| Jonathan Jennings |
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good lord this nailed the average gameFaqs post to a tee , lol
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| Enrique Dryere |
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My favorite is the suggestion to record voice overs for barks to say how weird it is to encounter another player. Can you imagine an MMO doing that? Haha.
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| Jimmy Albright |
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Is there some backstory I'm missing to this? Is this post completely satire?
Edit: WOOSH, apparently. |
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| Ali Afshari |
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This was great. I love GD Mag, but this is my favorite part of each issue.
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| Luis Guimaraes |
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So many subtle jokes, and so precisely accurate! Just perfect! Laughed all the way!
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| Bart Stewart |
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I have an uncomfortable feeling that some of this sort of commentary actually showed up in forums when STALKER 2 fell apart and a subset of the devs started working on the MMOFPS Survarium....
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| John Maurer |
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The moment I read "I don't buy their excuse for a second that [creating a network layer] would be "too hard.", I was like this guy is full of @%$!. Then i realized it was a gag, and I just started rolling. Addressing latency issues alone is enough to make your eyes bleed. I liked the cliche reference to spagetti code and his "video game college education" exploits caked with technical disconnects, nice sum up, good times.
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| James Margaris |
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What spectacular timing to satirize "entitled" gamers in this of all weeks. How dare the idiotic ingrates we call "customers" demand working games - so entitled!
This works better as a brilliant satire of the reactionary rejection of valid complaints as "entitled" that has become increasingly frequent. |
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| Arnaud Clermonté |
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There's also "Now they are just asking for piracy"
or the good old "That's it, I'm cancelling my pre-order! For real this time!" |
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| Zirani Jean-Sylvestre |
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"Game developers being so LAZY, succumbing to greed, living like fat cats eating caviar, and driving Bentleys."
Hahahahahahaha |
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| Tyler Shogren |
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Respect to the devs!
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| Mathieu MarquisBolduc |
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"How dare they not cater to my exact preferences, which are obviously the best"
Hehe. Its all helmet straps. |
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| Dan Jones |
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One of my favorites is, "Sorry, devs, this game is too expensive. Trust me, if you priced it at (insert current price divided by 2) you'd sell (insert ridiculous number) times as many copies! I would like to play, but I'll wait for a price drop."
You can find a variation on this theme within the forums of basically every game that has ever been sold on Steam. It's amazing how many marketing experts hang out on those forums! |
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| Aaron San Filippo |
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This is awesome!
Also, if you think this the "all-too-accurate" claim is dubious, check out page 5 of our greenlight page: http://steamcommunity.com/sharedfiles/filedetails/?id=92973632 :) |
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| Aaron Fowler |
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I needed a good laugh. Thank you.
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| Kristijan Lujanovic |
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Am I only one who had to google this game?
And still cant find much. Is this thing indie project? Aren't we expecting much? When I see trolling of this kind I like to quote Les Twins: ''Show me.'' If coding multiplayer games is that easy. Real coders are still loosing money in this industry. They could make 4 times more money working for internet startups or on some banking internal accounting app. Or working on anything else. So I would complain about something else like level design, production or writing... |
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| Michael Wenk |
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I found the article funny. However it did make me think of a common problem between game companies (usually community managers, but also devs/execs) and their customers. Simply put the game companies don't seem to listen to their customers unless those customers are speaking with their wallets. Admittedly you have many forum posts like the one parodied here, but I have to think that there's likely some truth in those posts. And then when a title does poorly, either via sales or Metacritic, I really have to wonder if the company had listened to its customers, if it would have done better. Of course in some cases it probably wouldn't have, but in some it would have.
It also makes it hard to see the company blame others, usually piracy, but often their own customers, usually for not understanding their game. Remember, the game company needs the customer much more than the customer needs the game company. |
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| Kaitlyn Kincaid |
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anyone else getting a "Poe's Law" vibe?
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| Robert Schmidt |
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Is this a failure of the customer to be a reasonable human being - obviously experiencing the dunning-kruger effect or is this a failure of the game company to manage expectations? I have to deal with customers every day and "educate" them on costs and timelines for their requirements. If my customer is upset with me because a change they think should have taken an hour has taken a week then I have failed to communicate. I guess there will sometimes be people that cannot be reasoned with but that should be rare.
The complaints I see most often in game forums usually center around a lack of updates around when promised new features will be delivered or promises of new features when long standing bugs or past feature promises haven't been fulfilled. I realize this is a false dichotomy but I think it is also a legitimate concern that sometimes companies seem more interested in gold-plating than stabilizing. Some of my clients use the ITIL approach to IT service management and one of the things I really like about it is that once a bug has been assigned, which it must be immediately, the tech who has been assigned the task must provide a status update every day. That way the customer knows their issue is being looked after even if they do not know when to expect a solution. I see game companies put up community websites in order to communicate with their customers but then fail to use them. A lot of stress could be relieved if the company made a daily post saying, we are x% through our bug list and x% through our features. The users then hear progress instead of silence. Keep the customer informed. The above customer, I know it is a parody, is complaining that their suggestion isn't being delivered. Why not just tell them, we are not scheduling that feature at this time, and this is what we are working on? So effective communication is the solution, not dismissing our customers as being unreasonable. |
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| Jeremy Reaban |
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I think it's attitudes like this that explains why the game industry is doing so poorly.
When you have such contempt for your customers, it's going to have an effect. Between this and Lucy Bradshaw/EA telling people how they they should enjoy games, I think the industry certainly needs a dose of humility. One would think all the developer closings would have provided it, but apparently not. Apparently developers and publishers feel entitled that customers should give them money regardless of the product they produce. Well, this was written before Sim City. Well, Sim City wasn't the only high profile game that was shipped half-baked. Aliens: Coloniel Marines anyone? |
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| Amir Barak |
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Funny and sad at the same time...
Not sure, but I don't think this piece is satire. A parody, for sure, concerning the whole over-zealous-but-technically-lacking fan. What is the point of it though, it raises no real issues, has no real point and offers no resolution beyond self-satisfaction on part of the writer/s knowing that they made fun of someone who is an easy target... That said, I have only read this particular post and so if there is a more complete fiction, one that also portrays the lies, misinformation and banalities regularly spewed by the industry's best (or is it worst), written in the GD mag perhaps I would have gained further amusement. |
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| Michael O'Hair |
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"And it's not like you're building a brand-new game. You just make the existing polygons, textures, and pixels appear in everyone's game at the same time and you're basically done."
Of course! Fire the entire dev team and replace them with Forum-Guy. We'll save millions! |
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| Jim Hejl |
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Hilarious. This bit had me laughing out loud, "You just make the existing polygons, textures, and pixels appear in everyone's game at the same time and you're basically done." Ah, the sharp wit of satire. Nicely done.
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| Kujel Selsuru |
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I've read these types of comments more then a few times and this piece sums them up very well. I love how this character thinks adding online functionality is a simple task when in fact it's a real pain in the ass.
PS: this is only the second time I've ever seen the term spagehetti code, the first time I was talking to my older brother about the keyword goto and how it seems largely useless to me and he commented how it adds in great potential for bugs. |
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| Arthur De Martino |
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Yes because creating this huge strawman and planting him here in a place where people actually makes games will help us to reach enlightment over the issue of players that demand features.
Clearly that was all we need, a place to agree with the author and pat ourselves in the back, not actually reading player feedback and judging by themselves what is silly and what is valid. Pff...Entitled lil piggies need to go back to their curral there is GAME that needs to be made and our deeply artistic vision that in no way shape or form try to be designed to other people are a exclusive product of our very own expression and nothing more cannot be under the influence and opinion of others; |
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