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161  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 15, 2015, 06:36:17 PM
Today's level:

The Forgotten Fortress

On the surface, this is a pretty straightforward castle level in the New Super Mario Bros U style, with a few simple tricks and situations that require you to think fast. It's not too challenging. I think it's the first level I've made that I finished in my first attempt when uploading it.

What makes it unique is that I created a less obvious speed run route, with enemies and objects carefully placed to allow you to maintain momentum forwards at all times if you do it all correctly. There's a short conveyor section in the middle, but if you pull off the speed run route correctly, you can skip right past it. There's no hidden secret to it. All you have to do is keep running while jumping at the right moments. Preparing my level for speed running was pretty damn difficult, not least because I had to actually pull off the jumps correctly myself, and multiple times too. I do believe it made the level tighter though, and it's something I'll definitely consider doing for future levels as well.

There's no way to record gameplay with the Wii U without special equipment, is there? I'd love to record a speed run of this level to prove that it's possible.

Edit: Just did the whole level in 27 seconds. I messed up a little at the end, so I think it should be possible to do in about 22-23 seconds.
162  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 14, 2015, 08:36:28 PM

Quote from: Lordnine on September 14, 2015, 07:11:54 PM

Tilt, you REALLY like timing based jumping puzzles don't you?   Tongue

You mean the kind where I have enemies crawling around the platform you're jumping to/from, requiring that you keep moving? *shrug* Those are high intensity sections of my levels, where you're supposed to feel unsafe (without being in any major danger) until you reach safe ground again. I try to offset them with low intensity sections before and after, though I like to break the rules. The jumping section in Calamity Caverns was a product of my inexperience with level design for Mario, and I would have made some changes to it if I made it again now. I'll probably make a version 2 that doesn't feel so busy.

Essentially, I try to avoid creating levels where you just hold right and jump at the correct moments. I'm trying to capture some of the magic of the better level design from the Mario games, the levels that make you change your approach to things. This is one of the reasons why I have the conveyor returning you to the start of the level for a brief moment in Conveyor Castle, or why I have you crawl through tight passages, ducking to avoid spikes in Heart of Ice. If I can make something that feels fresh and isn't needlessly difficult, I've succeeded at some of my intentions at the very least.

I'm also trying to do these things without falling into the traps that the vast majority of level creators for Super Mario Maker seem to fall into. That means no enemy stacking so far in all my published levels, almost no enlarged enemies (I've only enlarged two, and they made perfect sense for the situation), and no cramped levels (except for in shorter parts of the level, such as in Heart of Ice). It's an interesting challenge.

Now if only I could gain some more stars. There's been a surprising lack of players trying my levels today, and even fewer of them have finished them. A few people have starred my levels without finishing them though, which is kind of funny. I've got 10 stars so far, but I need 50 before the upload limit is increased. You can initially only upload 10 levels, but this increases to 20 once you get 50 stars.

I'm sad that nobody has finished Spooky Secrets yet. That's by far the best level I've made, but I guess the few people who've tried it gave up once they realized the way forward wasn't immediately obvious.
163  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 14, 2015, 06:36:23 PM
One final level, and then I'm done for today. I'm spamming the hell out of this thread. Tongue

Heart of Ice

This level is a somewhat straightforward underground level for Super Mario World, but with the additional complication of there being ice all over the place. Don't worry, I won't have you navigate across ice platforms over bottomless pits. Also features Yoshi, who makes the level quite a bit easier if you can keep him around.
164  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 14, 2015, 03:43:46 PM

Quote from: EddieA on September 14, 2015, 02:01:15 PM

My first level - Piranha Plant Panic (dumb name, but I couldn't think of anything clever) - 24A5-0000-0034-86DA

It's simple and fairly easy, but I think this is the first time I ever actually finished making anything with an editor, so I'm happy with it.

