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Topic: UQM 0.7.0 release candidate (Read 16820 times)
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Death 999
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We did. You did. Yes we can. No.
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Well, as JUST gone over in detail, they're incomplete. Also, some of them are pretty disappointing.
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Megagun
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Modern games all have voice acting, and modern gamers will be reluctant in playing a game without voice acting. In other words, make the voice acted version the default version.
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TiLT
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Modern games all have voice acting, and modern gamers will be reluctant in playing a game without voice acting. In other words, make the voice acted version the default version.
This is the most sensible opinion presented so far in this particular part of the discussion. What most of you should realize is that you (nor I for that sake) don't represent the average consumer even in the slightest. You are outsiders, people who are willing to go so far as to write command-line arguments when starting up a game if it's necessary. Many of you probably even play the thing on Linux. You are not the average player.
I may not be the most unbiased person around, but it's my firm belief that nothing should be held back. Include voices and make them default. Include the music remixes and make them default (oh yes, I know this one is controversial, but for players who haven't seen the game before the classic music won't matter. For those of you who HAVE played the game before and know the classics by heart, you're probably good enough with computers to be able to swap to the classic music manually). If a graphical overhaul was ever completed and of decent quality, it should be included and should be default.
Honestly, if you can't see the sense in the paragraph above you really aren't looking at this from the right direction. The experience from the get-go should be as superior as possible for the casual player. Experienced players have the know-how to customize the game to their own needs through the options already available.
I say this as a full-time professional software developer. I worked on a commercial PC game for 3 years (it was canceled, so no need to google it) and I've been creating and maintaining user-oriented software packages for my entire career. If I were to pick just one lesson I've learned during that time that is of vital importance, it's this: Always approach the product from the customer's viewpoint.
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onpon4
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Modern games all have voice acting, and modern gamers will be reluctant in playing a game without voice acting. In other words, make the voice acted version the default version.
This is the most sensible opinion presented so far in this particular part of the discussion. What most of you should realize is that you (nor I for that sake) don't represent the average consumer even in the slightest. You are outsiders, people who are willing to go so far as to write command-line arguments when starting up a game if it's necessary. Many of you probably even play the thing on Linux. You are not the average player. I may not be the most unbiased person around, but it's my firm belief that nothing should be held back. Include voices and make them default. Include the music remixes and make them default (oh yes, I know this one is controversial, but for players who haven't seen the game before the classic music won't matter. For those of you who HAVE played the game before and know the classics by heart, you're probably good enough with computers to be able to swap to the classic music manually). If a graphical overhaul was ever completed and of decent quality, it should be included and should be default. Honestly, if you can't see the sense in the paragraph above you really aren't looking at this from the right direction. The experience from the get-go should be as superior as possible for the casual player. Experienced players have the know-how to customize the game to their own needs through the options already available. I say this as a full-time professional software developer. I worked on a commercial PC game for 3 years (it was canceled, so no need to google it) and I've been creating and maintaining user-oriented software packages for my entire career. If I were to pick just one lesson I've learned during that time that is of vital importance, it's this: Always approach the product from the customer's viewpoint. But being stuck in a part of the game because the spoken dialog is incomplete is not the superior experience. If the spoken dialog's holes are filled in, then sure, you may be right, but as of now, this has not happened.
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Quinarbre
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That's not a sufficient reason to discard the voices altogether, onpon4. Worst case scenario, it's not difficult to add the subtitles without the corresponding spoken dialog. Sure it will seem strange, but it will be much quicker forgotten by the average player than the total lack of voices or the impossibility to complete the game.
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onpon4
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That's not a sufficient reason to discard the voices altogether, onpon4. Worst case scenario, it's not difficult to add the subtitles without the corresponding spoken dialog. Sure it will seem strange, but it will be much quicker forgotten by the average player than the total lack of voices or the impossibility to complete the game.
Well, I sure haven't forgotten that incredibly awkward line which does exactly that, spoken by the Slylandro probes. Honestly, it makes UQM look like it was modded in a hurry. On the other hand, as is the case with many games I've played (many modern handheld games come to mind), I didn't care at all about the (perceived) lack of voices. All it meant was that I had to read.
What's so special about the voices, anyway? I don't mean to insult the creators, but the voice acting is not exactly a masterpiece. To this day, I think that listening to the Umgah is painful, and the signal jamming noise used with Hayes sounds more like something you'd hear in Looney Tunes. Not to mention, do you really think modern gamers will fail to notice that the speech doesn't sync with the mouth movements? I sure noticed.
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Death 999
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We did. You did. Yes we can. No.
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I play a lot of recently-made games. A very significant fraction do not have voices. I've spoken with others who play these games; I have never heard a negative comment about a game making them read instead of listen. I have heard negative comments about the voices in games. It seems like one of those things that has to be done right.
Incidentally, while we ought to use the remixes, it might be wise to check that each is really suitable for use in-game. For example, compare Across the Galaxy (in the precursor remix pack) to Re-Enter - the former has a 31 second intro; the latter is just like the original, but sounds better. Across the Galaxy is a great album piece, but not so great for short trips.
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« Last Edit: April 20, 2011, 01:15:20 am by Death 999 »
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TiLT
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To boldly go where no Spathi has dared go before
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Incidentally, while we ought to use the remixes, it might be wise to check that each is really suitable for use in-game. For example, compare Across the Galaxy (in the precursor remix pack) to Re-Enter - the former has a 31 second intro; the latter is just like the original, but sounds better. Across the Galaxy is a great album piece, but not so great for short trips.
While I agree with the sentiment, I don't agree with your conclusion. My suggested solution (I believe I've voiced it to the devs before) is to make the hyperspace music pause, not stop, between each trip. In other words, when you return to hyperspace after visiting a system, the music continues from where it stopped.
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onpon4
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Incidentally, while we ought to use the remixes, it might be wise to check that each is really suitable for use in-game. For example, compare Across the Galaxy (in the precursor remix pack) to Re-Enter - the former has a 31 second intro; the latter is just like the original, but sounds better. Across the Galaxy is a great album piece, but not so great for short trips.
While I agree with the sentiment, I don't agree with your conclusion. My suggested solution (I believe I've voiced it to the devs before) is to make the hyperspace music pause, not stop, between each trip. In other words, when you return to hyperspace after visiting a system, the music continues from where it stopped. I don't know about that. Try opening one of the songs, picking a spot at random, and starting it. That's essentially what the feel would be. It seems to me that it would just be awkward.
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TiLT
*Smell* controller
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To boldly go where no Spathi has dared go before
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Incidentally, while we ought to use the remixes, it might be wise to check that each is really suitable for use in-game. For example, compare Across the Galaxy (in the precursor remix pack) to Re-Enter - the former has a 31 second intro; the latter is just like the original, but sounds better. Across the Galaxy is a great album piece, but not so great for short trips.
While I agree with the sentiment, I don't agree with your conclusion. My suggested solution (I believe I've voiced it to the devs before) is to make the hyperspace music pause, not stop, between each trip. In other words, when you return to hyperspace after visiting a system, the music continues from where it stopped. I don't know about that. Try opening one of the songs, picking a spot at random, and starting it. That's essentially what the feel would be. It seems to me that it would just be awkward. A quick fade-in handles that nicely. I find it way more awkward to have the music start at the same spot over and over and over again during the game. It really grates, no matter which tune you're using.
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Huggybaby
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This thread is very quiet, so apparently the new 0.7.0 version is bug free!
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Pages: 1 2 [3] 4
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