Pure Miriam
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Post by Pure Miriam on Jan 3, 2018 2:15:12 GMT -6
The goal was reached, yay! What else...? Bloodstained is expected to be released in 2018. In 2016, Mana said that the game would PROBABLY be released using a staggered content model, so that they are able to release the core game on time, and bring additional content to the game over time and avoid critical release delays. That was, as far as i remember, NEVER OFFICIALLY CONFIRMED by Angel-Corlux or anyone else and as far as i know, this was nothing more than a plan at the time. Staggered content model means that the MAIN PART of the game and some extras are released first, following by free updates with the rest of the game's modes and extras being released later on. Let's consider that the game will be released on staggered content model. If that ends up happening, what do you want to be in the first launch of the game? What you would consider to be "the game's core"? Vote on the poll, comment below. The poll has 12 options and you can select up to 6 options from it. Miriam's Quest is a given, of course, so, that's why it isn't on the poll. additional info: I used the kickstarter stretch goals for the poll and considered things such as New Boss, Retro Level and some others to be "given" in the Main Miriam Quest. Just "modes" and really big additional content was added to the poll.
That's All Folks!
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Post by gunlord500 on Jan 3, 2018 3:03:25 GMT -6
I chose: Nightmare Difficulty mode Speedrun mode Boss Rush mode and Cheat Codes I chose these because they've been a basic part of the single-player Castlevanias for a while. IGA's games had "nightmare difficulty" mode unlocked (like, you know, level 1 perpetually and so on) after you beat the game, the old Classicvanias had cheat codes (level skips, etc.), and we had boss rushes which were timed like speedruns for several IGAvanias. All of these require either small additions or none at all to what should be part of the basic functionality of the game, so I'd try to release them as part of the base game. The other stuff mentioned--co-op functions, roguelike dungeons, online stuff, and so on--requires somewhat more stuff to be added, and also a great deal of playtesting and bug testing as well. So I think it's reasonable to wait a while for those and let IGA polish 'em up Additional characters, of course, require a lot of work in terms of assets and so on, so I'd also be patient waiting for those as well. That said, who knows how much stuff is going to come out at first blush...Mana said it was likely, yeah, but not absolutely sure, and from what I understand DICO is much faster and more skillful at working with Unreal and other stuff Bloodstained has "under the hood." So if they're that much faster, who knows how much stuff they'll be able to get us when the game is released
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Post by Galamoth on Jan 3, 2018 5:11:49 GMT -6
Out of all twelve of these, I'd only consider five of them to be standard Igavania features.
~ Extra playable characters, as an unlockable feature, have been a thing since SotN. Plus the fact that most of these games (the only exceptions being Curse of Darkness & Order of Ecclesia) have given more than just one extra character to play as; so having not just a Second, but a Third playable character as well, is nothing out of the norm.
~ Hard Mode itself being unlockable, after beating the game once on Normal, has usually been the case in past Igavanias. "Nightmare" Difficulty is most-likely a harder-than-hard difficulty this time around, but a couple past Igavanias (Portrait of Ruin & Order of Ecclesia) have seen similar things; such as the addition of a Level Cap adjustment feature exclusive to Hard difficulty. What remains to be seen is whether there will be any difficulty settings other than "Normal" that will be made available by default.
~ IGA himself has said in past updates & "#AskIGA" videos that Cheat Codes will be in the game. While I don't think "cheats" have necessarily been a thing in past Igavanias, there have been Codes that you could enter as a character's "name" in certain games to activate a bonus feature in that playthrough. Examples of such exist in Igavanias as early as SotN (enter X-X!V"Q to activate "Luck Mode"), and can definitely be found in the two 3D titles as well.
~ Boss Rush Mode has most definitely been a mainstay. While SotN didn't have such a mode, all subsequent Igavanias had this feature.
I would have voted in "Speed Run Mode" as well, as it probably would be relatively easy to implement... but it wasn't a standard feature in past games (unless you count the fact that Boss Rush Mode is usually timed, and there's "Race Mode" in Order of Ecclesia; which involved a sort-of time attack).
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Post by purifyweirdshard on Jan 3, 2018 9:03:44 GMT -6
This could be interesting data to see what folks expect of a core game, assuming this happens. I've thought about asking this before myself.
