|
|
Dennis 11-02-2006, 05:54 PM Q: Do you actually think Tribes was ahead of its time. By this I mean no other game even today can compare to its steep learning curve, speed and required skills to really master the game (would explain the small fan base).
A: "Ahead of its time"...yes. Small-squad action games didn't hit the big time until the Battlefield series capitalized on everything created by the original T1 team. Now it's big business, but back then, Tribes was still trying to convince folks that "teams are cool". But as to the learning curve...that tough learning curve is probably what held Tribes back from real success. It's too hard for the average player...and it kind of holds back the "critical mass" from occurring in the community. There's just not enough people playing to achieve that wildfire word-of-mouth "omigodyagottaplaythis" kind of effect that the million-plus sellers get due to population density in their multiplayer community. That's the "consensus thinking" version of the story. Personally, I just think the right combo of features hasn't been combined around the concept. It's a SKILL GAME...and it should be touted as one with a community grown up around it that worships the superstar. Given a new conceit like that, then you NEED a high-skill, hard-to-master game like Tribes as the central pivot point to make it all work...and that could lead to a new Tribes kind of game again. T2 made motions toward what needed to be done with the integrated community features and the stabs at a more "sport-like" atmosphere...but I think it only went a small percentage of the way necessary. Anyway...blah, blah, blah...it's just noise unless I can get someone to pay for it...but I never really stop thinking about it.
I completely agree. While yes, Tribes1 is a niche game, it's only that because it's relatively unknown to mass PC gaming public first, and it's learning curve second. People that think Tribes Extreme done properly would sell poorly are severely underestimating the PC gaming community. An innovative, well-created team game that requires skill will sell well, period. Word of mouth via the internet is easily the number one contributing factor in a game's success these days. Marketing, release dates, and gamebox art are almost moot compared to gameplay. You can point fingers and argue over semantics all day but in the end the formula just hasn't been right for each of the sequels and that's the bottom line.
Monkey_b 11-02-2006, 05:54 PM You wouldn't want Dread to buy it. He would make the game so that it actually sold, which would then alienate everyone supposedly. Or maybe you would?.
I liked Tibes1, Tribes2, and Tribes: Vengeance
Unlike the majority of the members on this board, I'm not a sassy little bitch, and as long as there's a tribes game with the basic elements of tribes, I'm good to go.
Mooley 11-02-2006, 05:55 PM This is the thing that pisses me off most about T:V. How can you possibly say that the game worked? Tourney mode did NOT work. It was like a skeletal version of a game that sort of worked,
Totally.
T:V strength seem to be it's singleplayer when the core franchise was built on multiplayer. That's pretty much how it was marketed too, with Marweas playing it up. (Nothing against Marweas, he's a good guy.) Had 3/4ths of the time been spent developing and strengthening multiplayer, I'm almost certain VuG would have been seeing bigger numbers and a more dedicated fan base.
Not to say the singleplayer wasn't good .. it was the best that could have been done with a tribes game ever, imo .. but when you release a game who's strength is single player against giants like Halflife, Doom etc .. you've gone the wrong direction from the beginning with T:V. Point blank.
Diablo Escobar 11-02-2006, 05:59 PM Can anyone tackle my question about the game on the t1 engine or some variant of it? I distinctly remember seeing like a bioderm or something in that screenshot, but I doubt I could find it
Blotter 11-02-2006, 05:59 PM Unlike the majority of the members on this board, I'm not a sassy little bitch, and as long as there's a tribes game with the basic elements of tribes, I'm good to go.id say thats not so much the majority anymore
Thrax Panda 11-02-2006, 05:59 PM It sucked that T2 got released while Sierra was being purchased by V-U so that management had little or no focus on the game and the bean counters ruled the school, insisting on ship dates rather than quality.Tribes was not the only game that suffered thus. Any old fans of Front Page Sports Football may remember the disaster that was FPS Football 99. 250,000 units shipped to stores by CUC (our owner at the time) just before the VUG purchase in order to inflate the sales price of the games division. 250,000 units recalled for not working at all after the VUG sale was complete. The people who were running things back then all got huge bonuses based on the sale of the company, so the more they could ship just before the purchase, the bigger their bonus. T2 and a bunch of other games sort of took it in the shorts from that crowd.
Blotter 11-02-2006, 06:00 PM dirty
Monkey_b 11-02-2006, 06:00 PM Question: Does VUG accept IOU's?
Thrax Panda 11-02-2006, 06:08 PM What are the chances that anyone can make a Tribes sequel(Zero.
Somebody may make a tribes like game some day (talk to GotMilk?) but I think the Tribes franchise is 99.99% dead.
