Maximous said:
And the answer to "Some Pretty Valid Reasons" is-----go and write a program by yourself that is half as good as Omega Syndrome. Your half witted comment---cliche---is just that.
You mean the comments I translated in the thread about the new marketing strategy of raising sales by not allowing people to play the demo?
Your remarks maybe would be valid for a mod/freeware game or a game whose developer doesn't want better sales.
But in this case it's a fucking bullshit -
1. I never said anything bad about OS from the programming side.
2. Imagine that making game that
sells much, because that's what the discussion was about, is a lot more than having a good idea, having a vision, a plot, a good programming and a good will.
There are tens of small things that can make game sell or not. You see, there are reasons why commercial cRPG games aren't made by one man armies and usually have multiple designers, QA department and managers that can decide about game's content.
Things like perfecting an interface, making sure to avoid suicidal design decisions, assuring that writing is of professional quality, etc. require more than one man.
I'm not talking here about things like graphics, because they aren't most important in cRPGs but things like at least two designers that can brainstorm ideas and have more control over content and design decisions, a talented writer and a QA team are a must have for any RPG that wants to be successful outside a very small group of hardcore fans.
You said that comparing a game made mostly by a single person to a game made by a company is stupid. I say that it's a bullshit - it's on the same market and the approach to work on it was verified by the market.
When it comes to general sentiments about TOS, I may agree with you - when it comes to sales and recognising context, you are completely clueless.
Of course TOS is impressive for a work of mostly one person and I like playing it, but it doesn't have chance for big sales, because it wasn't made by a team.
The reason is simple - things that wouldn't get through design discussion and QA in professional teams get into the game and some of the things that come up in design discussions and during testing aren't in the game.
And those things came up in the post you are talking about.