I think a global stats system would be a nice addition. There are other team-based games where a global stats system, with ranks, doesn't really detract from the team-based gameplay due to "ego".
When I play games like Battlefield 2, where my teammates ranks are displayed as icons above their shoulders, I feel respect towards people who have earned a higher rank. Oftentimes these players turn into leaders because their rank is openly displayed above their heads. Other players tend to follow them, stick close, mimic their style, and help spot enemies, forming little squads centered around "higher ranking officers".
I think sometimes these "ego battles" start because there is a lack of such a ranking system, and players have a sense that they are all on equal footing, and based on this feeling they get upset when someone outscores them because they're just another equal. But when there is an "official" rank, this is awarded evidence of the player's ability throughout their playing history.
I honestly feel such a global stats system, where openly displayed ranks are shown above players as they play, similar to Battlefield 2, can reward skillful players and discourage bicker fights between the player who knows what he is doing, and the new player who just joined but keeps whining because this other player on "equal footing" keeps whooping their ######.
I also feel it will help with squad based combat, because the less experienced players will see the ranks of their teammates, and subconsciously form little squads centered on helping these more skilled players and learning through observation.
An important part of this system is the publicly displayed icons indicating rank. Without this, the whole system turns into more justification for bickering between players who claim that their global ranking is such and such, but there is no in-game depiction of their stats.
Now, "unlockable" features that rely on rank might be a little unfair in team based combat especially if one team has more higher ranking players than the other. It might be harder to balance the game with such features. Something that might be more fair could be something like "auras" in RPG games, where players of higher rank could affect the hitpoints/armor points of nearby teammates through "morale boosts" or something.
In any case, if there is going to be a global stats system, I highly recommend that the ranks are clearly visible to all players. I also recommend keeping any personal "unlockable" rewards to a minimum, to keep the game easily balanced. Team based "unlockable" rewards such as a "morale boost" to nearby squadmates *would* be good though, since it would help form squads during online play, which would also help the commander group together players.
<!--quoteo(post=1595608:date=Jan 6 2007, 03:13 PM:name=liquidscript)--><div class='quotetop'>QUOTE(liquidscript @ Jan 6 2007, 03:13 PM) [snapback]1595608[/snapback]</div><div class='quotemain'><!--quotec--> I think a global stats system would be a nice addition. There are other team-based games where a global stats system, with ranks, doesn't really detract from the team-based gameplay due to "ego".
When I play games like Battlefield 2, where my teammates ranks are displayed as icons above their shoulders, I feel respect towards people who have earned a higher rank. Oftentimes these players turn into leaders because their rank is openly displayed above their heads. Other players tend to follow them, stick close, mimic their style, and help spot enemies, forming little squads centered around "higher ranking officers".
In any case, if there is going to be a global stats system, I highly recommend that the ranks are clearly visible to all players. I also recommend keeping any personal "unlockable" rewards to a minimum, to keep the game easily balanced. Team based "unlockable" rewards such as a "morale boost" to nearby squadmates *would* be good though, since it would help form squads during online play, which would also help the commander group together players. <!--QuoteEnd--></div><!--QuoteEEnd--> You have a point there, I didn't consider that when I answered against public stats. I don't think a morale boost effect should be added by being close to a high ranked player (After all, morale is already built into the minds of players), but I think it could be very helpful for players to have somebody additional to look towards for leadership and support, not just the commander who is probably already busy toggling between dropping buildings and equipment, medpacks and ammo, calling out what RTs are under attack, etc. Part of me is hesitant in declaring support for this, since I know there will inevitably be "lol noobs my rank is higher then urs u suck" people who will go on an ego trip, but I hope the overall benefits would overshadow my temporary rage. Rankings doesn't necessarily need to be based on K:D (Not to mention spawncamping is a perfectly valid and effective tactic), NS2 should incorporate many aspects already in NS, such as building structures, welding/healing teammates, etc.
