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  #31  
07-09-2015, 01:51 AM
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Meh, I can see the reasoning behind it honestly. Building a user friendly way to design entire levels is time consuming work to say the least. Then again, they do have the engine ready now. Either way I wouldn't mind paying for it, but yeah it would probably cause a shit storm.
Yes, but people using the level editor would be creating free extra content and replayability for their game, which can boost sales.
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  #32  
07-09-2015, 05:44 AM
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Expanding gameplay through user generated content is cheap. You get tiny islands of quality cast in an ocean of pure dreck.
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  #33  
07-09-2015, 06:42 AM
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Fan levels are dumb.
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  #34  
07-09-2015, 10:39 AM
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Expanding gameplay through user generated content is cheap. You get tiny islands of quality cast in an ocean of pure dreck.
Making fan-usable level editors is not cheap. That's why it's so rare.
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  #35  
07-09-2015, 11:14 AM
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It depends on whenever you decide on including a level editor. If it's implemented early in production, it's much, much cheaper than adding it after the release or so
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  #36  
07-09-2015, 06:21 PM
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Relic has been particularly good at that. The missions and maps of their earlier work in particular, such as Dawn of War and Impossible Creatures, seem to have been made in a level editor program that they developed themselves and then released with the games. I found them fairly intuitive.
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  #37  
07-10-2015, 01:27 AM
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Why are so many people obsessed with getting a level editor? If you want to make your own levels so badly, learn to code yourselves and make your own bleeding game. Oddworld tells a story. It's not some little big planet thing. Buy Little Big Planet.
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  #38  
07-10-2015, 01:42 AM
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NnT looks closer to LBP than AO does
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  #39  
07-10-2015, 03:38 PM
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Making fan-usable level editors is not cheap. That's why it's so rare.
Oh, when I said "cheap," I didn't mean that it doesn't require much investment. I meant that it was a crappy way to generate new content.
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  #40  
07-10-2015, 07:07 PM
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Relic has been particularly good at that. The missions and maps of their earlier work in particular, such as Dawn of War and Impossible Creatures, seem to have been made in a level editor program that they developed themselves and then released with the games. I found them fairly intuitive.
Elder Scrolls, man. I think they once did a side-by-side comparison of Bethesda's development tools and the Construction Set. The difference was one subwindow.

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  #41  
08-26-2015, 04:52 AM
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I think they should invest all their resources into the main game, I'm sure a good editor takes quite an amount of work.
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  #42  
08-27-2015, 11:48 AM
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There's always Pauls level editor.
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  #43  
08-28-2015, 12:10 AM
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I think they should invest all their resources into the main game, I'm sure a good editor takes quite an amount of work.
That's not necessarily incompatible. If like Bethesda you spend a lot of time and resources on making a great editor you save back time and resources on actually building the maps, quests, etc.

Of course this approach does not really work or pay off with all types of games and I'm not sure it would work for NnT or TzF.

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  #44  
08-28-2015, 07:57 AM
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If people actually start referring to it as TzF I'm fucking out.
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  #45  
08-28-2015, 08:26 AM
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I can't wait for that TzF game, it looks great, I hope TzF is gonna be the best game! A level editor would be amazing and I would probably increase my playtime of TzF by tenfold if it had an editor.
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  #46  
08-28-2015, 08:27 AM
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Did you mean Oddworld: SB?
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  #47  
08-28-2015, 09:57 AM
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TzF will be the best Oddworld game to date, hands down.
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  #48  
08-28-2015, 12:22 PM
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That wouldn't be difficult to accomplish.
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  #49  
08-29-2015, 12:52 AM
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That wouldn't be difficult to accomplish.
I've got a picture of you smiling. I know it's possible.
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  #50  
08-29-2015, 06:06 AM
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Lies! FILTHY LIES!
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