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Forums - Sony - I beginning to think Killzone 3 could've used more time in the oven.

non-gravity said:
Aldro said:
makingmusic476 said:
Aldro said:

Full game has custom games. What you on about Willis?!

Or err, will be patched? doesnt make sense o_o. Whatever.


They're coming in a patch soon after launch.

A few days back GG announced both a day one patch that will include tweaks for multiplayer, and a second patch shortly after that will include things like custom games:

http://www.thesixthaxis.com/2011/02/17/killzone-3-patch-details/

o_O.. atleast its coming?

 

However they will be unranked and apparantly there will still be no server lists. (meaning you can only join the ones friends are playing?)

So I don't know what the point is.

yeah, I don't think GG knew what their fans were talking about when they asked for custom games back, this is no better than private matches made in Call of Duty which isn't what people wanted.



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They really  should have implemented online co-op, would've been a great addition to the game and the PS3 as a whole.



''Granted, I haven't actually played the game yet, but this is how I feel after having read various reviews and previews''ce

and to add to that you mainly complain about cutscenes...

Who are you working for?

OH, AND RESISTANCE 2 is AAAAAAAAWWWWWWWWWWEEEEEEEESSOOOOOOMMMEEE online



agreed but try the demos it kicks azz



makingmusic476 said:
Squilliam said:

Well im sure there would be none of those bullet points if they had better focus. Other developers have been able to release bigger/better games in 24 months it is just a question of where they prioritise their time.

I can't think of any other examples where that is really the case.  The only franchises I can think of that haven't been mentioned yet and that may apply are Call of Duty and Assassin's Creed, but the former barely deviates from the formula set by Modern Warfare with each sequel, and there are four different development studios working on the franchise, while the latter has a team of over 450 people working on it.  Or at least that's how many worked on Assassin's Creed II.

Uncharted 2 is the only game I can think of that really pulls off a lot more than what GG did with Killzone 3 over a comparable 24 month time frame, but even then Naughty Dog put almost all of their work into the singleplayer experience.  The multiplayer only has the most basic of feature sets, relying instead on the franchise's unique mix of TPS and platforming gameplay to stand out.

Every game has a limited scope for development whether it is 200 people over 5 years or 50 people over two years. How they assign their resources dictates on what features get cut, which features get implemented and how many new gameplay mechanics they bring on board, etc. It is possible that they put too much on their plate and therefore wasted man hours, it is possible they didn't get a working alpha early enough to test their multiplayer etc. Given the level of resources they had available to them what comes out the other end relates almost entirely to their goals and direction as well as straight up project management. What you see out the other end in their game is the result of the choices they made and how well they pulled it off.

P.S. The number of developers who worked on a project is entirely different to the number of developer years on average spent over the number of developers who worked on the project. Just because they had 450 at one point or different points doesn't mean they even had as much development resources as GG had with KZ3 if they had a more stable, large team.



Tease.

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Dr.Grass said:

''Granted, I haven't actually played the game yet, but this is how I feel after having read various reviews and previews''ce

and to add to that you mainly complain about cutscenes...

Who are you working for?

OH, AND RESISTANCE 2 is AAAAAAAAWWWWWWWWWWEEEEEEEESSOOOOOOMMMEEE online


I'm assuming you aren't around these boards often given a comment like that.  Obviously I must have some sort of agenda against the series.

And I didn't "mainly complain about cutscenes".  It's just the nature of the issues concerning cutscenes mean they take more lines of text to convey.

The issues with cutscenes obviously boil down to a lack of polish at most, while features that have been removed from competitive multiplayer are far more significant.

Also, I don't mean to be rude, but your sig is obnoxiously long.  =/



Squilliam said:

Every game has a limited scope for development whether it is 200 people over 5 years or 50 people over two years. How they assign their resources dictates on what features get cut, which features get implemented and how many new gameplay mechanics they bring on board, etc. It is possible that they put too much on their plate and therefore wasted man hours, it is possible they didn't get a working alpha early enough to test their multiplayer etc. Given the level of resources they had available to them what comes out the other end relates almost entirely to their goals and direction as well as straight up project management. What you see out the other end in their game is the result of the choices they made and how well they pulled it off.

