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Kung-Fu Jesus
Dec 13, 2003

"good"-bye

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Patware
Jan 3, 2005

realposting: crosscode is good.

Spasman
Nov 9, 2009

now i'm a jerk and everybody loves me

FrankieSmileShow posted:

Here is a screenshot of the periodic table of gun materials that Bhroom made.

We came up with most of these materials together, but he figured out how to arrange them, and this all worked, as absurd as it was.
There was another chart where you could select two materials and it showed you the result.
The idea was to have the resulting materials of a fusion seem random to the player at first, but every material combination always having the same result meant people could "map" how the combinations work, and eventually maybe actually realize the full horror of what we made, this table above here.

Some of these gun materials I later worked on to make their shots have more personality, and that was a lot of fun. The Klispin (I think we renamed it Marble?) gun fired spooky ghosts that hunted down enemies and moved through them (basically the wraithverge weapon from Hexen), the pinata gun fired candy, the yggdrasil gun left behind a trail of nature, grass and flowers growing, the crystal gun shots exploded in random shrapnel, while the diamond gun exploded in shrapnel flying in specific angular directions, the fungus gun fired floating spores that spawned mushrooms when it hit the ground, the imaginary guns were all Hoopz just holding nothing in his hands, firing invisible hitscan bullets and making gun sounds with his mouth, and was supposed to be more powerful the more innocent Hoopz was (basically the less time passed I think the stronger it would get? Im not sure we ever implemented that idea though!).

this is really clever and it rules

Rotten Red Rod
Mar 5, 2002

Spasman posted:

this is really clever and it rules

It is hilarious and awesome, but in practice it probably would have been terrible. It's like if the tile puzzle Papyrus makes in Undertale was actually real and they expect you to actually learn the rules and engage with that system for the whole rest of the game, while it simultaneously still being a joke because of the complexity.

Like, you can make things be both funny and fun. Going all-in on the joke so much it bogs down the experience is a trap they sprung on themselves.

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


Rotten Red Rod posted:

It is hilarious and awesome, but in practice it probably would have been terrible. It's like if the tile puzzle Papyrus makes in Undertale was actually real and they expect you to actually learn the rules and engage with that system for the whole rest of the game, while it simultaneously still being a joke because of the complexity.

Like, you can make things be both funny and fun. Going all-in on the joke so much it bogs down the experience is a trap they sprung on themselves.

It wouldn't have been terrible because it would not have impacted anyone's gameplay in a meaningful way except for people who wanted to catalogue the gun's system's intricacies.

Ada
Apr 22, 2014

Practice proper gun's safety.
I don't think any individual player was suppose to figure it out. The system is set up so that the same result happens if you use the same material, but is effectively random beyond that as far as the normal person is concerned. The joke is only for that one guy who really needs to know how the system is set up.

e: ^^^

Rotten Red Rod
Mar 5, 2002

Lurdiak posted:

It wouldn't have been terrible because it would not have impacted anyone's gameplay in a meaningful way except for people who wanted to catalogue the gun's system's intricacies.

If it was designed well, sure, but more likely most players would be absolutely confused by the seemingly random nature of gun fusing and just stick to the most basic gun types. But it was one more complex idea in a sea of them, arbitrarily complex because "that's the joke".

I'm just expanding on the devs' own explanations - that the game was bogged down with crazy complex systems that were never really considered in a gameplay setting.

Again, don't get me wrong, I LOVE the idea and I really want to fuse a Pinata gun with a Rogue Taxidermy gun to see what comes out. But it would take a LOT of time focusing on just this aspect to get it working, and their time would have been better spent making combat fun first, THEN adding complexity - in a way tailored to the combat they made.

Rotten Red Rod fucked around with this message at 23:17 on Jun 3, 2019

staplegun
Sep 21, 2003

It's me, I would have filled out the gun'scyclopedia

FrankieSmileShow
Jun 1, 2011

wuzzathang
Yeah basically. We wanted the material mixes to always give the same results, so you could remember that a rotten gun + a junk gun = a soiled gun or something, and that was the only part players were intended to realize individually. The actual underlying logic was just meant to be a bizarre secret, the kind a community might realize later down the line. So for a typical player, the materials are just a seemingly arbitrary, but repeatable, result. So if you end up on a really good gun material, you remember the gun's parents and can know what materials to combine to get this material again on another gun, which works as expected.