Just played it and finished it on my second attempt. Gave you a star too. smile

I'm not a big fan of pixel-perfect platforming, but you did well despite that. Your level has a consistent theme and doesn't outstay its welcome. I'd be careful with having the player make leaps of faith though (such as the long jump very early on that you just barely make), and let platforms breathe a little. One block alone above lethal danger is a problem because Mario doesn't control precisely enough for that to not be frustrating. I mostly stick with a minimum of 3 blocks in width and instead introduce other elements of danger to keep the player on his toes. You'd be surprised how often players will fall off of platforms that are even wider than that if you keep them busy.
165  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 14, 2015, 12:11:57 PM
Another one! I'm on a roll. This time it's an outdoors Super Mario World level where I try to replicate the feel of the original game. That means open areas with opportunities to skip parts with some fancy flying or jumping, lots of opportunities to kick off steam, and a difficulty that's not too steep. All in all, this level is probably the most relaxing of the ones I've made so far.

Yoshi's Day Out


And another! This time I tried to recreate the atmosphere and gameplay of the tank sections in Super Mario Bros 3. It's an autoscrolling level with lots and lots of chaos, but it's not too difficult. There's even a boss battle at the end, and I tried to force the player to finish it before he can proceed, which isn't easy to do in this game.

Tanks, Baby

166  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 14, 2015, 07:47:29 AM
Another level completed, this time a Super Mario World ghost house. It's pretty long, but the difficulty is very forgiving with only one or two tight spots that give you mushrooms before and after. This is my best level so far at this point.

Spooky Secrets

As with all Super Mario World ghost houses, this level is more about figuring out the trick to the level rather than following a linear path or defeating enemies.

Edit: This level no longer exists, but has been replaced with a new version. See further down on this page for the new version.
167  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 14, 2015, 05:43:04 AM

Quote from: Bullwinkle on September 14, 2015, 03:47:13 AM

An early test for me.

Turtle Timing

Heh yeah, it's pretty clearly a test level, but as far as tests go, it's at least a little entertaining. Tongue

Thanks for the stars and comments, btw.
168  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 13, 2015, 09:46:38 PM

Quote from: Lordnine on September 13, 2015, 09:39:38 PM

I actually didnít realize I could go the other way unassisted.  It looked too high to jump which is what prompted me to look for the spring.

It is too high to jump, but the New Super Mario Bros U style is unique among the 4 game types in Super Mario Maker in that you can wall jump. Taking the shorter path in my level requires that you know how to do that.
169  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 13, 2015, 07:58:59 PM
New level uploaded:

Conveyor Castle

This one was surprisingly tough, and I kept having to reduce the difficulty over and over and over again while playtesting. It's still pretty damn difficult, and it's a cakewalk now compared to what it used to be. Kind of disappointing really, because I didn't really intend for this level to be so hard. Still, it's not unfair in the slightest, but requires you to focus on multiple things at once. It's basically one giant conveyor that you have to follow along. If you lose it, you'll die.

Learned a lot from making it.

Quote from: Lordnine on September 13, 2015, 07:48:21 PM

Do you mean the slot machine (I donít know what that is actually called) area?

I meant the castle behind the flag, but that's only out of habit. I realize now that you're using the Mario 3 theme, so there's only that slot thingy you mention. My memory was playing tricks on me.

As for your level, I gave you a star but you chose a lot of my most hated enemies.  icon_razz

Out of curiosity, which ones are that? I love the enemies I chose in this stage, though Conveyor Castle above has one of the enemies I think can be really annoying (Magikoopa).

I didnít like being forced to carry the spring back across the tiny platforms with spiky bastards.  I think I died about 10 times attempting that.  Also, giving the propeller hat power-up when you really need the fire-flower seems like a cruel joke.

Yeah, it's the hardest part of the level, but also optional. Did you try the other, shorter path? The upper path is faster and easier, but gives less rewards and will deny you the option of reaching the top of the flagpole. The bottom path is harder, but gives more rewards, including an additional 1up, a fire flower, and the propeller hat. You can choose not to pick up the latter, but it's required if you want to reach the top of the flag pole. It's kind of a risk-reward thing, though it'll only make sense on multiple playthroughs.