P.S. The number of developers who worked on a project is entirely different to the number of developer years on average spent over the number of developers who worked on the project. Just because they had 450 at one point or different points doesn't mean they even had as much development resources as GG had with KZ3 if they had a more stable, large team.

Obviously, we don't know all the details about the development of each game, but 450 is still a significant figure, almost tripling the development team of Killzone 2 at its peak.

And I'd like some examples to back up this claim:

"Other developers have been able to release bigger/better games in 24 months it is just a question of where they prioritise their time."

:P



makingmusic476 said:
Squilliam said:

Every game has a limited scope for development whether it is 200 people over 5 years or 50 people over two years. How they assign their resources dictates on what features get cut, which features get implemented and how many new gameplay mechanics they bring on board, etc. It is possible that they put too much on their plate and therefore wasted man hours, it is possible they didn't get a working alpha early enough to test their multiplayer etc. Given the level of resources they had available to them what comes out the other end relates almost entirely to their goals and direction as well as straight up project management. What you see out the other end in their game is the result of the choices they made and how well they pulled it off.

P.S. The number of developers who worked on a project is entirely different to the number of developer years on average spent over the number of developers who worked on the project. Just because they had 450 at one point or different points doesn't mean they even had as much development resources as GG had with KZ3 if they had a more stable, large team.

Obviously, we don't know all the details about the development of each game, but 450 is still a significant figure, almost tripling the development team of Killzone 2 at its peak.

And I'd like some examples to back up this claim:

"Other developers have been able to release bigger/better games in 24 months it is just a question of where they prioritise their time."

:P

Its not 450 full time developers, all it means is that 450 people worked on the game. Theres a significant difference between the two. Its the EA/Ubisoft studio model, they aren't all attached to the one studio they tend to get moved around to where they are needed.

As for the quote it depends on their priorities, they could have kept the assets the same and spent the programming time on other things. It really depends on what they prioritise and whether you appreciate the result of their efforts.



Tease.

Just finished the demo and I agree 100%

Animations were pretty stiff and sometimes made me giggle

Guns are still just kinda guns you never get a real attachment to any one gun.

The Move pointer lagged when in the menus then getting into the game the lag was still present, wasn't feeling that too much, I eventually just stopped using it, espcially how awkward it is to sit with the DS3 resting on my left leg to keep it stable.  

Oh and I had one scene framerate literally drop to like 2 frames a second and went D: this is how you want to show off your game?

Good things I liked:

Jetpack, while the demo had its up and downs the up was when I had the jetpack, though why it let throat cancer victims fly and only made me do a super jump no one really knows. 

They (somewhat) fixed cover from last game, still rather annoying it's actually functional and with more tweaking I could see it actually being apart of multiplayer by Killzone 4, basically it's slowly figuring out GoldenEye is how you do a cover system, I kinda want to send a copy to GG just so they can facepalm at themselves and make this happen in either a patch or in their next game.

The rocketlauncher thingy was cool the first few times.

Though I didn't get to play it with a friend splitscreen co-op always gets kudos!

Oh and the biggest one was just the level of customization to your controls, both Move and normal DS3, I can actually get some use out of my PS3 triggers in this game.

So a mixed bag that could have used more time but at least this time the game didn't make me rage out cause of how bad the controls were for a FPS, now it's acceptable, which means I can seriously sit down with this one.



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makingmusic476 said:
Squilliam said:

Well im sure there would be none of those bullet points if they had better focus. Other developers have been able to release bigger/better games in 24 months it is just a question of where they prioritise their time.

I can't think of any other examples where that is really the case.  The only franchises I can think of that haven't been mentioned yet and that may apply are Call of Duty and Assassin's Creed, but the former barely deviates from the formula set by Modern Warfare with each sequel, and there are four different development studios working on the franchise, while the latter has a team of over 450 people working on it.  Or at least that's how many worked on Assassin's Creed II.

Uncharted 2 is the only game I can think of that really pulls off a lot more than what GG did with Killzone 3 over a comparable 24 month time frame, but even then Naughty Dog put almost all of their work into the singleplayer experience.  The multiplayer only has the most basic of feature sets, relying instead on the franchise's unique mix of TPS and platforming gameplay to stand out.


Uncharted 2's multiplayer is incredibly fun to play. There's over 8 modes to play, not including the Play Lab that they add from time to time to throw random things at the players.