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Harv

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Posts posted by Harv

  1. Been a slow day, so....Here I Am!! :)

    Been a busy week, so back with just a brief comment or two.

    I prefer more straight forward discussions to theatrics. The purpose of these forums is to exchange ideas and to discuss issues that could benefit us all. Time sent on pageantry and drama has the opposite effect.

    Aaaahahahahahahahaha{snort}hahahahahaha.

    That's mildly humorous. Anyhoo...

    As I keep saying...anytime you simply want a "serious discussion" just drop me a line. We can save the internet for your business and my entertainment purposes that way.

    The world is a rather nasty place when it comes to sustained ability to express creative visions that aren't cheap to bring into the world. Nobody is more frustrated by the constraints of time and money than me. I've got dozens of game designs sitting gathering dust. Heck, I've probably got hundreds of features thought out for CMx2 that will likely never see the light of day. Sadly, the number of hours in the day and the amount of money available is not magically proportional to creative whims. Which means we need to stick with what works. So far CMx2 and CMT are working just fine.

    Steve

    Wow. This really is just like Springer! :D After you've had your way with the mouth breathers on stage to the delight of the audience, you roll out an insightful and heartfelt monologue about the travails of life. Nicely done!

    You definitely should have locked it at that point though. Would have been the perfect amount of dramatic flair just before the credits rolled.

  2. And as I'm doing that I'm thinking "why bother, because Harv will just duck the good points I make, ignore where he's been shown to be factually incorrect, and instead just cherry pick something to keep the conversation going on his terms". Apparently I also don't even listen to me :D

    :D

    Well, finally something I can agree with, though not 100%. True that you should have known better about trying to trick/goad me into admitting something that either wasn't true or was true and I didn't want known. Not going to happen. What I disagree with is if your motives were purely benign and intentions aimed at getting us to go in a different direction, there was another way you could have gone. Which is...

    Actually my motive was purely to stir up ****. :) I mean, really, with an opening post like I made, there wasn't much chance of this thread being very productive from the outset. Not that I'm mounting a crusade on BFC and I'm going to spam the forums with derogatory crap, I just thought I'd poke around a little with a sharpened stick/toss a grenade and see what happened. Of course you showed up and started into an actual discussion, and being that I had already chosen the path I was going to take I was destined to be crushed. It was more interesting to be sure, and probably kept me from getting hit with the ban hammer (so far), but there was only ever going to be one outcome regardless.

    None of that means I still don't want to see a pile of changes made to CMT that will morph it into what I think will be a fun game of CM on my iPad, because I really really do, but I knew going in that this thread wasn't going to make that happen.

    Instead of making an ill informed, factually flawed case that requires a lot of ducking of my predictable counter points you could have instead tried to present a more positive case without discrediting yourself in the process.

    I'm ok with being "discredited", as I have no credit to begin with. This is the danger of getting in a discussion (or argument) with me, as I simply do not care about the outcome. No matter how horribly I might "lose", my ego won't be left in ruins, I won't suffer from depression, my farm won't go bankrupt, my cat won't hate me, I won't suddenly have a revelation that I'm simply too stoopid to post on the interwebs and need to Stop Right Now!...I'll just move on to the next shiny object that catches my eye.

    It's the process of getting to that outcome that's the entertaining part for me, and that's why it becomes terribly frustrating for people like you that actually have a vested interest in the result.

    For example:

    "I know the games you make appeal to many people and they are rewarding you for it with continued purchases. I didn't think that was going to happen, but here we are 7 years later and it looks like you've got yourself into a comfortable groove in an environment which is notoriously unstable. That's great for you and those other people, but not really good for me. Why? Because you went in a different direction than I would have liked and so I'm not on board with your current products. It doesn't make you wrong and me right, it just makes me left out.

    If there were a couple other companies out there that I think could pull off the sort of product I'd like, then I'd not be wasting my time posting here. But, sadly, there's few people interested in making wargames at all and the majority of them don't seem capable or willing to make the sorts of games I would like. Which means my hopes of having another CMBO type experience pretty much rest on you guys making it happen. The thing is, I feel strongly that if you made such a game you'd find more rewards await you than you can find with your current product lines. That would be, in both our books, a win-win situation."**

    Then you would proceed to describe the sort of game, be it tablet or desktop, that you envision. At which point we might have a discussion about game philosophy instead of me having to hammer your flawed assumptions, theories, and factually flawed conclusions.

