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Post by crocodile on May 1, 2016 23:32:06 GMT -6
Bloodstained is going to be a huge game. As such, there have been questions as to how all the content will be released. Some indie games, such as Shovel Knight, have opted for a staggered content release - the main game launches first and then over the months new content follows (the Plague of Shadows DLC from late last year being a prime example). Azure Striker Gunvolt for Steam was similar in that Inticreates made 6 months of additional content for the game after the initial release. Another Inticreates project, Mighty No. 9, has opted to not release the game at all until ALL the planned content is ready to go. So which path is Bloodstained set to go? Following a recent conversation in the shoutbox with our community manager Mana (thanks as always for your hard work and attentiveness), it can be confirmed that Bloodstained will follow a staggered content release. Some portion of the game will release first and then additional content (as outlined by the Kickstarter) will follow in the months to come. How much of the game will be there at launch day (Just the main game? More?) is unclear and probably hasn't been decided yet but at the very least we should be able to avoid an extremely protracted release as with Mighty No. 9. We are still a longs way off from the game being done so of course anything could change.
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Post by Aztec on May 2, 2016 1:39:22 GMT -6
Hopefully it will ship with at least some other mode besides the main game. I'd be all for waiting until they release the full game all at once but oh well.
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Post by qaantar on May 2, 2016 2:06:43 GMT -6
That'll be fun, I hope. I've enjoyed the roll-out of Shovel Knight -- I get to keep coming back to the game and then enjoy some new aspect of it (or pick up the controller and give the old version a play again).
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Post by JoJo on May 2, 2016 2:15:52 GMT -6
Well, from what I know (correct me if I'm wrong), MN9 was going for the cross-network right? like the Rocket League game? Will Bloodstained do the same thing? or it will be an exclusive network for each?
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Post by Galamoth on May 2, 2016 5:37:17 GMT -6
Certainly seems like a better idea in the long run.
I hope most of Bloodstained's future players will understand.
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Post by Overlord on May 2, 2016 6:48:24 GMT -6
I prefer having everything available from the start. If there is a mode that I'm not too interested in, I'd be much more likely to try it out if it's available after I've finished the story, rather than six months after I've last played it and then finding out that it will be available. There are many details to consider though. How long exactly will it take to get the "additional contents"? If they're going to be spaced out over a year, then I can certainly understand just releasing the story first. Also, exactly how much of it will be delayed? If it would be one or two modes, that's not a big deal. If it's pretty much everything... that's a different story. So what we have here just isn't enough for a proper conclusion.
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Post by purifyweirdshard on May 2, 2016 6:55:48 GMT -6
Cool, we were (me, Astaroth, ?) discussing them doing this very thing in the shoutbox a few days ago. Like I pointed out there, Gunvolt had done something pretty similar. It will make the task of releasing such a huge game and so many modes a bit more feasible, and easier to focus on the main experience...at the same time (hopefully) keeping people interested.
Many people do prefer a complete physical package at the onset, but I imagine a full, completed version could be released again later...perhaps packaged with the prequel and OST.
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Post by gunlord500 on May 2, 2016 7:48:41 GMT -6
If it worked for Shovel Knight--and by all indications Shovel Knight is doing pretty well--it should work for Bloodstained too. Though of course, we'll have to see how everything plays out, and which features will appear when.
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Post by CastleDan on May 2, 2016 9:49:02 GMT -6
I'm completely content with getting only the main game first, that was always the main attraction to me with those games and with all the weapons, skills, etc it'll keep me busy for a long while until the extra modes come out. Especially if it's as well done as SOTN to me, I rarely ever messed with any of the extra content, it was all about replays of the main campaign for me.
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Post by Ghalion on May 2, 2016 9:57:13 GMT -6
I guess this is how they plan on meeting their release estimates despite all the large stretch goals... Fine by me. I was looking forward to roguelike mode but I prob wouldnt touch it until after the main game then hard anyway.
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Post by Galamoth on May 2, 2016 10:15:59 GMT -6
At the very least, we will indeed get these extra modes at some point after release, giving most of us time to focus on the main story (and any other modes already in the game). Even without the planned extra modes, I have no doubt that Bloodstained will still feel like a finished product. We're already going to get IGA's Biggest Castle yet!
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Post by JoJo on May 2, 2016 10:32:07 GMT -6
And I still remember how IGA says that the game will be barely funded when he started the campaign, with the highest stretch goals of having David Hayter as Gebel and I'm sure most of us can already see how much of the content he is planning if the game got barely funded, with as much as content as SotN, with more features and stuff
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Post by Shax on May 2, 2016 11:19:26 GMT -6
Interesting.
I've never played a game where they "staggered content release." I'm sure that some people won't be happy with that but I'm perfectly satisfied. Some of those stretch goal really didn't needed to be accessible from the very beginning of the game anyways. Not saying that they shouldn't be included at all though (protecting myself from any misunderstanding here).
