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Quote:Probably intentional. Those changes get interesting when dealing with copyright law:
As for the Alice slip up - I was tired and got some wires crossed - I was referencing the fact that Alice In Wonderland was changed - in the case of Alice's appearance - in translation from book to movie.
"Alice in Wonderland" itself is now in public domain.
Disney could thus create their own "Alice" features without paying any fees.
So can anyone else.
BUT Disney's modifications to the "Alice" story ARE theirs, legally. If you make an Alice story that bears too strong of a resemblance to the Disney version, expect a lawsuit. Same goes for "Tarzan" and most of their fairy tales.
What constitutes "too string of a resemblance" is tough to judge.
Take Snow White
- in the original Grimm version, the witch wants snow white's lungs and liver to eat. Disney made it a "heart." Would just having that same change "heart" in your work constitute infringement? Potentially....
Fortunately, unlike Trademarks, copyright isn't lost through dilution, so copyright owners don't have to feel compelled to challenge all of these. If Disney saw you made a lot of money on a derivative of their work, they might try to go after you for licensing, but they could just as easily realize that your story has renewed interest in their original work and helped increase its value, not dilute it. They just might be comfortable with letting it slide-- no risk to them. -
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Don't play enough tankers to justify giving too much input, but one question:
are damage calculations vs brutes taking into account "bruising" or in practice is the -20% debuff too often resisted where it matters.
As an outside observer, it'd seem that a resist debuff of that magnitude would be particularly useful in a group: sure, the tanker's damage isn't that great, even when hitting a debuffed foe, but he also adds a bonus to all other teammates' dps as well. Something the brute doesn't
Then again, its resistable, so I guess that if its resisted too often, particularly in the high-end game when stuff maxes out, it won't contribute enough to be meaningful.
What are your experiences?
I try to work within the mechanics when possible, so would adjustments to bruising (less resistable, more debuff, longer debuff, etc) help to distinguish tank performance vs brutes? -
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Quote:Probably some of that- we haven't really seen water blast beta'd after all, so we don't know what stage its in.Well this sucks.
Specially the "No Super packs #2 till August"
I mean, then what? More feline travel powers, or pets maybe?
Its not like I want to spend money, is the fact I got around 3000 PP and I cant find something worthy to spend them.
Really sad and dissapointing.
I hope we can have Water blast soon enough. Its like they are holding good stuff and for no good reason. Lets think the good stuff is not ready so they are releasing IOs and other stuff.
Some of it is they DO have to pace themselves- there are other threads with people venting about market burnout, so you need to mix some "light" weeks in as well...
Also note that the new issue is still brewing. They usually don't want a 'big' thing to be released concurrently with an issue- the issue is news enough, so the market item gets lost in the hype. -
Quote:That actually IS a decent amount, relatively speaking. $3.9 million us dollars isn't anything to sneeze at. A 2d browser based multiplayer game might have 1% of that bandwith cost.This actually isn't true. Bandwidth costs for modern MMOs make up only 3% to 4% of their actual expenditures. If you take a look at NCsoft's expenditures for their 2011 4th quarter:
http://global.ncsoft.com/global/ir/p...8-4CF93D33B397
particularly the 8th page, it lists the 4th quarter expenditures on bandwidth to be 4618 KRW in MN (I have no idea what that unit stands form). The total expenditures for that quarter are 122,317 KRW in MN, meaning that bandwidth made up only 3.8% rounded of the expenses for that quarter.
Look at it another way:
their total bandwidth costs was 6.9% of their total labor cost, which I assume would include the labor costs of all wholly-owned studios. IIRC, two of those are in late-stage development, and part of Paragon Studios has another project too, so a LOT of that staff represent projects using very little bandwidth.
That means that if you could actually extrapolate the costs of bandwith with the cost of labor for those already-launched titles, you'd see that its a painfully sizable chunk of their budget... one that can directly correlate to staffing availability.
