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<blockquote data-quote="WizarDru" data-source="post: 5295296" data-attributes="member: 151"><p>The problem with both Sidekicking and Exemplaring is that they didn't always work that well. When a friend with a level 50 character exemplared with our level 10, he wasn't suddenly a Level 10....he was a level 50 with 40 levels worth of attack bonuses removed. So he still had access to enhancements that made his then-limited powers far more powerful than our characters. The reverse was also true...a level 20 character raised to 47 is not the same as a level 47 character in CoX (or at least didn't used to be, it's been a couple of years since I played regularly).</p><p></p><p>I just read that interview with Emmert, and his admission of mistakes on ST:O and CO read like excuses that don't really grasp the problems that they encountered. He seems to be trying to say that their problem wasn't that they have a bad design process that emphasizes speed...but that those darned fickle consumers expect that the game will work and have all the promised features at launch. When I played the ST:O beta right up until launch, I was continually amazed how many major bugs existed in the game, unaddressed. I mean, errors that were in the newbie mission, like you spawning as your starship on ship-based and away missions. Aspects of the design like having to do stupid fetch quests and patrols to get access to a Phaser-II or a new ship. Pointless fleet actions, sluggish controls and away missions that were so buggy that people couldn't finish them and so on.</p><p></p><p>Emmert's takeaway from all that is that if a feature isn't in a game at launch, it's irrelevant to customer adoption numbers; if you have the feature in at launch but its buggy and terrible the negative stigma of your failure will never be dissuaded. But they seem to miss the "we shouldn't have rushed" idea entirely: "<em>We are going to make sure that we carve out, in the time we have, to make the best possible content. Not the most, which is oftentimes what we did in the past, and one of the ways to make sure we're doing well, is we're having a new, basically every few months we have a vertical slice. </em>" There is no tacit admission that, "Hey, maybe we should actually develop the Klingons content beyond just being PvP" or "Perhaps we should have done more combat testing before nerfing defense into unplayability for many in CO", for example. </p><p></p><p>Emmert's description of the games shows that maybe they're competing with a Borderlands model, maybe with a Guild Wars model...or maybe a Pay-as-you-go model. DDO's pay2play model works because by the time they implemented it, they already had a fairly extensive amount of content and had already fixed many issues that drove people away earlier. Borderlands works because you can enjoy it solo or co-op..and there are rewards for playing co-op beyond just having more people present. And both of them have offered up periodic new content on a regular basis. Even Guild Wars offers annual events every few months for free.</p><p></p><p>I see lots of vague promises for new races, new classes and so forth that echo the same kind of 'by-the-pants' development cycles that got them their current reputation. MMO or just online co-op game, my faith in Cryptic as a developer makes me very wary of this.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 5295296, member: 151"] The problem with both Sidekicking and Exemplaring is that they didn't always work that well. When a friend with a level 50 character exemplared with our level 10, he wasn't suddenly a Level 10....he was a level 50 with 40 levels worth of attack bonuses removed. So he still had access to enhancements that made his then-limited powers far more powerful than our characters. The reverse was also true...a level 20 character raised to 47 is not the same as a level 47 character in CoX (or at least didn't used to be, it's been a couple of years since I played regularly). I just read that interview with Emmert, and his admission of mistakes on ST:O and CO read like excuses that don't really grasp the problems that they encountered. He seems to be trying to say that their problem wasn't that they have a bad design process that emphasizes speed...but that those darned fickle consumers expect that the game will work and have all the promised features at launch. When I played the ST:O beta right up until launch, I was continually amazed how many major bugs existed in the game, unaddressed. I mean, errors that were in the newbie mission, like you spawning as your starship on ship-based and away missions. Aspects of the design like having to do stupid fetch quests and patrols to get access to a Phaser-II or a new ship. Pointless fleet actions, sluggish controls and away missions that were so buggy that people couldn't finish them and so on. Emmert's takeaway from all that is that if a feature isn't in a game at launch, it's irrelevant to customer adoption numbers; if you have the feature in at launch but its buggy and terrible the negative stigma of your failure will never be dissuaded. But they seem to miss the "we shouldn't have rushed" idea entirely: "[i]We are going to make sure that we carve out, in the time we have, to make the best possible content. Not the most, which is oftentimes what we did in the past, and one of the ways to make sure we're doing well, is we're having a new, basically every few months we have a vertical slice. [/i]" There is no tacit admission that, "Hey, maybe we should actually develop the Klingons content beyond just being PvP" or "Perhaps we should have done more combat testing before nerfing defense into unplayability for many in CO", for example. Emmert's description of the games shows that maybe they're competing with a Borderlands model, maybe with a Guild Wars model...or maybe a Pay-as-you-go model. DDO's pay2play model works because by the time they implemented it, they already had a fairly extensive amount of content and had already fixed many issues that drove people away earlier. Borderlands works because you can enjoy it solo or co-op..and there are rewards for playing co-op beyond just having more people present. And both of them have offered up periodic new content on a regular basis. Even Guild Wars offers annual events every few months for free. I see lots of vague promises for new races, new classes and so forth that echo the same kind of 'by-the-pants' development cycles that got them their current reputation. MMO or just online co-op game, my faith in Cryptic as a developer makes me very wary of this. [/QUOTE]
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