There are a few games that I replay over and over. They would be Half Life 2 (Orange Box), Warcraft 3, Bioshock, TF2, Portal and some others. Games nowerday don't focus too much on replayability but more on a long game or multiplayers.
That entire post was more sarcasm than anything, i already know how things work. Besides, you missed a step. Gaming companies sell their games to their distributors, who order purely based off demand. Once the games hit the distributors, the entire industry doesn't care what happens after that. they've already made their money off of the distributors, they rarely see any money from the retailers that the distributors sell to.daheikmeister said:Game developers do not rent out discs. they sell them to retail companies, who in turn sell/rent them to the consumer. Full out renting would mean that the retailer needs to buy fewer discs from the developer, hence developer sells less copies to the retailers, hence they make less of a profit, and hence they lose money. There's your ruined industry. You make it sound like the retail companies are holding up the whole thing. That is absolute crock. Even if there are no retailers, games could still be sold, albeit more directly. But if the game developers don't make any games, then the whole thing falls apart. Can't have a forestry industry without any trees, can we now?Craftybonds said:Uh, what? You're speaking like Nintendo, Microsoft, etc is renting games directly to the customer.daheikmeister said:Ok so people renting a game at one sixth of it's original price is good for the gaming industry? You may want to rethink that. If the average game is rented out at one sixth of it's retail price (roughly 10 bucks), then 6 people have to rent that one disc in order for the company to get the price they originally intended. And since a single disc can be rented out by multiple people for a cheaper price, then fewer discs are sold in in both the short and long run. Fewer discs sold means less money for the company, hence it damages the gaming industry.
A renting company has to get their games somewhere in order for them to rent them out to people. I think that you're trying to argue that a rental company buying 10,000 copies of a single game doesn't help the industry.
I really have to disagree. I can' speak for dystopia (I haven't played it), but Team Fortress 2 is not a Counter Stike clone. A clone game is basically one where you can use most of your skillset from the original. TF2 is not like that. The gameplay is very different.Zalastia said:I would call them counterstrike clones, dystopia was even made on the same engine. As for your examples, throwing in a few gimmicks but having the same core gameplay is what I would consider a clone. Also you can change game modes (RPG leveling up for example) and create maps in counterstrike so I dont know where you were going with the last one.HG131 said:Um, I wouldn't call Team Fortress 2, Dystopia, or Halo CounterStrike clones. Does CounterStrike have teleporters? No. Does it have you jacking into cyberspace and fighting in the real world as well as there? No. Does it have many gamemodes that anyone can customize as well as the same for its maps? No.Hopeless Bastard said:Publishers would prefer you rent than buy "used." They actually get money from rentals. As far as they're concerned, every "used" purchase is the same as a downloading the game.
Since making something with staying power exponentially more difficult than squirting out mediocrity, the less staying power the game has the more money the publishers make.
So yea, "replay" is dead. The best we can hope for is online multi-player, and unless you really really like dry, dumbed-down counterstrike clones, you're fucked there.
Game developers do not rent out discs. they sell them to retail companies, who in turn sell/rent them to the consumer. Full out renting would mean that the retailer needs to buy fewer discs from the developer, hence developer sells less copies to the retailers, hence they make less of a profit, and hence they lose money. There's your ruined industry. You make it sound like the retail companies are holding up the whole thing. That is absolute crock. Even if there are no retailers, games could still be sold, albeit more directly. But if the game developers don't make any games, then the whole thing falls apart. Can't have a forestry industry without any trees, can we now?Craftybonds said:Uh, what? You're speaking like Nintendo, Microsoft, etc is renting games directly to the customer.daheikmeister said:Ok so people renting a game at one sixth of it's original price is good for the gaming industry? You may want to rethink that. If the average game is rented out at one sixth of it's retail price (roughly 10 bucks), then 6 people have to rent that one disc in order for the company to get the price they originally intended. And since a single disc can be rented out by multiple people for a cheaper price, then fewer discs are sold in in both the short and long run. Fewer discs sold means less money for the company, hence it damages the gaming industry.
