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FAQ stands for Frequently Asked
Questions. FAQs are designed to cover the most common questions and
answers regarding a product. |
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While many computer games support multiplayer gaming, few are designed to support thousands of simultaneous players. Most online games allow for 16 or 32 players to connect to a server that is usually controlled by one of the players. This is called a client-server network for online games. Massively multiplayer games work in a similar way but on a much larger scale.. The player runs the 'client' program (a client is a program which has been downloaded onto the player's computer) which then connects over the Internet to servers administered by the company that hosts the game (the servers are the computers located at the company). Imagine logging into a virtual fantasy world, creating your own character, and then being free to explore that world, to meet friends, and to learn new skills and acquire items of power. Vanguard: Saga Of Heroes is that game and that world. Whether you are logged on or not, thousands of others most certainly are, and the world persists and evolves regardless of who is logged on and when. If you think about the huge graphical Internet
described in cyberpunk novels like Snowcrash or the holodeck in Star
Trek, MMORPGs are really the logical predecessors to these virtual worlds
of the future. |
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Sigil usually uses the term MMOG (massively multiplayer online game) when we are referring to these games more generally. Adding the RPG into the name tends to denote role-playing, character development, and for some, a fantasy setting. MMO also means Massively Multiplayer Online game, and refers to the whole superset of these games. MMOFPS is a Massively Multiplayer First Person Shooter -- for example, the game Planetside. PSW means Persistent State World, and pretty much is the same as saying MMOG or MMO. Disclaimer: this is not an official online
game lexicon; rather, this genre is new and evolving and all sorts of
names and semantics are evolving everyday. |
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Vanguard's purpose is to become the premier third generation, massively multiplayer online (MMO) role-playing game (RPG). Given the significant success of games such as EverQuest, Ultima Online, Dark Age of Camelot, and Asheron's Call, it is clear that a strong demand for fantasy based MMORPGs exists. To meet the growing demand for a game that advances the multiplayer fantasy genre, Sigil is using the combined experience and creativity of its team to bring players a new and challenging feature set with deep, involving game content. Vanguard is a High Fantasy themed Massively Multiplayer Online Role Playing Game (MMORPG) with a heavy focus on character development, an immersive world, and player interdependence. Vanguard strives to meet the following goals: ·To lead the next generation of massively multiplayer RPGs by using Sigil's unparalleled expertise and experience in the field. Our team consists of original EverQuest team members, EverQuest expansion team members, as well as team members from EverQuest 2 and EverQuest Online Adventures (PS/2), and other MMOGs. ·To lead the next generation of massively multiplayer RPGs by implementing unparalleled static and dynamic content using advanced approaches including, but not limited to: advanced encounter systems; meaningful travel; a detailed and interesting seamless world; advanced immersive gameplay and graphics, and pre-planned expansions for both the short and long term health of the game. We also have quite a few ideas and preliminary plans that we consider revolutionary. These innovations, although they will be under wraps for some time to come, should take the genre to the next generation and beyond. ·To bring back to the genre a challenging
and rewarding environment -- removing tedium and frustration (which
we certainly aim to do) does not mean a game necessarily has to be easy.
Sigil usually uses the term MMOG (massively multiplayer online game) when we are referring to these games more generally. Adding the RPG into the name tends to denote role-playing, character development, and for some, a fantasy setting. MMO also means Massively Multiplayer Online game, and refers to the whole superset of these games. MMOFPS is a Massively Multiplayer First Person Shooter -- for example, the game Planetside. PSW means Persistent State World, and pretty much is the same as saying MMOG or MMO. Disclaimer: this is not an official online
game lexicon; rather, this genre is new and evolving and all sorts
of names and semantics are evolving everyday. 1.4.2 Why should I play your game? I already have a guild and massive time invested in another MMOG.
All games age, even massively multiplayer games with content that can be patched and updated. Economies grow old and inflated, the 'newness' and reward for exploring the world wears off. Technology also continues to advance and games probably can't be updated indefinitely, especially if that level of flexibility wasn't built in from inception. Really, though, you, your friends, and
your guild need to decide if you're ready for a change. Our goal with
Vanguard is to take everything we've learned ourselves in the last
8+ years and by watching and playing other MMOGs and take the genre
to the next level. We're certainly ready for a new game, and we hope
many of you are as well and will give Vanguard a try. If what you
learn about Vanguard from this FAQ and elsewhere intrigues you and
sounds like something you might enjoy, we don't think you'll be disappointed..