I voted for 5 options, 2nd character, boss rush, Nightmare, local co-op and asynchronous online. To me "other character after you beat it" and "boss rush" being unlocked post-game is the base experience of what I expect from an Igavania game. Nightmare only barely makes it for my choices - if it were more a run of the mill hard mode it'd be a given, but I expect that it'll be quite a bit more than that and something I could wait for. Many players will want a harder experience out of the gate though, or soon after they quickly run through the main game. Local co-op is an offline feature for the main game I'm assuming, so it'd make the most sense for it to be included at launch for the 1.0 physical game. Asynchronous online features are from what I can tell intended to be features of the main campaign for Miriam, tied to advancement or at least enjoyment of gameplay with that, so I'd imagine that will be there from the start just as with the retro level and new boss.
In the soonest wave of content following launch, there would be cheat codes released and speed run mode. These are just the easiest next two extra things. I'd expect cheat codes being actually already developed beforehand, but only revealed later after being worked out and approved/discussed by all of the associated clans, perhaps even working in some codes that could stem from feedback of the initial game. This may likely even be in the game at launch, just depends on how deep they want to go with it and how much communication is needed with the clans, and if cheat codes are a thing outside of the main quest too.
Following those, I'd picture roguelike and online challenge. More work to be done here, but not too weird/insurmountable/different from what they're used to.
After that, classic mode and 3rd playable character. Bigger projects, with the 3rd character being brought in as a feature to advertise the attractiveness of the classic mode (as well as being playable in the main game of course).
Finally, boss revenge and other surprises/DLC beyond. Boss Revenge is a very unusual direction and could be tricky to get right/make sure it works correctly and so on, and may not be something that wider audiences would be into, so other DLC bits and updates could go along with it to complete all of the KS content with a bang.
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Post by freddythemonkey on Jan 3, 2018 9:22:03 GMT -6
The usual elements present in an IGAvania: a hard/nightmare mode, boss rush and bonus characters. Cheat codes will probably be there from the get go but as far as I'm concerned everything else is novelty/extra, so I wouldn't mind not receiving those modes right away.
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Post by CastleDan on Jan 3, 2018 9:24:53 GMT -6
The only thing I care about is the extra difficulty, boss rush, and 2nd character. Mainly because they've always been the extras to the main campaigns of an IGA game. All the other stuff to me were unneeded features that they could have used the money and time in making an even more special campaign. Having said that, I do look forward to those extras coming at a later date so it doesn't hinder the main game.
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Post by Pure Miriam on Jan 3, 2018 11:22:01 GMT -6
"(...) All the other stuff to me were unneeded features that they could have used the money and time in making an even more special campaign." This is a very interesting opinion. IGA said in a interview, that they had to breainstorm new stuff for stretch goals in order to keep the money coming, since people would stop donating after a while, if the donations wouldn't add a thing to the game. So, to do what you said, they would need to have stretch goals anyways. The number i said of stretch goals (28) considers everything, from the artbook to each 8-bit music and such (everything couting as 1 each stretch). Since you consider what they created as stretch goals to be "unneeded features", but even so, you said they could use the money they got to make the main game better, with what you would fill in the other 25 stretch goal slots that was necessary to bring the money in? Inverted Castle? Progressively bigger number of rooms? It would be curious to know how you would fill in stretch goals enough to finish the campaign with 5.5 million.
