One account used also for future systems does not automatically involve BC. It is easier that way but not guaranteed. For company it means more precise data from play -> more data about what kind of games should be developed. E.g. for development of DLC is really important to know also playtime and type of walkthrough. This data are part of saves and that is why cloud saves are so important for companies.
Actually, this is not saying much about Switch 2 (only that it is in later stages of development) or backwards compatibility. This is important for shareholders because it means less additional costs because of change of network infrastructure.
Is there same problem in design in P4G and P3P as in P5R with no autosave? I understand this in dungeons but it doesn't make sense during social parts. And complicated access via menus doesn't make it easier. Such simple thing as quicksave in XC3 made it quite more user friendly.
@Vyacheslav333 with every translation comes also decision how much you want to include not only the words but also the context. Problem is that context comes also with deep understanding of culture. And for this culture I don't mean only history, but also traditions, puns, honorifics, customs, etc. It is almost impossible to translate all these layers. Yes, it may happen that something is lost in translation and not according to your expectations, but for most of people does not have knowledge of entire culture of source material. So I am okay with it and to be honest I have not feeling of something missing in FE: 3 houses/hopes or XC 1/3. I had it definitely in TMS #FE Encore, but overall it was only an itch, not something that struck me to the head. So I wouldn't call it disease. It is just decision of translators how to make source material the most accessible to target auditorium. I only presume that you never translated something for larger group of people because if you did, you would know that every translation is only a compromise between authors' meaning of source, translators' understanding of source and your understanding of both. I know only a few translators that were on par with originals or better.
A) so many artists. Wasn't expecting that but it makes sense after a thinking because most of graphics is done by artists. Programmers work on interactions of models.
B) testing. I suppose that testing is listed as 'other development' so it means that it is only automated. I am still interested in more details although I will never get them .
3) planning. Not sure about correct translation but for me it is quite good description for most of management work.
Thanks for this info. It is nice to know something like this about whole development of games.
@steely_pete according job description her involvement is not with creation process but with negotiation with 3rd parties so her influence to game design at all will be quite limited. Also this hiring is interesting because of release of next Nintendo console.
@NintendoWife sad to hear about state of TV. And TV programs are easier to archive, because you need only one label per medium. With source code of software it is much more complicated because older programming languages didn't even made possible to separate assets from code itself. So you have one big mess of assets and code of describing how they interact. And with no or missing documentation there is also high probability that you don't know how to separate them. And fast evolution of programming languages also doesn't help.
@NintendoWife losing of original assets is more common than you think. In this case we are talking about times when original assets were not stored somewhere in cloud (1997) simply because of hardware limitations. Few years later was Westwood bought by EA and moved also physically. This also did not help. Similar problem with missing assets had e.g. Diablo 2 (which was released later).
@HeadPirate Interesting point of view. As a QA I agree with you because it simply is not possible to verify everything and every found issue prolongs the development.
As a customer I hate this state. In PC world fixes and updates are quite common. In console world it is not like that and especially in older ports. KotOR 2 is another good sample. Currently it is not possible to finish. As I know Aspyr I really don't think that they will be able to fix the issue.
Indie games is another topic for debate. Look at smaller indie game Football, Tactics and Glory on NSW and on PC. On PC it has 2 DLC and actively communicating dev team. Creoteam as publisher? First release is the last one and there won't be any work done further. From business perspective I understand it. From customer perspective I hate it.
My solution? Nintendo should improve refund policies (I know, not gonna happen) and make it easier for devs to create new versions.
At least they told us. Still better than some publishers who make port, give it 1 patch and then forget about the game (game is updated every 2 weeks also with added content, changed mechanisms, etc.).
@relinqued main issue at Obsidian is not in programming. Their main problem is testing. I absolutely agree with you and it will be really interesting to find out the reason why it is like that (from QA point of view).
@relinqued Obsidian has less talent than Bioware? Only if you mean from technical side. Their QA has always sucked. In this case it seems more like issue from porting because patches (with only technical fixes not adding story) came in years after releasing the game. There was only 1 game I ever encountered and played which had so many fixes: Vampire - Bloodlines. I only hope that with fan-made mod will come also technical fan-fixes.
If we are speaking about story-telling and characters Obsidian is in top 3 companies who can make cRPGs with entertaining story and believable characters with understandable motivations. Other studios who could do that are old BioWare, Larian and CD Projekt Red.
@Tourtus it is actually quite common to host services and also for big players. AWS is not only provider for servers (which you need for storage and computing itself), but provides also know-how for other parts (load balancing, back-up, etc.).
About Win XP: doubt it, because servers like that usually uses custom OSes, probably Unix based because of easier control over system resources.
Comments 15
Re: Nintendo's 330M+ User Accounts Will Be Foundation Of "Lasting Relationship With Consumers"
One account used also for future systems does not automatically involve BC. It is easier that way but not guaranteed. For company it means more precise data from play -> more data about what kind of games should be developed. E.g. for development of DLC is really important to know also playtime and type of walkthrough. This data are part of saves and that is why cloud saves are so important for companies.
Re: Shuntaro Furukawa: Switch Successor Will Utilise The 'Nintendo Account' System
Actually, this is not saying much about Switch 2 (only that it is in later stages of development) or backwards compatibility. This is important for shareholders because it means less additional costs because of change of network infrastructure.
Re: Nintendo Announces Everybody 1-2-Switch!, Pre-Orders Now Live
There goes June direct. Seems like dead summer with great announcements (Switch 2) on Nintendo days n September.