That's a difficult question, because I think every gamer, male or female, is different. I tend to be more of a power gamer, whereas some of my friends enjoy questing above all else. The best things about Vanguard, in my opinion, are the immersion and the diversity. Like I mentioned above, I believe the intricacy and care with which Vanguard is being built will really shine, and be an escape beyond everything that has come before. - Amanda Poe @ Girl-Gamer.com
We can go over a few, and more and more as time goes on. We do need to keep some of our truly third generation ideas under wraps for a while, both because we want to make sure they work the way we envision, and also because other MMOGs are coming out first. 1. Bring back the challenge without all of the tedium. 2. Create a truly seamless world where you can see for miles, and just about anything you can see, you can travel to. 3. Integrate a 'multi-sphere' system where your character is both an adventurer and crafter at the same time, with unique experience pools, skills, and items. You could, in theory, be a level 10 Ranger and a level 15 crafter. Likewise, you could ignore one sphere, and focus only on the other. The following was posted elsewhere in answer to how we would make the game more challenging but also not tedious, but I think it elaborates a bit and also describes even in more general what makes this game different than the rest: ---- The game is going to be challenging. The game is going to focus on character advancement, item acquisition, and interdependence to build community and teamwork. If I had to compare it to another game, take original EQ, Kunark, and Velious -- that sort of challenge. One of our big goals is bring back the challenge we feel is being abandoned in MMOGs as of late, but without a lot of the tedium. We want travel to be fun, and there to not be a lot of teleporting around. We want exploration to be key and for you feel compelled and then rewarded for exploring and traveling. We really don't want camping, where you sit in one spot waiting for a spawn. We have plans to have our encounter system strongly encouraging moving around, 'doing' a dungeon. We want to have cool vehicles, whether they be horses that you can equip and also use for storage that help you move across land; we want you to own ships and sail the oceans, but not empty oceans -- oceans filled with content as well -- sea monsters, pirates, and lots of little islands en route to your destination. Additionally we will have areas that are more geared for one of the categories: casual, group, and raid. The casual areas require less of a contiguous time commitment and you don't need a full group. The grouping areas, well, require you to group. Think classic, old school grouping. Then the raid areas, well that's pretty obvious. Both risk and reward will be present, however, so one shouldn't expect to see as much of a reward in a casual area vs a group area. It's something to do when you have less time, and it should be fun, but you're not going to get the fiery scimitar of ultimate doom in a casual region. Also, our crafting system is there and arguably just as important as the adventuring side of things. So if your buddies aren't on one evening yet you still want to play, you could go and hone your crafting skills, and then return to adventuring the next evening when the guild logs on and off you go. The interface and character class selection is also somewhat newbie oriented if you want it to be. We don't want to beat the noob over the head with all the depth and detail of the game right off the bat. It's intimidating. So if you choose the noob path to character creation, expected to be gently led into the UI, the gameplay, etc. Basically, we want to remove as much tedium as possible, as well as barriers to entry. But, and this is key, we strongly feel this is NOT mutually exclusive with making a darn hard and challenging game. Battles will be tough. NPC AI will be smart. Lots of group tactics will be used, with even more collaboration then you've probably seen before, and an even more visceral feel. Dungeon crawls will be back, and those who risk the depths of these nasty areas and return alive will most likely have some pretty awesome loot. Death will have a sting, and it's mostly classic corpse retrieval with a few variations like we'll make it easier to find your corpse, yet you'll still have to fight to it. Also, corpses will never truly deteriorate as long as a certain amount of loot is on the corpse. And, the way the game is designed, you are expected and will need by a certain level to start putting together multiple sets of armor (gets into situational stuff that I can't talk a lot about now). In any case, the old 'gotta head back into the dungeon naked to my corpse' should pretty much go away, as you will have spare/alternate set(s) of equipment relatively nearby. Anyway, tough, yes. Rewarding, yes. Challenging,
yes. Tedious, hopefully no. Camping, minimized the best we can. Travel,
fun and dangerous in and of itself. Needing to group and work with
others to really advance optimally and get the phat lewtz, yes. |
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Yes. Most likely the game will follow the traditional model of buying the box in the stores, receiving a free trial period, and then paying a monthly subscription fee. Other payment plans and options may be made available. Most likely, yes.