VektorX 11-02-2006, 06:08 PM awesome, awesome thread.
I look forward to playing Tribes: Rebirth in 10 years after everyone has forgotten it. You know, some company finds some real old IP and everyone eats it up because of nostalgia.
ajaxprojection 11-02-2006, 06:09 PM Only like halfway through this thread.
GarageGames turned down those deals because we learned from past mistakes, this doesn't pertain to anything with Vivendi, but for example not recently a large company came to us with a pretty sweet offer, until they wanted a warrant position in the company as part of the deal. We don't go into bed with big publishers (or console manufactures, or anybody really) who make ridiculous demands. It makes sense if we were VC backed, but we're not.
We've got the ability to be choosy with what we do and not go out of business, so that's why we do what we want and what makes sense for our company as a whole. We are over 40 people now and still independent with a diversified product base (books, licensing, consumer level products, games, web, education, and more). What does that mean? Basically, we can make the games we want, takes the risks we want, because we do it on our own dime. No Sierra, no Vivendi. That means it takes longer to do things, but it works out in the end. For those who want a comparison, at this part of our lifeline, GarageGames is much larger and doing more business than Dynamix was, even taking into account inflation, cogs, and cost of living. :)
For the people who give us positive thoughts, offers to help, and those of you under NDA, we appreciate your help so far, you guys rock. With a crowd that's so damn nit-picky about elements in a game, how do you make it so everyone enjoys it? Make it so anyone can make it how they want.
Also, it's fun picture time. Mullets never go out of style:
http://www.garagegames2.com/web/photos/TribesDevTeam/
http://www.garagegames2.com/web/photos/Dynamix/
shadowman 11-02-2006, 06:15 PM nice :)
Reggs 11-02-2006, 06:17 PM I...I still can't get over how nice some of those new maps were...
Well, Im sure someone can get you a host so you can give them to us.
Right guys?
http://www.garagegames2.com/web/photos/TribesDevTeam/106-0621_IMG.JPG
The best heavy armor!
MaDAssassin 11-02-2006, 06:18 PM Only like halfway through this thread.
GarageGames turned down those deals because we learned from past mistakes, this doesn't pertain to anything with Vivendi, but for example not recently a large company came to us with a pretty sweet offer, until they wanted a warrant position in the company as part of the deal. We don't go into bed with big publishers (or console manufactures, or anybody really) who make ridiculous demands. It makes sense if we were VC backed, but we're not.
We've got the ability to be choosy with what we do and not go out of business, so that's why we do what we want and what makes sense for our company as a whole. We are over 40 people now and still independent with a diversified product base (books, licensing, consumer level products, games, web, education, and more). What does that mean? Basically, we can make the games we want, takes the risks we want, because we do it on our own dime. No Sierra, no Vivendi. That means it takes longer to do things, but it works out in the end. For those who want a comparison, at this part of our lifeline, GarageGames is much larger and doing more business than Dynamix was, even taking into account inflation, cogs, and cost of living. :)
For the people who give us positive thoughts, offers to help, and those of you under NDA, we appreciate your help so far, you guys rock. With a crowd that's so damn nit-picky about elements in a game, how do you make it so everyone enjoys it? Make it so anyone can make it how they want.
Also, it's fun picture time. Mullets never go out of style:
http://www.garagegames2.com/web/photos/TribesDevTeam/
http://www.garagegames2.com/web/photos/Dynamix/
:cheers:
whoever 11-02-2006, 06:19 PM http://www.garagegames2.com/web/photos/TribesDevTeam/106-0645_IMG.JPG
Just beautiful to see.
Those pics need descriptions.
MonkeyHero 11-02-2006, 06:24 PM Well, Im sure someone can get you a host so you can give them to us.
Right guys?
I think he's talking about the Dynamix Final map pack. http://www.tribes2maps.com/finalmaps/
That's correct. I'm talking about the final map pack.
And...btw...I didn't intend a slam at T:V before...that's just the only things I could remember about the little time I spent with the game.
Fling 11-02-2006, 06:27 PM I've really enjoyed this thread. It hasn't necessarily been as dirty as I would liked, but it's been interesting. It's also nice to see that marweas, thrax, and menzo are still around. Hope your endeavors are going well.
Could any of you perhaps comment on the demographics of the tribes market/fan. I know most of us at tribalwar started playing at least 6 years ago, many were playing before that. How much of an effect do you think it had on the game that our average age is much higher now? I think the latest poll said something like average age around 21... Do you think that matters much? I'm interesting in your opinions on how it effected tribes, and more interestingly computer gaming in general?
Gotta answer my question now, I took my trademark sig out of the quote! :)
Fling :D
|
|