    You know, had we been sitting down face to face, that's probably very close to how this would've played out. I'm not going to claim I have a different persona on the internet, but I definitely do things differently on the internet. I could have simply emailed you the list of issues, proposed improvements and changes I'd like to see too, but what's the fun in that? (*see below)

    No, it's the logical outgrowth of your own hardened logic cycle. We only have an incentive to do something very different if there's a demonstrated demand for it in excess of our current path. Market forces are very much in play. So you have two choices:

    1. Hope that our products fail so that we have to try something new (which you hope is more to your liking).

    2. Hope that we determine that, as good as our current products are, we could do better with something new (which you hope is more to your liking).

    Based on your repeated negative commentary about the products we are making, including the inflammatory first post you made, if I were a betting man I'd have to guess that your mindset is more inline with the first way of thinking than the second one.

    Steve

    ** after several pages I think I've distilled your point down to what I just wrote, but in a form that doesn't dig itself into a hole in the process. If I've got your point wrong, try your own hand at it. Who knows, you might find that we're not very far apart when you stop obligating me to respond to the other stuff.

    You're both right and wrong. We probably really aren't very far apart at all, but my mindset is 100% on the second of the choices if you switch the word "new" to "changed" (or improved if you will). Seeing as I didn't convey that in a well reasoned discussion (boring), instead typing a number of paragraphs of "Springer" (I like that!) type garbage (not so boring) I can understand why you'd think it's number 1.

    And I'm still pretty sure you're not posting because you feel obligated to. Like I said before, you're posting here because you want to be posting here. Where else would you have the opportunity to speak of how your vision has proven to be successful? Where else would you get to reinforce the decisions you've made, in public? Where else would you get to crush an insufferable, illogical, Canuck who dared to challenge you and your corporate strategy? Where else would you have this much fun? :) There's a very good reason neither you or I took this to email (*see above), it's because this is The Internet, and we're enjoying some of what it has to offer. And in your case, this is good for business too.

    Hav, let's keep the snark out of this. Otherwise it will get locked.

    That wasn't too snarky (snarkful?) was it? I deleted most of the real meat before posting because I know you're not a fan of the lock. Besides, if he wants to act like a ****** then a wee snark should be not just condoned, but encouraged...no? And yes, I'm fully aware that particular knife cuts both ways. ;)

  3. Im glad you are going away Harv. You sound like you need a vacation from you though.

    Really Ray? Seriously? You just had to do that? I could actually hear the collective groan from people who just want this thread to die!

    The thing is, it's people like you that make life so fun and easy for people like me. Contrary to my last post I really don't want the thread to wither away, because I enjoy (sometimes heated) discussion, and I enjoy learning things. Your post, bless your little heart for taking the time to type it, has both kept the thread alive, and also let me know all about you and who you are. See, both entertaining and educational.

    So anyways, seeing as we're here again, how about we work on some constructive criticism for improving CMT. Nothing too deep to start, just the little things that could improve the experience, or might take away from the overall flow of the game, or have a jarring effect on immersion, or just make you go "hmmmm".

    I'll let you pick the topic and start. I'd recommend beginning with something from the top four, as Gameplay will probably take extra time to fully work through.

    UI

    AI

    Graphics

    Scenario Design

    Gameplay

    Hopefully Steve can drop a couple of hints as to what's in the update pipeline so we don't have a situation with a department of redundancy department situation.

  4. So, way back on page one of the thread I said to myself... "Self, now that Steve himself has responded, if you get into multi-quoting and detailed line by line discussions he will grind you down and spit you out. You've seen it before, so don't you dare do it or you'll see it again."

    Apparently I don't even listen to me.

    Sadly (for me anyways), it really doesn't matter as I was at an insurmountable disadvantage no matter how I tried to play this out. Regardless of what conclusions I chose to draw from the release and subsequent development/support of CMT, unless you pulled a Jack Nicholson in A Few Good Men and admitted whatever "guilt" (wrong word, but I like using it) I was hoping you'd suddenly blab out in a moment of weakness and pride, this was always going to be a pointless exercise. If you didn't make any of the decisions I accused you of, then obviously you're never going to say you did and I'm an asswipe. And if you did make any of the decisions I thought you had, then you're never going to be crazy enough to admit to anything and make company strategy public. And I'm an asswipe.

    But it was entertaining and educational (yes, I did learn and take away a few things, but I'll never admit that to you :)). And as I truly am doing nothing more than wasting your time with it now (that and I see a couple of the regulars are starting to lose patience also, which won't make this very pleasant at all) I shall very ungracefully, whilst tripping over the soap box/pulpit/lectern, bow out.

    One last quote though...

    That means the only reasonable way you're going to get what you want is if we have a failure.

