Pig Of The Hut
Day 0 Phenomenal Dr. Fate and Darkseid player
Today, a journalist named Zoran Cunningham released a lengthy review on the method of patching that Netherrealm Studios has established itself with, using Injustice as the example, and goes on to explain the pros and cons between their patching methods and that of other fighting game companies. Comments from GGA 16 Bit, AK Pig of the Hut, and General M2Dave are included throughout the story. It is worth giving this a good read, so check out the link below and feel free to provide your thoughts. To get started, below is an excerpt from the story. Credits to AK Pig Of The Hut for this post.
For years, competitive fighting game players have competed in games and had no choice but to accept balance issues and flaws until a new version was released. That was the way of it. This was due in large part to their arcade and console platforms which, until recently, lacked the capability of dynamic patching and updating. It was a far cry from PC mainstays in the MOBA, RTS and FPS genres that had the luxury of instantaneous balance and patch updates via a network connection.
Even when current generation consoles allowed developers to patch their games over online networks many fighting game devs, especially those based in Japan, stuck to the old way of doing things preferring instead to release fully boxed annual updates to their games in an attempt to actually turn a profit by selling the updated version at retail. This can be attributed in large part to the extensive cost and certification process of patching console software. Exactly how arduous is this process for console devs?
To be continued at the below link...
http://gamasutra.com/blogs/ZoranCunningham/20131109/204213/How_NetherRealm_Studios_changed_the_methodology_of_balancing_fighting_games.php
STORMS
CrimsonShadow
GGA 16 Bit
General M2Dave
hecterrific
colt
GGA Slips
For years, competitive fighting game players have competed in games and had no choice but to accept balance issues and flaws until a new version was released. That was the way of it. This was due in large part to their arcade and console platforms which, until recently, lacked the capability of dynamic patching and updating. It was a far cry from PC mainstays in the MOBA, RTS and FPS genres that had the luxury of instantaneous balance and patch updates via a network connection.
Even when current generation consoles allowed developers to patch their games over online networks many fighting game devs, especially those based in Japan, stuck to the old way of doing things preferring instead to release fully boxed annual updates to their games in an attempt to actually turn a profit by selling the updated version at retail. This can be attributed in large part to the extensive cost and certification process of patching console software. Exactly how arduous is this process for console devs?
To be continued at the below link...
http://gamasutra.com/blogs/ZoranCunningham/20131109/204213/How_NetherRealm_Studios_changed_the_methodology_of_balancing_fighting_games.php
STORMS
CrimsonShadow
GGA 16 Bit
General M2Dave
hecterrific
colt
GGA Slips