HarryB said:I totally understand where you’re coming from and I think it’s too bad you guys can’t be compensated for your work. Taleworlds may have created the game, but if it weren’t for Prophesy of Pendor, I would have shelved Mount & Blade a long time ago. In fact, I had shelved it until I ran into POP 2.0 and started playing that. They laid the groundwork, but you have taken it to another level and given the players something much more compelling to play with.
In many ways I get the feeling that Taleworlds is shooting from the hip with many of their ideas in Warband, and many of the concepts, especially with Lord relations, don’t seem to be fleshed out enough and lack a certain logic. They lean far too much, in my opinion, to everyone hating your guts. The idea of adding marriage is a good one, but it has been pointed out before that they didn’t take it far enough, and the way they implemented it just feels hollow. I prefer the simplicity of the POP Lord relations any day. I won’t be touching Warband until the POP port comes out; I’ll just be playing around with 3.0 until then.
When I make a suggestion like adding The Fallen as a faction, I’m strictly doing it for my own selfish enjoyment. I do think it could be very cool, but somebody has to do the work, and I know it won’t be me.
One thing I am curious about though, is whether you guys are going to do anything with the bandit lairs in the port?
Hi Harry,
Again, thanks for the post.
I would like to answer your questions in reverse order.
Bandit Lairs: I love this idea, and indeed, this was the original concept for the “treasure chests” in prophesy of Pendor: to have scenes that the player would discover, then have to go in and with a few followers fight something to claim. We did not have the scene maker to do this and it fell by the wayside.
There are so many interesting ideas and concepts we can add to make this more enjoyable. I look towards you, and many others in the community to bounce ideas off of, refine my own concepts and fine-tune features and ideas.
In regards to Taleworlds and the features that they are putting forth: well, it is complicated. This is not like an author who is the person who single handedly is writing a book, but a team of people that have different skills, orientations, and ideas. No one person can do it all.
The skills of the team and the concepts that they can bring forth and deliver upon will dictate the direction of the offering.
Just as with the first question I answered, we had a great concept, but we lacked the ability to easily implement it, thus the concept was dropped in favor of things we could deliver.
For the Taleworlds team, and any for-profit development team, this is complicated by pressure to get *something* out the door. What I mean by this is they live, pay rent, put food on the table ONLY when they can deliver a product. When they do, then what they make has to last them until the NEXT time that they can create something and push it out the door.
It is a very risky proposition for a Development team under these conditions, and while we all love gaming, and making games; working like this is full of uncertainly and risk.
I personally admire Armagan, his wife and the Taleworlds team. They did something pretty amazing and I am an advocate of their accomplishments.
The team is very strong with the underlying engine and the concepts and code that run the engine.
A highly successful team has strong people in the four broad areas. Those areas are “programming”, “artwork”, “Game Design” and “Business”. We can break each one of these areas down into sub-categories, such as concept artist, 2D artist, terrain artist, 3D artist/modeler, animator etc. Each sub category has some parts of the first three areas mentioned. The animator is part artist part programmer for example.
This is such a slippery slope of goals, opportunities and execution that it is difficult to guess and accurately pinpoint what is happening here.
If the Taleworlds team is aiming at creating a really strong one player offering, then yes, I would generally concur with your assessment with some of these new features and I would say that they needed a stronger writer/game designer to deliver/design better context to the game to improve immersion.
If they were aiming to lay the groundwork for a strong multi-player offering with the idea to expand on it later once they have a strong working concept, then they are exactly where they need to be.
Once they have the real time multi-player issues ironed out, then it is not overly difficult to then place an overlay which makes a RTS game that allows both tactical and strategic elements. This then can be turned into a service offering (probably a multi-tiered subscription model) that solves most of the problems for the players and the Taleworlds team.
In order to be extremely successful, in game design or in any endeavor, you must play to your strengths. I think Armagan has done that.
I will stop here for now..
Best,
Saxondragon