(admittedly, there is a a personal bias here: Where I work (not a game company) our coders finally started to minify all code before release, reducing a batch of files from 500kb to 42kb. This savings in bandwidth costs alone let us budget in another graphic designer for the year. ) -
(sigh) and yet we still have confusion between copyright and trademark.
1) As some have noted, for something to be copywritten, it has to be a unique work. You don't usually get away with copywriting a single word (unless you made it) and even a small combination of words is suspect. You can write a story about the son of Zeus in the modern era and copyright the work, but that doesn't mean others can't write about Zeus anyomre. Heck, even things that seem unique often aren't. For example, "Skywalker" is a legitimate surname existing before star wars. "Luke" is also. The unique coupling of "Luke Skywalker" isn't something Lucas can hold copyright over. The adventures he wrote regarding Luke (and the description he applies to HIS Luke) is.
2) TRADEMARK is different. You can register a trademark of "Hercules" for the comic book field and than nobody else in that field can use that mark of trade. A trademark can be a word (Nike) a design (the nike Swoosh) or a combination of the two. Note that Nike is a name from mythology.
Most comic companies register both the name and the likeness of their heroes as marks of trade over a wide range of fields (comics, games, apparel, etc). Since they use a lot of common words, they oftentimes register both the name and the likeness together, meaning that its the whole package that they're claiming as a mark of trade, not one or the other. Its only when used in conjunction that the mark of trade would apply.
That's why some clear comic character names often are allowed in-game. While I may be claiming to be "Hercules" I'm not adopting the likeness of Marvel's Hercules. While I may even claim to be "Nike" I don't style my character to look like a product placement.
Trademark is touchy, though. While a copywritten work is guaranteed ownership for the creator for a defined time, a trademark has to remain in use and be defended by the owner for it to remain relevant. Some trademarks were so successful in defining a product that it became the generic term for that product, and if the trademark owner isn't careful, a judge can basically say that the trademark is no longer valid ("Kleenex" tissue paper, "Jello" gelitan, "Coke" cola, and "Xerox" copying machines are all examples of trademarks that almost became generic).
Because of this, trademark lawyers often VIGOROUSLY defend their properties, getting a reputation of being sue-happy. They have to, even if a judge comes along and rules that X isn't a trademark violation, just to maintain that vigilance.
... and because of THAT, the devs often are a little overcautious in getting rid of names that really wouldn't be a trademark violation. If something's not clearcut safe, its better to not risk angering the lawyers. Even if they'd eventually win, they'd be paying lawyers a lot more than your monthly subscription is worth... (unless you'd prefer they just pass your contact info on to any lawyers and have YOU defend yourself in court...) -
Quote:First, you have to look at what market you're reaching with those ads.I don't watch TV often. However, today whilst working out, I asked the attendant at the gym to change the channel on a TV over my exercise bike to Cartoon Network since I can't deal with any kind of reality programming and news is far too depressing. Both of them make me all table-flippy, and that's a bad thing to be at the gym.
(Said attendant offers to change the channel for me frequently since I'm usually there at non-peak times.)
During the commercial breaks, I saw not one but two commercials for F2P MMOs that I would categorize squarely as 'Crap 2D browser games'. One of these was published by a mousy company that very recently distributed as certain movie about super heroes. It can be safely assumed that they have an enormous marketing budget.
The other, and actually better looking game, IMO, was not by a big name studio. Today was the first I'd heard of them.
I have NEVER seen a CoH commercial in any time slot.
Paragon has produced some GREAT videos, but these never make it past Youtube, let alone afternoon cartoons on CN. Paragon's CUSTOMERS have created great videos.
Black Pebble or other marketing folks, will there ever be any CoH commercials on TV to draw new blood into our world? You guys already have all the talent, know-how, and production values to make one, and it seems like basic cable advertising slots would not be prohibitively expensive.
If not... why?
Those crapware 2d F2P games will run on the crap systems that most non/casual gamers use. I'm not talking "casual" as "I only log in 3-5 hours a week." I'm talking "casual" as. "Minimum system requirements? I have a PC. This is a PC game. I should be able to play it." It doesn't matter to these guys. Odds are that anyone that sees that commercial has a machine/tablet/device that could pull up the url and play the crap browser game.