By the way, my levels are designed to contain 3, and exactly 3, 1-ups. I've placed them in such a way as to encourage replaying the levels.
170  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 13, 2015, 05:34:25 PM

Quote from: Lordnine on September 12, 2015, 07:34:08 PM

Actually, just ignore that level, it's not very good.

This one is slightly better.  

A Bounce in the Clouds.

Just gave it a go (and gave you a star). Not bad at all, especially compared to most of the other stuff out there. smile I've mainly got three complaints about your level:

1) All the bouncy stuff can get annoying, particularly over bottomless pits. Bouncing off a trampoline bouncing off a music box is doubly annoying. You should be careful with this kind of stuff.
2) When placing enemies, consider where they'll end up moving. I often found enemies dropping from the sky in ways where only luck could save me from them, and some enemies wandered into a pit before they even had a chance of becoming a threat.
3) The end had a considerable difficulty spike and was very hard to follow. I won, but it felt like it was out of luck. I'd remove one of the Hammer Bros and extend the ground a little more to the left in front of the castle.

I've also published my own first level now:
Calamity Caverns

My goal is to make my levels feel like they could fit into existing Mario games. I'm not trying to reinvent the wheel, only to create fun platforming.

Edit: Retroactively adding screenshots to my posts, since I just discovered them on my Miiverse page.
171  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 12, 2015, 04:37:56 PM

Quote from: Lordnine on September 12, 2015, 02:58:12 PM

Quote from: TiLT on September 12, 2015, 06:09:07 AM

Quote from: Lordnine on September 12, 2015, 02:09:39 AM

Anyways, if you want to look for my crappy first level itís called Left is Best!
but at least unlocked almost all the tools.
How?  My game told me that I wouldn't unlock anything additional until the following day (Saturday).

There are two ways to get around the unlock system since the first patch. One is to do what you did (spend 5 active minutes in the editor until you're told that more stuff is coming tomorrow), then exit to the Wii U's main menu and adjust the date one day forward. Restart the game, spend another 5 minutes in the editor, and repeat. That's what I'm doing.

The other, and newer, option is to (as far as I know) use every single item available to you (they're marked with an exclamation mark if you haven't used them) until you're told that more stuff is coming soon, then place down a whole bunch of standard blocks until it unlocks. Use all the new items that you just got until you again get this message, and repeat.
172  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 12, 2015, 06:09:07 AM

Quote from: Lordnine on September 12, 2015, 02:09:39 AM

Anyways, if you want to look for my crappy first level itís called Left is Best!

I don't think it's possible to search by name. Post the level's ID, and I'll give it a try when I return from Stockholm on Sunday. smile

I barely managed to give the game a try before I had to leave yesterday, but at least unlocked almost all the tools.
173  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 08, 2015, 06:42:12 PM
I think I'm going to spend the majority of my time in this game creating levels instead of playing them, as that's what I enjoy the most. Not to mention the fact that of all the levels I've seen created by those with access to the preview version of the game (and I've seen a LOT of them), the good ones can be counted on one hand with fingers to spare.

As I've watched YouTube videos of people making horrible, horrible levels while honestly thinking that they're making something good, I've come to realize once again how everyone's a designer, but almost nobody is a good designer. People lose perspective of good gameplay as soon as they have to make it themselves. Most levels people make in this game end up being ridiculously hard without offsetting it with fun in the way a Mario game should, and I don't get the impression that it ends up this way because the creators want their levels to be hard. It just ends up that way because they lose perspective the instant they put that first building block down on the screen. They would benefit greatly from playing one of those old Mario games again and looking at how their levels are designed.

