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Mod Submission Survey - Likes and dislikes (Forums : Development Banter : Mod Submission Survey - Likes and dislikes) Locked
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Jkupo
Jkupo Ninja Rabbit
Apr 26 2008, 12:31pm Anchor
ambershee wrote:
Jkupo wrote:Well ok Dev. Diary was a bad phrase. But I mean, I put up updates with new weapons models and sketches for crits. Its not like we can put the code up for everyone to review and comment on. I hardly think custom game models is toothpaste or navel fluff. Well maybe navel fluff... O_o


It is when it's the same old untextured Ak-47, week in, week out :p



Well ok, that I understand, especially if the damn thing doesn't get textured after so many updates.

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Intense sword duels your flavor? You may just like Berimbau then.

ambershee
ambershee Nimbusfish Rawks
Apr 26 2008, 2:21pm Anchor

No, I'm referring to the similarity of every mod update. Very few projects actually show distinction in their updates. Those that do, tend to be those that don't update regularily anyway. Coincidence? I'm not sure I believe it is. I think the teams that hold back, and only show a few updates during the progress tend to catch more attention for their advancements from the previous update.

Jkupo
Jkupo Ninja Rabbit
Apr 26 2008, 3:18pm Anchor

So is it preferred that a team withhold a lot of content they've already made and release them as regular updates for the sake of making the community think they're making progress every week? I guess that's a valid marketing approach.

What about regularly scheduled updates revealing more content (storyline, concepts and characters), and "as it comes" updates for screenshots and such?

I'm just trying to get a clear picture of what the most preferred update schedule, because its a tad unreasonable expecting super huge content updates every week. Every month, yeah, that's doable. I suppose its more on the scheduling abilities of the team.

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Intense sword duels your flavor? You may just like Berimbau then.

ambershee
ambershee Nimbusfish Rawks
Apr 26 2008, 4:02pm Anchor

I wouldn't have a schedule at all. Plain and simple.

If you have something to show, you do. If you don't, you don't.

It's not rocket science.

Jkupo
Jkupo Ninja Rabbit
Apr 26 2008, 6:56pm Anchor
ambershee wrote:I wouldn't have a schedule at all. Plain and simple.

If you have something to show, you do. If you don't, you don't.

It's not rocket science.


Lol just trying to think it through. That's the model we're running, so I guess we'll stick to it.

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Intense sword duels your flavor? You may just like Berimbau then.

Arkanj3l
Arkanj3l Somewhat Anarchic and Demented
Apr 26 2008, 8:00pm Anchor
ambershee wrote:No, I'm referring to the similarity of every mod update. Very few projects actually show distinction in their updates. Those that do, tend to be those that don't update regularily anyway. Coincidence? I'm not sure I believe it is. I think the teams that hold back, and only show a few updates during the progress tend to catch more attention for their advancements from the previous update.

Think of releasing media as your virginity: you abstain from the full thing until the time is right. In the meantime you tease the person, but the thing is everyone pretty much teases people in the same way. It's when you go through with bed where everything counts. ;)

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Cover Problem
Ark
Jkupo
Jkupo Ninja Rabbit
Apr 26 2008, 8:47pm Anchor
Arkanj3l wrote:
ambershee wrote:No, I'm referring to the similarity of every mod update. Very few projects actually show distinction in their updates. Those that do, tend to be those that don't update regularily anyway. Coincidence? I'm not sure I believe it is. I think the teams that hold back, and only show a few updates during the progress tend to catch more attention for their advancements from the previous update.

Think of releasing media as your virginity: you abstain from the full thing until the time is right. In the meantime you tease the person, but the thing is everyone pretty much teases people in the same way. It's when you go through with bed where everything counts. ;)


Best metaphor ever.

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Intense sword duels your flavor? You may just like Berimbau then.

AbsentBlue
AbsentBlue AbsentBrain too
Apr 29 2008, 1:21am Anchor

I'll try to mention something different cause I already agree with most points in the thread. I have never completed a mod much less worked on one with great contribution so take my opinion for what it is; relatively unexperienced and idealistic.

1. What do you dislike seeing in a mod's media pages (images and videos)?
Wasted space, games have crates, rubble, pipes, etc. take up space because a barren floor looks boring and in turn makes one think the game is boring. We're visually stimulated creatures so looks mean a lot.

2. What do you like seeing in a mod's Feature page?

Content of course, real proof the game is progressing somehow in some area. I would like to see minor updates (and by minor I mean virtually anything), but every few months I would hope to see something that really shows the game is coming closer to fruition.

3. What interests you most in a mod's News page? What's the best thing to see on a News submission?

Modesty, someone that talks with realistic ambitions and a great understanding of the capacity of their talent as an individual and as a team member. I suppose that makes me think the mod is going to be all the more successful when you see someone talking more like a project member than a press release.

4. What's the worst thing to see on a News submission?

That a great sounding and looking mod is no more because of strife or anything else for that matter. Happens too often with games whether it's independent or commercial and it looks like it happens with some of the best stuff too. I suppose people with genuine talent and devotion are so hard to find that finding a whole bunch that can stand each other for such a long time is difficult.

5. As open ended as this question may be, what do you think is most important for a mod to have (what makes you want to download it)?

Good single player campaign personally and something relatively simple and just plain fun. If I want a deep story, grandiose music, ground breaking technology and revolutionary game play-- the whole package-- I'll look at a commercial game like BioShock. It's a rewarding experience to play a perfect AAA but an equally valuable experience is knowing someone like me actually made something solid and fun with resources anyone with the right know how, commitment and talent has access to.

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I ate the red pill but Morpheus told me it wasn't a chewable so I guess I'm stuck here. Eh.

Crispy
Crispy Professional Games Tester
May 9 2008, 8:03am Anchor

1. What do you dislike seeing in a mod's media pages (images and videos)?
Images with no supporting text. Typos. Bad music selection for videos (needs to fit the style of the mod, not the taste of the video editor).

2. What do you like seeing in a mod's Feature page?
Depends on how big the mod is. If it's a small, unreleased mod I'd actually prefer to see nothing.

3. What interests you most in a mod's News page? What's the best thing to see on a News submission?
Evidence of progress. In-game shots are better, even if they're in a test map, because they show the mod is working to some degree.

4. What's the worst thing to see on a News submission?
Concept art on its own. I'd much rather see some concept art with screenshots of the beginnings of a level to show how the CA is being interpreted. Without that, concept art doesn't really amount to much. I also hate to see newsposts that only include a Help Wanted request. Also, from a PR side, I hate to see newsposts that don't directly link to the mod's website in the newspost. If you can at least do that you will increase your mod's coverage 100-fold.

5. As open ended as this question may be, what do you think is most important for a mod to have (what makes you want to download it)?
Would disagree that it has to be finished, but it needs to show 'promise' and it needs to be fun, at least for the first time playing it. 'Promise' for me is signs of original thought and solid direction. 'Fun' means I can play it without wanting to quit after 10 minutes.

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