Except that the placeholder files were incomplete. New Vegas's DLC placeholders only contained vague references to code that didn't yet exist, same with ME2's. They didn't actually let you do anything with them. If the player added Kasumi into their game all that showed up was a placeholder model (that looked like a generic NPC) for a character and no voice acting. Indicating the character was cut from development or development was made but they decided not to allocate budget to it. Kasumi was also not Day 1 DLC but was released later. Same with Shadow Broker and all of New Vegas's DLC.SajuukKhar said:Keeping finished datae on the disk is helpful for two reasons
1. It allows for easier integration for the other DLc parts. Exactly the reason why Bioware had placeholder files for Kasumi, and Lair of the Shadow broker on the disk day 1.
Also why New vegas had DLC placeholder files for DLC 1 and 2, and DLC2 had a placeholder ifles for DLC 3 and 4.
2. It means less for the player to have to download easier.
They said the game was done was made post game completion, which meas testing/certification phase, and it was.
Also you are aware bioware has multiple teams on multiple projects and that putting a different team on the DLC character doesn't mean they had to take ANY of the staff from the base game away so that "fact" is wrong.
This however is different, the character is fully functioning, complete with animations (along with facial ones), hud images, voice acting and the like. The character on the disk is virtually identical to the DLC save for the missions and conversations.
As for 2. that doesn't make any sense and I am going to explain right now.
First off, if that was their original intent why not keep the entire DLC still on the disk? I mean logically, if we're assuming they were testing the character they would also want to test everything that relates to it. In a code by code method. No, then they couldn't charge it and everyone would ***** about it even more then they are doing right now.
Secondly, keeping something on the disk, unless it is something that would cost development time (which it wouldn't since it would be in the testing phase) wouldn't be cost effective. That could potentially require them to cut other content for that 64 megabytes or so
Thirdly, there's no reason why they would keep a character on a disk and not cut it during the testing phase since they have development consoles and wouldn't keep a character on the disk past certification.
I'm going to give you a timeline
Development -> Testing -> Certification -> Mass Production -> Release date
Testing is technically apart of development, since things can get cut during testing (and they often do) which requires further development to block them out. Why would they test a character they did not intend to keep on the disk (because it's DLC after all) and then decide "well. Lets let the player's internet connection breathe easy and not download an extra 4 megabytes".
There's no logical reason why they would keep DLC content on their disk, unless it was originally designed to be on there in the first place. Unless Bioware is incompetent and just decided as a spur of the moment thing "Well. There's 4 megabytes left on the disk, lets just let part of our DLC on it".
Which is essentially your argument after everything else is refuted.
As for your last statement while thats technically true I was more referring to budget. EA allocates a specific budget to Mass Effect 3, and spending budget on something else means that the core game isn't being spent on.
Placeholder refers to something that is there but lacks the art department's touches in it. Essentially something that is there only temporarily to attach code to while your coworkers are working on replacing it.Simonoly said:Gosh, what an awful little video. So, you can edit some .bin file or what not to access the placeholder for a downloadable character? This is meaningless until someone can actually access the full content of the 'From Ashes' dlc (mission, all dialogue options etc) as placeholders for future dlc is standard practice for many modern day titles. Without any actual evidence it's all a little bit alarmist at the moment.
I'm not a huge fan of EA and I'm not the greatest fan of Bioware after the less than perfect Dragon Age sequel, but all this attacking of Bioware/EA for Mass Effect 3 is just getting tiresome and really quite embarrassing now.
An example would be Kasumi was available to be recruited in ME2 without DLC, but she looked like a generic NPC with no voice acting. Indicating that her code was in the game but not implemented, and she was later added months later as DLC.
This is significantly different, the character's model, animations, and sounds, are virtually identical to the DLC's. Save for the missions and conversations. That is not referred to as a Placeholder, its a character that is cut from the core game that they added as DLC.
As for the fans outrage over Bioware it was only natural when your staff deliberately insults it's consumer base. You only have to see videos on youtube of the unprofessional stance Bioware's staff has taken with it's fanbase over only asking simple questions.(Like simply making a forum thread requesting a complaints section to reduce the amount of complaint topics in other categories, and being banned for it) Alongside banning people for just being critical of their games. (Meaning creating topics saying "I didnt think Mass Effect 3 wasnt that good because...")
I'm not the biggest Bioware hater either but I dont like it when the staff treats you badly and expects you to like it.
EDIT: Also keeping an ENTIRE playable character that is virtually identical to it's DLC counterpart is not common practice in today's games. Placeholders are but they arent playable and arent properly coded, which is natural to assume to say the least. The only example I can possibly think of a similar thing occurring was when Megaman 9's Hard mode was released as DLC and people discovered its code was on the disk. That was not nearly as bad as an entire playable character deliberately cut from development and sold as DLC simply because they knew exploiting the fans was more profitable.
He was referring to the assumed illegality of "modifying" the license that was described in the Eula, and how it wasn't put in context. The concept of owning a "license" to play a game itself is a very large legal grey area and saying it is the same as piracy, which by definition is sharing a game over the internet, which is not a legal grey area. Is not the same.Yopaz said:So you are proven wrong and your response is that you try to make fun of the one who proved you wrong? How mature of you.