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Member
(05-31-2012, 02:03 AM)
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#201
Not all of these other games encountered the exact same issues as Too Human did, but the development of many games was impacted negatively. Just because Silicon Knights is the only one suing, doesn't mean they are the only one impacted. Whether Too Human specifically would have been a successful game is not really the interesting part of the case. This would obviously have had an impact on the potential damages awarded, but not on whether any damages were merited. What I wanted answered was when Epic licensed an, at the time, incomplete engine to developers on the agreement that the finished engine would be delivered at a specified date, and the deadline was missed... should Epic be accountable for that? When Epic did not properly document the use of the Engine so that the customer was properly able to use the engine, should Epic be held accountable? When part of the agreement stated that Epic employees would provide direct technical support for using an incomplete engine, and then said employees were not made available for support, should Epic be held accountable? Unfortunately, these questions did not seem to get answered. Or maybe they were, but it got buried under the headline of Dyack is dumb and gets punished for it. I don't know I didn't read the full brief, and neither will most people. Honestly, I could not care less if Dyack ever saw a cent from this case, and I definitely didn't want them to take Epic down. Though there were many flaws in the Unreal Engine 3, it allowed a lot of games be made that otherwise wouldn't have been. But that doesn't mean Epic didn't make a few missteps. But it looks like this case will be remembered as a developer of an unpopular game challenges a generally well liked developer, and gets punished for not having a good legal team. Oh well. |
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Banned
(05-31-2012, 02:20 AM)
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#203
This is just incorrect. Too Human probably has the BEST gameplay design of any game this gen, specifically the combat engine and design. Too human had its issues, however game play was definitely not one of them.
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Member
(05-31-2012, 02:23 AM)
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#205
What?? That's a huge, huge stretch... I thought the gameplay was actually pretty awful.
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Member
(05-31-2012, 02:25 AM)
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#206
it had possibly my least favorite combat engine of any action game I've played this gen, granted I only played the demo, but the whole "sliding" mechanic was very jarring to me
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Member
(05-31-2012, 02:25 AM)
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#207
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WELCOME TO THE XANDER ZONE
(05-31-2012, 02:27 AM)
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#208
Nnnnnnnno, if anything it had an interesting look and cool premise and had mostly gameplay related issues.
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Member
(05-31-2012, 02:31 AM)
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#209
wait. Silicon Knights is funded by the Canadian government?
Who the heck authorized that? what a terrible idea!!!! As a Canadian, I am dismayed. Silicon Knights is a joke. Fund a worthwhile company. Dyack ruined his company. While I feel bad for the people who got laid off, I can not believe that the Canadian government chose to fund them. Anybody got a link? |
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Member
(05-31-2012, 02:34 AM)
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#210
http://www.joystiq.com/2012/03/28/si...canadas-money/ |
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Banned
(05-31-2012, 02:34 AM)
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#211
Lots of people were turned off by the unusual control scheme and never gave it a chance. Once you got over the hump of your inexperience with the sysem, so to speak, the combat shone. Sliding was glorious. Berzerker class showed the combat system to its best. Out of the ~75 games that I have played since the 360 launched, there here hasn't even been a close second this gen for most fun combat experience compared to a high level cyberzerker.
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Member
(05-31-2012, 02:36 AM)
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#212
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Member
(05-31-2012, 02:37 AM)
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#213
Its definately a stretch to say it had the BEST gameplay design this gen, but I found it fun. Loot mechanics made it quite addictive gameplay-wise.
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Member
(05-31-2012, 02:39 AM)
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#214
I'm assuming you either work at SK or are trolling with that post. The combat was essentially close your eyes mash on the right stick a bunch until you/the enemies were dead.
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Member
(05-31-2012, 02:41 AM)
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#215
The combat engine and design were pretty terrible.
Last edited by ProfessorMoran; 05-31-2012 at 02:46 AM.
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Member
(05-31-2012, 02:44 AM)
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#217
Strong this. I literally burst out laughing the first time I played the demo the second Baldur started flying from enemy to enemy, flailing his sword as his wrist convulsed. Too Human went from being one of my most anticipated titles to a game I wouldn't ever purchase within seconds from the demo alone.
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Member
(05-31-2012, 02:45 AM)
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#218
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place a shoe on my head
to reduce lag compensation (05-31-2012, 02:47 AM)
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#219
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Member
(05-31-2012, 02:49 AM)
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#220
Got mad? This is failure of disclosure. They made wild accusations, wasted everybody's time and money involved, and when it came time to play litigation, SK didn't offer an ounce of computation. I'd love to get a proceeding that easy.
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Banned
(05-31-2012, 02:54 AM)
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#221
And thus you demonstrate that you didn't play the game. There is quite a lot of depth to the game. The only class the really pinballed much was the zerker and even there was considerable tactical depth.