    That is such convoluted logic that I'm hoping you're still sleep deprived. Or something. :)

  5. <snip>

    Our only difference Harv is that I wouldnt sit here for days writing them letters telling them how bad I got sick....I'll just not go back.

    -Ray

    Whoosh! Right over your head, eh Ray? I'll make it real simple like and paraphrase what I wrote above:

    Arguing with me (and Steve too I've seen) on the internet is like wrestling with a pig in the mud. Eventually you'll realize the pig is enjoying it. And I like this mud.

    You can go sit down with MikeyD now.

  6. Nerve? No. Your circular and insular logic, combined with an uncanny ability to filter everything I say so that it fits your mindset and never challenges it, is frustrating. That's all.

    Almost as frustrating as you deliberately being obtuse about my position, and continually diverting the discussion I bet. I've even seen a straw man lurking around, though he's very crafty about fully exposing himself. :)

    In fact, you link to an article that describes yourself to a T and then say that I'm wrong to think that it does.

    "People like to think they’re pretty special. And people do tend to have a habit of thinking what they think is right, and those who disagree are wrong. In my case it’s actually true, but unfortunately that’s not always the case for others. And really, honestly, the very last thing I want is other wrong people to be influencing the games I’m going to play. Developers have to stop asking other people how to make their games."

    Amazing.

    Oh come on, I gave you a beeeyoootiful gift with that link, and you quote a paragraph that applies pretty much universally to everyone? Disappointing.

    Because such things as time consuming as they are unnecessary. In case you haven't noticed, we've a very long track record of thinking outside the box. The beauty of our development and distribution model is our products pretty much sell themselves. So why spend a lot of time and money on activities that don't have a positive impact on our sales?

    Because we have a sense of humor. Or if you want to be more cynical about it, consider it a publicity stunt. Your pick, but keep in mind you just made a case that we don't engage in creative marketing tactics.

    Plus, why is this even relevant? How long did "people familiar with the series wonder if it's even real?" I bet even the most thickheaded of our customers figured it out within a few minutes. From what I remember of that launch our customers thought it was a hoot and enjoyed it quite a lot.

    That is, without a doubt, the strangest (anti?)marketing scheme/plan/whatever it is, that I have ever heard of. Doesn't make it a bad thing apparently, but it's definitely....out there.

    It's for your own good.

    {snicker}

    You want us to make games we don't want to make.

    I want you to make a game, for the iPad, that you're capable of making. I've said this time and again. CMT isn't it, you could have, and can, do better, and we both know it.

    You've now twice tried to justify your opinion as fact by inventing an alternate reality where the market isn't rewarding us for our efforts.

    Again, I've stated time and time again that I know, or at least would be shocked if it weren't true, that the market is rewarding you for your efforts. Please quote where I stated anything you're alluding to me saying anything of the sort.

    Which is frustrating to you because you don't want us to succeed unless we're making you, personally, happy with our releases. Sorry, it doesn't work that way. We make the games we want and let the market, as a whole, decide our fate. So far it's been one success after another. And that includes CMT.

    Wrong again, I have not once stated anything to the effect that I don't wish you success. Ever. Please quote where I stated anything you're alluding to me saying anything of the sort.

  7. Okay, we've covered CM:Touch. What's your opinion of 'Zombie minesweeper'? Another game for under three bucks. Has anybody been over to their website to drone on ad nauseam about how much they hate the game and are sure the developer will die?

    Ahh MikeyD, you haven't changed one bit either. Sorry about the tardy response, I missed this earlier.

    I think you're (unsurprisingly) missing the point. I'm droning on ad nauseam because this is entertaining, and because it's the internet. And it would appear that Steve is enjoying himself too. I've no doubt that he also gets frustrated as hell with me, but the attraction of the soap box is quite difficult to resist, and a lively debate is never dull and can be a nice diversion from more mundane things.

    Think about it...at any time throughout the course of this discussion, even before the first reply had been posted, Steve could have dropped me an email (or picked up the phone) and said "For fecks sake Harv, stop busting my balls over this and wasting my time, and get your head out of your ass and just realize we did what we did because we wanted to do it this way. If you can't respect and live with that and stop trolling and pissing on my living room carpet, we'll just ban your ass and be done with it." Or, he could have just banned my ass on the spot and/or turfed my post. Or, he could have simply not responded to my post at all and let it die.

    But he didn't. Why?

