Tiffany is quickly becoming the glitter of Adventure Time , nothing will stop him from showing up where you least expect him P <| sep |> Thanks for displaying your abject ignorance on the matter <| sep |> I like demoman because of the huge amount of damage he can dish out to multiple people at once . I also love getting those sweet pipe hits , especially on scouts . I also like that unlike other class melee weapon , the stock melee weapon is pretty good for demoman , so I can use my pan in my melee loadout with no ragrets . Why I use the pan ? Because the pan is mightier than the sword . hehehelolTrade Linkrrntoken 2 SOdQOSA <| sep |> Because they are so cool . <| sep |> Followed you back . I dig your style man . <| sep |> Is it possible for game developers to be too open and too transparent during development ? Or are falsified trailers and lies from devs the opposite of true transparency ? I think these are quite different things , though there ' s some overlap . We have to acknowledge that there ' s legitimate reasons a game may look or even be less good than demos and trailers . Sometimes the effects , physics and graphics in the demo would be too much for the target consoles or too far above the average player ' s PC specs . Sometimes there ' s not enough timebudget to keep that level of quality in the whole game , and the part shown in the demo gets scaled back for aesthetic consistency . Sometimes that one neat feature turns out to be impossibly buggy and it gets cut so they can actually finish the game . In those cases , yes , a company needs to learn when it ' s time to show a demo or advertise a feature . They need to cross some certainty threshold that what they show is faithful to the game . But we also need to be a bit forgiving when higher res textures , neat lighting effects , or even some features don ' t make the cut . I remember a big deal being made about the difference between the WatchDogs trailer and the final game , but there ' s a big difference between putting all those effects and content into a 10 minute demo and putting them into a 100 hour open world game . But there ' s a point where too many mistakes become belligerence , and a point where belligerence becomes deception . Hello Games obviously overpromised , which was belligerent but I ' m not certain it was purposely deceptive . I think companies like Paradox and Nintendo are very different examples of how to do it right . Paradox talks early and often about games . They start small and focus on the features they feel confident in . If they find they need to cut or delay a feature , they say so and explain why . Because they ' re a trusted and very transparent company , their fans are very forgiving when this happens . Nintendo is very very quiet about projects , rarely saying anything at all about them until they have something to show , and what they show is almost always very close to the final project . Nintendo manages to be transparent by letting the product speak for itself . Both of which are to illustrate that you can go either way silent until months before release or talking about the project all the way through . The ' rules for hyping ' are 1 use gameplay footage as much as possible , 2 stay quiet on a feature until you ' re 100 % certain it ' s in , and 3 openly explain when you have to cut something . The ' rules for getting excited ' are 1 If you haven ' t seen it don ' t believe it , 2 be prepared for minor downgrades , and 3 know who to trust and who to be skeptical of .