a game for each individual platform because the raw content only need to be made once. Single-platform games don’t have this luxury (they need to start from scratch each time). Yet somehow this luxury, this advantage of multiplatform producing is turned into an excuse. It’s completely backwards!

The investment required not to alienate the audience, to turn away swathes of gamers, spread bad word of mouth and to simply have a healthy playerbase is a small price to pay compared to the profits this would’ve brought.


(Rahdo) #719

Good afternoon, everyone. So, I’m soo way far behind on this thread, I don’t think I can go back to where I’d last posted from and pick up from there. So I’m going to start from the most recent and work backwards instead. Apologies to anyone who gets skipped in this process… I’m genuinely not ignoring anyone’s posts. But logistically, I can’t go back 20 pages and get through everything, and I promised my wife I wouldn’t spend more than an hour doing this today, so here we go:

The investment required not to alienate the audience, to turn away swathes of gamers, spread bad word of mouth and to simply have a healthy playerbase is a small price to pay compared to the profits this would’ve brought.

The advantage of multiplatform development is you can sell to significantly more consumers for a marginal increase in budget. The disadvantage is that development gets significantly more complex as you’ve got multiple moving targets to hit (usually in the same amount of time), and the end result on all platforms can suffer by variable amounts, depending on the situation.

The cost/benefit analysis on which is better is what high level publishing guys get paid major money to think about, when they’re deciding how to spend their tens of millions of dollars on development.

Generally, developers do the best they can with what they get when those decisions are handed down from on high.

Not sure if I’m adding anything to the conversation here, other than stating the obvious. Maybe this “going backwards” thing isn’t so great after all :slight_smile:

I guess if I have one question it’s what is SD going to do different during the development of its next game?

I can’t tell you much right now, other than to say we definitely want to change the paradigm I just talked about above.

Point at Valve and show how they can make a game generate retail sales for years if it’s supported effectively and not murdered with paid DLC.

Yes, look at Valve games. TF2 was released in 2008 and has had over 200+ updates, all free. Not to mention they still update it!

Believe me, EVERYONE would like to work like Valve (and Blizzard), but no developers (and very few publishers) have the freedom to pour endless amounts of money into a project and keep working on it until it is truly and completely “done”, let alone continue to develop costly additional content without guaranteed revenue streams (indi’s would go out of business, and publicly held publishers would get ripped apart by their shareholders who always focus on the short game). It’s definitely a dream of most developers to work this way, though, us included…

And perhaps more opinion here, but, never compromise core gameplay principles over perceived player crack like Customisation, Ranks, Unlocks etc

For some players, these are core gameplay principles (look how many knocks Brink got in press reviews for not having enough grind. It’s one of the most common mainstream criticisms of Brink, in fact: “I can make level 10 in under 10 hours? WTF!? Where’s my 50 hour grind?!”).

So the question is, who’s principles do you compromise on? Who do you target if you want to guarantee sales success and not go out of business? And if you choose to target the smaller group, the niche, instead of the broad player base, can you manage costs and stay alive?

These are the sorts of things we’re talking about long and hard here at Splash. Hopefully before too long, I’ll be able to come back here and give you our answers, and hopefully you’ll be intrigued… :slight_smile:

You know who created and sold that IP to Zenimax? Splash Damage. They were not some contract monkey developer in this deal. Sure they may have needed the financial support but it doesn’t mean they couldn’t negotiate say, control over mod tools, as part of a deal. Seems from the “it’s not up to us” response that the matter wasn’t ever even discussed as part of the contract.

I get the impression from this (and from some other posts in the past) that you guys think we were in a strong position to negotiate with publishers after the release of ETQW. Sure, it was a critical hit, and it sold decently for PC numbers (especially considering the month it launched), but releasing the SDK? The post launch fixes? That didn’t come cheap. I’m not sure why you’d think we were in a position of strength when it came time to sign a post ETQW deal…

both companies want to be successful, both want to make money and both want to deliver excellent products.

I think it’s fair to say that both companies have different goals and measures of success of a commercial product, based on the needs of their overall business strategies. But that’s perfectly normal and to be expected…

Counter strike as a whole is too competitive for me and my friends, Brink is what we will be sticking with so :stuck_out_tongue:

The problem I am having is going back to games without SMART just feels wrong

I’m ashamed(proud?) to say I put ~150 hours into Brink in the first 2 weeks. I didn’t get much work done that fortnigh

Thanks guys! :slight_smile:

If that has class based objective modes alongside all the stuff Valve is known for SD is going to have a very tough time being relevant on any platform.

A lot of multiplayer FPSs are starting to do objective based modes. Me, I just look at that as more of an opportunity to play the kind of gaming that we think is so great.

SD’s decision to sign a contract, accept funds and develop a game for a publisher is theirs.