    He most definitely didn't Need to defend his company's honour against one post by a disgruntled Canuck, he didn't Need to defend his position and decisions from one accusation of shenanigans, he didn't Need to allow me access to keep posting vile crap about CMx2 and CMT, he didn't Need to let this drag this out into a three page mess of a circular discussion with me trying to prove a negative* that never would have started had I simply been asked or smacked or ignored or banned and the thread would have withered on the vine.

    But he did. Why?

    I think it's because he's having fun. :)

    Now go sit down.

    *It's commonly believed to be essentially impossible, just so you know.

  8. Easy Steve, I don't think I'm important enough yet to pop a vessel over. Even if I did hit a nerve.

    Here's something entirely different that I've been curious about...

    Why would the designer/publisher of a very successful series/family of wargames stealth release their newest product into their newest market? No sneak peeks, no advanced press review copies, no marketing campaign, no buildup to the big release, no announcements, no...anything. And release it on April 1 no less, so people familiar with the series wonder if it's even real?

    Anyhoo, I'm off to greener entertainment pastures now. Thanks for the laughs, it's been enjoyable as always. :)

  9. Uh oh. Trees...

    We're likely never going to agree because you are a customer and I am responsible for earning a living for myself and a half dozen others. We have inherently different views of the world. It's the equivalent of someone who eats the food you grow coming to you sand saying "you could make more money by growing coconuts" and you saying "have you tried growing coconuts in Canada?" "No, but I'm sure you could do great with them if you just tried". Soil conditions, weather, equipment requirements, etc. are all things that go through the mind of a successful farmer, not through a customer's mind. We tried growing coconuts and it worked, but we think it largely happened due to fluke weather conditions :D

    The analogy police are coming to get you now. Bad analogy. Bad. Send it to its room immediately.

    Anecdotal, individual stories are often interesting to explore and discuss. Usually there is something to be learned from them provided they are kept in context.

    Agreed.

    No doubt the game was worthy of success separate from market timing. CMBO was no pet rock or 50 Shades of Gray :) Evidence of that is that every single CM game we've ever made has done at least well enough to justify making it.

    However, with CMBO specifically there were factors outside of our control changed it from being destined to achieve moderate success to actually being a smashing success. And those factors were pretty much one time only and we'd be fools to count on them ever happening again. Always better to revel in unexpected success than to wallow in unfulfilled expectations.

    I will definitely be using that line in the future.

    Yes, but it was also a result of comparison. Comparison is a very important thing (Emrys touched on that point in his post). The problem for CMx1 now is that there's been 12 years worth of game advances to compare it with. In particular it's successor CMx2 system. There's been plenty of discussions about this very topic and there's more than a few that say they can't play CMx1 any more because it feels hollow/empty by comparison. Others say they still enjoy it, but not as an exclusive experience. And of course there are those, like you, who by comparison still think of CMx1 as the best thing since sliced bread. Who is right? Why, everybody is! Problem is we can only make one game for one audience, and therefore we have to make that game for the audience we feel will give us the best return on our investment.

    The problem with this line of thinking, is that you keep referring to the PC versions of these games when you speak of comparisons. And again, this is because of your perspective and is not unexpected. The tablet market has nothing as a point of direct comparison such as this. If you release a niche wargame such as CM on the app store, there is nothing to compare it to. Nothing. It lives or dies based on what it is, because there just isn't anything else like it to measure against.

    And I believe you're misremembering my position from the CMx2 beta days. I never, at least as far as I can remember, said anything about CMx1 being the greatest thing ever. I believe my position was that CMx2 was simply not fun and had little of x1's smoothly flowing experience. And I still feel that way today. Are the old beta forum archives still floating around somewhere? It would be interesting to see if I really did mention CMx1 in that way. Anyhoo...

    As with our previous debate, part of your argument is based on us being able to do better with a more CMx1 type game vs. a CMx2 type game. Yet there's some obvious indications that we're doing BETTER with CMx2 than we did with CMx1:

    My argument is, and always has been, that CMT essentially sucks. All by itself. And I believe that suckitude is a result of it being based on CMx2 instead of CMx1. The fact that CMx2 is doing better on the PC doesn't matter to me in the slightest, because I still maintain CMx2 could not work well, no matter how great it is, on an iPad. Basing it on CMx1 on the other hand, would most likely provide a "simpler" way of doing things with a touch UI without removing features, and possibly give more/better feedback during both the planning and playback phases.

    1. We've doubled our staff, and our staff is the single biggest cost to us (uhm, like almost all of it).

    2. We're still in business some 15 years after starting up. This despite the utter collapse of the retail software market that CMx1 benefited from and increased competition from many directions.

