Croaker
Landlubber
First off, I'd like to thank Cap'n Drow for inviting me here to share my thoughts.
I'm creating a new thread because I find it to be more coherent than having everyones thoughts jumbled together. Feel free to comment on my ramblings and move any worthwhile ideas to a compilation thread.
<b>Who am I</b>: I am a 40 year old, 'hard-core' gamer that has been playing games his whole life. My father was a programer, who wrote logic games me, before computer games or graphics even existed. Profesionally I am a chemical engineer and I view gaming only as a hobby. I have not written any code in 30 years. I have made some simple mods for Bethesda games using their tools.
All of my comments will be based on what I assume is being requested below, which boils down to A) What do you think would make a good game, B) What will make this game succeed in the "West". I actually think AoP2 is currently a very good game, but has very poor marketing, so 99% of Mr. Zaitsev's concerns could be fixed by addressing that.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Edward Zaitsev wrote:
Hello, Pieter.
We've been doing a game with the Russian name Corsairs 4. Here it is possible to look the first screenshots of techno-demo.
<a href="http://www.ag.ru/screenshots/korsary_4" target="_blank">http://www.ag.ru/screenshots/korsary_4</a>
I can send on Monday tiser and the game kontsept-document, but to expose it for the general access while it is impossible. The project is developed on Gamebryo Engin though from it remained only render already. Shades from all on everything, the real physics of the ships and sails, jointless world... Put it shortly, all very technologically. But we do not pay off in Russia with such project, therefore should consider the western requirements. I against attraction of the western experts as there were cases when it badly worked. Your consultations in the course of game working out are necessary to me. In exchange I can offer all source codes CoAS, and as probably access to Constraction Set after release of new game for your mods.
Best regards,
Edward Zaitsev.<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>Marketing:</b> I played the origional Sea Dogs and PoTC but only recently discovered AoP2 due to an <a href="http://pc.ign.com/objects/142/14293619.html" target="_blank">IGN acticle</a>. I had no idea AoP had even existed or these previous games were getting mod support. It is important to note that I am the kind of person who is constantly digging for information on new games anywhere I can find it. If marketing wasn't reaching me, then they have no hope of reaching the average person. I highly recommend buying banner space from Gamespy, IGN, Gamespot, ect. No doubt that also helps to get favorable reviews and feature articles. They also need to attend game expos to promote the game.
<b>Format:</b> The games need to be released on a console format. Quite frankly, PC gaming is dying a slow death. Over the last few years inventory of PC games has been shrinking or has even been discontinued in some stores. IMO all of the gameplay elements of AoP2 could easily be ported over to either the PS3 or Xbox control system. I realize this will be an unpopular opinion with this modding community, but a PC version can still be released too. I personally bought Fallout3 for the PC simply because of the availability for mods, but we are not the demographic that makes a game profitable.
<b>Gameplay:</b> Now this all falls within personal opinion and we are all going to enjoy different things. These aren't things what are going to help sell more games, they are just going to help them get a getter review from me. I am still playing through AoP2, so I am not 100% on what it doesn't or does contain, but here is what I would love to see in a pirate game...
- Personalization of ships - I like that we can give our ships custom names and upgrades certain features in Bermuda. I would love to see this expanded upon. We gain loads of 'piasters' during gameplay, give us something to spend them on. Getting rich is a hollow victory if there is nothing to spend the money on. Allow shipyards to customize/upgrade sails, paint, crests, lights, cabins, crew uniforms, mastheads, and decorations.
- Colony management - I was hoping for expanded colony management in AoP2. I liked what I saw in AoP and I am very exited about the <a href="http://translate.google.bg/translate?prev=hp&hl=bg&js=n&u=http%3A%2F%2Fsea-winds.ru%2FDamnedDestiny_Announcement.htm&sl=ru&tl=en&history_state0=" target="_blank">Seven Winds Project</a>. This could be greatly expanded upon further. The game Tropico 2: Pirate Cove was a fun little pirate town sim, but it lacked any seafaring fun. A lot of cool ideas could be gained by looking at that game. i would love to have the ability to find a deserted island and found my own pirate colony instead of just taking over an existing town. I would get great enjoyment out of supplying seeing building appear as my town was upgraded.
- Get rid of sailing on the world map - I would like to do all of the sailing on the 3D map. Sailing by the stars. The world map would only be used to get an idea of where you were. It wouldn't give an exact location, but only a rough estimate based on your navigation skills and the quality of your quipment. Maps you buy from vendors would fill in details of an initially very poor quality map.
- More crew interaction - I have become used to games that supply companion based quests. More of these would be nice.
Ok, thats enough for now. It's Friday and I need to go drink some rum with my crew before they mutiny. I'll add more thoughts as they come.
