Regret wrote:BA is god

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Regret wrote:BA is god
You didn't answer either question.AF wrote:Have you read this thread? Did you know I actually wrote a lobby client? BA has a user base, but it is spectacularly failing to attract more users to it.
People are ignorant of this and instead of complaining BA needs more players, they say spring as a whole needs more players. In 4 years BA and its predecessors have only increased by the player pool maxima by 100-150. This is an apalling rating. If even mediocre basic marketing of an installer and website and banners was put out, we could easily be past the 1000 BA players point by now
Lie. I know for a fact "TA clone!"/"Free game BA" regularly attracts people. Is there a lack of advertising? Certainly. That doesn't mean it "fails to attract players"AF wrote: Regardless of what the non BA mods are doing, BA itself is failing to attract players itself, and suffers greatly.
Any evidence?As for mass marketability, the mere presence of content such as BA CA or their forks, is a huge NOGO sign to filesites and listings. Most places outright refuse to advertise spring before they hear a word because of this.
If you start your wall of text with a false statement such as this don't expect people to read what you have to say.Argh wrote:1. The Spring system was never designed for multiple games. It was designed around XTA and maybe SWTA.
You said Spring, which is an RTS engine designed for developing of games. Kid.Argh wrote:Go look at the history, kid. That's how it all started. That's what the Server, which has remained pretty much unchanged, was developed for.
The Lobbies are a lot different, yes. But the Server's been the same, other than bug-fixes, for ages.
There is no Spring system, there is Spring engine.Argh wrote:Spring is a system.
It's not just the engine- it's the rest of the executables as well. Looking at it in that context- that there is no "Spring" without its myriad support apparatus... is vital.
Anyhow, I'm sorry, but this isn't something where picking at semantics is helpful. You're not a game developer anyhow, so none of this really has any bearing on you.
I really, really doubt that there is a single, serious person who takes that proposition seriouslyThere is no Spring system, there is Spring engine.
Lobbies, server applications and other apps are not Spring engine.
When there could be a barebones replacement in a week?Argh wrote:vice versa.
Point 1 about new players, point 2 extends that into zero-sum? That doesn't add up.Argh wrote:1. The Spring system was never designed for multiple games. It was designed around XTA and maybe SWTA.
This stuff about "multi-game aggregators" is a bunch of fairy-dust, not a serious analysis of the key differences between such things and how Spring works.
Commercial developers know that matching up people who own a particular game with like-minded folks is great... but they would never, EVER show them some other game that dominates their backbone. Just the games that player owns. Which is a very big difference.
2. In terms of online play, it's a zero-sum game for the indie designers, because of the core design flaw pointed out in point 1. Period.
So what? We want more lobby players and are largely ambivalent about offline ones.Argh wrote:3. Most people who play RTS games do so offline. Not online. Go check the research if you think I'm wrong, but it's true, you will find. IIRC, Gamasutra has a bit about it, and there are various papers available elsewhere.
Feel free to give me money, but I'm here to make something fun and see it used. If you give me enough money to disregard that, okay, but now it's a job and it doesn't have the same kinds of effort.Argh wrote:In such a scenario, there's nothing to fight about, and everybody on the dev side, whether engine or game... would want to help everybody.
You don't fight over players, you don't fight over IP (between projects), you share code and help other projects out, because it makes you money.
Simple economics at work, really.
What aspects cause that, and what do you think should be done about it? Giving people some money doesn't change this a lot, and causes other bitter issues.Argh wrote:The current system is designed almost completely the opposite. It was designed to make people want to cut each others' throats, frankly, and it's no surprise that the number of active participants on the game-development side here has mainly shrunk over the last couple of years... even though the engine is vastly more powerful and cool.
When the software's better than it's ever been... when there are Open Source tools available that are better than ever... when all of that is working, but the community is dysfunctional and mainly unhappily partisan, and people can't even post about what they're doing without flames and trolling behavior, which isn't moderated because even the moderation staff is involved in the intrigue...
My analysis says that it's a fundamental design flaw. That the system is basically social engineering that's not working.
Polarized how?Argh wrote:Do I believe that it'll ever happen here, with this community being as polarized as it has become? No, I don't. Sadly, that's my conclusion. I think that there's just too much ancient hate around here, frankly.
What benefits?Argh wrote:Therefore it's up to people to leave the box, if they recognize the truth, and try new models of social development, where the benefits aren't stacked so poorly.
Counter-productive in the sense of competing, but you haven't said anything that lessens that much.Argh wrote:But it's still the truth, and we should face it and deal with it. Spring as a free-for-all, everybody-with-everybody system has mainly been a success for the engine developers polishing their CVs, but hasn't made them money, and is counter-productive to the game developers, because it creates the wrong incentives entirely. Where we should all be together, and pulling together, the system is designed to cleave us apart, and it has.