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Post by freddythemonkey on Jan 3, 2018 11:39:24 GMT -6
"(...) All the other stuff to me were unneeded features that they could have used the money and time in making an even more special campaign." This is a very interesting opinion. IGA said in a interview, that they had to breainstorm new stuff for stretch goals in order to keep the money coming, since people would stop donating after a while, if the donations wouldn't add a thing to the game. So, to do what you said, they would need to have stretch goals anyways. The number i said of stretch goals (28) considers everything, from the artbook to each 8-bit music and such (everything couting as 1 each stretch). Since you consider what they created as stretch goals to be "unneeded features", but even so, you said they could use the money they got to make the main game better, with what you would fill in the other 25 stretch goal slots that was necessary to bring the money in? Inverted Castle? Progressively bigger number of rooms? It would be curious to know how you would fill in stretch goals enough to finish the campaign with 5.5 million. I share his same opinion and this is why I don't really like stretch goals. People HAVE to make them to keep the money going but this often leads to a plethora of promised modes that either are a bit too experimental for my taste (boss rush and roguelike mode for example) or things that should be in the main game by default (Nightmare difficulty, 2nd character, boss rush... if they didn't achieve these stretch goals and made the game without this modes you can bet people would have been extra pissed), or worse, releases on 1234253456 different platforms often with different technology (the PS Vita version of Bloodstained does require additional manpower). One game that was very clever with stretch goals (while not entirely avoiding those I deem problems listed above) was Blasphemous. Some stretch goals were simple and very effective, like hiring an additional level designer or an additional pixel artist. That is very clever because IMO the money raised in a Kickstarter campaign should all add up to perfect the game, not be "wasted" in unnecessary side stuff. I'm not saying I hate these modes or that it's hideous that they exist, and I'm very faithful in Bloodstained, but some of the big flops that made people skeptical about crowdfunding were flops because of very bad money and resource management. I believe, for example, that it's pretty difficult to do a 2D (or 2.5D in this case) as lackluster as MN9 with almost 4 million dollars while 2D masterpieces like Hollow Knight raised less than 60k dollars. Or to be clearer, it's difficult if you manage that amount of money properly. That's why I always prefer KS money and stretch goals to be as fitting to the core game as possible, and dedicated to polish it to perfection.
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Post by purifyweirdshard on Jan 3, 2018 11:58:09 GMT -6
Well, it has been stated by IGA (maybe someone who recalls the exact article/video can pull it), that he was not intending to let the addition/added work of stretch goals affect the quality and size of the main Bloodstained experience, which was planned and set to be as big and manageable as it could be in their scope at that time. Basically, the size and quality of Ritual of the Night was set and planned to a value of x after a certain point of funding. Biggest castle ever, lots of new features, new shard system that seems bigger than even Sorrow soul systems, etc. Huge thing. After that point of funding was hit, okay, Bloodstained is already unprecedentedly massive, time to divert to other things: these stretch goal modes. The value of "x" has not been taken away, but not necessarily added to, either, with these stretch goal modes coming about. They are a "y", separate and supplemental to something already planned to be as perfect and complete as feasible. Because of that pursuit of completion and perfectionism, adding of these modes later with this staggered model may be all the more necessary. It gives him room for the main game to be the best it can be, and also a chance for these modes to be more special. In short, I know it's only his words and intentions are just that, but I would say that the plan of Bloodstained should not be hindered by the addition and presence of these modes. I'll tag Angel-Corlux here (lol yw Angel), in case I'm off about this or he would want to give more insight...and also actually so he knows this is the impression I/we have on development. The main game obviously needs care and attention, and hopefully without rushing.
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Post by Galamoth on Jan 3, 2018 12:12:00 GMT -6
This is pretty much why I'm personally convinced that ArtPlay will ultimately go with a Staggered Content model of release. I'm well aware that how they plan to release the game's content has NOT been confirmed yet, but I still think this is the best way for them to go.
Most of the stretch goals in the Kickstarter campaign aren't standard features of Igavania games; so what constitutes as the "main game" (featuring all of the content typical of past games in said subgenre) should be produced & released first, and the rest of the content to be released separately in following months.
Besides, this kind of release model really worked for Shovel Knight. Why not replicate what allowed that game to succeed?