The more important logic for players to be reasonably expected to figure out the mechanics of was the gun geolocation, stat growth and affix genetics, which are all more self-explanatory. A machinegun parent tends to make a child with higher rate of fire than a shotgun, etc. The specifics of genetics are convoluted, but the result are kind of roughly predictable, with child guns inheriting traits from their parent guns; again the details are less important than the actual results making some kind of sense.

Ada
Apr 22, 2014

Practice proper gun's safety.

Rotten Red Rod posted:

If it was designed well, sure, but more likely most players would be absolutely confused by the seemingly random nature of gun fusing and just stick to the most basic gun types. But it was one more complex idea in a sea of them, arbitrarily complex because "that's the joke".

I'm just expanding on the devs' own explanations - that the game was bogged down with crazy complex systems that were never really considered in a gameplay setting.

Again, don't get me wrong, I LOVE the idea and I really want to fuse a Pinata gun with a Rogue Taxidermy gun to see what comes out. But it would take a LOT of time focusing on just this aspect to get it working, and their time would have been better spent making combat fun first, THEN adding complexity - in a way tailored to the combat they made.

Priorities is really the issue here. Combat first, but you eventually need a system in place for breeding. Preferably one that isn't purely random, so that the farmer at the breeding barn can give you tips like "breed aluminum and alumunium gun's for a special surprise," and you can force a certain material you like. Some time has to be devoted to designing and building a consistent system and you might as well make it a joke.

Rotten Red Rod
Mar 5, 2002

I was probably being a bit over the top when I said "terrible", but basically I was just echoing what you guys said about the complex systems bogging down the game. It sounds wonderful and hilarious and I wish I could see it in action - but getting the game working and fun first really should have taken priority.

Edit: yeah. /\/\/\

Kitfox88
Aug 21, 2007

Anybody lose their glasses?
Just partner with the slime rancher people and make it guns instead of slimes, tia

FrankieSmileShow
Jun 1, 2011

wuzzathang
The guns being overly complex actually caused problems further than just making their own system function properly. I think this is an element that we definitely underestimated, and was harsh lesson;
The complexity of many of the guns' most special effects also had a splash zone onto other, less directly connected systems in less obvious ways. Its easy to underestimate the difficulty of interacting systems when you can visualize how each of the systems individually will work. I've really grown to appreciate this as I've been working on my own RPG in the past few years.

For example, some of the gun affixes applied confusion-like effects onto enemies which messed with their movement patterns or AI in various ways, which in turn forced us to make enemies in certain ways that they can be affected by these effects. I think this currently all works in the game, but this forced a certain "structure" onto our enemy designs that stifled creativity for making new enemies, forcing them into a bit of a "formula" if that makes sense. A lot of enemies feel kind of similar, they tend to just walk around, move in a kind of circle around the player and shoot.

There were many elements that contributed to stifling creativity on enemies, actually. Thinking about it with hindsight in the last few days, this might have been one of the major issues of the project, like a common thread of many of the problems that affected combat. Adding a new enemy into the game felt like a mountain of work and could not be done lightly. Not just because their scripting could be complicated and plugged into many other systems, but also because of many issues with balancing, and enemies needing a lot of animated art assets facing multiple directions etc.

As others stated, enemy and combat design always ended up feeling secondary to the systems built around combat in general. Kind of like how many RPGs have these super complicated systems to figure out like a puzzle, but then have cookie-cutter dungeons and encounters that just act as a "stress test" for the players party and the players' general understanding and exploitation of that complicated RPG system? That, it's that problem, but in an action game, which is probably a bad mix. I suppose this is just re-formulating what Bisse said earlier.

Ryaomon
Mar 19, 2007
Ask me about being a racist piece of shit with a racist gimmick

DACK FAYDEN posted:

I wish I could throw money at you to make this game happen

you people have brain parasites

Cuntellectual
Aug 6, 2010
Joke's aside, I get why ToG would want to try bigger and better things, but was the bigger issue not knowing what you wanted to do with the game, or that what people wanted to do with the game was too much?

FrankieSmileShow posted:

Yeah basically. We wanted the material mixes to always give the same results, so you could remember that a rotten gun + a junk gun = a soiled gun or something, and that was the only part players were intended to realize individually. The actual underlying logic was just meant to be a bizarre secret, the kind a community might realize later down the line. So for a typical player, the materials are just a seemingly arbitrary, but repeatable, result. So if you end up on a really good gun material, you remember the gun's parents and can know what materials to combine to get this material again on another gun, which works as expected.