A couple of tips to avoid the common pitfalls I see the worst creators (ie. most of them) make:

  • Don't stack enemies on top of each other. If you have to stack them, don't just do so because you think your level is easy. The original Mario games almost never stacked enemies, and for good reason. A bunch of stacked enemies do not make a good boss at the end of the level, despite what most previewers seem to think.
  • Stick to a theme. Pick a couple of enemies and use those for the majority of your level. Good Mario levels have only a small handful of enemy types in them. If you're tempted to add half or more of the available enemy types to one single level, you're probably on the wrong track.
  • Pixel perfect precision jumping isn't fun. It may seem easy when you're creating your level and playtesting that small section alone, but unless there's something about your jump that makes it fun, give the player a little room for error. Don't force him to jump across half the screen only to land on a single block at the other side. Either shorten the length of the jump or add more blocks in the landing zone.
  • Good design comes from good pacing. The best levels give you a mix of high intensity and low intensity to create contrast and give you a little breathing room between difficult sections. It can be as little as the opportunity to send a shell flying into a bunch of enemies between two platforming sections to blow off some steam, or it can be something as basic as a pipe you can go down to collect a bunch of coins without ever being in danger.
  • Remember that there are no checkpoints in this game. Try not to put your most difficult section at the very end for that reason, as the last thing you want to do is to have the player repeat 90% of your level over and over again until they can do it blind, only to fail repeatedly at something stupidly hard at the very last screen. Long levels should have margin for error and slightly lower intensity to keep frustration to a minimum. If you want a high intensity level, make it short.
  • You're an expert at your own level, and you know its every trick. If you keep dying over and over again to a section of the level while playtesting, take the hint. It's probably way too difficult. Give the player a powerup before the difficult section, or reduce its intensity somewhat. Furthermore, what appears easy to you may be incredibly difficult to someone else who doesn't make the same assumptions about a situation that you made when creating it. Try to put yourself in the shoes of someone who knows nothing of what's just ahead.
  • Don't use invisible blocks. Just don't. If you have to, take a cue from the old Mario games and use it as a secret bonus block in a position where someone could reasonably expect to find a secret, and never as an obstacle. Kaizo-style levels are fun to watch on YouTube, but they aren't fun to play.
  • Some enemies are traditionally more annoying than others, and were often used as unofficial minibosses or major obstacles in the original Mario games. Use them sparingly, and make sure you know why you're using them. In Super Mario Maker, these enemies are Bloopers (the squids that follow you around underwater), Bowser (obviously), Bowser Jr., Hammer Bros, Lakitus, and Magikoopas. Having said that, Magikoopas are less of a threat in this game than they used to be, as they don't respawn here. Still, use them with care.
  • Never ever make gotchas. A gotcha is a lethal situation that can only be avoided if you know about it in advance, forcing the player to use trial and error to complete your level. This is never fun for the player. In other words, don't send Thwomps down from the ceiling where the player can't see them. Don't offer a choice of two doors where one leads to certain death. Don't do anything that can kill or damage the player in a way he can't predict, no matter his skill level. Trying to place "clever" hints in advance is unlikely to help, as what seems obvious to you as a designer may be completely opaque to the player.
  • Are you trying to make a level for Mario newbies to enjoy? Make sure your level can be completed without using the run button, since running and jumping at the same time is a skill that new players struggle to master.
  • Don't litter your level with sound effects. They make it look cheap and tacky.

You can disregard any of the tips mentioned above, but you have to understand why you're doing it and what you're going to achieve by doing so. Thinking outside the box is a great way to create truly unique levels, but you must understand how to think inside the box first. Generally speaking, if you don't understand a rule, you don't understand how to break it properly either.

Personally, I'm going to try to create levels that could fit into the original games (Super Mario World mostly, as that's my favorite one). I want the players to feel as if my levels could have been official Mario levels. If I can do that, then I'm going to go a little more crazy.

Remember, you can only publish 10 levels at first. If people don't enjoy and star those levels, you'll never be able to publish more, as the amount of levels you can publish is tied to the number of stars you receive from other players.