Most likely, yes.
There may be other payment plans available, yes.
In a nutshell, this relatively new industry (MMOGs) is trying to see what the consumer is willing to pay for, what it wants out of MMOGs going forward, and what the market will bear. The money is being used to pay for larger teams, bigger games, and, of course, an attempt to make more money. The initial $9.95, I believe, was set by UO in the 'early' days and the rumor is those making the pricing decisions were not all that confident as to how popular these games would be and priced the monthly rate relatively low. (Boy am I going to get in trouble for saying 'low', but that is what I've heard). On a side note, this issue is probably
at least to some degree related to the costs of movie tickets going
up in the last decades. We all complain, but then we also like the
new technology and masive bucks spent on Ep. 2 and The Return of the
King too :) |
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Sigil Games Online, Inc. is a game studio dedicated to the development of massively multiplayer games. Formed in January 2002 by Brad McQuaid and Jeff Butler, both key figures in the development of the massively multiplayer runaway hit EverQuest, Sigil Games plans to play a key role in taking MMOGs into their third generation and beyond. Currently, Sigil has built a team of experienced developers and is well underway working on their first project, Vanguard: Saga of Heroes, an MMORPG funded and to be published by Microsoft Game Studios (MGS). Sigil's goals are to remain focused on
creating great games, games developed by gamers, and to maintain a culture
of passion and dedication. Indeed, everyone here is determined to follow-up
our past successes with online games that are nothing less than revolutionary
and stunning. Our goals are primarily defined by what we love to do. We're devoted to making massively multiplayer games, so it's unlikely we'd make anything else. We also like smaller company cultures, so it's unlikely we'll grow too big. It's also improbable you'd catch us working on more than 2 or 3 titles at once. One way we've described our goals in
the past is in homage to one of the greatest game development companies
out there: Sigil would like to be the 'Id Software' of massively multiplayer
gaming. Quite honestly, our goal is to make the next number one massively multiplayer role-playing game. With EverQuest behind us, taking the genre to the next level is really the only thing that could satisfy this team and company.
Our goal is to be as inclusionary as possible, but at the same time to not alienate existing, core MMOG gamers. First and foremost, we want to appeal
to gamers who have enjoyed the games we've worked on in the past.
Then we want to expand outward and appeal to other core gamers with
new and extended gameplay they might have found missing in previous
games. Lastly, we want to grow the MMOG gamespace by appealing to
'non-core' gamers, but, again, never at the expense of the playerbase
who already identifies with our goals and our previous work. They can definitely co-exist and even play together in an interdependent environment. Vanguard's world will contain areas designed for casual, group, and raid experiences. Risk and reward will vary in these areas, as will the amount of playtime necessary to complete quests and other activities. And these different areas aren't there
just to appeal to people who always have more or less time. They
are also there for the gamer who often does play longer hours but
at times wants to log on and play a shorter session, or for the
person with less time who wants to occasionally devote an entire
Saturday to playing. Definitely. Vanguard will offer new experiences that we feel will attract gamers who might have found the feature sets in previous MMOGs lacking or less interesting. Player interdependence is the key to community building. Friendships and alliances often form when a player needs another player to be more effective or to complete a task. This is the stuff that helps to form healthy, active communities. The real world isn't made up of 'jack-of-all-trades'; a virtual world shouldn't be either. Different roles and responsibilities should exist. Many or most of those should offer a fulfillment of other characters' needs. This will be especially true in our group areas and a must in our raid areas. We should emphasize, however, that
interdependence shouldn't be tedious, nor, in effect, a 'denial
of service'. In other words, if you can't find someone to help you
with a task one evening, there ought to be other things for you
to do -- perhaps something you can do on your own, or with fewer
people, or with other characters you do encounter that evening.