It would be cool if the alien head turned around 15-20° (max) depending on the surface it was on. Climbing on a vertical wall could then be seen visually but not be annoying at all. Crawling on a ceiling would just be the normal view rotation (0° from normal)
<!--quoteo(post=1595221:date=Jan 6 2007, 12:34 AM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Jan 6 2007, 12:34 AM) [snapback]1595221[/snapback]</div><div class='quotemain'><!--quotec--> Mouse: Marketing is increasingly moving away from giant print ads and centralized points (not that we have the money for that anyways) and towards word-of-mouth so this is something we must embrace! <!--QuoteEnd--></div><!--QuoteEEnd-->In true marketing you have control over what people say about your product. In viral marketing you release barely any information at all, purely to get your product attention (without any sense of good/bad feelings towards it). I'm not sure where your 'guerilla marketing falls into this', but I'm not pimping anything until I've tested the goods myself.
[Edit] On the question about wallwalking, as long as you have a "this way's up" icon on the HUD I'd like to see upside-down views.
I suggest above all things you focus on the balance in NS2. The balance is what has plagued NS since the beginning and what keeps it from getting as big as it should be. Nobody wants to play a game they know is over only 3 minutes into the game (but will take another 15 soulcrushing minutes to end) because 'rines went 9-1 up on the RFK in the first 60 seconds, not only denying Aliens area control but giving the commander some bonus res to twist the knife with.
Take out the RFK and balance the tech trees properly and NS2 will be gold.
<!--quoteo(post=1595635:date=Jan 7 2007, 12:38 AM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Jan 7 2007, 12:38 AM) [snapback]1595635[/snapback]</div><div class='quotemain'><!--quotec--> In true marketing you have control over what people say about your product. In viral marketing you release barely any information at all, purely to get your product attention (without any sense of good/bad feelings towards it). I'm not sure where your 'guerilla marketing falls into this', but I'm not pimping anything until I've tested the goods myself.
[Edit] On the question about wallwalking, as long as you have a "this way's up" icon on the HUD I'd like to see upside-down views.
I suggest above all things you focus on the balance in NS2. The balance is what has plagued NS since the beginning and what keeps it from getting as big as it should be. Nobody wants to play a game they know is over only 3 minutes into the game (but will take another 15 soulcrushing minutes to end) because 'rines went 9-1 up on the RFK in the first 60 seconds, not only denying Aliens area control but giving the commander some bonus res to twist the knife with.
Take out the RFK and balance the tech trees properly and NS2 will be gold. <!--QuoteEnd--></div><!--QuoteEEnd-->
I'd love to see at least a new game mode where RFK is disabled, even if NS2 ships with NO maps for such a mode.
<!--quoteo(post=1595371:date=Jan 6 2007, 02:24 AM:name=spinviper)--><div class='quotetop'>QUOTE(spinviper @ Jan 6 2007, 02:24 AM) [snapback]1595371[/snapback]</div><div class='quotemain'><!--quotec--> I find it horribly disorientating. I would never play a skulk if this were mandatory. <!--QuoteEnd--></div><!--QuoteEEnd-->
Nor would I. I could never play as an alien in AvP for this reason. Too disorienting.
One thing I was thinking about as I filled out the survey but forgot to write in at the end is about the onos. I think the onos should be rare like it once was, and more powerful.
<!--quoteo(post=1595630:date=Jan 7 2007, 12:20 AM:name=Andos)--><div class='quotetop'>QUOTE(Andos @ Jan 7 2007, 12:20 AM) [snapback]1595630[/snapback]</div><div class='quotemain'><!--quotec--> > "About the vision upside-down thingy:"
It would be cool if the alien head turned around 15-20° (max) depending on the surface it was on. Climbing on a vertical wall could then be seen visually but not be annoying at all. Crawling on a ceiling would just be the normal view rotation (0° from normal) <!--QuoteEnd--></div><!--QuoteEEnd-->
This gave me an idea; what if the alien's viewpoint was psedo-thirdperson, in that the teeth framing the view were replaced with a snout, and the snout of the skulk would turn with the surface it was on but the vision was always gravity=down? I imagine it would be tricky to make a skulks snout feel 'proper', but it would handily do away with the problem of not being able to see whilst attacking marines in NS, due to the snapping jaws. (and also having 1/5th or 6th of your vision constantly blocked).