Edit: One more thing: Don't make everything huge with the mushroom just for the heck of it. Huge enemies have a purpose in this game, but are at their most interesting when used very sparingly. As it is, all the bad creators seem to make the majority of their enemies huge for no reason at all.
174  Gaming / Console / PC Gaming / Re: What are you buying this week? (9/8) on: September 08, 2015, 04:27:33 AM
Super Mario Maker for Wii U.
175  Gaming / Console / PC Gaming / Re: Super Mario Maker (Wii U) on: September 02, 2015, 02:46:47 PM
Reviews are starting to come out (including from our benefactors), and they're all very, very positive. Seems like I didn't make a mistake in buying a Wii U for this game. smile
176  Non-Gaming / Political / Religious Nonsense / Re: Please explain to me how this is not ridiculous. Come on guys. on: September 01, 2015, 07:51:29 PM

Quote from: Isgrimnur on September 01, 2015, 07:01:21 PM

Is it open season on personal attacks now?   

Well, I have no issue with ATB's attack on me, since I started it and pretty much asked for it. I would assume that since he replied to me in kind, he also had no issue with me saying what I did in the first place, beyond him obviously disagreeing.
177  Non-Gaming / Political / Religious Nonsense / Re: Please explain to me how this is not ridiculous. Come on guys. on: August 31, 2015, 01:30:19 PM

Quote from: ATB on August 31, 2015, 01:10:29 PM

Transphobia is not a thing no matter how many times you say it.

*personal attack removed*
178  Gaming / Console / PC Gaming / Re: on: August 31, 2015, 08:43:13 AM

Quote from: Purge on August 30, 2015, 10:18:38 PM

Tilt, in what universe would you say anything that wasn't against MS?

Ah, the paragon of impartiality chimes in. Let it go.
179  Gaming / Console / PC Gaming / Re: What are you buying this week? (9/1) Snake? SNAKE?! SNAAAAAAKKEEEEE!!!!!! on: August 31, 2015, 05:28:45 AM
Nothing. Waiting for Super Mario Maker next week, and the MGS series never appealed to me in the slightest.
180  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Assassin's Creed Syndicate on: August 29, 2015, 04:56:28 PM

Quote from: EngineNo9 on August 29, 2015, 04:36:11 PM

Ah, Ubisoft, back to their old practices.

Did they ever leave them?
181  Gaming / Console / PC Gaming / Re: [PS4] Uncharted 4 on: August 29, 2015, 06:48:22 AM
They used to hand-animate character faces based on video that was recorded during the motion capture sessions. With Uncharted 4 they're using newer technology that allows them to automatically record and animate facial features. They still go in and animate by hand afterwards, but they've got a solid template to work from now.
182  Non-Gaming / Political / Religious Nonsense / Re: Please explain to me how this is not ridiculous. Come on guys. on: August 28, 2015, 08:42:43 PM

Quote from: Lee on August 28, 2015, 08:10:25 PM

Is it needed?


Is there a large population that needs/wants this?

Probably not. Does the population have to be large for something like this to be valuable though? The LGBT community is a minority, but that doesn't make their opinions worth less than others. Whether or not adding these words is actually what they want is a different matter.

When would we use such terms?

When asked to, or if we're uncertain about someone's gender. It would be weird for a little while as these things don't change overnight. We've all grown up in a society where transsexualism's purpose has been to joke with, something that "other people" do. That's not the case anymore. We live in a more enlightened society (those parts that aren't entrenched in religious fundamentalism, anyway) these days.
If in public and you assume the person you are talking to is transgender, and they are not, is it an insult?

Probably, but this kind of thing would become less of a problem as we get used to the words. Right now, someone suggesting that you're transsexual when you're not could be the most insulting thing ever, but is it really? There's a mountain of prejudice and old habits to climb here.

But then again, doesn't a transgender person still want to be called him/her?

Depends on the person, I suppose. If they want to be referred to as him or her, then that's fine. Gender neutral words are mostly intended for people of indeterminate gender, I suspect. Modern research into the subject has revealed that, unlike what we used to believe, gender actually isn't a binary value.

If you know someone who is transgender and they want to be referred to by gender neutral terms, great. Not sure we need official words.