Our focus is first and foremost on making a great game. We want to build on the solid, proven foundation of what makes these games fun and then innovate on top of that foundation. That said, we are involved in a fascinating industry where projects have usually tried to include both gameplay and social components. We believe that building and supporting community and in-game friendships is a vital part of an immersive game. Our goal is community involvement and
exciting, rewarding gameplay. Our goal is not academic -- we'd much
rather receive an award in a games magazine or from a community web
site than recognition as computational anthropologists from a university.
Definitely both. We know there are a significant number of players out there who have enjoyed the games we've worked on in the past, and we want them to enjoy Vanguard as well. But we also want to grow the gamespace -- massively multiplayer games are still relatively new. It is our firm belief that there are many more people out there who will enjoy Vanguard and other future MMOGs.
Really in a number of ways. Better community support and interaction as well as better targeted marketing and PR will help considerably. Likewise, the expanded features and activities one can experience in Vanguard should interest both those new to gaming and those new to MMOGs. As more people try online gaming and as there are more types of gamers, the gamespace should grow.
Challenge should also be fun. One of Sigil's tenets is 'the path of least resistance should also be the path to the most fun'. What this means is that players shouldn't encounter an intersection where fun is to the right, but the more efficient route to character advancement is to the left. Ideally, they should be one and the same. It's also a balancing act. Certainly
not everyone will agree as to how challenging an MMOG should be. But
there are already quite a few MMOGs out there to play. Some are easier
than others, and some are more difficult. Generally, if you enjoyed
the challenge level of EverQuest and its first couple of expansions,
you will likely enjoy Vanguard as well. But, just as importantly,
those areas most people found overly tedious (boat rides with nothing
to do, or camping hours in one spot) will be addressed with newer,
better game mechanics. You can find out detailed information about the Sigil/Vanguard Team at the Sigil web site.
Absolutely. First of all, we're all gamers. We're here first to make games we want to play ourselves, otherwise where would the passion come from? Not only that, once we near and enter beta,
it will actually be mandatory for the team to play, and that includes
everyone... producers, designers, programmers, artists... even our office
manager. Here are a few, in no particular order: 1. More smaller carrots, more often. (Meaning, control the rate of advancement of characters, but have them advance in smaller ways more often so you get feedback/new abilities/etc. more frequently but in smaller doses). 2. Content is king. 3. The path of least resistance shall also be the path to the most fun. (This is more about the fact that many gamers and in many games have come to a crossroads: to the 'left' is more efficient advancement but less fun (say, camping, or even 'grinding' in general), and to the 'right' is a more fun experience. It puts many players in a situation where they feel it's imperative they choose the more efficient but boring path... but then they're having less fun. That should ideally never occur (although it's been commonplace in many/most MMOGs). The more efficient way should also involve fun and what the designers had in mind for their target audience). 4. Don't throw the baby out with the bathwater. (This applies to a great many things, but in general to the recent reactionary trend to respond to traditional MMOG mechanics that have had some problems by completely removing them as opposed to fixing them. Travel is tedious? Remove travel! People are camping and ninja looting and being rotten to each other in a dungeon? Remove the other people! (Instancing). Sigil, rather, is intent on fixing and tweaking traditional MUD/MMOG mechanics that have existed for so long, not throwing them out). 5. The collective long term happiness of the playerbase and therefore the overall health of the game is always right. (This is in reponse to the assertion that
the 'customer is always right'. The assertion is correct, but since
players are in a world shared by other players, the needs of the many
outweigh the needs of the one or the few; likewise, what is good for
the game long term takes precedence over the short term, in that it's
in both the developers and players interest that the game retain its
long term health). There are a lot of pitfalls that one can fall into when making an MMOG, from artists making halls too narrow for creatures to pass through to designers not recognizing an exploitable system - and a million things in between. Though we're certainly going to make our share of mistakes, our combined experience will hopefully help us avoid the big ones. - Steve Burke @ Starglade.org
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It's fantastic, really. There are only so many big publishers that can fund, host, and support a triple-A massively multiplayer game. These games are not easy to make -- they need a lot of resources in terms of time, money, and people. By working with Microsoft we have access to the best tools and software, as well as tremendous insight and influence as to the future of technologies like Direct X. The Microsoft Gaming Group (MGS) is really
