Flyboy, on Jul 20 2005, 07:58 PM, said:
I would think, in fact, that anyone that was serious about plug-in development would want to expand their knowledge with as large a variety of engines as possible, rather than limit themselves to one certain type.
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If you believe that the C and O engines are redundant for anything other than messing about, that's not an argument either. There is nothing in either the C or O engines that isn't also in N. Neither of those engines has any advantage over N, other than the fact that they can be regarded as N with training wheels on. By all means, use C and O to cut your teeth; to learn the ropes. But one day you're going to have to face up to the fact that C and O are commercially dead, and that you'll need to graduate to N if you want to do anything of any public worth.
The only way for you to convince me, is to prove that the C and O engines are commercially viable for plug-in developers.
Flyboy, on Jul 20 2005, 07:58 PM, said:
Subjective preference at it's best: Technically speaking, anyone who has ever developed any plug-in, on any engine, is a developer.
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So you're undermining my criticism of bad developers. What you're actually doing there is defending people's rights to do a shoddy job. Interesting.
Flyboy, on Jul 20 2005, 07:58 PM, said:
Again, an opinion. In MY (subjective) opinion, it already has stood the test of time. Look at how long Nova has been out, and how many TCs have emerged for it. Compare that ratio with the same time frame for EVO or EVC. You'll find that the ratios for previous versions are considerably higher.
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I don't believe that the volume of released TC's for N has anything to do with engine documentation, and everything to do with run-away dev teams trying to out-do an excellent stock scenario, or not being able to organise themselves effectively and efficiently. How long did it take ATMOS to produce the Nova scenario? And that was with tight deadlines, a hard but fare taskmaster sat on their shoulder and a mature team that was -for the most part - separated by a car journey. No plug team that I'm aware has the benefit of any of that. If Aftermath were similarly endowed, we'd have been live 6 months ago.
The possibilities within the N engine have given us too many stelar ideas. And because we have no clearly defined upper limits, you get project scope creep. That's mostly due to the free-sweetshop mentality that the N engine encourages ("Oh, I want a bit of that, one of those, one- NO; two of those, a spoon of that, a bag full of that stuff over there... etc."). To claim anything else is delusional. You're blaming ATMOS and ASW for our deficiencies.
Flyboy, on Jul 20 2005, 07:58 PM, said:
Lastly (because I'm not trying to write a book here...) Nova is what I call an "aspect" game- it combines aspects of several other games and programs into a playable engine. The fact that EVC/O was available to "only about 3% of the people in the world" means that 97% of the people in the world have not experienced the aspects of those engines.
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Let's break that down. EV* is a combination of the following major aspects: trade, roll play, space shooter. Your statement can be read in two ways; either that 97% of the world have not played a trading game, or a roll playing game, or a space shooter; or that 97% of the world has not played a game with that mix of aspects.
Either way, you're patently wrong. You can't possibly argue the first position and still be sane, and you can't argue the latter and retain any sense of credibility as either a gamer or a game developer (Elite, arguably the father of the genre, predates EVC by a decade). Either way, I don't see what that has to do with what we're talking about...
Flyboy, on Jul 20 2005, 07:58 PM, said:
A main consideration in developing a successful plug-in (or game, or movie, or etc...) is to provide the user/consumer with a new experience. Why then, we we (as "serious" developers) not play the EVC/O engines to gain ideas and material for our TCs? Why we not dabble in their development to see how they were created?
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In context, what are you saying there? That because 97% of the world hasn't played C/O, that it's fare game during Rape & Pillage season?
Anyway, I have nothing against people using C/O to better themselves. But that's not what we're
talking about, neither is it the point of this discussion. What we're talking about is the validity of developing a TC for public release on a platform that's barely used by anyone - other than developers and fanatics. It's like Microsoft coming out and saying "we've developed this brilliant bit of software, it's gonna change you're life. But, by the way, you've got to dust off your Intel386 Microprocessor systems and it's all done through DOS."
...though I wouldn't put it past them...
This post has been edited by Hudson : 20 July 2005 - 04:52 PM