The same can't be said of CoH for a good portion of its existence. It had requirements that were higher than the average PC out there. A "casual" player sees the ad, tries it out, and ******* out customer support over things they don't understand hoping for a refund. That's lost revenue (wages to the support staff, refunds, if you give them, credit card processing fees, bandwidth, etc). Hopefully, you attract enough good customers (paying, happy, non-support-intensive) to offset them. If not, you end up losing money by placing an ad that's too broad... or you find that a different kind of ad- more specialized-- targeting the areas that are frequented by fewer of those casual types-- might be a better source of your revenue.
Next, you have to look at the costs of hosting F2P
The big expense for most MMO's is hosting & bandwidth. You control these by making a product that doesn't require much traffic, memory, or CPU time to deliver the experience.
In traditional 3d mmo's, there are lots of techniques you can use to do this-- throttle back the number of updates per second, reduce the amount of data needed to describe a character to display (less customization-- saying "use asset a dressed in asset b is shorter than "hand asset a color 2, shoulder asset b color 9, etc), reduce the frequency of updates needed every second to make everything flow smoothly (get advanced "path prediction" to let you go longer without sending a positioning update, for example), reduce the number of assets that need to be tracked and communicated, reduce the computation cycles for combat AI, etc.
For all these techniques used by 3d mmos, they're still bandwidth hogs in comparison to the browser-based creations. We're talking orders of magnitude differences here. 2D browser based system need very little data transfer with very long waits between updates.
They're VERY cheap to host, per person.
... And that's critical.
Many of the people you attract with a broadly-targeted tv ad will NEVER pay a cent on your game. There are certain market segments that will just play what's free and never convert to paying customers. Since A 2d game doesn't see much of a per-person cost, t can afford to soak up several thousand freebie players to gain one paying customer. A 3d MMO (particularly one of CoH's generation) has substantially more costs-per-player, so it needs a better proportion between free and paying customers.
Gaining too many free players that have no potential to convert to paying customers means you're paying for ads that'll just make you lose money faster.
You need to again target your customers more intelligently. Hit the places where people that already play MMO's and historically have proven more likely to pay/subscribe frequent. This often isn't on television.
There are a lot of other factors that weigh against direct TV advertising, but I've written enough for now. -
Encountered group of teens walking by, and after listening to one of the girls for just a few moments I thought, "That's Flambeau!" I mean, not in dress or appearance... not in the tendency to set places on fire or to kiss the pavement in record time, but every friggin line she said was a Flambeau line, delivered exactly as I'd expect them to be delivered.
I was stunned... and a little frightened, hoping they'd pass by and get out of earshot soon.
And then her friend started talking.
It was Becky the Tarantula Mistress.
... and perhaps its just my imagination working overdrive , but thats when I noticed the very pained look on the faces of some of the others in the crowd. My eyes briefly met those of an utterly-defeated-looking young lad, and my only thought was "worst. escort. mission. of. all. time." -
Quote:Dammit, Rian, you stole my post.ya know, its art intensive, but id like it.
frankly, im wondering if dying in video games(all of em, not jsut mmos) isnt ready to go the way of 25 cent buy ins and 3 lives. It really only serves to break up the narrative, make continuing immersion breaking and, with most major games having checkpoints lots of places, largely an annoyance rather than a real consequence. Worse, in games with persistance like mmos, the explaination as to why death was so minor an inconvenience is almost always awkward and silly.
I didnt miss it in fable 2 or 3, and i didnt miss it in kirby's epic yarn. these games still made getting hurt a problem because it interfered with your progress or attainment of higher rewards, but didnt rely on the jarring idea that you died..oops, you are fine now. Really, id say those games actually made it hurt more, because you you were going for a great new ability in fable, or a secret stage patch in kirby, getting tagged and falling short SUCKED, and you couldn't just reload from 5 seconds a go and do it again. it really serves little narrative purpose and is a relic of a bygoen age.