determined to support key third party developers and they are a pleasure
to work with. Sigil is very excited about our partnership and bringing
to bear the variety of strengths both companies can provide working
together as a team. |
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Both really, but the monthly subscriptions in the long run. The initial box sales help pay for the initial development cost, although it typically still takes several months of subscription revenue before the entire development, marketing, etc. costs are paid for. After that, the revenue comes in the form of the monthly subscriptions and the periodic expansion releases. Every 2 or so expansion releases it's also a good idea to put a 'gold' or 'platinum' version of the main game out that includes the older expansions. This 'freshens' things, and keeps two SKUs (boxes) of your product on the channel/on the shelves simultaneously, which is also good. We've found that a new expansion also renews interest in the game itself and that sales of the original game or the re-packaged game (and therefore overall subscriber numberes) go up as well. I assume this is because existing players are excited about the expansion, the expansions get reviews in magazines, etc., so the word about the game gets out to new players as well. The costs, however, continue as well. Not only do you have the marketing dollars necessary to put the expansion and refreshed main product out there (both ads as well as channel marketing dollars (end caps, PoP (point of purchase) materials, etc.) but you also have the continued cost of the Live, Expansion, Operations, and CS teams (not to mention the infrastructure costs themselves -- the server farms, the bandwidth costs, etc). The way a developer/publisher relationship usually works is that the developer is paid advances on the game in order to fund development. The publisher sets up milestones and other metrics to make sure the developer is doing their job (e.g. making the game, preferably on time) and then pays the developer a portion of the agreed upon advances at those milestone dates. This money is then used by the developer to pay salaries, rent, buy computers & software, vast quantities of diet Mountain Dew, etc. Rarely is any money kept around except maybe a small fund for an emergency because a smart developer wants to spend that money on more employees, tools, equipment, etc. so that the game turns out that much better. The contract the developer usually has with the publisher includes the total advance amount, the milestone schedule, and the royalty percentage. (The other way, which is more rare, is that the developer raises funds through Venture Capitalist or Angel Investors or the founders themselves were already very affluent and also willing to put their own money on the line). So when the game comes out, all revenue goes first into paying back the development costs (e.g. nobody is making any money). Once the costs of development are paid, both the publisher and developer make (hopefully) a profit. The developer gets a percentage royalty payment on an agreed to frequency, and the publisher gets the rest. (The Publisher usually gets the majority because they fronted all of or at least the majority of the money and therefore assumed the vast majority of the risk). The developer can then take that profit (again, assuming the game was successful enough to have paid of its development costs (and MMOGs are VERY expensive, btw) and do any number of things with it. They can pay out royalties to their employees and/or a bonus or some such, or they can put the money away to build up a 'nest egg' hoping to eventually be able to self-fund a game. Very successful developers (say ID Software, for example) I believe (don't know this for a fact) pay for the majority of the development costs for their games such that they assume the financial risk and therefore receive a much higher royalty. This is atypical, however -- it typically requires a developer that's stayed independent and been around quite a while and has a long history of hit titles behind them. Developing, launching, and maintaining massivley multiplayer games is more complex, however, since MMOGs are not 'fire and forget' like many conventional video or computer games, the costs keep recurring. Money still has to come into the developer to pay for the Live, Expansion, and CS teams. So, typically, the developer also at some point executes a contract (or amendment to the first contract) to receive advances even after the game is launched. This is, of course, a good thing because no one wants to lay off their talented and experienced staff after the MMOG is launched. Royalty percentages, etc. are also figured out then for both the expansions and the overall success of the game in terms of retention and monthly revenue the game generates. Sometimes royalties are not a set number but can go up (or down, but hopefully not) based on how successful the game is (e.g. if the overall revenue or profit reaches a certain point, the developer's royalty could go up). The profit margin for an MMOG can be very good relative to other games because of the recurring monthly subscription revenue. If the operation of the game is kept lean and mean but also at the level that the customer is sastisfied and therefore keeps subscribing, the margin can be very high (up to 40%-50%). This is one of the reasons, especially early on in