A renting company has to get their games somewhere in order for them to rent them out to people. I think that you're trying to argue that a rental company buying 10,000 copies of a single game doesn't help the industry.
Most of your examples of game modes can be grouped together, Attack/Defend = territorial control = King of the hill, there all just territory modes. Both payload examples are the same thing as CS bomb plant, and arena as you call it is just a deathmatch which you can do in CS as well. The only real difference in game modes is CTF and territory which I think the former theres a few CS servers that run those kinds of modes.Legendsmith said:I really have to disagree. I can' speak for dystopia (I haven't played it), but Team Fortress 2 is not a Counter Stike clone. A clone game is basically one where you can use most of your skillset from the original. TF2 is not like that. The gameplay is very different.Zalastia said:I would call them counterstrike clones, dystopia was even made on the same engine. As for your examples, throwing in a few gimmicks but having the same core gameplay is what I would consider a clone. Also you can change game modes (RPG leveling up for example) and create maps in counterstrike so I dont know where you were going with the last one.HG131 said:Um, I wouldn't call Team Fortress 2, Dystopia, or Halo CounterStrike clones. Does CounterStrike have teleporters? No. Does it have you jacking into cyberspace and fighting in the real world as well as there? No. Does it have many gamemodes that anyone can customize as well as the same for its maps? No.Hopeless Bastard said:Publishers would prefer you rent than buy "used." They actually get money from rentals. As far as they're concerned, every "used" purchase is the same as a downloading the game.
Since making something with staying power exponentially more difficult than squirting out mediocrity, the less staying power the game has the more money the publishers make.
So yea, "replay" is dead. The best we can hope for is online multi-player, and unless you really really like dry, dumbed-down counterstrike clones, you're fucked there.
CS has no respawn, a money and weapons buying system and no classes.
In CS, the game modes are:
Bomb:
Terrorists must get a bomb to a location and plant it, then defend it from being defused.
Hostages:
Terrorists must top the counter terrorists from rescuing the hostages.
Tf2 has 9 classes each varied so there is almost no overlap in roles. Tf2 does have weapon unlockables, these are not upgrades but rather sidegrades. They provide no absolute advantage, they just change what you can do with them. Not to mention that the art style and feel of teh game is very different and the skills for TF2 and CSS are also different.
In Tf2 the gamemodes are:
Capture Point
The objective for both teams is to secure all the control points on the map.
Attack/Defend
ne team already holds all the points and must defend them from the other for a set amount of time.
Territorial Control
Each team must capture the other team's single active control point to secure that section of the map. Once all sections have been captured by one team, they are then able to attack the other team's base directly.
King of the Hill
1 control point. 2 timers. When a team gains control of the point, their timer starts to count down. If the other team captures the point, the former team's count down is stopped, and the latter team's starts. When a team's timer reaches zero, that team wins.
Payload
In payload maps, one team has to work to escort a bomb cart along a track through a series of checkpoints, eventually detonating the bomb in the other team's base. The other team has to defend their positions and prevent the cart from reaching the end within a set amount of time.
Payload Race
Like Payload, except both teams have a cart. And both must attempt to both push their cart while stopping the enemy's.
CTF
Capture the Intellegence. No explanation necessary here.
Arena
Arena is a team deathmatch mode. Arena maps focus on smaller environments and no respawning after the death of a player's character. A team wins in arena by eliminating all of the other side's members in the arena or capturing the map's central control point.
I really fail to see how Tf2 is a CS clone.
All FPS games have similarities, it's why they're grouped in the FPS genre. But saying that all team FPS games are clones? That's just ridiculous.
I don't usually play a medic, but if it makes you feel better I could set it on fire.Cajt said:I'd say it's sitting there, bleeding to death and getting ignored by all the damn medics.