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
Couple of points.
Real skulk view orientation? -A big maybe. If it was forced, it could FORCE the aliens to be a more difficult team... ergo offset with better base stats or something. It could be really cool, reward good players ability to get new lifeforms, I don't know. I think its all or nothing though, cause given the ability to set view like it is now, nobody will want the other way if they want to succeed. I think giving the aliens a forced view change could be an adequate handicap.
User based stats/upgrades/etc... -Horrible idea, I don't ever play any game with this in it since I played BF2. The entire scene is filled with cheaters, spawn campers, bots, servers just for artificially inflating stuff, etc... It really ruins games when people become more interested in their rank or whatever rather than the game at hand.
Marketing -Having been through a bunch of the big game releases in the past few years, those with tons of hype, like ut2003, hl2, elder scrolls oblivion, there are a few techniques that seem to always work. Releasing timed content... for example 1 video or 1 new screen shot per week or per day at 12:00 sharp, will guarantee interest. During the final few days of oblivion, for example, they released new videos each day leading up to the final release. Ut2003 had tech demo videos showing ownage. Hl2 had countdowns, very few screenshots, but awesome hi-res videos released each month or so (if i recall correctly). So I think timed material release along with word of mouth will provide a significant amount of hype and marketing. The infestation video was a smash success, produce the next video a little more, slap it on the front page of ns.com and state "jan video" or whatever and boom you guys will hook lots of people.
Anything else -Dynamic is the key here, bring back the user ability to block things or whatever. Walls of lame were a good thing. If you cant bring yourself to allow it because "that doesn't seem realistic" then come up with some other chamber or something that can stack and still function. Same with marines, I think real welders... welders that can weld varios crap from across the map like computer monitors or whatever to block doors would just be awesome. With the hl2 physics engine, you guys could set minimum force levels required so only like mines or an onos running could smash through. It would be awesome.
<!--quoteo(post=1595261:date=Jan 5 2007, 08:43 PM:name=Mouse)--><div class='quotetop'>QUOTE(Mouse @ Jan 5 2007, 08:43 PM) [snapback]1595261[/snapback]</div><div class='quotemain'><!--quotec--> I realise that's the direction things are heading in, but its one of those things that seems to be poorly executed quite a bit. I mean sure word of mouth is a powerful and inexpensive way to make people aware of a product, but it tends to be most effective (and more readily accepted) when its allowed to happen as opposed to when its orchestrated and forced upon people. <a href="http://www.kotaku.com/gaming/sony/all-sony-wants-for-christmas-is-a-better-marketing-company-220727.php" target="_blank">For example</a>
I guess my main concern is that you've happened across some big marketing buzzword dictionary, opened to the page on guerrilla marketing and finished reading it with stars in your eyes.
On a related topic; UWE is in the convenient position where it already has word of mouth working in its favour. Case in point: the dynamic infestation video. The response to that video was impressive; going by <a href="http://www.unknownworlds.com/forums/index.php?s=1675520190303081216&showtopic=99034" target="_blank">this</a>, dynamic infestation (and by extension NS2 and UWE) was featured prominently all over the web. Using the response to that video as a yard stick, you now know the approximate length and breadth of the section of the gaming community accessible to you and the amount and type of information you need to release to reach it. <!--QuoteEnd--></div><!--QuoteEEnd--> Technically the Sony campaign you linked is stealth marketing, where you are not upfront about the fact that you are marketing something. Guerilla marketing just describes non-traditional forms of marketing where you don't rely on sources like ads to get your message across. The dynamic infestation video was a form of guerilla marketing and part of the reason we released it was to attract interest in NS2.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
<!--quoteo(post=1595614:date=Jan 6 2007, 06:28 PM:name=Voodo_HUN)--><div class='quotetop'>QUOTE(Voodo_HUN @ Jan 6 2007, 06:28 PM) [snapback]1595614[/snapback]</div><div class='quotemain'><!--quotec--> global rankings = spawncamp, spawncamp and fraghuntig, is that you what you really want, instead of teamwork? <!--QuoteEnd--></div><!--QuoteEEnd--> The current score system and gameplay of ns1 sorrowly encourages this, thus global ranking would just enhance (not encourage) these mentioned issues.
