Star Wars Battlefront 2 has been announced in Pcgamer! #163
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theTyrant
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Kyross
Me, I can't wait. I mean I don't have any income(even allowancesince I'm but a wee boy) but I managed to get battlefront and it became my favourite game. Though this would make sense as an expansion I can understand why there'd be a sequel(it means the first game was a good seller). Though I do hope to see some things meant to be in SWBF1 such as the dwarf spider droid finished and put in with all the new stuff.
I loved battlefront 1 and though I've yet to get a job I'm hellbent on getting battlefront 2. :[
I loved battlefront 1 and though I've yet to get a job I'm hellbent on getting battlefront 2. :[
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killboxx
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D-nez
psych0fred,
Thanks for the insight on cross-platform game development. It’s interesting how licensing for play on cross-platforms shifts priorities so it’s more important to devote resources (time=money) to include a checklist of functionality that may or may not be used instead of allowing developers to concentrate on the core game play and game functionality. The limited resources (again time) in addition to compressed timelines must be a frustrating to developers who are putting part of themselves out for the world to critic when creating a game.
Is there a model that suggests specialized niche games can compete as well as homogenized cookie cutter licensed games? I have wonder why they keep coming out with some of these crappy half-assed licensed games that panned left to right. Do even really bad licensed games sell better than a ‘un-franchised’ high quality niche game? Also do you think as gaming becomes even more profitable will companies (I.e. MS) in attempts to promote 'efficiency' develop an assembly line of production? I can't forget the name but Microsoft has some kind of developers tools they hope to set as a standard. While this may be efficent, if every company is using it will there be much room for variety or innovation?
I look forward to the sequel as I’ve gotten many hours of enjoyment from the game. If I was to cite one flaw it would be lag. One could argue that the lag is a user end problem related to my bandwidth. To that end, I hope the new net code keeps those of us in mind who don’t have ultra-super-high bandwidth . Especially considering there will be space battles with what sounds like a bunch of NPC ships running their routines which will gobble up system resources. Considering the lack of memory in PS2 and Xbox I am amazed you guys are able to get it to even run at all in consoles over 3 years old
I have a question. Since I know you can’t divulge much information about the Battlefront sequel can you tell me if the game engine used in Mercenaries was the same engine used in Battlefront 1? Mercenaries had some interesting physics. I am still amazed anytime I destroy a building; the particles and dust effects are incredible. If it is the same engine then I think it still has a good deal of life left in it. Is the physics code separate from the game engine? I apologize if these questions seem obvious.
I imagine it has to be difficult developing and balancing a sequel that requires more objectives in Multi-player.
Thanks in advance,
-D-Nez
Thanks for the insight on cross-platform game development. It’s interesting how licensing for play on cross-platforms shifts priorities so it’s more important to devote resources (time=money) to include a checklist of functionality that may or may not be used instead of allowing developers to concentrate on the core game play and game functionality. The limited resources (again time) in addition to compressed timelines must be a frustrating to developers who are putting part of themselves out for the world to critic when creating a game.
Is there a model that suggests specialized niche games can compete as well as homogenized cookie cutter licensed games? I have wonder why they keep coming out with some of these crappy half-assed licensed games that panned left to right. Do even really bad licensed games sell better than a ‘un-franchised’ high quality niche game? Also do you think as gaming becomes even more profitable will companies (I.e. MS) in attempts to promote 'efficiency' develop an assembly line of production? I can't forget the name but Microsoft has some kind of developers tools they hope to set as a standard. While this may be efficent, if every company is using it will there be much room for variety or innovation?
I look forward to the sequel as I’ve gotten many hours of enjoyment from the game. If I was to cite one flaw it would be lag. One could argue that the lag is a user end problem related to my bandwidth. To that end, I hope the new net code keeps those of us in mind who don’t have ultra-super-high bandwidth . Especially considering there will be space battles with what sounds like a bunch of NPC ships running their routines which will gobble up system resources. Considering the lack of memory in PS2 and Xbox I am amazed you guys are able to get it to even run at all in consoles over 3 years old
I have a question. Since I know you can’t divulge much information about the Battlefront sequel can you tell me if the game engine used in Mercenaries was the same engine used in Battlefront 1? Mercenaries had some interesting physics. I am still amazed anytime I destroy a building; the particles and dust effects are incredible. If it is the same engine then I think it still has a good deal of life left in it. Is the physics code separate from the game engine? I apologize if these questions seem obvious.
I imagine it has to be difficult developing and balancing a sequel that requires more objectives in Multi-player.
Thanks in advance,
-D-Nez
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