The more important logic for players to be reasonably expected to figure out the mechanics of was the gun geolocation, stat growth and affix genetics, which are all more self-explanatory. A machinegun parent tends to make a child with higher rate of fire than a shotgun, etc. The specifics of genetics are convoluted, but the result are kind of roughly predictable, with child guns inheriting traits from their parent guns; again the details are less important than the actual results making some kind of sense.

Dude I just want to say all the art of yours I've seen from the few previews was absolutely excellent and the fact it won't see the light of day is the biggest shame of all.


Groovelord Neato posted:

i guess on the bright side barkley 2 isn't the worst about this (that'd be omori).

Omori was 2014, wasn't that longer ago?

i still believe

Sleeveless posted:

Yeah but due to Barkley 2 being an actual commercial product all of the actual NBA and Space Jam references had to be cut so none of that would have been in the game anyways. Which is another reason the kickstarter was a bad idea.


honestly the whole reason I didn't kickstart it was because I didn't think it could be as funny as the first game without all the dumb injokes and memes.

Groovelord Neato posted:

yeah if i had a successful kickstarter i'd be making the game in my free time to make sure it got released if i ran out of money. are there kickstarters that have done that after the funds dried up?

omori got even more money than tog and hasn't he been silent for years.


IIRC Omocat finished her part, which was the art, and the debacle that is development is entirely on the guys who wanted to make a game out of it. Omocat's busy with her fashion line (which is generally pretty good!) but I assume she just doesn't say much because... She doesn't have anything to say.

Endorph posted:

they probably would have had to cut stuff like the save points that quote random forums posts too

Weren't they written for the game and the one that was a forum post got removed? Or was I bamboozled

Cuntellectual fucked around with this message at 23:55 on Jun 3, 2019

Toxic Mental
Jun 1, 2019

Who will take up the mantle and make a spiritual successor to Barkley 2

Catgirl Al Capone
Dec 15, 2007

barkley 2: shut up and jam: b-ball mystery dungeon

Sleeveless
Dec 25, 2014

by Pragmatica

Rotten Red Rod posted:

It is hilarious and awesome, but in practice it probably would have been terrible. It's like if the tile puzzle Papyrus makes in Undertale was actually real and they expect you to actually learn the rules and engage with that system for the whole rest of the game, while it simultaneously still being a joke because of the complexity.

Like, you can make things be both funny and fun. Going all-in on the joke so much it bogs down the experience is a trap they sprung on themselves.

The original Barkley's bball raising minigame was already this in microcosm, the joke of "chocobo breeding only with basketballs" is a funny joke on it's face but for some reason they actually went to the trouble of coding a (completely opaque) working stat system that I imagine almost no players realized was even there outside of the GameFAQs contributors who spent hours analyzing the math to break it and breed a basketball more powerful than any real weapon in the game.*

Cuntellectual posted:

honestly the whole reason I didn't kickstart it was because I didn't think it could be as funny as the first game without all the dumb injokes and memes.

Right now at this very moment you can go to Walmart or Five Below and find an officially licensed Space Jam poster nestled amongst the Stranger Things and Minecraft and Ninja posters. Space Jam gets nationwide theatrical rereleases and a sequel directed by Terence Nance is coming out in 2021. 11 years ago it was just hokey and dayed enough to be a funny reference on its own but now all the people who grew up on Space Jam are in their 30s and it's just another ubiquitous piece of pop culture so even if they could keep them intact it would age about as well as the Bill Cosby and Juwanna Man references.

DACK FAYDEN
Feb 25, 2013

Bear Witness

Ryaomon posted:

you people have brain parasites
I know I can't, but seriously, everything they've shown off so far would have had me super hyped if they were Kickstarter updates back in like 2015. That problem cannot be solved with money, because the game needs to be made with love by people who don't hate it and want to be working on it, but I am expressing that I wish it could be :shobon:

quackgyver
Dec 4, 2014

....................game's

Toxic Mental posted:

Who will take up the mantle and make a spiritual successor to Barkley 2

For what it's worth I worked on Barkley 1 and me and a couple of other Barkley 1 heads are gonna release an adventure RPG in a few months.

We're just about to wrap up the trailer and promo materials so we're not really ready to go live with the marketing just yet, but you can check it out at https://twitter.com/astrojone if you're interested.

It's not the same thing and I don't want to derail the thread, but maybe it'll scratch an itch. I don't know.

Chas McGill
Oct 29, 2010

loves Fat Philippe
Please release the Microsoft Access database of Dwarfnet posts...

