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Post by CastleDan on Feb 3, 2016 11:06:25 GMT -6
I do have to point out that without those stretch goals they surely would have gotten less money. How much less I wouldn't dare to guess but a lot of pushing was done to get a number of those. I am curious though: when IGA said this was it during the campaign or much later? Because the way I can read it is that they have a game plan of what they want to do but if, say, a fan suggests something completely different then of course you'll say that you need to see whether it can be done. Even if all the money gathered was for 'just main gameplay' you'd never say 'Sure, it can be done.' That doesn't automatically mean that money gotten for extra modes is taking away from the main game. That's just being pragmatic about your budget, no matter the size. This is definitely true. Look, I don't want to hate on getting a game with more modes or something, I'm just expressing my worries about it. I've always been a staunch supporter of games that put their focus on a great single player experience. Games that have so many modes always felt like they hindered the main experience. It's a concern that I'm sure will be put away once we see how this is developing.
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Post by crocodile on Feb 3, 2016 23:23:06 GMT -6
Putting aside how vague more "in-game features and gameplay systems" is, I think the biggest benefit to "extra modes" and why so many of them were offered as stretch goals is parallelism. That is to say they are stuff that can be worked on at the same time as the main game and not be a conflict of resources. Like once you've actually built your assets, you can work on the Main Game and Classic Mode all at the same time without butting too many heads. The prequel mini-game will likely be in the vein of Mighty Gunvolt so there won't be too much overlap in staff between that and the main game either. Too many gameplay systems could result in bloat and poor balance as well so that can be a concern too. Like I said, I'm not hating on extra game modes. That's good and all but I just think there's an argument to be made about putting all that money and all that attention into the main game. All those resources being used for the main purpose of the play experience to me would help the visual systems look as best as it can, implement more gameplay systems, and give them more time to make those gameplay systems balanced as all their resources are being used in one area. For instance IGA has gone on record saying... well this gameplay idea is wanted but we would have to crunch the numbers to see if it would be even possible because we are using ALL the money on everything, there might not be any to spare. So, if there weren't so many game modes the focus could have went more to ideas they might have wanted to explore in-game. To me, IGAVANIA'S weren't about the extra modes, but the single player game experience, and the games that had the most focus on that I usually enjoyed far more. Having said that, once again. The game modes being included do excite me, I just hope because of this it won't keep pushing the game back, and it won't effect the main game at all. Putting aside that IGA has made it clear more than once that he understands we care the most about the single player campaign and the already mentioned fact that a lot of these modes brought in cash the campaign wouldn't have gotten otherwise, I think one has to keep in mind that more cash doesn't correlate to an equal increase in graphics or the single player content/campaign or etc. Development bottlenecks, task specialization (network programmers who are going into making the online modes aren't going to be helpful with asset creation or level design) and diminishing returns means even if you doubled the money "going towards" developing the single player campaign (which would translate to X number of extra people over X amount of extra time) that doesn't mean its quality or content will double. I'd also note that a lot of the modes mentioned here are single-player content and are staples of past Igavanias like Boss Rush & New Game +. I understand you aren't hating so I'm not accusing you of that at all and I think being more interested in the single player game above all else makes total sense. I just don't think you are thinking about this correctly. You can't just think about it from the perspective of a consumer but also development as well. I can't comment on the delivery date (like if they decide to wait to ship until EVERYTHING is done or ship the game once the most important content is locked down and serve the rest as free DLC), but I don't think you should worry about how other modes might affect the main game at this moment in time.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Feb 4, 2016 9:34:49 GMT -6
single player is the main cd and all the extra modes are remixes and mashups of the main tracks, so in order for the extra stuff to be good you need a strong base with the single player castle >P
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Maker
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Post by Maker on Feb 4, 2016 10:59:41 GMT -6
Simplest put quality over quantity. Even if the added on modes seem sparse I cannot imagine they'll feel that way.
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Post by LordKaiser on Feb 4, 2016 15:15:27 GMT -6
Only 1 thing and if it's possible that the discs of the the people who pledged on Kickstarter for a physical copy have different art printed on them or something that differentiates them from the retail copies. Also the slipcase in metal if it's possible although I'm fine if not.
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