Would love to see it.
Yeah, actually I did. When you're making a live presentation you have a backup in case your project fails irrecoverably. If you're showing off a website, that means a local offline copy. Networked game? Local recorded footage you can talk over to keep people in the back from leaving and going back to PAX. The idea of their show was to show what supporters could expect, not try to figure out which executable to launch and hope you can connect to your server across the country for auth and serialization. Getting connected to the server and showing a live match was a bonus. Having that shows you've put thought into what you're doing and aren't up there improving. They were supposed to have hired someone capable of doing that.
The server was running locally (there were no problems related to this), the machines they had for demo were brand new Alienware systems that they didn't have access to until the day of the demo... They had to bring an external SSD with the latest build of the dogfighting module straight from the studio to load onto said demo systems.
It wasn't a failure of planning, it was simply logistical challenges. Also, this kind of thing happens all the time at PAX and has even become commonplace at E3. Remember all the presentation fails from EA and Ubisoft at E3 last year? EA and Ubisoft have way more experience and E3 presentations are much larger and better planned and things still go wrong...
Presentations like this are becoming infinitely more complex and difficult to coordinate due to the popularization of live streaming and interactive demos instead of pre-recorded footage representing something that you'll never see in the game. I'd much rather see a live demo at an event than watch some boring pre-rendered nonsense, especially as early in development as Star Citizen.
TL;DR: Shit happens.
Funny how the Halo 2 video you linked, wasn't actually pre-recorded.
That actually has various versions of that demo floating around online seeing how it was exactly that, a demo.
Last edited by =sw=warlord; April 22nd, 2014 at 05:44 PM.
Sure, let's make two games that got overhauled during development cycle as our examples of games promising to be one and ending up like another.
Halo 2's case was the programming and gameplay didn't work and Colonial marines was because a studio had crapped half the work handed to them and immediately crapped on the remains.
Gearbox was lucky top have managed to salvage what they did after what happened to that project.
There are currently 2 users browsing this thread. (0 members and 2 guests)
Bookmarks