ThePilot wrote:
I was gonna let it be, but I can't.
I have now multiple times said very succinctly that this game is derivative of DotE, NOT a "Direct Sequel".
To use your Assassin's Creed example:
If I were Ubisoft and wanted to try something different using Assassin's Creed as my inspiration, and made a game called "Creed of the Assassin" where the differences were:
-Graphics are happy and cartoony (appealing to a different demographic hopefully) as opposed to the established realism in the Franchise
-Simplify the combat system to be just a knife attack, sword swing, and crossbow shot
-Implemented a strategic system where knife beats crossbow, crossbow beats sword, and sword beats knife
-Flavor the setting with Assassin's Creed, but not let it hold any substance of the established universe
-Made 9 different "assassins", each with 3 abilities that separate them from each other, where they level up their strength, dexterity, or vitality as the game progresses
-Changed the camera to be Isometric top-down
Leading up to release we tell our community that this "isn't Assassin's Creed, but we learned a lot from our time making Assassin's Creed and want to advance the genre further".
The community buys it! They all get the game or follow it expecting to see "What's next for Assassin's Creed!"
Upon release, the community we marketed to explodes over how derivative it is, constantly comparing it to Assassin's Creed and showing where it falls short of it's predecessor.
(Personally, I would immediately think that Ubisoft was just using their franchise name to sell the game.)
Are you picking up what I'm putting down, @Daarkarrow ? Ya'll tied the game to DotE, and now it is your Ball-and-Chain whether you agree with it or not. It is glaringly obvious this is not a 'direct sequel', and no one ever said as much. IT IS DERIVATIVE.
Yes, i totally get your point. We have tried to differentiate in the communication to make it clear that it was not a direct sequel but I agree that we didn't success to the 100%
People was expecting and wanted a sequel, and therefore some suggestions was around going back to DotE2 mechanics (which I'm the first one that love the game), which was out of scope (not an easy solution).
ThePilot wrote:
I personally think if you guys scrapped the weapons and level-up system currently implemented in favor of more unique weapons and also different more stylized level ups based on the character, you'd be rocking it. That can't be that code-breaking, right?
Quality over quantity. Circling back to my review, every system is too general and bland.
Get rid of the rock/paper/scissors turret system, it is far too simplistic. This is much harder to do I imagine.
It's strange not seeing FIDSI, and I realize the traditional Dust system won't work here, but I am sure there is another use for Dust :/
Ah yes I can tell you that a lot of things can do a "code-breaking" and there are some ideas, like certain things to include as weapon chips (that could differentiate a lot of the weapons) that the base system does not support, so it is not something we can just simply add.
You do not have FIDSI but do have FIDS so we tried to keep most of our resources in the base game as our "identity" (Amplitude Games)
But I agree that I would love more unique weapons or upgrades that change completely how a hero is played.