I'm in danger of getting swamped by your inside knowledge here, Kariban - I'll confess I don't know much - nay, anything - about the way that sounds are constructed and attenuated in-cab, and what is 'right', versus 'more right' in terms of developmental approach. (That's a compliment, btwKariban wrote:There isn't actually a need to go and record internal & external sounds though, since the audio engine got changed; looking at the internal sounds and going "hey you short-changed me here!" because they reference external ones is just silly. There is a different issue with internal sounds from *other* stock - that is more to do with the other stock's sound config I think. All that excess running noise you get in a cab when you'd never hear any of it, because the stock has internal running noise set up...1S811985 wrote: For sounds I had in mind what AP is doing with their pro series. Perhaps that's an ask too far. Then again, when a bar gets raised it's up to everyone to try and hurdle it.
I agree, of course I would never sanction developers or publishers writing their own reviews (god forbid). I mentioned their sales-blurb only from the p.o.v. that there is nothing much else for a customer to use to learn about the product, pre-purchase. Sadly, ours is not a world that the 'conventional' software review sources tend to look into much, and when they do, it tends to be rather snidy or superficial. I don't think I've ever seen a decent DLC review on a 'proper' games website or magazine that isn't just reworded press-release material. End user reviews (i.e. written by previous paying customers) can tend to be a bit scatalogical and random sometimes or range from the 'zealot fanboy' to the 'scorned revenger', depending on their intention for writing the review in the first place. Having a set of 'reviewing criteria' (i.e. the OP's 'standards' list) would at least mean we could skip to the bullet-list panel and dodge the puffery or vitriol, and still get a reasonable idea of what the DLC actually contained.Kariban wrote:End-user reviews are firmly in the hands of end-users, it's not the developer's responsibility to publish reviews ( would you really want that anyway! ). Given the choice would you rather have a developer miss a few features because that's all they can budget for, or can the entire project? a lot of more advanced features people are starting to take for granted need devs to actually fight the dev platform which is crazily time-consuming.
I was thinking initially of disagreeing with that, but you're right. Certainly lack of reviews enables it to persist, but lack of competition is a big deal. If a developer can sell a turd, and there's no-one selling a better turd, he'll make some money. There are people who will buy that turd and play with it, because it's the only version of their beloved 'thing-that-inspired-a-turd' that they can buy with their money. I think I *will* actually disagree with you and say that they *do* care - but they've spent their money and it's too late. Some of them will whine about it, some may even vow never to buy from that developer again, but mostly, nothing really changes and nobody really takes much notice. Some customers will (usually under duress) turn a blind eye to the turdiness of their purchase, and just 'deal with it', focusing instead on its good points (if it has any) - but that doesn't mean they don't care about it, if asked. All these things mean the developer can go on selling that turd for a fair while to come.Kariban wrote:And finally, "hardcore" enthusiasts won't want to hear this, but; *most people don't care*. Any quality issues aren't down to lack of reviews, they're down to lack of competition.
Of course I must rebalance my stance here - there are plenty of developers who produce *amazing* assets, and not turds at all. For them, having a 'standard' (whether it be a production standard or a reviewing standard is actually immaterial), is a good thing. They can use it to show that *their* asset ticks all these boxes - the boxes that informed customers are *actually* interested in, rather than the historical horsedump information about how "the Class 71s had dual pantograph and third rail pickups so they could work in 750v overhead-electrified yards" which tells you precisely *nothing* about the quality of the in-game asset you're about to purchase, but fills a lot of 'sales pamphlet space' neatly without actually being criminally misrepresentative. In short, the good guys can use a 'standard' to show what good guys they really are - this in turn should give them a marketing edge which helps them compete more effectively with the bad guys. The side effect may also be that the presence of the standard turns more 'non-hardcore' customers, into at the very least informed customers. Anyone - even the terminally vaccuous - can see that Product X with 10 items ticked versus Product Y with 4 items ticked, is probably a better purchase, if they're the same price. Eventually, Product Y's developer may get the message (through falling sales) and up his game in order to legitimately tick more boxes (and display such in his sales-blurb)?