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Member
(05-31-2012, 02:54 AM)
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#222
If you're interested in all the gory details of why the expert's method was invalid, you can read this. The relevant portion is under the title "Misapplication of Reliable Methodology Results in Exclusion of Testimony." |
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Member
(05-31-2012, 03:05 AM)
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#224
So I'm guessing that Epic did deliver enough of an engine on time to satisfy the contracts.
And I suppose Too Human does have that Unreal Engine 3 look to it. I don't think it would've been too hard for Epic to prove SK's engine infringed on some of their intellectual property. Otherwise they wouldn't be getting $4.5M So, why did SK pursue this case if these simple facts were already in their possession? |
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Member
(05-31-2012, 03:07 AM)
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#225
I don't think that even the creators of the game would believe this even in their wettest dreams XD
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Here's your chocolate,
can we **** now? (05-31-2012, 03:20 AM)
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#227
One big problem that TH had to overcome, well besides DD's marketing suicide, was battling the public's need to shoehorn it into a pre-existing genre. It was called an action RPG. It was the closest thing that fit. Some people lumped it in with Diablo and other dungeon hacks. But the fact that it didn't play like whichever genre it was put into was considered a flaw in it's design. Couple this with it's unorthodox controller scheme and they created a major hurdle for most players to have to get past just to get to the point where the game could be enjoyable. If I had to put a genre label on Too Human it would a Technique-Combat based Dungeon Crawl. The only game that is even close to it is Phantasy Star Online. While it is very rudimentary in comparison, it still had timing in its controls. Games like Diablo and its ilk were more decision based. Sure you could develop techniques to do things more efficiently but it was not built into the game like it is with Too Human and PSO. I know that some games are adding timing in strikes but it's more of a tacked on kind of thing than something that the game is completely designed around. The fact that Too Human was made it such a joy for me to play. Having a good fight in Too Human would give me the same satisfaction I would get from doing other similar things like pulling off a Dragon Punch combo or landing a sick move in a snowboarding game. It's a feeling that is missing for me in most of the other Dungeon Hacks I've played. |
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Kills Photobucket
(05-31-2012, 04:24 AM)
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#229
from the op:
There a quick explanation as to why Silicon Knights was even involved in this? |
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Member
(05-31-2012, 04:30 AM)
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#231
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Member
(05-31-2012, 04:58 AM)
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#235
There was no loan. There was no funding. At one point, SK did get a special Digital Media grant, which was based, IIRC, two separate things: 1) for R&D technology, and for 2)opening a new branch office and hiring more people. #2 was definitely retracted as they did cut a bunch of people late last year/early this year. I'm not sure about #1, but even though, the funding was given based on technology delivery. Don't get your panties up in a bunch. Ontario and Canadian government gives funding to all sorts of projects that may or may not pan out, and funding is never based on "profitable" or "success" like how this forum sees it. (Funding to attract jobs, cultural development, etc) |
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Member
(05-31-2012, 06:16 AM)
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#242
http://www.eurogamer.net/articles/20...hts-court-case
Quote:
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Member
(05-31-2012, 08:41 AM)
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#243
$4.5 million is chump change. Too Human supposedly cost over $60 million (although that includes aborted attempts at PSX/Gamecube games), and Dyack's decision to make his own Silicon Knights Engine (which was 100% based on UE3, and swapped out piece by piece) supposedly cost around $10 million by itself.
Too Human (based on Unreal Engine 3) got laughed out of it's first E3 showing while Gears of War won game of show. SK got butthurt and accused Epic of taking their UE3 licensing money and spending it on GoW, instead of spending it on UE3 improvements. Time to stop paying your bills and build a new game engine and sue for millions! It turns out that Epic really was spending UE3 royalty money on making UE3 better. |
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Member
(05-31-2012, 08:53 AM)
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#244
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Member
(05-31-2012, 09:18 AM)
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#246
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Member
(05-31-2012, 09:20 AM)
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#247
Dyack had a meltdown and SK alleged that their money was making GOW look good, and SK sued for "all the GoW profits" instead of actual damages, which was probably why they lost. |
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Member
(05-31-2012, 09:24 AM)
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#248
Last edited by JonathanPower; 06-01-2012 at 02:43 PM.
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Member
(05-31-2012, 09:44 AM)
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#249
The real shame in this whole thing is not that SK lost or owe money.
But more that the discussion about the liability of a contractor vis-a-vis of its customers will be messed up by how Epic have won because Epic doesn't SUXXX like SK because Too Human was not what it was hyped to be. Heck for what it's worth the whole thing was handled poorly on SK's side and just shows how unprofessional the whole gig really is. |
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Member
(05-31-2012, 10:00 AM)
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#250
And then he rolled in the fact that the lost year meant they didn't have time to develop and release a sequel which could have sold... you guessed it - 2.5 million copies! (guess that is his lucky number) |