We need official words because otherwise they'll never be accepted, and we'll never get used to them. Giving gender neutral people, who don't identify with our traditional gender division, their own official words is a great way to demonstrate that we take them seriously and that they're just as much worth as any other of us.
183  Non-Gaming / Political / Religious Nonsense / Re: Please explain to me how this is not ridiculous. Come on guys. on: August 28, 2015, 06:10:38 PM
ATB's transphobia aside for a second, there's been talk of similar additions to the Norwegian language recently, though they come off as a little more sensible than the suggestions in the image above.

The Norwegian word for "he" is "han", while the word for "she" is "henne". The gender neutral variant would be "hen", which makes a lot of sense. I don't think it's an official part of the language yet, but I don't think there would be much resistance to the concept.
184  Non-Gaming / Political / Religious Nonsense / Re: Please explain to me how this is not ridiculous. Come on guys. on: August 28, 2015, 05:19:11 PM

Quote from: ATB on August 28, 2015, 02:42:51 PM

Quote from: TiLT on August 28, 2015, 02:10:37 PM

I dunno. It's strange, but all new words are strange until you get used to them. This is new territory for most of us.

Are you trolling?

What the hell? You keep whining about your persecution complex on this forum, and then when someone actually tries to give you a serious answer and encourage actual discussion, you go straight into accusation territory. I'm not a religious man, but I can tell you that the kind of hostility (passive or active) you display towards other people, whether you know them or not, is very fucking far from what your holy book encourages.

You post a thread about a topic you've previously demonstrated a very non-humane viewpoint about, do not offer anything except an image, then passive-aggressively ward off any upcoming replies. Do you see the problem here? If not, go have a look in the mirror.
185  Non-Gaming / Political / Religious Nonsense / Re: Please explain to me how this is not ridiculous. Come on guys. on: August 28, 2015, 02:10:37 PM
I dunno. It's strange, but all new words are strange until you get used to them. This is new territory for most of us. What's your suggested solution?
186  Gaming / Console / PC Gaming / Re: [PS4] Uncharted 4 on: August 28, 2015, 04:26:14 AM
Nolan North appears as an actor in Alan Tudyk's upcoming Con Man, though I think he's playing himself.
187  Gaming / Console / PC Gaming / Re: [PS4] Uncharted 4 on: August 27, 2015, 06:40:14 PM

Quote from: Ridah on August 27, 2015, 05:19:30 PM

Mocap is a wrap... it's my first time seeing the actors behind Nathan, Sully, and Elena.

Nathan Drake's actor (Nolan North) is not in those pictures. Tongue
188  Gaming / Console / PC Gaming / Re: [PS4] Until Dawn on: August 24, 2015, 07:36:44 PM
As expected of any title that takes gameplay in unusual directions, reviews are divided. This is why most AAA studios only make by-the-numbers sequels, where at least most reviewers are on board with the concepts. For a game like this, the most important point is to find a couple of reviewers you tend to agree with, and see what they think. If anyone says things like "but is it really a game though," you can probably safely disregard their opinion in this case.

The people who like Until Dawn really like it.
189  Gaming / Console / PC Gaming / Re: What are you buying this week? (8/25) on: August 24, 2015, 04:28:01 AM
I would normally be all over Until Dawn on the PS4, which looks awesome from all accounts. However, I'm swamped in games already and need to deal with what I've already got. Until Dawn will have to wait.
190  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Wii U Nintendo ID List on: August 21, 2015, 05:41:13 PM

Better late than never, I guess. Tongue
191  Gaming / Console / PC Gaming / Super Mario Maker (Wii U) on: August 19, 2015, 06:47:36 PM
I didn't find a thread about this game, even though it's coming out in less than a month (September 11th). This is the game that finally pushed me into buying a Wii U yesterday. There's only a very, very small handful of other games I'm interested in on the system, but this one I just couldn't miss.

Super Mario Maker is a combination of Super Mario Bros, Super Mario Bros 3, Super Mario World, and New Super Mario Bros U. It allows you to create levels in the style of all of those games and then share them with the rest of the world, Little Big Planet style. I'm a huge, huge fan of Super Mario World, so that's the part I'm really looking forward to. I've got plenty of level ideas already.