    That is only to be expected in a successful business. The truism that "if you aren't growing, you're dying" is universal I think. If you've been successful in the PC market, you should be expanding.

    Obviously we're clever people who continually beat the odds by solid decision making in an ever changing market place. We're also kinda fond of money ;) If we identify a way to safely improve our business model without putting our existence at risk, we will.

    But be careful what you ask for... it might mean that we abandon historical warfare games, since if one wants to reach the stars one would be a fool to design a ship that best case can make it to the moon.

    I think you've either missed my point all along, or you're deliberately trying to nudge the discussion in a different direction. What you do with future designs is not what I'm here about. A long CMx2 vs x1 debate is not why I posted this thread. Whether your business model is viable or not won't affect what I have for supper tonight.

    I'm here because I think that CMT is a poor game that has (had?) great potential to be more than it is. I'm here because I think you view the app stores as being beneath PC gaming, released a substandard and poorly supported product because of that perspective, and I wanted to call you on it. Do I really care about ever playing a truly fun/smooth/frustration free CM on a tablet, and my life will be incomplete if I don't? No, not at all. But that doesn't mean I'm going to let this go without some criticism either. It is the interwebsnet after all.

    Impossible to say, but I don't see it mattering. We've not had significant complaints and we are pretty sure that the bulk of people buying CMT are not dyed in the wool CM fanatics. In fact, we have quite a bit of evidence to suggest that CMT is achieving one of its goals... acting as a "gateway drug" to get people into CM desktop gaming.

    And I believe this, in spite of everything you've stated or denied earlier, nicely sums up your actual position towards the app store. And I'm ok with it, I really am. If you just would've gone here earlier we could have saved a lot of typing, plus I wouldn't have felt the need to show you the error of your ways. :)

  10. I don't want to get too bogged down in the he said/she said, because we might just end up seeing more trees than forest. Plus we're likely only ever going to agree to disagree for the most part I'm sure, unless one of us suddenly has an epiphany. :)

    As an aside, I really need ask to my old man about CM because he was quite a fan of BO and BB, and played more solitaire scenarios than anyone I know. He never once asked about changes, or updates, or bugs, or design features...he just played the game for a number of years and really enjoyed it. He did have CMT on his iPad, but the last time I was doing updates I noticed it was gone. Dunno why, and it could be for any number of reasons, but as he's one of the most solid casual CM players imaginable I'm kinda curious now. Anyhoo...

    I think you might be selling yourselves a bit short on what brought CM such acclaim. I'm sure there were countless external factors that influenced it's widespread success, and maybe if it had been released 2 years either way it would've been a flop at worst, or marginally successful at best. But I honestly don't think so. There was a niche in the PC (war)gaming world waiting to be filled by something that was fresh, looked appealing, had fluid gameplay, had a compelling (and educational even) cause/effect risk/reward smart tactics win system, engaged the player to make interesting decisions and then gave excellent feedback on the results of those decisions, and so on and so on... But the biggest things, in my mind, were that it needed to be accessible and everything had to make sense, from the interface to the combat results.

    And timing be damned, CM brought all of that to the PC. Sure it looks clunky and archaic now, and is missing a gazillion "features" from CMx2, but that doesn't mean it's anything less today than it was then...probably one of the easiest to understand and entertaining squad level tactical wargames that has been on the market.

    And as far as CMT being a commercial success, I would be astounded if it wasn't. Because there is currently a similar niche in the app store waiting to be filled, I would expect nothing less than to see people clicking and tapping the Buy button as fast as they could at the mere mention of Combat Mission being available on a tablet.

    But how many are actually playing it?

  11. Mike & Steve, I see what you're saying about the whole experience thing, and understand why you're saying it, and from where you sit you're probably absolutely right.

    Unfortunately you're looking at it from the wrong perspective.

    You're constantly looking forward with CMx2, and see the future of CM with the evolution of that franchise. CMx1 is something that you rightfully look at as a fantastic foundation to base the series on, and it admirably served its purpose in that regard, but now you're moving on.

    On the PC at least.

    I would hazard a guess that neither of you have embraced the tablet* in quite the way that I and many others have over the last few years. And for those of us that have, the tablet gaming scene isn't much removed from the PC wargame market of the late 90's. There are great opportunities to bring something new, interesting, and different to the device and quite a few developers are now doing just that to fill the vacuum of quality, long life span games. And because CM (and wargaming in general) is, and probably always will be, a niche product there isn't so much pressure to try to compete with the mounds of crapware that flood the various app stores, all that's really needed is to provide a rich, full, intelligent "experience" and I truly believe the market will respond. Much as it did with CMx1 all those years ago.