the UO/EQ days that everyone and their dog wanted to make an MMOG (regarless, unfortunately, of whether they truly had the talent and/or passion for this particular genre). The fact of the matter, however, is that while those profit margins are indeed attractive, it takes a LOT more to make an MMOG than a typical game. It's a lot harder IMHO, takes a talent pool that is not necessarily the same as what it takes to make a single player games, and that talent pool (since there are far less MMOG experienced developers out there) is much harder to find. Then you need good operations people and a good operations infrastructure to launch the game and maintain it after launch (you all know the struggles many companies have gone through with launching theses games). The development cycle is also typically longer (3-5 years) and many people simply aren't willing to devote that kind of time only working on one title. And, as mentioned, the expense is very high (becuase of the infrastructure necessary as well as the longer development cycle), so it's often hard to find a publisher/funder willing to assume that level of risk. Bottom line: there are far easier ways to make money in the computer/video game business -- you really need a developer and publisher committed to the genre. But, of course, if all goes right and the game is a success, in the end a lot of profit can be generated. Again, most of this typically goes to the publisher. The money that goes to the developer, as mentioned above, can be used for royalties, bonusses, or saved (or some combination of the three). Typically, if the developer is in it for the long haul (and the mentality of the developer who wants to make an MMOG is typically oriented thusly), they try to keep much of that profit to put into future games and endeavors. The other scenario that can occur if the game is very successful is that the publisher or someother enterprising entity will buy the developer after the game launches and looks like its going to be a success (or even before, if everything looks very promising). An example of this would be SOE buying Verant not long after EQ came out. And if the developer is employee owned (e.g. the employees have stock options), this can be a way to make good money more short term as opposed to staying independent and amassing royalties. There are, of course, downsides to 'selling out' as well, and it's an interesting (but probably overall good) 'problem' to deal with. I hope this answered your questions --
the short answer would be to say that box sales drive the initial big
hit of revenue (and payback of development costs) but the real profit
comes from long term subscription revenue that a successful and popular
MMOG hopefully generates (and then, of top of that, successful expansions).
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We're using a heavily modified version of Unreal 2.x, and it continues to be heavily modified in just about every area -- we'll re-do the network code, we've already just about totally re-written the rending side of things to get bump mapping, etc. in there, we've made it seamless world, we've completely replaced the player character technology (skinned FPS models don't cut it in an MMOG), plus a lot more. We feel very confident this modified engine will be perfect for Vanguard at release (just as, like you mentioned, the L2 guys successfully morphed the engine for their MMOG). Will we switch to 3.0? Well, we look at 3.0
and learn from it all the time, but as to officially switching over to
that code base, it would be huge endeavor... it would both slow us down
right now, plus 3.0 just isn't as mature as the 2.x code base so we'd
be taking some risks. That said, at some point after Vanguard's release,
I could certainly see us making the transition. |
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Yes, it's very difficult to
stop entirely, and nor is there a simple solution, but that doesn't
mean we don't plan on doing everything we possibly can to minimize the
harmful effects this sort of thing brings to an MMOG. |
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I hear you. We will be as honest as we are allowed to be (it's not all in our hands, but the marketing departments seem very cool about these things -- I'm just saying I don't have authority over that area, just influence). But I think you guys know I'm very straight up with you. I'd like to post minimum specs that are really minimum specs (e.g. you can play the game and have fun, but all the graphics goodness slider bars will be turned off), and then recommended which would be the slider bars in the middle, and then 'crazy' or some such, which would be the best system you could buy at the time. Though keep in mind the best system buyable during beta or release likely will not be able to have everything turned all the way up -- the game has to scale both backwards and then forwards into time so it still looks great years after release. The reason we are not talking about specs now is that it's just not a good idea for the following reasons: 1. the game is not done 2. the game is not fully optimized 3. technology changes very quickly 4. the price of technology changes very quickly Thus the system I use to run Vanguard today
in alpha mode will likely be MUCH cheaper when the game comes out (or
even during beta), and also I'm running on relatively unoptimized code
(though we are putting some optimizations in for E3 demos and such).
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