Global ranking could take into account what lifeform you kill, etc. Or you could simply exclude skulk and basic-marine kills from the global score.
edit: Regarding guerilla marketing. Next time, put the video on youtube and ask the ns-community to rate the video and give it general tags, like cool, game, shooter, etc to reach a broader audience and get people into watching the video you have never heard of NS before.
Or release some of the screenshots at photo-sharing sites like flickr (and again ask the community to vote for, rate and tag the photos).
Everyone decides yes or no, but I think, the best would be to include both possibilities! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
The vision upside-down is cool to see but in game it would be too dificult to handle . I remember when i played the first AVP, which had this feature, and it was hard to orientate yourself, I never knew where the floor was <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> . For that, i prefer the actual view, or at least, both posibilities.
<!--quoteo(post=1595762:date=Jan 7 2007, 12:44 PM:name=Karba)--><div class='quotetop'>QUOTE(Karba @ Jan 7 2007, 12:44 PM) [snapback]1595762[/snapback]</div><div class='quotemain'><!--quotec--> The vision upside-down is cool to see but in game it would be too dificult to handle .<!--QuoteEnd--></div><!--QuoteEEnd-->
This is completely subjective though, as for example I liked it very much in avp, which has even faster combat than ns, but we can't say nothing until we get to try both ways on hl2, so even I voted for both...
<!--quoteo(post=1595661:date=Jan 7 2007, 02:18 AM:name=frostymoose)--><div class='quotetop'>QUOTE(frostymoose @ Jan 7 2007, 02:18 AM) [snapback]1595661[/snapback]</div><div class='quotemain'><!--quotec--> I think the onos should be rare like it once was, and more powerful. <!--QuoteEnd--></div><!--QuoteEEnd-->
I think the problem with that could be seen in 1.04 - You never really saw an onos until the fades had mostly obliterated the marines. It was simply used to rub it in their face and clear up after everyone else.
Not to say that the onos is in any way perfect currently. For the amount of res it costs, It's pretty useless for anything other than stomp/devour hit and runs. Paralyse was at least a great counter for jetpackers (they would drop like rocks out of the sky) and I was sorry to see it replaced.
<!--quoteo(post=1595807:date=Jan 7 2007, 01:24 AM:name=Supernorn)--><div class='quotetop'>QUOTE(Supernorn @ Jan 7 2007, 01:24 AM) [snapback]1595807[/snapback]</div><div class='quotemain'><!--quotec--> Paralyse was at least a great counter for jetpackers (they would drop like rocks out of the sky) and I was sorry to see it replaced. <!--QuoteEnd--></div><!--QuoteEEnd-->
JPs are supposed to be the counter to onos now though. But the hard counter-ness of jp being immune to stomp and HA to spores is dumb, especially since both are available for research at around the same time, while one negates something trivial and the other something vital.
Onos sucks as it is anyway, but it'd need a pretty drastic change to be workable as anything more than a bulletsoaker.
I couldn't fill out the survey since i'm always on the run (in college with lots of classes.) I will try and fill out the survey sometime soon since I do love this game. For now, all I can say that would catch my attention and those of my roommates would be to obviously have better graphics, half-life 2 phsyics, and I think everyone would like to see some new things. Maybe new weapons and gear for marines while something new brewing on the alien side.
guerilla marketing - five man teams of hard core ns players sneak into homes with net connections and install and leave running addivitve shareware versions of the game which are highly viral and spread thru the email network infecting and makeing millions addivited to NS 2 over night - imagine going to your brand new fridge and finding NS installed on it "am i out of milk of am in in a onos stomoch?".
I'm a big fan of 3rd person view for sulks, it made it credibly easy to utilize your environment. Instead of making playing a sulk a literal suicide device.