    And I know you don't want to hear it, and you will definitely want to argue it, but CM:T brought very little, if anything, to the tablet in the way of that experience. And that's because of your perspective, towards both CMxX and also the app stores.

    Now, if you were trying to simply bring a lite companion app to the mobile market for people to screw around with a bit when they couldn't play the "proper" version of CMx2 on their PC at home, then you have fully succeeded and I've wasted my time with any of this because I totally misunderstood and misread your intentions towards the app stores. However, if you were actually intending to bring a full featured, compelling, made for an entirely new device wargame to the tablet...well, let's just say I don't think neutering CMx2 and testing the market that way is the way to do it. And that's because of my perspective.

    My advise (for what it's worth), if you're really serious about the app market, would be to go back to the drawing board, get outside the box, don't fixate on CMx2, find people who aren't PC-centric (or CM-centric for that matter) to consult with, do minimal testing on a PC if at all (this is critical to getting the UI right) and try to get the "experience" back, even if it's at the expense of technical or grognardish details. There is more than enough high speed low attention span stuff on the app stores, and more than a few people are tired of it already so try to get into that market. Not that I want to stroke your ego in the slightest Steve, but I've seen what you can do, and have done, and I'm thinking (hoping) you can pull it off again.

    It might take a shift in perspective though.

    *I'm using the word Tablet to ensure you don't think I'm talking about the Mobile market. I've interchanged the words before, but the Mobile (as in phone) market per se isn't what I want to refer to.

  12. The thing of it is though, I actually kinda like CMx2 since it went to WWII Europe. It still seems a bit more like work than fun at times, but it isn't like I carry the heat of a thousand burning suns worth of hatred around for it. And this is just from playing the demos, I'm guessing some of the full game scenarios are a little better and familiarity with the controls would just improve the experience.

    However, that really doesn't much matter when it comes to the touchy feely version, which really needs help, IMO, no matter my disposition towards CMx2. The gameplay still appears to be nothing more than a neutered version of CMBN, not "its own game", and as I said above I really don't think CMBN could ever make the transition to the small screen anyways.

    I loaded this up again the other week to see if my exposure to the demos would change my impression, and if anything I have even more criticism towards CMT now, especially in the UI department. The gameplay is still more challenge than flow, with far too little information presented to the player IMO. Any time I need to think "how do I..." or "why did that..." when I'm playing a game, I consider that to be a problem with the design as it can ruin the immersion aspect that I'm looking for in my entertainment.

    And I don't necessarily want CMx1 per se on the iPad, what I would like to see is the CMx1 experience on the iPad. You know, the one that grabbed our imaginations in 1999 like no other, the one that made us clamour for Just One More Demo Scenario, the one that still appears to be going strong today, 14 years later. That may or may not be exactly CMx1 itself that I'm looking for, but I don't think CMT in its current form can ever have the "personality" of the earlier series, or even what I see in CMx2. It's just too clumsy, and...sterile.

    And as far as conspiracy theories go...well, I see what I see, I read what I read and I hear what I hear, and I come to conclusions based on that. :)

  13. Active development has continued and patches have been released, so it hasn't been abandoned. I myself put time into the game last year. I'm wondering what it is we should be ashamed about. Was it that you didn't like the game? Or are you comparing it to, say, the mobile version of XCOM in terms of "heartedness", which likely cost more to make than any number of desktop CM titles combined?

    I would like to discuss your concerns, but right now I'm not sure whether you a) liked the game and want us to continue development or B) didn't like the game in comparison to AAA mobile titles and wish we hadn't done it. Or c), something else entirely which I'm not getting properly from your post.

    I pick (B), sorta. I didn't like the game in comparison to CM in general, and wish you hadn't done it. Yet anyways. What I see in CM:T are far too many compromises, strange design decisions, poor UI and what appears to be a poor or misunderstood attitude towards mobile. I stated most of this in another thread(s?) so won't rehash it here, but this really strikes me as something that was popped into the casual mobile market to see how many fish would bite at the CM name.

    I remember asking this on a forum somewhere when it was released...if this game as it sits had been released under a different name by a different publisher, would the response and reviews have been the same? Academic exercise sure, but I'd speculate that it wouldn't have as well as it did (assuming it did/is selling well) without the element of name recognition that Combat Mission brings.

  14. Harv, you don't own a computer anymore? You seem to be complaining that you can't get CMBN to run on an ipad.

    Nope, I don't think CMBN could ever work on an iPad. IMO there are too many fiddly bits for it to fit on a small screen with any sort of a usable UI. See my reply to Phil for more detail.