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Post by Astaroth on May 2, 2016 11:27:17 GMT -6
yeah, basically my points in the shoutbox were if all the modes feed off the main game, then it would make perfect sense to put like 95% focus on making the main game absolutely awesome, while using the other 5% for things like setting up a prelim 'extra mode' for testing with all kinds of flags, optimizing asset frameworks for ease of future developement, putting in the markers needed for roguelike while the databases are being written, being mindful of future content and programming in anticipation of that rather than going back later and having to add in extra testing to make sure adding a new column to an existing table didnt break things elsewhere in the programming or have to copy a database and assets multiple times for editing to fit each mode, headache avoidance type stuff
as for modes i can see ng+ and speedrun being available at launch, inti already has a framework for speedrun done with gunvolt, so the knowledge and some programming work is there already, and ng+ primarily deals with save data, and agreed that since other modes will likely be post main game anyway youd still have a built in grace period where people are focused on exploration and finding out all the cool stuff through a few playthroughs before they dive in to the extra modes ^_^
a little off topic but part of a thought i had regarding the pixquel when it was brought up during the discussion of release dates, inti has the gunvolt engine already made to run on 3ds, i wouldnt be surprised if they used that as a launching point
in any case, good info to know that it will be staggered, means we can move over to the familiar debate >P d^_^b
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Post by XombieMike on May 2, 2016 11:52:04 GMT -6
Interesting. Physical copies are a big selling point for some backers. I wonder if they will feel their physical copy is worth less than the entirety of what they expected. Offline play content should all be included upon release to avoid that. Anything online makes sense to just patch in after the physical release, but to miss out on things just because you want this to be a personal experience would lead to disappointment.
What stretch goals fit into only online features?
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Post by Shax on May 2, 2016 11:56:51 GMT -6
Interesting. Physical copies are a big selling point for some backers. I wonder if they will feel their physical copy is worth less than the entirety of what they expected. Offline play content should all be included upon release to avoid that. Anything online makes sense to just patch in after the physical release, but to miss out on things just because you want this to be a personal experience would lead to disappointment. What stretch goals fit into only online features? From the looks of it, only "Online Challenge Mode" and "Asynchronous Online Multiplayer."
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Post by XombieMike on May 2, 2016 12:17:29 GMT -6
Those two modes missing from the initial physical release don't sound like a big deal to me at all. Local co-op, New Game +, Classic Mode, Rogue like, and Boss Revenge all sound like things one would expect to be on a physical release. If someone doesn't have an Internet connection and were missing these things it would be a partial physical release. These things all add time to the development process. They certainly added the cost, which we covered. I'm willing to pay the time with patience.
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Post by crocodile on May 2, 2016 12:53:11 GMT -6
Interesting. Physical copies are a big selling point for some backers. I wonder if they will feel their physical copy is worth less than the entirety of what they expected. Offline play content should all be included upon release to avoid that. Anything online makes sense to just patch in after the physical release, but to miss out on things just because you want this to be a personal experience would lead to disappointment. What stretch goals fit into only online features? In terms of archiving material years down the line (when online servers for a game might be gone or DLC unavailable) having all the content on the disc is useful. In all other circumstances though does it matter? The physical version of Shovel Knight include the Plague of Shadows DLC since it was done by then but all the future single-player DLC is something you'll have to download later on and that was all content promised through the Kickstarter (though funded primarily by post launch sales). I haven't heard a single person complain about it and I imagine the people who would have an issue here are very small in number.
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Post by CastleDan on May 2, 2016 15:16:05 GMT -6
I rather have the actual game itself ( I mean we are here for its single player experience because at its core that's what igavanias are).
I rather get the main experience released within a decent time frame then wait 3+ years to accommodate all the features they promised to include and them have to delay the game over and over again like mighty no 9.
Why not play what we truly want out of this earlier and look forward to additional content coming to us in download form month after month?
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Post by Astaroth on May 2, 2016 15:27:57 GMT -6
true, there are a few reasons i can think of where these modes could make use of online features or be developed alongside an online feature due to similarities in implementation, the previous modes listed were ones that either have a preexisting implementation that could be referenced almost verbatim like gunvolts speedrun mode or something that is required to be developed for the main game anyway like save data
local coop i could see being at release since it would be adding inputs and support for a second character, but we dont yet know if local coop will be like shovel knight where 2 characters operate independently but are bound to 1 screen of movement (simple, to the point, and could make for some very interesting routing if miram 1 can stand on miriam 2s shoulders to reach areas early, maybe give enemies 1.5-5x more hp [difficulty setting] to make up for the increased attacking power), halo where youre splitscreen and have complete freedom of movement (more resource and programming intensive though), or 8 eyes where p1 controls miriam and p2 controls the familiar (very interesting, rarely used, and could be a 'secret' drop-in method where you just pick up a controller and start playing, good for siblings and just puttering around having fun), however they may wait and develop local coop, online challenge, and asynch coop together because they are likely to share a lot of code
depending on how long each roguelike game is and how involved a seed is, it could use a portion of the online server as a sort of generator to supplement the system calculations and cut down the amount of generation time a new game would require, if its something akin to classic mode where its only a few hours long i could see it being done completely offline, if its a remix that takes the full game and moves things around like the zelda randomizers or minecraft having that extra processing power would be a good thing (this one could be completely offline for people who dont have good intertubes, but itd take longer to generate a new seed)
classic mode could very well be done by launch since it would be the perfect mode to test out the systems needed for other modes, its shortish, cuts out a lot of extra features that require their own testing (assuming cv1 style here with jump, attack, and movement, maybe 'subweapon' to spice things up), and its very focused so setting up rooms to test out various combinations of enemies and terrain would be quick and to the point, skin later and boom youre done
boss rush and boss revenge sounds like something that could go either way, you could have a standard mode where you face off against enemy ai in normal play, but this is something that could benefit from having a matchmaking mode where you boss rush with a character, and get paired up with someone playing boss revenge and you face off, with rewards of some kind whether you win or lose, but winner gets a higher tier drop
so yeah, lot of possibilities, but ng+ speedrun and i guess classic mode are the ones that require the least diversion from main game awesomeness and could easily be done by launch, anything beyond that would be icing ^_^
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