Ohh what a shame. Didn't get to fill it out. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Comments
When I play games like Battlefield 2, where my teammates ranks are displayed as icons above their shoulders, I feel respect towards people who have earned a higher rank. Oftentimes these players turn into leaders because their rank is openly displayed above their heads. Other players tend to follow them, stick close, mimic their style, and help spot enemies, forming little squads centered around "higher ranking officers".
I think sometimes these "ego battles" start because there is a lack of such a ranking system, and players have a sense that they are all on equal footing, and based on this feeling they get upset when someone outscores them because they're just another equal. But when there is an "official" rank, this is awarded evidence of the player's ability throughout their playing history.
I honestly feel such a global stats system, where openly displayed ranks are shown above players as they play, similar to Battlefield 2, can reward skillful players and discourage bicker fights between the player who knows what he is doing, and the new player who just joined but keeps whining because this other player on "equal footing" keeps whooping their ######.
I also feel it will help with squad based combat, because the less experienced players will see the ranks of their teammates, and subconsciously form little squads centered on helping these more skilled players and learning through observation.
An important part of this system is the publicly displayed icons indicating rank. Without this, the whole system turns into more justification for bickering between players who claim that their global ranking is such and such, but there is no in-game depiction of their stats.
Now, "unlockable" features that rely on rank might be a little unfair in team based combat especially if one team has more higher ranking players than the other. It might be harder to balance the game with such features. Something that might be more fair could be something like "auras" in RPG games, where players of higher rank could affect the hitpoints/armor points of nearby teammates through "morale boosts" or something.
In any case, if there is going to be a global stats system, I highly recommend that the ranks are clearly visible to all players. I also recommend keeping any personal "unlockable" rewards to a minimum, to keep the game easily balanced. Team based "unlockable" rewards such as a "morale boost" to nearby squadmates *would* be good though, since it would help form squads during online play, which would also help the commander group together players.
I hope it never gets implemented.
I think a global stats system would be a nice addition. There are other team-based games where a global stats system, with ranks, doesn't really detract from the team-based gameplay due to "ego".
When I play games like Battlefield 2, where my teammates ranks are displayed as icons above their shoulders, I feel respect towards people who have earned a higher rank. Oftentimes these players turn into leaders because their rank is openly displayed above their heads. Other players tend to follow them, stick close, mimic their style, and help spot enemies, forming little squads centered around "higher ranking officers".
In any case, if there is going to be a global stats system, I highly recommend that the ranks are clearly visible to all players. I also recommend keeping any personal "unlockable" rewards to a minimum, to keep the game easily balanced. Team based "unlockable" rewards such as a "morale boost" to nearby squadmates *would* be good though, since it would help form squads during online play, which would also help the commander group together players.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You have a point there, I didn't consider that when I answered against public stats. I don't think a morale boost effect should be added by being close to a high ranked player (After all, morale is already built into the minds of players), but I think it could be very helpful for players to have somebody additional to look towards for leadership and support, not just the commander who is probably already busy toggling between dropping buildings and equipment, medpacks and ammo, calling out what RTs are under attack, etc. Part of me is hesitant in declaring support for this, since I know there will inevitably be "lol noobs my rank is higher then urs u suck" people who will go on an ego trip, but I hope the overall benefits would overshadow my temporary rage. Rankings doesn't necessarily need to be based on K:D (Not to mention spawncamping is a perfectly valid and effective tactic), NS2 should incorporate many aspects already in NS, such as building structures, welding/healing teammates, etc.
It would be cool if the alien head turned around 15-20° (max) depending on the surface it was on. Climbing on a vertical wall could then be seen visually but not be annoying at all. Crawling on a ceiling would just be the normal view rotation (0° from normal)
Mouse: Marketing is increasingly moving away from giant print ads and centralized points (not that we have the money for that anyways) and towards word-of-mouth so this is something we must embrace!
