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Old 09-27-2005, 09:18 PM   #1

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Anyone else desturbed by all of these "studios" popping up?

It's kind of wierd. I mean, I don't mean to rip on mod teams since they make stuff for free for all of us to enjoy... but what's up with all of these "studios" creeping up everywhere?

Looks to me like these guys think they are going to evolve into gaming studios by modding BF2.

One thing I think they are overlooking (I may be wrong) is that Franke DeLise from Desert Combat used to be employed by Discreet (the company that developed 3D Studio Max), so I'm sure he knew how the industry worked and had some connections here or there.

It just seems to me like these mods aren't focussed on the community as much as they are focussed on getting noticed by DICE or EA. Which could possibly explain all of the low quality worked being developed around the community mod teams.

Obviously, the exclusions here are Forgotten Hope and Project Reality :]
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Old 09-27-2005, 09:38 PM   #2

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id say aside from PR FH2 and POE2 the quality goes down a notch id say DC and USI are decent looking

as far as the studios youd think theyd learn that being noticed by DICE is a bad thing just ask Trauma Studios, they got lured into a sweet sounding deal only to be dropped like a bad habbit when EA didnt need them anymore


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Old 09-27-2005, 10:27 PM   #3

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Not to mention Trauma was pretty much crushed and the bulk of the team broken up... making them lose their popularity (giving EA & DICE the upper hand).

Someone at EA/DICE has read up on Alexander's conquests :-/
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Old 09-27-2005, 10:45 PM   #4
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capitalism is cut throat like that

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Old 09-28-2005, 12:12 AM   #5
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There wouldn't be a BF2 without capitalism

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Old 09-28-2005, 12:46 AM   #6

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Quote:
Originally Posted by Artnez.com
Not to mention Trauma was pretty much crushed and the bulk of the team broken up... making them lose their popularity (giving EA & DICE the upper hand).

Someone at EA/DICE has read up on Alexander's conquests :-/
thats exactly my point

EA bought them so they couldnt make anymore improvements to DC, improvements which would have competed with BF2, when BF2 was done they didnt need them anymore so they forced them into an impossible move they knew theyd never accept


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Old 09-28-2005, 02:17 AM   #7

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If PR or any of the other mods somehow manage to make a financial or technological gain from their work, who are we to stop them. Considering the amount of work that goes into creating a mod, if it turns out PR is so good, someone decides to bottle and sell it further down the line, I will buy it. It doesn't matter who publishes it. However if EA, or some other were to shaft the guys, who made the mod that I played, chances are I wouldn't buy it and go looking for an altrernative. You only buy what you want to, no one can actually force you to purchase something ( at least legaly ). Trauma didn't adapt to the situation and it seems their followers were quick to leave them for EA. If the Trauma guys had stuck it out and decided to go down a route similar to the other mod teams, they may well have come up with something that put EA to shame regardless. Money makes the world go round, but it doesn't neccessarily mean everyone is motivated soley by the mighty dollar.


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Last edited by DAWG; 09-28-2005 at 04:02 AM..
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Old 09-28-2005, 03:47 AM   #8

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Every team/mod team has the right to make their own studio. But in reality, only the 'studios' with the best work, presentation and skill will be looked at, and thats the way it should be. Yes, mod are made free, modders usually working on them as a pasttime, hobby. But IMO, most really deserve more than respect from the community. Creating studios gives them at least a chance to gain more, perhaps even a well paying job for doing what they love. My only problem with it is once they DO get a well paying job, they no longer get to do what they want, its more supervised, more of what the 'boss' wants done instead of the actual modder. It can really go either way.



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Old 09-28-2005, 02:12 PM   #9

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When Red Orchestra won the Grand Finals of the MSUC(The prize was 50.000 dollars and an engine liscense for either Unreal engine 2 or 3.) they changed their name to Tripwire Interactive and founded a studio in Roswell. Up until then they were just the "Red Orchestra Development team" or "The guys who make Red Orchestra".

It's all just a name, really.


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