Licenced Killers
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I cant say for sure , but I can tell you about how the license works . They have to pay the holder for the ability to put it in their game . those contracts usually keep the artistic values set to the holder . thus they have to submit a proposed idea to get the ok to make the final product , once made and approved they cant alter or change it without getting consent to do so . that means changing animations , cosmetics and such has to be approved before they can be implemented . as far as the performace changes goes that the in game balancing and this is where they can make changes so unless a animation is causing a issue they cant just change or add things . this is the way most license work , maybe it will help you understand , but like I said I don't know the specifics of their license so I cant say for fact .
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@Grimbergoth I've been a fiction author for over 25 years, and during my career have worked in television (Highlander: The Series in the 1990s) and spent 12 years in the table-top RPG industry. I've been involved in a few licenses over the years, and what you say is accurate.
Plus, that approval process can take a long time, sometimes, especially for changes after the fact. I know of quite a few licensed table-top RPGs that were gutted by the fan base simply due to the length of time it took to put something out, due to some licensors taking a while on the approval. Never mind those licensors that are extremely picky and guarding of their I.P. That's something you run into quite often on licenses for Star Trek, Star Wars, and Game of Thrones.
I can't speak for the holders of the Killers' I.P., but I imagine the holders for Myers (for example) are being quite guarding of it right now with the highly anticipated new film due out in a few weeks.
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I would like idle animations for the licensed killers as well (except for Myers. Him standing still fits his character.) but there's probably a lot to go through with getting approval from the license holders.
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Idle animations are a new thing, they haven't been in the game for long.
The devs can't change anything about licenced Killers unless they receive permission from the licence holders, a cumbersome process usually not worth for small things such as an idle animation.
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Interesting, thanks for all the info. You learn something new every dayGrimbergoth said:I cant say for sure , but I can tell you about how the license works . They have to pay the holder for the ability to put it in their game . those contracts usually keep the artistic values set to the holder . thus they have to submit a proposed idea to get the ok to make the final product , once made and approved they cant alter or change it without getting consent to do so . that means changing animations , cosmetics and such has to be approved before they can be implemented . as far as the performace changes goes that the in game balancing and this is where they can make changes so unless a animation is causing a issue they cant just change or add things . this is the way most license work , maybe it will help you understand , but like I said I don't know the specifics of their license so I cant say for fact .
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I used to work for sony back in the day as a professional alpha/beta tester , specifically swg , spent 3 years on that game before it ever went live (wasn't even close to finished even then) . that is where I picked up my knowledge on how ip license work . Back then lucas still owned star wars so he was very hands on and like you said it why it took so long , if he wasn't happy we had to rework and retest it .
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Leatherface should occasionally do his classic raised chainsaw pose.
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@Grimbergoth I have some fond memories of SWG, despite all the issue and later NGE crap. I belonged to a good guild for a little while. It fell apart in 2004 when a vast majority of them said "to Hell with it," and left for WoW at its launch.
I used to play multiple MMOs at once, but my all time favorite, was there from Beta until Sunset, was City of Heroes. I even got to know and work with some of the Devs, because some of them also worked in the Table-Top RPG industry. One of them owns Pinnacle Entertainment, which does the Savage Worlds RPG that I licensed for years and produced my own stuff for.
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@Kilmeran said:
I got my start with origin before ea , left them and went to verant interactive and sony acquired them , from there to funcom with anarchy online as a gm and eventually ran a event team , then back to sony for swg , Funny enough the reason swg no longer exhists is because sonys nge shot the game and lucas pulled the rights to it . that is why swtor release date and swg's end dates are days apart . the end of one license and the beginning of the new one ...
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