Re: Poll: What Review Score Would You Give Persona 3 Portable, Persona 4 Golden?
Is there same problem in design in P4G and P3P as in P5R with no autosave? I understand this in dungeons but it doesn't make sense during social parts. And complicated access via menus doesn't make it easier. Such simple thing as quicksave in XC3 made it quite more user friendly.
Re: Best Fire Emblem Games Of All Time
@Vyacheslav333 with every translation comes also decision how much you want to include not only the words but also the context. Problem is that context comes also with deep understanding of culture. And for this culture I don't mean only history, but also traditions, puns, honorifics, customs, etc. It is almost impossible to translate all these layers. Yes, it may happen that something is lost in translation and not according to your expectations, but for most of people does not have knowledge of entire culture of source material. So I am okay with it and to be honest I have not feeling of something missing in FE: 3 houses/hopes or XC 1/3. I had it definitely in TMS #FE Encore, but overall it was only an itch, not something that struck me to the head. So I wouldn't call it disease. It is just decision of translators how to make source material the most accessible to target auditorium. I only presume that you never translated something for larger group of people because if you did, you would know that every translation is only a compromise between authors' meaning of source, translators' understanding of source and your understanding of both. I know only a few translators that were on par with originals or better.
Re: Xenoblade Chronicles Dev Monolith Soft Provides Employee Headcount Update
Interesting to see for various reasons.
A) so many artists. Wasn't expecting that but it makes sense after a thinking because most of graphics is done by artists. Programmers work on interactions of models.
B) testing. I suppose that testing is listed as 'other development' so it means that it is only automated. I am still interested in more details although I will never get them .
3) planning. Not sure about correct translation but for me it is quite good description for most of management work.
Thanks for this info. It is nice to know something like this about whole development of games.
Re: Former God Of War Ragnarok Gameplay Producer Joins Nintendo
@steely_pete according job description her involvement is not with creation process but with negotiation with 3rd parties so her influence to game design at all will be quite limited. Also this hiring is interesting because of release of next Nintendo console.
Re: Review: Blade Runner: Enhanced Edition - A Cyberpunk Classic, Compromised On Switch
@NintendoWife sad to hear about state of TV. And TV programs are easier to archive, because you need only one label per medium. With source code of software it is much more complicated because older programming languages didn't even made possible to separate assets from code itself. So you have one big mess of assets and code of describing how they interact. And with no or missing documentation there is also high probability that you don't know how to separate them. And fast evolution of programming languages also doesn't help.
Re: Review: Blade Runner: Enhanced Edition - A Cyberpunk Classic, Compromised On Switch
@NintendoWife losing of original assets is more common than you think. In this case we are talking about times when original assets were not stored somewhere in cloud (1997) simply because of hardware limitations. Few years later was Westwood bought by EA and moved also physically. This also did not help. Similar problem with missing assets had e.g. Diablo 2 (which was released later).
Re: Review: Shadowrun Trilogy - A Fantastic Trio Utterly Let Down By Shoddy Ports
@HeadPirate Interesting point of view. As a QA I agree with you because it simply is not possible to verify everything and every found issue prolongs the development.
As a customer I hate this state. In PC world fixes and updates are quite common. In console world it is not like that and especially in older ports. KotOR 2 is another good sample. Currently it is not possible to finish. As I know Aspyr I really don't think that they will be able to fix the issue.
Indie games is another topic for debate. Look at smaller indie game Football, Tactics and Glory on NSW and on PC. On PC it has 2 DLC and actively communicating dev team. Creoteam as publisher? First release is the last one and there won't be any work done further. From business perspective I understand it. From customer perspective I hate it.
My solution? Nintendo should improve refund policies (I know, not gonna happen) and make it easier for devs to create new versions.
Re: Star Wars: KOTOR II 'Sith Lords Restored Content DLC' Releasing In Q3 2022
At least they told us. Still better than some publishers who make port, give it 1 patch and then forget about the game (game is updated every 2 weeks also with added content, changed mechanisms, etc.).
Re: Review: STAR WARS: Knights Of The Old Republic II: The Sith Lords - Always Two, There Are
@relinqued main issue at Obsidian is not in programming. Their main problem is testing. I absolutely agree with you and it will be really interesting to find out the reason why it is like that (from QA point of view).
Re: Review: STAR WARS: Knights Of The Old Republic II: The Sith Lords - Always Two, There Are
@relinqued Obsidian has less talent than Bioware? Only if you mean from technical side. Their QA has always sucked. In this case it seems more like issue from porting because patches (with only technical fixes not adding story) came in years after releasing the game. There was only 1 game I ever encountered and played which had so many fixes: Vampire - Bloodlines. I only hope that with fan-made mod will come also technical fan-fixes.
If we are speaking about story-telling and characters Obsidian is in top 3 companies who can make cRPGs with entertaining story and believable characters with understandable motivations. Other studios who could do that are old BioWare, Larian and CD Projekt Red.
Re: Nintendo's eShop Experienced Outages Over Christmas (Again)
@Tourtus it is actually quite common to host services and also for big players. AWS is not only provider for servers (which you need for storage and computing itself), but provides also know-how for other parts (load balancing, back-up, etc.).
About Win XP: doubt it, because servers like that usually uses custom OSes, probably Unix based because of easier control over system resources.
Re: Nintendo Download: 28th May (Europe)
Not sure about looking forwards to 2k ports. Civ 6 port is still not fixed after last season pass and I didn't receive any response about it.