    And I still sadly have a computer, though the day is getting closer to finally being rid of it. There are some decent book keeping/accounting apps now, as well as backup and storage solutions which should make this iMac the last traditional computer I'll probably own.

  15. You guys should be ashamed. You toss out a mobilized half hearted "game" with shiny graphics that is pretty much guaranteed to sell on name recognition alone, and then simply abandon it. What a waste. In a year full of fantastic ports and AAA titles being released on mobile to great acclaim, I can't believe this embarrassment hasn't been pulled and this forum flushed to remove all trace that it ever existed.

    In fact you'd be amazed at the number of people (me included) who don't even own/use traditional computers any more since the sophistication of App Store games has increased exponentially over the last couple of years and made the iPad into a serious gaming device for "serious" games.

    Oh, and, I just had to say "Pffft...." to that one.

    Might be time to rethink that position on mobile gaming perhaps? Or will the next CM game be a freemium match 3 to better fit with Battlefront's idea of what people are still playing on tablets these days?

  16. JOE!!!

    How ya doin' old feller? I (somewhat naturally given your advanced age) assumed you were ded-a-lot by now, and it's truly great to see the opposite is still true. :) One of these years I still plan on stopping by your house/harem/cardboard box during my bi-annual winter pilgrimage to the warmer lands in the desert. That is if you live anywhere near an I15 exit of course. :)

    The TA forums are open to everyone, and anyone who wants to drop their opinions there would be more than welcome I would imagine. I have no dog in the race and as such the success or failure of the BFC foray onto iOS makes no real difference to me. I simply have an (unsolicited) opinion, and, as usual, I'm not afraid to use it. :D

    As to excellent games on iOS, I have greatly expanded my horizons and somewhat lowered my expectations to find excellent and enjoyable titles on the platform. Some are better than others of course, some are in genres that I never thought I'd try let alone enjoy, and many have had relatively limited lifespans on my iPad due to the App Store being an ADD sufferer's dream and I'm too cheap to spring for more than 16Gb, but in any case here are a few (in no particular order) I'd classify as worthy:

    Battle Academy

    Neuroshima Hex

    Strategery

    UniWar

    Ticket to Ride

    Tactical Soldier

    Grand Theft Auto: Chinatown Wars

    World in War

    Aralon

    Danger Alliance: Battles

    Dead Space

    Final Fantasy Tactics (haven't finished it yet though)

    Great Little war Game

    Modern Combat

    Spider: Bryce Manor

    Splinter Cell

    9mm

    There are many more that have received excellent reviews that I haven't tried for whatever reason, but suffice to say there is a lot more growth and depth on the App Store than many people appreciate.

  17. Sigh. Fine Steve, you don't like what I have to say and that's alright. I'm not going to argue or play semantics with you, as you have your perspective and I have mine. I'll agree to disagree all day long if that works for you too.

    Anyhoo, good to see you again too Clay...I didn't realize you were the dev working on this (kinda assumed it was BFC). Glad to see many things might be relatively easy to implement, and I'm a huge fan of user controls for options too (both gameplay and system) so the more the merrier. Looking forward to seeing what v1.2 and beyond bring to the game.

    Oh, and, I just had to say "Pffft...." to that one.

    Just because you don't believe something doesn't necessarily make it any less true. :)

  18. And this, gentlemen, was exactly our thinking behind CM Touch :D We already have PC games which are extremely involved and take a long time to play out. They also work on decent laptops. There's no reason, even if we could, to have the same experience on mobile devices as well.

    I rarely go to the movies. When I do it is to experience something I can NOT experience at home on my puny TV. If the theaters around here started playing episodes of Castle or Psych, I wouldn't go. But Prometheus... I'm going to be there opening night with bells on.

    Steve

    I think that's a very dangerous mindset to have with regards to the App Store (or any market). There is every reason, if you can, to have the best experience on every device.

    The App Store is probably one of, if not the, fastest growing and most innovative sectors of the gaming market, so why limit yourselves just because of your perception of what it is? There are full bore MMO, RTS, TBS, RPG, FPS and probably every other three letter acronym on there now, with more and greater things just around the corner. Sure Angry Birds catches all the attention, but that doesn't mean people want or expect every game to be "dumbed down" or casual. In fact you'd be amazed at the number of people (me included) who don't even own/use traditional computers any more since the sophistication of App Store games has increased exponentially over the last couple of years and made the iPad into a serious gaming device for "serious" games.

    Don't sell yourselves short just because of what you think the App Store market is. If you can make it work, don't hold back!

