Ouch!The real competition is stuff like the superlative Fall From Heaven mod...
The answer is the difference between fan-made and professional product... considerable work and obvious talent
Bad Player said:Ouch!
Did they include FFH1 on the Warlords CD QES?
Bad Player said:Ouch!
Did they include FFH1 on the Warlords CD QES?
Kael said:No, FfH isn't on warlords. Though there is mention of it in one of the readmes.
Magazines and comic books usually have a date on them two months later than they are actually released. I don't remember if it's a legal or a marketing reason, though.It's not even october yet!!!
Kael said:I dont think they were insinuating that we aren't talented. Just that the main competition for Warlords were mods like ours and that warlords is still worth the cost because of the auality of the scenerios. A win-win for everyone.
Thunderfall said:bah! No mention of CFC in either article? Or did they assume their readers already know where to get the mods?
But congrats for getting the mag mentions, Kael!
Unser Giftzwerg said:It's hard to think they slammed FfH when their adjective of choice was "superlative".
After the paragraph break I believe they do a slight gear-shift from 'the superlative FfH' to all fan-created mods in general. They say Warlords is much more polished than the fan-based stuf considdered as a whole.
But yeah, for all the rave about te polish, the don't seem to excited in teh scenarios description.
I guess I could find out for myself. I bought the damn thing about a week ago... haven't even opened the box yet. Oy!
Kael said:I dont mind getting dinged for polish at this stage. The FfH design is ambicious and we have a long way to go before everything is done.
And to be honest I dont know that we will ever be as polished as Firaxis products. I dont mean that from an art standpoint, Id put the FfH art team members against firaxis guys anyday. But from a game balance perspective. Firaxis is awesome at that and tend to prioritize balance over flavor. I tend to work from the opposite direction and try to balance out things I think are fun.
An example: a big part of that is their design philosophy of patterns. Every leader has 2 traits, every civ has 1 unique building, every civ has one unique unit, etc etc. Real balance is difficult but possible in that system. But of course we follow a different methodolgy. The good part is I feel like the "no patterns" provides a lot more flavor. The bad part is... if you thought it was hard to balance two civs that have a different building and unit, try balancing one with 4 unique buildings and 1 unique unit with another with no unique buildings, 8 unique units and 4 traits. Then add the fact that some shared units are blocked to some civs and the effect of things like the sprawling and barbarian trait and your head will explode.
Firaxis isn't stupid, anything we do different than them has a downside. And we will probably always be less polished from a balance perspective because of our design choices. But what we lose in balance I think we make up for in fun factor and replayability.
Kael said:I dont mind getting dinged for polish at this stage. The FfH design is ambicious and we have a long way to go before everything is done.
And to be honest I dont know that we will ever be as polished as Firaxis products. I dont mean that from an art standpoint, Id put the FfH art team members against firaxis guys anyday. But from a game balance perspective. Firaxis is awesome at that and tend to prioritize balance over flavor. I tend to work from the opposite direction and try to balance out things I think are fun.
An example: a big part of that is their design philosophy of patterns. Every leader has 2 traits, every civ has 1 unique building, every civ has one unique unit, etc etc. Real balance is difficult but possible in that system. But of course we follow a different methodolgy. The good part is I feel like the "no patterns" provides a lot more flavor. The bad part is... if you thought it was hard to balance two civs that have a different building and unit, try balancing one with 4 unique buildings and 1 unique unit with another with no unique buildings, 8 unique units and 4 traits. Then add the fact that some shared units are blocked to some civs and the effect of things like the sprawling and barbarian trait and your head will explode.
Firaxis isn't stupid, anything we do different than them has a downside. And we will probably always be less polished from a balance perspective because of our design choices. But what we lose in balance I think we make up for in fun factor and replayability.