Here's a trailer that gives you a good overview of what the game and the maker part is all about.

Anyone else interested in this game?
192  Gaming / Console / PC Gaming / Re: Rise of Tomb Raider on: August 11, 2015, 08:42:24 PM

Quote from: Soulchilde on August 11, 2015, 06:27:27 PM

Without MS support the game probably wouldn't have been made.  This sort of sound like what Sony did for Street Fighter 5 (which the XB1 will never see).

There are quite a few superficial similarities between these two games and their exclusivity deals, but the important details differ, even if I do agree wholeheartedly with you that any 3rd party exclusivity is bad in this day and age, no matter the platform. 1st party exclusivity is fine though, and has resulted in some of the best games of the previous generation.

Anyway, the primary difference is that Sony didn't step in and pay for exclusivity on a game that was already in development, then force everyone to stay quiet about it. Sony does in fact tend to stay very open, for a corporation their size anyway, about what their deals entail for the customers. SF5 was (according to them, and we have no indications that they're lying whatsoever) not even an option until Sony decided to step in and co-finance the development. You'll also notice that whenever Sony announces a third-party game that is exclusive to Sony but will also appear on PC, they are up front about it. They don't pull what Microsoft did with Tomb Raider and put everyone under an NDA that prevents anyone from speaking about other platforms entirely. MS wouldn't even say that it was coming for PC until the backlash was in full effect.

To put it even more succinctly: Sony gave value to players with the SF5 deal and were honest, while Microsoft took value away with the Tomb Raider deal and were dishonest. Any similarities between the two are of minor importance compared to those two points.

It's sad that any thread about Rise of the Tomb Raider will at this point inevitably and quickly devolve into a discussion about exclusivity and a pile-on against Microsoft. I got 100% on the previous game in the franchise and was looking forward to the sequel when it was first announced (when they didn't mention platforms or anything about Microsoft), so when Microsoft said the dreaded "exclusive to Xbox One" line during the conference, I felt betrayed. MS paid money to specifically stop me, and others like me, from playing the game for an entire year. That's as low as they can get.

At least MS didn't insult their customers this time, unlike during the infamous Xbox One reveal ("fortunately, we have a product for people who aren't able to get some form of connectivity, it's called Xbox 360").
193  Gaming / Console / PC Gaming / Re: Rise of Tomb Raider on: August 11, 2015, 06:20:05 PM
The way they've handled the bought exclusivity for this game has been atrocious, and has left a very, very sour taste in my mouth. I hope people don't just forget all of that this holiday season, and I don't think they will. I don't think I'll even have the stomach to purchase it on PC for a while.

There are various types of exclusives out there, but this is the worst:

  • The previous game in the series was on the PS4.
  • The sequel was originally announced without any mention of console exclusivity, leading people to believe it would be out for the same platforms as before. I personally believe that the developers themselves thought so at the time, as I don't think a deal with Microsoft had been brokered yet.
  • It was announced as Xbox One exclusive later. PC wasn't mentioned, and any questions about the status of the exclusivity were met with total silence or noncommittal answers at best.
  • There was no actual need for this game to be exclusive. The company had, as far as I'm aware, more than enough budget to handle it on their own.
  • Once the press ended up cornering Microsoft and more or less forced them to talk, they reluctantly admitted that the game was a bought, timed exclusive. Any questions about the length of this exclusivity period were met with silence.
  • The customers gain nothing from this deal. Not one thing. Yet despite that, Microsoft had the gall to present the exclusivity deal as a major win for Xbox One owners, expecting applause and positive attention from the media. They instead got the biggest backlash I can remember seeing for an exclusivity deal so far.
  • Once the press started causing real trouble, the developers halfheartedly gave statements that this deal was a good thing for the game and that it would become much better thanks to it. Nobody believed them, for obvious reasons.

The basic problem is that Microsoft paid LOTS of money for no reason except to deny this game to owners of the competing console, despite it being the next step in a franchise that console already had a game from. Xbox One owners gained nothing from this deal. PC owners have to wait a while. PS4 owners got shafted through no fault of their own.