(ok, it kind of works in dark/demons souls, but thats because the whole game is about dying over and over again)
I know, we'd been talking about ideas like this off n on for a while now, so its as much your thought as mine, but when the master of randomly-colored-costumes comments on "breaking immersion," it doesn't sound very genuine.
... then again, you do pretty much the same with RL attire, so I stand corrected. -
not saying it won't be allowed, saying that when you count all the individual items (like every single separate costume piece) available, the odds are good that the random selection will be a relatively low-cost item.
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Quote:Add all the individual costume pieces to that list.I see this more as "one free inspiration," "one free temp power," etc. People are really thinking big here, and it surprises me. The release explicitly says "only once per offer," so it's very unlikely to be anything else.
When you look at the total number of relatively low-cost items that could be in that giveaway, the odds of a higher-cost item getting picked free are relatively low.
Still a great promotion, not complaining, just don't think people should expect "costume slot 6" for free anytime soon... -
Quote:True, but you charge what the market will bear, not what it costs you to make. If you can make a widget for $.25, but the market will pay $5, you charge $5.Playing angel's advocate, since anyone can use it, they can expect to sell more units, which should keep the cost down...
(... and get ready to adjust the price when the $1 knockoffs appear.)
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... and realistically, will more people buy it just because its available to more characters? I buy a new powerset, I roll an alt. I bought 1 set. I buy a pool power, I roll no alt. I use it across a whole mob of my characters. I see the additional value, but the devs are only paid once. The only additional sales this would provide would be to people that don't have any interest in alt-ing or rerolling, so they're not buying the full powerset.
... and from a marketing perspective, there are additional benefits to the full-power-pool. When rolling and leveling an alt, there are other potential sales (new character slots, enhancements, boosters, etc) that aren't there when you're just augmenting an existing character. If anything, this would encourage them to subsidize a full archetype powerset (and recover the cost elsewhere). -
Playing devil's advocate: that pool set would be available to all characters, all archetypes, all builds, all the time. That's incredibly more versatile than a set you choose once at the start of character creation and never get to 'spec out of/into. That adds quite a bit of value despite having fewer powers. Also keep in mind that many full 9-power sets usually have one or two really specialized or situational powers that won't be taking up a slot in the pools (buildup, taunt, tier-9 situational powers, etc) and the actual functional difference is even smaller.
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Quote:I vaguely recalled something similar, so had to look it up. Agents of SHIELD?I saw the new trailer for the new Spider-Man movie and I must say it has me more interested than the previous one (oh no, you found my weakness! small sharp knives!
) I do have a question or two about it I guess.
I remember watching the 90s Spider-Man cartoons but don't really remember anything about Peter Parker's mom-and-dad. Were his parents so pivotal in something?
Thinking about it now, I can maybe, kind-of-sort-of remember an episode or two where his father was a scientist and was reported as a double agent and was working for the USSR; Spidey goes to Russia to find the truth and I think that's where he finds out that it was false and his father was a triple-agent (working for the US government but acting like he was working for the USSR)?
Right, wrong?
Does his parents matter that much to his story?
http://en.wikipedia.org/wiki/Richard_and_Mary_Parker
EDIT: From the sound of it, they're using something closer to the "ultimate" spidey series, where Dad's a scientist working on the same field that Curt Connors is in. Makes sense, as IIRC another studio's got license to the "shield" stuff... -
Quote:Just about.I was under the impression it had to do with retaining the rights to make Movies based on this IP. It's my understanding in the movie industry that you have to make movies regularly, otherwise the owner of the IP gets the license back, and has the option of leasing it to another film studio.
I'm not positive though! For myself, I think this film is looking better than I anticipated, but I'm not sure I'm ready for more Spiderman already.