Cuntellectual
Aug 6, 2010

HenryEx posted:

I also thought this was just B akely humour but now i'm second guessing again..........





He wrote the receptionist right

I could totally see that

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


Sleeveless posted:

Right now at this very moment you can go to Walmart or Five Below and find an officially licensed Space Jam poster nestled amongst the Stranger Things and Minecraft and Ninja posters. Space Jam gets nationwide theatrical rereleases and a sequel directed by Terence Nance is coming out in 2021. 11 years ago it was just hokey and dayed enough to be a funny reference on its own but now all the people who grew up on Space Jam are in their 30s and it's just another ubiquitous piece of pop culture so even if they could keep them intact it would age about as well as the Bill Cosby and Juwanna Man references.

Name one space jam reference on the entire kickstarter page.

FrankieSmileShow
Jun 1, 2011

wuzzathang
The Overloading Stone Revolver of Leper's Digest.
You can see descriptions for its affixes (which come from genes), its parent guns below, and its position in the gun world. Each color in the gun world represents a different gun type. I think I remember revolvers generate between handguns and rifles, opposite to submachine guns.

Treebeh
Sep 20, 2010

we never say anything unless it is worth taking a long time to say.
I'm glad the silence is broken and I can start to move on, but another part of me is sad that I don't have anything to look forward to anymore.

Zackarotto
Dec 25, 2005

Ha! Ha! I'll now calculate your brain age.

Treebeh posted:

I'm glad the silence is broken and I can start to move on, but another part of me is sad that I don't have anything to look forward to anymore.
I for one am looking forward to all the post's in this thread

LazyMaybe
Aug 18, 2013

oouagh

Bisse posted:

okay

Let’s start with the overall Combat, because it’s a good example of how development on the game went.

I joined in 2013 just after the KS to work on combat and core engine stuff. The game was effectively divided into two parts, Quest and Combat. There was rarely more than one person working actively on combat. Praise to my lucky stars that I was not involved in the quest side of the game, looking in from the outside it looked like a loving nightmare - near the end of 2017 the massive first area with interconnecting, multiple-path, time-based quests had been reworked from the ground up at least once and, if I recall correctly, it was still not done. To be honest though, the first area seemed to be very good, and when it was demoed at conventions it was well received. So overall B2 had a high quality for the pieces that did finally click into the puzzle.

The pitch for combat was: Hardcore RPG with guns. Basically Nuclear Throne with some heavy RPG elements and gun fusion. There was ideas for enemies hiding behind cover, flanking, being vulnerable from behind. There was already a bare-bones prototype there when I joined. My first step was to make combat feel more 'solid', with better movement, collisions, AI, and just overall a better feel. In hindsight this was a big mistake and it was my mistake completely, we should have just ran with bare bones combat and got combat done. If I had taken that path, combat would today have been simpler, closer to completion, and perhaps even more fun.

Far down the line we wanted to create a mountain area. To deal with height differences as you scale the cold, windswept mountain sides of Necron 7, I added a map height system so tile maps and characters had different elevation. Then because we later worked more on the starting area which was the Sewers, we started implementing the height maps in... the... Sewers... first. It took a huge amount of time and didn’t really add anything to the game. So that was a big waste of time on my end and was just yet another thing that slowed everyone down.

Everyone had different ideas of what combat should be. There was a healthy struggle between making it more fast-paced and action-oriented versus slower and focusing on the RPG bits. However there was a worrying trend starting where we looked less at what the game was actually playing like and more at what was written down in design docs or what the initial ideas from project start was. After two years, combat was still not fun but the push was towards implementing the original designs. The belief was that when everything was implemented according to design it would all come together. Another more direct way to put it is that feedback on design issues and legit serious problems was usually ignored. Eventually after a long time this started to loosen up a bit, but too little too late. Which brings us to the two main points of why combat was boring garbage.

One. Design wise, everything was always massively complicated. Suggesting we keep things simple was ignored, because No that's not the game we want to make. It was sometimes impossible to discuss effort vs value. That's a big part of why gun's fusion took years to get done and working right. That's why the game had at one point eight damage types and a complex elemental resistance system that never really worked well in practice meaning mostly you just considered normal damage and ignored the rest, or at least I found myself doing that when playtesting. Some systems were made way too complicated for any player to ever understand because That's The Joke. Pushing to make the game simpler was really hard, but sometimes the penny dropped, and luckily we avoided some excessive poo poo.