The Xbox One launch was disastrous out of misguided intentions, and was reasonably easy to forgive after all the backtracking. This game's exclusivity has been disastrous out of sheer spite, and deserves no forgiveness. I'm certainly not going to give it to them.
194  Gaming / Console / PC Gaming / Re: Winders 10 and gamin' on: August 10, 2015, 09:01:16 PM

Quote from: jztemple2 on August 10, 2015, 07:44:26 PM

Dammit, you people aren't making it easy for us old grognards who don't like to change things. How long will Microsoft support Win7? icon_biggrin

I'd assume long enough that it shouldn't be a factor in whatever choices you make about which OS to use. Doesn't mean you should keep using it.
195  Gaming / Console / PC Gaming / Re: Star Citizen, space combat simulation game (Chris Roberts' latest) on: August 07, 2015, 08:13:40 PM
It's interesting to see you guys getting into such an uproar based on a "movement" started by Derek Smart, of all people. I don't even know where to start explaining why that guy's opinions are untrustworthy, but maybe I can quickly sum it up by mentioning that he's gotten banned from our very own community in the past, back when we were Gone Gold? He didn't get banned for being reasonable.

This game is faaar away yet. Those of you who aren't developers yourselves are probably not used to seeing projects at this kind of early stage, and don't know what to expect. That part of the game needs rebuilding isn't a good thing for the budget, but shows that the developers are capable of ditching their own hard work if it is deemed necessary. Believe me, that's an ability that is far too rare in the world of software development, and doing so once as part of a project is not cause for concern. I've done it myself with a project that later went on and sold well to big companies.

I have seen nothing about Star Citizen that is cause for concern so far. We aren't privy to facts, if any, that might change that, since they would be internal.

So please take a cue from another epic space story: Don't panic!
196  Gaming / Console / PC Gaming / Re: Gamescom 2015- Up Next EA - Tomorrow 4 am est on: August 06, 2015, 04:34:21 PM

Quote from: leo8877 on August 06, 2015, 03:40:43 PM

Battlefront just looks better and better

There was a lot of disappointment over this game at E3. People I've heard talking about it, and who had played it, said that the shooter parts were mediocre at best, the vehicles were limited (AT-ATs were on rails, for example), and the flying parts were outright broken.
197  Gaming / Console / PC Gaming / Re: Winders 10 and gamin' on: August 06, 2015, 03:47:17 PM

Quote from: Gratch on August 06, 2015, 03:02:18 PM

I'm doing the upgrade tonight...wish me luck.   paranoid

You're doomed! DOOMED!
198  Gaming / Console / PC Gaming / Re: Mafia 3 Confirmed - More info @ Gamescom - Trailer Added on: August 05, 2015, 08:14:40 PM
It's been a while since I played these games. Who's Vito?
199  Gaming / Console / PC Gaming / Re: Gamescom 2015- Up Next EA - Tomorrow 4 am est on: August 04, 2015, 06:58:26 PM

Quote from: Soulchilde on August 04, 2015, 05:28:24 PM

Just looked at the schedule and I noticed that Sony isn't doing a presser?  Do they normally skip Gamescom?  I know their line-up for 2015 is light.   

They have their own show a bit later. Last year's was a great success for them.
200  Gaming / Console / PC Gaming / Re: Mafia 3 Confirmed - More info @ Gamescom on: August 03, 2015, 08:56:18 PM
The original Mafia's gameplay was criticized even when the game was brand new. It didn't matter all that much though. Most people were more focused on what was, at that time, a groundbreaking story (and way to tell it) in games, and the unique setting.

There was also freedom to solve problems with creativity, which was very appealing. Just ask people how they deal with the car chase at the very beginning of the game, and you'll get a million unique stories. I did it by locking into the other car's side and pushing it, at high speed, into an oncoming tram. I never expected the game to actually understand what had happened, but it did, and it was enormously impressive.
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