I'm creating a new thread because I find it to be more coherent than having everyones thoughts jumbled together. Feel free to comment on my ramblings and move any worthwhile ideas to a compilation thread.
<b>Who am I</b>: I am a 40 year old, 'hard-core' gamer that has been playing games his whole life. My father was a programer, who wrote logic games me, before computer games or graphics even existed. Profesionally I am a chemical engineer and I view gaming only as a hobby. I have not written any code in 30 years. I have made some simple mods for Bethesda games using their tools.
All of my comments will be based on what I assume is being requested below, which boils down to A) What do you think would make a good game, B) What will make this game succeed in the "West". I actually think AoP2 is currently a very good game, but has very poor marketing, so 99% of Mr. Zaitsev's concerns could be fixed by addressing that.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Edward Zaitsev wrote:
Hello, Pieter.
We've been doing a game with the Russian name Corsairs 4. Here it is possible to look the first screenshots of techno-demo.
<a href="http://www.ag.ru/screenshots/korsary_4" target="_blank">http://www.ag.ru/screenshots/korsary_4</a>
I can send on Monday tiser and the game kontsept-document, but to expose it for the general access while it is impossible. The project is developed on Gamebryo Engin though from it remained only render already. Shades from all on everything, the real physics of the ships and sails, jointless world... Put it shortly, all very technologically. But we do not pay off in Russia with such project, therefore should consider the western requirements. I against attraction of the western experts as there were cases when it badly worked. Your consultations in the course of game working out are necessary to me. In exchange I can offer all source codes CoAS, and as probably access to Constraction Set after release of new game for your mods.
Best regards,
Edward Zaitsev.<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>Marketing:</b> I played the origional Sea Dogs and PoTC but only recently discovered AoP2 due to an <a href="http://pc.ign.com/objects/142/14293619.html" target="_blank">IGN acticle</a>. I had no idea AoP had even existed or these previous games were getting mod support. It is important to note that I am the kind of person who is constantly digging for information on new games anywhere I can find it. If marketing wasn't reaching me, then they have no hope of reaching the average person. I highly recommend buying banner space from Gamespy, IGN, Gamespot, ect. No doubt that also helps to get favorable reviews and feature articles. They also need to attend game expos to promote the game.
<b>Format:</b> The games need to be released on a console format. Quite frankly, PC gaming is dying a slow death. Over the last few years inventory of PC games has been shrinking or has even been discontinued in some stores. IMO all of the gameplay elements of AoP2 could easily be ported over to either the PS3 or Xbox control system. I realize this will be an unpopular opinion with this modding community, but a PC version can still be released too. I personally bought Fallout3 for the PC simply because of the availability for mods, but we are not the demographic that makes a game profitable.
<b>Gameplay:</b> Now this all falls within personal opinion and we are all going to enjoy different things. These aren't things what are going to help sell more games, they are just going to help them get a getter review from me. I am still playing through AoP2, so I am not 100% on what it doesn't or does contain, but here is what I would love to see in a pirate game...
- Personalization of ships - I like that we can give our ships custom names and upgrades certain features in Bermuda. I would love to see this expanded upon. We gain loads of 'piasters' during gameplay, give us something to spend them on. Getting rich is a hollow victory if there is nothing to spend the money on. Allow shipyards to customize/upgrade sails, paint, crests, lights, cabins, crew uniforms, mastheads, and decorations.
- Colony management - I was hoping for expanded colony management in AoP2. I liked what I saw in AoP and I am very exited about the <a href="http://translate.google.bg/translate?prev=hp&hl=bg&js=n&u=http%3A%2F%2Fsea-winds.ru%2FDamnedDestiny_Announcement.htm&sl=ru&tl=en&history_state0=" target="_blank">Seven Winds Project</a>. This could be greatly expanded upon further. The game Tropico 2: Pirate Cove was a fun little pirate town sim, but it lacked any seafaring fun. A lot of cool ideas could be gained by looking at that game. i would love to have the ability to find a deserted island and found my own pirate colony instead of just taking over an existing town. I would get great enjoyment out of supplying seeing building appear as my town was upgraded.
- Get rid of sailing on the world map - I would like to do all of the sailing on the 3D map. Sailing by the stars. The world map would only be used to get an idea of where you were. It wouldn't give an exact location, but only a rough estimate based on your navigation skills and the quality of your quipment. Maps you buy from vendors would fill in details of an initially very poor quality map.
- More crew interaction - I have become used to games that supply companion based quests. More of these would be nice.
Ok, thats enough for now. It's Friday and I need to go drink some rum with my crew before they mutiny. I'll add more thoughts as they come.