For example, one legit funny joke was your Party. You only ever played as Hoopz, but on your equipment menu there were four party members. You could always see them in your menu but never in game. As I recall it, at the literal final second of the game the other 3 party members would appear out of Hoopz like in a Final Fantasy game and say "Wow, we did it!" "Hell yeah!". Kind of funny actually, but, it’s just one small joke. It would make sense, then, from a return on investment standpoint, to not actually implement your party as characters with actual stats and equipment that actually level up alongside you, available with actual status menus. But B2 ideas sometimes made very little sense. There was a serious idea that these characters should do all that so you could see them progressing as if they were with you. Explaining the effort needed to make this particular dream come true was met with That's The Joke. Thankfully this feature was cut before any serious time was spent on it. Not all similar features were cut.

But, in my humble opinion, and everything from here on is completely my personal opinion only, but which Laz also mentioned, there was a much more serious issue with gameplay.

Two. Let’s compare DOOM and Dark Souls. Doom is a fast paced game with guns. You are fast, and have long range guns. Therefore enemies are also fast, some have rapid long range attacks, and they come in huge numbers. Altogether you get a fast run-n-gun FPS. In Dark Souls, you are slow and have basically only melee attacks, and can’t move while attacking. Therefore, enemies are slow, telegraph their attacks, have mostly melee attacks, and come in very few numbers at a time. Altogether you get a slow, methodical action RPG. Both these games are awesome because everything fits together.

Now as a thought experiment, what if you put the player Character from DOOM, in Dark Souls? Well, you would have Barkley 2. Because the combat pitch for Barkley 2 is a Hardcore RPG with guns, the very fixed idea was that enemies should be slow and tactical. At the same time it’s a run-n-gun action game. So, Diablo with guns. In theory, this is actually a very cool idea! But in practice, you’re five times faster than enemies, deal a poo poo ton of damage, and combat is just a joke unless you intentionally let enemies gang up on you. There is no reason to bother learning about the hardcore RPG side of things if the only difference is does slow-rear end mole get whacked in 3 or 5 bullets. Every tool in your toolbox that could make encounter interesting, like locked doors to create arenas, or just spawning in enemies to surround you, were a no-go because that’s classic game cliches that we don’t want to do. Okay. I pitched for and tried out faster enemies, but they were not liked, and also the game was unbalanced and buggy because it’s never really been properly played. The response was to again make all enemies slower across the board. No amount of bringing up how this is not actually fun to play could change management’s direction on combat or even have an open honest discussion about it.

Many did all they could to spice it up. Different people gave different takes on enemies. Frankie did a huge heroic effort to make guns unique and interesting. But in the end you can't fix whats broken by piling more garbage on top.

In an attempt to make the game challenging, then, you have limited bullets and when I left in 2017 there was still no way to refill bullets without returning to the save point. So the challenge was resource management. Since there was no way we could ever add weak melee attacks you could use if you run out of bullets because This Is A Game About Guns, meaning if you run out you’re actually out of ways to attacks, it made balancing the game really, really awkward. Loads and loads of time was spent on gun’s balancing to make this work. I don’t know how it turned out because of the above issue with not being able to actually play the game for real. Zaubers (magic) would help with this issue, but those are another story and are actually what I was working on and halfway through when I left.

All in all combat was, like many things in B2, wild grand ideas that were very hit and miss in practice.
I absolutely did not expect you to actually respond. god bless

mycot
Oct 23, 2014

"It's okay. There are other Terminators! Just give us this one!"
Hell Gem

Lurdiak posted:

Name one space jam reference on the entire kickstarter page.

Everyone should have Sleeveless on ignore and him buying a new account is the biggest disappointment of 2019. (Barkely 2 updates are not on this list)

Sleeveless
Dec 25, 2014

by Pragmatica
You know the world is really and truly hosed when the man who made Dilbert is an advisor to the president but the man who made funny_dilbert_workplace_shooting.flv can barely get paid a deece six figgies.

Wrex Ruckus
Aug 24, 2015

https://twitter.com/Kotaku/status/1135676437569187842?s=20

Cough Drop The Beat
Jan 22, 2012

by Lowtax

FrankieSmileShow posted:

Here is a screenshot of the periodic table of gun materials that Bhroom made.

We came up with most of these materials together, but he figured out how to arrange them, and this all worked, as absurd as it was.
There was another chart where you could select two materials and it showed you the result.
The idea was to have the resulting materials of a fusion seem random to the player at first, but every material combination always having the same result meant people could "map" how the combinations work, and eventually maybe actually realize the full horror of what we made, this table above here.