Yes, we could instead opt to not sign the contract, and then quickly go out of business when we can’t make monthly payroll, but not first without going through a long and painful layoff process, like the vast majority of independent studios out there…

Sorry for the unduly snarky answer, but honestly, those are the kinds of decisions you have to make when you’ve got a company with employees and families depending on you making the right choices to secure their futures. Of course, we make these decisions trying to produce the best game we can as well, because if we lose passion for making games, then believe me, there’s a lot more easy ways to make a paycheck. So as long as we still love making games, we’ll keep trying to balance the needs of business and the needs of gameplay.

As such they should be ensuring such contracts work for their best interests beyond paying the bills. Simple things like being able to release a modkit

There’s nothing simple about that. It’s a SIGNIFICANT expenditure of funds for us to do this ourselves. We’d like to, but should we, for instance, lay some people off so their lack of salaries would cover the costs of SDK development? Is that what you’d suggest we do, for instance?

What an interesting place to jump into the conversation. Back to page 34 now :slight_smile:

Things take time. It would be awesome if they would happen faster or if they had come at release. Unfortunately I think they’re probably working as hard and as fast as possible on everything, but maybe not in the order we all might like. Ex: Continue to tweak and fix weapons over DLC. Can’t say I don’t see the reasoning behind that.

Nephandy’s nailed it. Things are complex, it’s all a delicate balancing act, and we had to get the DLC done first and foremost because we had contractual obligations that we had to meet, for reasons that should be clear based on my points above. :slight_smile:

But we are working on weapons tweaking right now. In fact, I believe Smooth has been talking to you guys about it a bit in another thread. Believe me, I would love nothing more than to just make some quick spread tweaks and blast it out to you guys as fast as possible, but that path will likely do more harm than good, because we would inevitably break something. For instance, in one of our internal playtests the other day, some fairly minor tweaks to one AR (the Rhett, i think) unexpectedly turned it into an instant death laser ray that destroyed everyone, but only in certain combinations with various things. If we had blithely rolled that out, it would only sow more confusion and discord. Believe me, as bad as you think it is now, it could be worse, so we have to tread carefully, measure twice, and cut once.

So we’re working on weapon tweaks as fast as we can, and will be getting you guys more involved with the direction of that shortly (hopefully some announcements on that next week, now that DLC is out of the pipe).

Also, for the record, the netvars are only a system that works on consoles, not PC, due to services that MS and PSN provide to developers (mini data clouds, basically). For tweaks and updates to PC, we have to basically release minor patches. Of course, patches on PC are much less painful (don’t have to go through an expensive vetting process by the platform holder), but they are unfortunately a bit more complex than just changing some numbers and hitting the upload button.

And the reason it took so long to get the spawn timers tweaked was because post shipping, we discovered that there were some bugs with the netvars system that had to be fixed in code. So those code updates had to get tested and tested and tested, which took time. We adjusted the timers as fast as we could, considering all the contractual work we had to get done first…

So it’ll probably just lie there, forgotten, until one day when i’m tidying up, it’ll be thrown into a garbage bag

Sorry to hear that, but in the meantime, we’ll still continue to do all we can to improve the game for those who want to stay with us. Sorry you won’t be one of them.

We could turn it around. Is there anything you would want to know from the community?

The main thing we’re focusing on right now, with DLC done, is weapon spread adjustments. It’s unfortunately a very small group of guys who are working on it, but they’re doing their best, and are trying to get the game closer to player expectations. So that’s our focus, and if it’s your guys too, that can only help.

Honestly, anyone who’s relatively close to London and has the technical knowhow, and wants to make a day of it, come down to our offices and volunteer some time to help us tweak numbers! :slight_smile:

I want to know why they are doing weapon tweaks again. Unless they’re going to reduce the spread again so we can actually have skill baised firefights, I really don’t want another tweak.

That’s what we’re working on presently…

Page 33!

Rahdo if you could comment any further on changes to spread/dmg you guys are testing out while you’re on this weekend that would be awesome.

All I can say is 1) what I’ve already said above about this, an d2) I’m trying to get approval on a system in place where we can start engaging you guys in a MUCH more direct and frank discussion about this stuff (I’m talking about real numbers) than we’ve done in the past.

More as I know it…

Lots of us on this forum offered to help them test and create BRINK, we told them years before the game came out what the gunplay needed to feel like and what things they needed to do, yet they didn’t listen

All I can say is that we did listen, we just weren’t always in a position where we could do something about it, because of a host of issues and situations, some of which are still prevalent today. And we haven’t stopped listening yet, and we haven’t stopped trying to improve things, but the situation is complicated, there’s a lot of moving parts (both in the game and around the game), and we’re progressing as best we can under the circumstances.

how is your back?

Thanks for asking, good at the moment. I’m clearly (in the immortal words of Danny Glover) getting too old for this **** :slight_smile:

Okay, time to take the beagles for a walk. First time it’s been sunny all week, gotta get out there before it starts raining again!


(.Chris.) #720

(Devil’s advocate) What if there weren’t any grind what so ever?

Same applies to maps? :slight_smile:

(Really want to try the new map editor!)

Thanks again for the replies.