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Post by Pure Miriam on Jan 3, 2018 12:34:19 GMT -6
freddythemonkey I totally understand you (and CastleDan ) complains about stuff from stretch goals that does not fit completely in a Igavania game OR that could be considered as "unecessary" and i respect that. But again, i ask: How do you raise 5.5 million dollars to make a 2.5d side-scrolling single-player game nowadays? The only way to do that was using IGA's own name and fame and adding interesting stuff to make people donate more money. I'm sure they would break maybe 2 million with just "let's make the main game better" stretch goals, but it would not go beyond that. And this is business. More money coming in, you have a safer business, higher salaries, more people working in and more profit for yourself. That's how a sucessful business model for Kickstarter works. You create a project, and if people like it, you make more money coming in with interesting stuff you promise with a reasonable cost. You can't simply "not want" to raise more money. And you WILL NOT raise more money without stratch goals that aren't interesting enough. If i'm not mistaken, IGA said in a interview that the money they asked for most modes was around 50% higher than what would actually cost to make it. You use that extra money to cover unexpected costs and inflation over the years of work (by the way, IGA said they used it all, including the extra). Might no 9 failed not because it promised more than what it could handle. It failed because the dev team wasn't able to deliver what it promised, and that is a different thing. Lack of knowledge, manpower and bad management of resources, coupled with a terrible communication with it's backers and overall community. Absolutely nothing like that is remotely close to what Bloodstained's dev team is doing, at least as far as we could see. Another thing i must point out, and i said this more than once, is that Bloodstained is a spiritual sucessor, not a Castlevania. That means that the game MUST BE SOMETHING ELSE and not just a carbon copy of the famed series. Adding those unique stretch goals with stuff that was never seen before in a Igavania game was a great way to make it more unique and less "Castlevania without it's name". About stretch goals that are just there to be cash cows, such as Boss Rush or the unfamous "New Boss" (that is completely irrelevant since we don't know how many bosses the game will have, promising an adittional boss is completely useless) i totally agree with you. But you know what they would put in place of those things that could be in the game anyways? NEW modes or interesting stuff that some people would consider to be time and resources "wasted" in unnecessary side stuff, just like you said. In the end, it seems to be a situation without a way out. You need money. People only donate money if stretch goals are interesting, meaty stuff in content. That makes the game takes longer to complete and may take some of the main core's focus. It's a risk. I can't see another way to raise 5.5 million on a 2.5d single-player sidescroller to be released nowadays without doing that. So, yes, i defend almost all stretch goals that Bloodstained was able to get funded, because that's what made it such a sucesful campaign, to the point people went on guessing what the next stretch goal would be, trying to figure it out by looking at darkened bottom of pictures they released of stretch goals.
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Post by Astaroth on Jan 3, 2018 12:40:53 GMT -6
given igas past games, some of which were made on insane timeframes and shoestring budgets but still managed to include quite a bit of content, im not worried about anything utilizing main game elements barring possibly the roguelike mode depending on how involved it is to create such a mode things that are tied to online however, i can see being offdisc primarily because they are tied to an online service and therefore are at risk of being shut down anyway in 5-10 years (there are possible ways around this like host/client or lan play but then youre more susceptible to ping ala battleblock theater where they specifically abuse the connection to pull off stunts in those speedruns)
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Post by freddythemonkey on Jan 3, 2018 13:38:27 GMT -6
Hey now I'm not saying that most of the money is being wasted or that IGA and the team butchered the game to accommodate stretch goals, not at all Pure Miriam (I'll report those parts of your comment I'll respond to in green) That's how a sucessful business model for Kickstarter works. You create a project, and if people like it, you make more money coming in with interesting stuff you promise with a reasonable cost. You can't simply "not want" to raise more money. And you WILL NOT raise more money without stratch goals that aren't interesting enough.That's absolutely true, we're speaking about a company and not charity after all, so yeah I agree that this is business and that it's the way thing go. That's why I never said or thought something as unreasonable as "Man this game has bonus modes as stretch goals, I'll take my money back, this is unacceptable" Might no 9 failed not because it promised more than what it could handle. It failed because the dev team wasn't able to deliver what it promised, and that is a different thing. Lack of knowledge, manpower and bad management of resources, coupled with a terrible communication with it's backers and overall community. Absolutely nothing like that is remotely close to what Bloodstained's dev team is doing, at least as far as we could see.I'm not saying that Bloodstained will be a flop like MN9, absolutely not. I'm one of the most adamant defenders against those online who mock the project comparing it to MN9. I was just saying the first example of a game that, while raising a lot of money ultimately failed for a variety of reason on which I see we agree on (bad management of resources being the one I was focusing about, though obviously not the only one). Another thing i must point out, and i said this more than once, is that Bloodstained is a spiritual sucessor, not a Castlevania. That means that the game MUST BE SOMETHING ELSE and not just a carbon copy of the famed series. Adding those unique stretch goals with stuff that was never seen before in a Igavania game was a great way to make it more unique and less "Castlevania without it's name". On this I kinda disagree because even if this obviously isn't a Castlevania, the core gameplay and type of experience is pretty much identical. That's what IGA does best and what he wanted to do, and I'm not complaining about it. In fact, that's precisely what I and many others want. The biggest differences will be the crafting system and the more complex drop system, though we have yet to see those features. Also, when differentiating a game from other similar titles you usually do so by changing the gameplay and the core formula (those things I mentioned), not by adding something that is external to the main campaign/experience. If Bloodborne had a bonus mode centered around go kart racing, it would not be that one that dictates it's different from Dark Souls. It's the tweaks to the main formula (guns, no shields, faster pace) that make Bloodborne different from Dark Souls. But you know what they would put in place of those things that could be in the game anyways? NEW modes or interesting stuff that some people would consider to be time and resources "wasted" in unnecessary side stuff, just like you said.Not necessarily. I'd like expansions to the main campaign. I'd like more areas with unique mechanics. More elaborate bosses, more fleshed out campaigns for the other playable characters, maybe with unique areas, a more elaborate "Nightmare mode"... I prefer things like that. Let me absolutely clear: I am not bashing the game in any way, shape or form or saying that it will be "less good" because it has bonus modes. Sometimes when criticizing something it gives this kind of vibe but I am really happy with everything I've seen about Bloodstained, and I have great confidence in the team and in the project. That said, if in this forum the occasion arises, I'll speak about some aspects of the game/modes/etc. I'm not particularly fond of. That doesn't diminish my enthusiasm in the slightest.