<!--QuoteEnd--></div><!--QuoteEEnd-->In true marketing you have control over what people say about your product. In viral marketing you release barely any information at all, purely to get your product attention (without any sense of good/bad feelings towards it). I'm not sure where your 'guerilla marketing falls into this', but I'm not pimping anything until I've tested the goods myself.
[Edit] On the question about wallwalking, as long as you have a "this way's up" icon on the HUD I'd like to see upside-down views.
I suggest above all things you focus on the balance in NS2. The balance is what has plagued NS since the beginning and what keeps it from getting as big as it should be. Nobody wants to play a game they know is over only 3 minutes into the game (but will take another 15 soulcrushing minutes to end) because 'rines went 9-1 up on the RFK in the first 60 seconds, not only denying Aliens area control but giving the commander some bonus res to twist the knife with.
Take out the RFK and balance the tech trees properly and NS2 will be gold.
In true marketing you have control over what people say about your product. In viral marketing you release barely any information at all, purely to get your product attention (without any sense of good/bad feelings towards it). I'm not sure where your 'guerilla marketing falls into this', but I'm not pimping anything until I've tested the goods myself.
[Edit] On the question about wallwalking, as long as you have a "this way's up" icon on the HUD I'd like to see upside-down views.
I suggest above all things you focus on the balance in NS2. The balance is what has plagued NS since the beginning and what keeps it from getting as big as it should be. Nobody wants to play a game they know is over only 3 minutes into the game (but will take another 15 soulcrushing minutes to end) because 'rines went 9-1 up on the RFK in the first 60 seconds, not only denying Aliens area control but giving the commander some bonus res to twist the knife with.
Take out the RFK and balance the tech trees properly and NS2 will be gold.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd love to see at least a new game mode where RFK is disabled, even if NS2 ships with NO maps for such a mode.
Name it on_ or something like that (Old Ns)
I find it horribly disorientating. I would never play a skulk if this were mandatory.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Nor would I. I could never play as an alien in AvP for this reason. Too disorienting.
One thing I was thinking about as I filled out the survey but forgot to write in at the end is about the onos. I think the onos should be rare like it once was, and more powerful.
> "About the vision upside-down thingy:"
It would be cool if the alien head turned around 15-20° (max) depending on the surface it was on. Climbing on a vertical wall could then be seen visually but not be annoying at all. Crawling on a ceiling would just be the normal view rotation (0° from normal)
<!--QuoteEnd--></div><!--QuoteEEnd-->
This gave me an idea; what if the alien's viewpoint was psedo-thirdperson, in that the teeth framing the view were replaced with a snout, and the snout of the skulk would turn with the surface it was on but the vision was always gravity=down? I imagine it would be tricky to make a skulks snout feel 'proper', but it would handily do away with the problem of not being able to see whilst attacking marines in NS, due to the snapping jaws. (and also having 1/5th or 6th of your vision constantly blocked).
Real skulk view orientation?
-A big maybe. If it was forced, it could FORCE the aliens to be a more difficult team... ergo offset with better base stats or something. It could be really cool, reward good players ability to get new lifeforms, I don't know. I think its all or nothing though, cause given the ability to set view like it is now, nobody will want the other way if they want to succeed. I think giving the aliens a forced view change could be an adequate handicap.
User based stats/upgrades/etc...
-Horrible idea, I don't ever play any game with this in it since I played BF2. The entire scene is filled with cheaters, spawn campers, bots, servers just for artificially inflating stuff, etc... It really ruins games when people become more interested in their rank or whatever rather than the game at hand.
Marketing
-Having been through a bunch of the big game releases in the past few years, those with tons of hype, like ut2003, hl2, elder scrolls oblivion, there are a few techniques that seem to always work. Releasing timed content... for example 1 video or 1 new screen shot per week or per day at 12:00 sharp, will guarantee interest. During the final few days of oblivion, for example, they released new videos each day leading up to the final release. Ut2003 had tech demo videos showing ownage. Hl2 had countdowns, very few screenshots, but awesome hi-res videos released each month or so (if i recall correctly). So I think timed material release along with word of mouth will provide a significant amount of hype and marketing. The infestation video was a smash success, produce the next video a little more, slap it on the front page of ns.com and state "jan video" or whatever and boom you guys will hook lots of people.