  19. True. But you said yourself, you went in with expectations different than that.

    Aye, you have me there, and I'll be the first to admit that definitely clouds my view to a certain extent. However, there is one other expectation which I also had but didn't state, and that was that it be fun/entertaining. And as with CMx2 when it first came out...I guess I just didn't/don't get it.

    Give some player feedback during the replay, fix up the camera controls, get it looking better when zoomed out a bit and it'll go a long way to adding some entertainment value. Right now it might be exactly what you had envisioned, but for me it's just too sterile and lacks...I dunno...personality?

  20. Yeah, to chime in here too... if someone expected this game to cure cancer and get us to Mars by 2020, they would also be disappointed :D The fact is there is no way, and I mean NONE, that CMx1's level of detail could ever be on an iPad. Probably not even iPad 8. Although the iPad is becoming a fantastic base for 3D type games, it is going to be a long while before such a tiny device can pack the power of a PC or laptop. Even one from 10 years ago.

    Putting the technical limitations aside for a sec, there's the philosophical angle to look at. If we wanted to make an iPad wargame that only a wargamer could possibly love, we could do that. It still wouldn't look anything like CMx1 (not to mention CMx2), but certainly it could be "groggier". We didn't want to go that route. It would be like forcing a round peg into a square hole. Instead we went for a happy medium. Well, for some and not others, of course :D

    Steve

    Hi Steve. :)

    Waves

  21. That's probably the problem right there. Now if those expectations are realistic, compared to what else is out there, is another question :)

    Martin

    Oh no you don't...the reason I haven't been here for five years is because of comparisons, so please don't start down that road already with CM:T.

    Either it stands on its own with fun and engaging gameplay or it doesn't. No comparing to Battle Academy, Great Little War Game or anything else currently on or nearing the App Store. Make it good and it'll sell itself, no comparisons required.

    Don't you just miss having an overopinionated Canuck around. :)

  22. Hey Moon, long time no see. :)

    I thought I'd better toss a couple of Pros in there so it didn't look really bad, but sadly none of them actually make it a fun game to play. I may try another scenario or two, but without some significant changes it'll just be another inexpensive App Store "could've been" that'll disappear from my iPad in a few days.

    As the old saying goes...expectation leads to disappointment, and I was hoping for/expecting CMx1 in all it's fantastic gameplay glory, and all I received was a neutered CMx2 something instead.

    Ah well, I'm but one fish in a vast sea of customers.

  23. To be honest, I'm not liking it at all unfortunately. The biggest problem is there is no feedback during the playback phase. Unless you're zoomed waaaay in, you don't know where your guys are, where the enemy is, who is shooting at who, if a unit is pinned/suppressed/etc...there are just funny looking little sprites (are they tying their shoes?) floating across the terrain.

    And the camera controls need mucho work also, which adds to the frustration as it's either bouncing, stuck or moving too far from the "inertia".

    CMx1 with Retina graphics and this UI would have been a fantastic port to the iPad no question. This might also get there with some work, but I'd call it a beta release at best as it stands right now. I was just lamenting on TA about how great it would be to see CM on the iPad, but probably never would. Now that it's finally and actually here...meh.

    And here's my post from Touch Arcade:

    Hmmm. I'm not sure what to make of this after a few turns playing the first scenario. Granted it's been a while since I played CM so I could be misremembering a few things but here's my quick and dirty list:

    Pros:

    Graphics are ok. Terrain, units and vehicles are nicely done when zoomed in.

    Sound is good.

    UI seems alright so far. Quite easy to issue and modify order strings.

    The terrain model is very nice.

    Cons:

    - Camera controls have way too much inertia and bounce.

    -There is zero, and I mean zero, feedback during the playback phase. No idea what a unit is shooting at, if its morale state changed, if its being targeted, just nothing. Kinda leaves you wondering just what is actually going on, which may be a design decision too (fog of war and all that). Oh, just noticed you get Penetration notices against armour (my tank just died-a-lot).

    - No animations for vehicle running gear.

    - Everything seems to float above the ground somewhat.

    - No information whatsoever about enemy units. May also be a design decision with FoW in mind.

    - No save system?

    - Some commands missing? Button/Unbutton for example.

    - No terrain/cover/concealment info that I've found. I'm guessing (hoping) it's WYSIWYG on a per soldier/vehicle basis.

    No doubt this is a simplified CM. There doesn't seem to be any command delays, and I'm not sure if this is using relative or absolute spotting rules either. Hopefully BFC will pop over here to clarify a few things, and let us know what else we can expect from this.

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