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Post by Pure Miriam on Jan 3, 2018 13:57:34 GMT -6
freddythemonkeynot gonna argue because i actually agree with most of what you said
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Post by purifyweirdshard on Jan 3, 2018 13:58:50 GMT -6
Yeah I didn't get that impression from what you said Freddy, I myself was mostly replying to Dan's sentiment specifically.
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Post by selenapond on Jan 3, 2018 15:11:27 GMT -6
I am OK with a staggered release so long two things happen.
1) The content is released regularly. 2-3 month intervals would be a good number in my mind. 2) IGA DOES NOT sacrifice quality for the releases. If he comes out and says "We need more time to get this right," I'll be first in line to say "Do what you do Sensei."
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Post by allooutrick on Jan 3, 2018 15:32:42 GMT -6
If it had to be staggered then I can wait for the strictly multiplayer features as those are the ones I won't likely use
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Post by akuwa on Jan 3, 2018 15:59:35 GMT -6
if I really had to choose something to be added on post release I would have to go with the online stuff. the main reason I want the full game (and by full game I mean all stretch goals) to be released at launch is to have everything on a physical cartridge you can't rewrite later to add stuff to and the main reason I want that is because not everyone always has internet access, servers go down making patching later impossible, it makes sharing the game impossible in an area without internet, and a few other reasons that are all internet related. So for the online stuff they just aren't important to have those physically anyway as far as I'm concerned. really hope they find a way to release everything at once though, at least physical release anyway, maybe have a delayed physical release after the digital release?
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Post by m0nkf15h on Jan 3, 2018 18:56:17 GMT -6
I only chose 4 of the Poll Options but really i think only 2 of the ones i chose are essential on release day, the other 2 i just hope for out of the box; Nightmare Mode and Speedrun Mode i feel need to be included in the game from day 1 because many players will blaze through (or at least try to) the Main game content and will be hungry for additional challenge to tide them over if the rest of the content is staggered - in edition footage of speedruns etc will sell copies so it would be advantageous to have these features initially. The less important options that i hope will be included on launch are the Asynchronous Multiplayer - because i'm nosey and like to see where others have died and also Cheat Codes because i yearn for a simpler time when things like this were always included as-standard.
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Post by CastleDan on Jan 4, 2018 9:20:00 GMT -6
Pure Miriam I think what's being missed is I'm saying the stretch goals should have focused on improving the main game instead. Orchestrated tracks were a good example of doing that, implementing features that they didn't have enough money to do. Remember when they mentioned that they will have to see if they can implement a transformation system due to budget? Well........Another thing that could be solved if stretch goals focused on the main game. Remember Angel bringing up hair movement and how if they have the time to do it or money it might be done? Well........stretch goals geared to make the main game better would be more exciting than extra modes because to me an IGA game is mainly all about the main story not the extra modes. That's not to say I'm not excited for it but to me they take focus away from the main game. Maybe with less extra modes more time could be spent on improving the look of the main game for isntance. I know when you have multiple modes ahead of you that need to be released you can't really sit around trying to perfect your main game, you have to at some point move onto the next bits otherwise they will come WAY WAY WAY later.
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