Some of these gun materials I later worked on to make their shots have more personality, and that was a lot of fun. The Klispin (I think we renamed it Marble?) gun fired spooky ghosts that hunted down enemies and moved through them (basically the wraithverge weapon from Hexen), the pinata gun fired candy, the yggdrasil gun left behind a trail of nature, grass and flowers growing, the crystal gun shots exploded in random shrapnel, while the diamond gun exploded in shrapnel flying in specific angular directions, the fungus gun fired floating spores that spawned mushrooms when it hit the ground, the imaginary guns were all Hoopz just holding nothing in his hands, firing invisible hitscan bullets and making gun sounds with his mouth, and was supposed to be more powerful the more innocent Hoopz was (basically the less time passed I think the stronger it would get? Im not sure we ever implemented that idea though!).

This is seriously cool and I hope y'all are able to get together and make another game someday that actually works in its scope because these are some goddamn amazing ideas.

Also I want to play your survival horror more than ever, Frankie. Best of luck developing that thing!

Sleeveless
Dec 25, 2014

by Pragmatica
In the time it took everyone working on Barkley 2 to make absolutely nothing despite making more than triple what they asked for the guy who made The Demon Rush completed four games, two of which are official PS4 releases, and has a fifth one in active development with his most recent update coming out a week ago.

Star Citizen has been playable for years and is still putting out updates and has more than two hundred thousand active players right now.

The Ouya was actually completed, released, was directly responsible for multiple critically acclaimed and successful games and is still at this very moment active and operating.

Even Doobie managed to open and run his hotdog restaurant.

Don't let all the people tripping over themselves to assure you that they are more than happy to spend $30 on jpegs of guns make you think that you aren't a colossal failure and a laughingstock even by the standards of failed gaming kickstarters.

(USER WAS PUT ON PROBATION FOR THIS POST)

Communist Thoughts
Jan 7, 2008

Our war against free speech cannot end until we silence this bronze beast!


Treebeh posted:

I'm glad the silence is broken and I can start to move on, but another part of me is sad that I don't have anything to look forward to anymore.

Whats that star citizen quote?

"I am hollow like death all the time"?

Rotten Red Rod
Mar 5, 2002

Sleeveless posted:

In the time it took everyone working on Barkley 2 to make absolutely nothing despite making more than triple what they asked for the guy who made The Demon Rush completed four games, two of which are official PS4 releases, and has a fifth one in active development with his most recent update coming out a week ago.


This guy's games are absolute bizarre trash, and it's an insane mystery why he got (and STILL gets) PSN releases. Either he has some dirt on someone at Sony, or he has a relative there or something. I really, really want to know.

And sure, he can crank the games out, but if you look at them for half a second you can tell they're half-baked as hell. I don't doubt there's passion behind them, but it's like MDickie-levels of jank.

100 HOGS AGREE
Oct 13, 2007
Grimey Drawer
how can star citizen have 200k active players when star citizen does not exist

Rotten Red Rod
Mar 5, 2002

100 HOGS AGREE posted:

how can star citizen have 200k active players when star citizen does not exist

You just have to really, really generous with what "playable" and "active player" mean.

KirbyKhan
Mar 20, 2009



Soiled Meat

100 HOGS AGREE posted:

how can star citizen have 200k active players when star citizen does not exist

Each active player is a post on their forums.

Fellatio del Toro
Mar 21, 2009

no it said 200k actively played

Fuligin
Oct 27, 2010

wait what the fuck??

drat this thread fuckin asploded overnight

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romanowski
Nov 10, 2012

Sleeveless posted:

In the time it took everyone working on Barkley 2 to make absolutely nothing despite making more than triple what they asked for the guy who made The Demon Rush completed four games, two of which are official PS4 releases, and has a fifth one in active development with his most recent update coming out a week ago.

Star Citizen has been playable for years and is still putting out updates and has more than two hundred thousand active players right now.

The Ouya was actually completed, released, was directly responsible for multiple critically acclaimed and successful games and is still at this very moment active and operating.

Even Doobie managed to open and run his hotdog restaurant.

Don't let all the people tripping over themselves to assure you that they are more than happy to spend $30 on jpegs of guns make you think that you aren't a colossal failure and a laughingstock even by the standards of failed gaming kickstarters.

you seem a little bitter about this, how much money did you lose?

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