Anything else
-Dynamic is the key here, bring back the user ability to block things or whatever. Walls of lame were a good thing. If you cant bring yourself to allow it because "that doesn't seem realistic" then come up with some other chamber or something that can stack and still function. Same with marines, I think real welders... welders that can weld varios crap from across the map like computer monitors or whatever to block doors would just be awesome. With the hl2 physics engine, you guys could set minimum force levels required so only like mines or an onos running could smash through. It would be awesome.
I realise that's the direction things are heading in, but its one of those things that seems to be poorly executed quite a bit. I mean sure word of mouth is a powerful and inexpensive way to make people aware of a product, but it tends to be most effective (and more readily accepted) when its allowed to happen as opposed to when its orchestrated and forced upon people. <a href="http://www.kotaku.com/gaming/sony/all-sony-wants-for-christmas-is-a-better-marketing-company-220727.php" target="_blank">For example</a>
I guess my main concern is that you've happened across some big marketing buzzword dictionary, opened to the page on guerrilla marketing and finished reading it with stars in your eyes.
On a related topic; UWE is in the convenient position where it already has word of mouth working in its favour. Case in point: the dynamic infestation video. The response to that video was impressive; going by <a href="http://www.unknownworlds.com/forums/index.php?s=1675520190303081216&showtopic=99034" target="_blank">this</a>, dynamic infestation (and by extension NS2 and UWE) was featured prominently all over the web. Using the response to that video as a yard stick, you now know the approximate length and breadth of the section of the gaming community accessible to you and the amount and type of information you need to release to reach it.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Technically the Sony campaign you linked is stealth marketing, where you are not upfront about the fact that you are marketing something. Guerilla marketing just describes non-traditional forms of marketing where you don't rely on sources like ads to get your message across. The dynamic infestation video was a form of guerilla marketing and part of the reason we released it was to attract interest in NS2.
Max
I guess I tend to expect something along the lines of the sony campaign when I think of 'Guerrilla Marketing'.
global rankings = spawncamp, spawncamp and fraghuntig, is that you what you really want, instead of teamwork?
<!--QuoteEnd--></div><!--QuoteEEnd-->
The current score system and gameplay of ns1 sorrowly encourages this, thus global ranking would just enhance (not encourage) these mentioned issues.
edit:
Regarding guerilla marketing. Next time, put the video on youtube and ask the ns-community to rate the video and give it general tags, like cool, game, shooter, etc to reach a broader audience and get people into watching the video you have never heard of NS before.
Or release some of the screenshots at photo-sharing sites like flickr (and again ask the community to vote for, rate and tag the photos).
Everyone decides yes or no, but I think, the best would be to include both possibilities! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
This is completely subjective though, as for example I liked it very much in avp, which has even faster combat than ns, but we can't say nothing until we get to try both ways on hl2, so even I voted for both...
I think the onos should be rare like it once was, and more powerful.
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I think the problem with that could be seen in 1.04 - You never really saw an onos until the fades had mostly obliterated the marines. It was simply used to rub it in their face and clear up after everyone else.
Not to say that the onos is in any way perfect currently. For the amount of res it costs, It's pretty useless for anything other than stomp/devour hit and runs. Paralyse was at least a great counter for jetpackers (they would drop like rocks out of the sky) and I was sorry to see it replaced.
Paralyse was at least a great counter for jetpackers (they would drop like rocks out of the sky) and I was sorry to see it replaced.
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I totally agree with that.
Onos sucks as it is anyway, but it'd need a pretty drastic change to be workable as anything more than a bulletsoaker.
guerilla marketing - five man teams of hard core ns players sneak into homes with net connections and install and leave running addivitve shareware versions of the game which are highly viral and spread thru the email network infecting and makeing millions addivited to NS 2 over night - imagine going to your brand new fridge and finding NS installed on it "am i out of milk of am in in a onos stomoch?".
Great Britain is a part of Europe! So it's kinda funny to have a seperate option for it...