~Freitag
Usually, when someone pays to "retain the rights" to an IP, there's are clauses which state how many years may go by without action in the IP before the agreement essentially terminates. From what I've heard, these are growing to become something closer to chapters as studios learned to play games with the wording to escape the clause (make a feature-length film but never release it... make a junk movie on an indie-film-like budget with limited distribution just to stay legitimate, etc).
Every contract deal can be different, though... and even lead to some mental gymnastics and complications to the script writer-- like a license for Spider Man to one studio, but a license for the villain "Kingpin" to another meaning that they can't use references to Kingpin in any Spidey script unless Kingpin's license reverts. -
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- My employer's logo resembles Portal Corps. If I someday disappear or start behaving like you'd expect the mirror-universe me to act, fear the worst.
- My hometown reminds me of Kings' row a little too much. Yeah, they're steel mills, not garment works.... and the nearly skeletal clockwork are replaced by almost-as-scrawny meth addicts, but other than that...
- Our office floorplan is a mess- the team has been growing so much that when floor space becomes available, we lease it... even if it isn't adjacent to ours. The resulting rooms connected by a mazelike arrangement of halls is a little TOO like the ridiculous office floorplans we have in game.
- Finally, I have this friend whose vibrantly colorful costumes in-game are only outdone by the vibrantly-colorful outfits he wears in real life. -
Quote:thanks for the laugh.Yeah, it looked like a reskin of the Rikti invasions to me, though I haven't seen too much of it. Honestly, though, I've never enjoyed mosh pit events. About the only part of a Rikti invasion I ever liked was the IUD run... Was that what the bombs are called? Anyway, the only part I liked was where we run around and beat up dud bombs, and mostly because I could do this by myself.
IED, in case you were serious, though technically thats a misnomer.
IED is "improvised explosive device"-- nothing improvised about their bombs. These are more correctly termed "duds."
Though, as a former combat engineer, I've always been amused by the way we disarm these Rikti bombs. I mean, we engineers lived by the mantra "if at first you don't succeed, find a bigger hammer" but we never really used that philosophy when dealing with bombs explosives. That's more "infantry." -
or it serves out a generic error message that gives an incorrect impression.
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Ever since I specced out of hasten (felt like it made the game too easy & was tired of the glowing golden hands) I only use it on things like "practiced brawler."
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When the game is "Retrieving Character List" its querying the database for all your characters and their appearances and displaying it to the screen. From... umm... local home network traffic analysis... it seems that the data takes a long time to compile and deliver, not render.
There are several possibilities for this:
1) A simple optimization change. When going F2P, one of your major goals is to minimize unnecessary traffic to minimize the cost of the free player. it could be that the game previously requested all servers' character lists at the moment of login. By the time you clicked on a server, the list was generated and on the way. That way, we'd never have seen the list. To avoid sending a bunch of unnecessary data, it could wait until you click now.
2) Sheer Data Size: the more data a database has to manage, the longer it takes to pull out the necessary request. If Freedom caused (for example) a doubling of the number of characters per server, then you'd see longer for the server to generate the list of YOUR characters on that server. If this was the case, you'd probably see it more frequently on the higher-load servers (although... they also have more resources to deal with the load... so not necessarily...)
3) Login Server Capacity: we have one Login server that verifies your account at login. When you select a server, that server verifies your login "token" (to avoid technical terms) against the login server to verify that you are who you claim to be. Each time, the login server has to compare that "token" against your previous authentication and confirm you are who they think you are. That login server could be slower to respond due to the load, so we see the "retrieving" message until both authentication is confirmed AND the list is retrieved. Subsequent visits to the server aren't as delayed then because your "session" on that server is still active and authenticated (and the data is cached)
4) Foundation for future development effort: if you wanted (for example) to offer "cross server teaming" or "cross server PvP" there are several preparations that would be needed to lay the groundwork. MMO's have servers/shards/instances for various reasons-- often for optimizing performance and/or avoiding technical limits. When you start looking at reaching across those servers/shards/instances in different ways, you run the risk of undoing some of that optimization. Not saying that's happening here, (but I hope it is).
Fingers crossed on #4