Oy, just no. Don’t blame suits for this. There should have been team leads that were correctly evaluating and accounting for the lack of quality of the product.
Don’t speak for everyone. I want a Batman game with a badass name attached to it where you patrol the halls of Wayne Manor, ready to take on any dust that may be getting out of hand. And since dust keeps accumulating, there’s endless replayabilityI remember when this got announced I think like last year. The reception was the same as it is now. They should have dropped it then. Blame yourselves.
No one wants a Batman game where you're doing chores as Alfred
Better than what we saw at the playstation showcase so go for itDon’t speak for everyone. I want a Batman game with a badass name attached to it where you patrol the halls of Wayne Manor, ready to take on any dust that may be getting out of hand. And since dust keeps accumulating, there’s endless replayability
Stop with this shit…I’ve worked places with hundreds of people and the job was shit. I got the experience, added it to my resume and moved on. Never expected people to feel sorry for me. Stop it…this is how life works, stop acting like it’s only in the game industry.What must be soul crushing is that games are developed by hundreds of people.
And sometimes and environment artist, for example, may have done the best work of his career, but it was on the fucking Gollum game where every other people did a terrible job in their respective roles. So despite being an amazing job, the game still sucked and you'll have a 38 MC game in your resumé.
"Oh but find a good job at Ubisoft or whatever". But maybe you live in a small country with limited options.
But my empathy does not go to the company as a whole. They knew they had a stinker on their hands and decided to launch it at $60.
If you cant make a game of this scope, then dont make a game of this scope.
Would have been better to make a point and click adventure using the Deponia games engine then, in the LOTR world.
I get what youre saying, but similar to Redfall when a team has a budget and multiyear timeline expectation is the team does a good job. Cant blame the boss for everything. Now if it can be proven the boss is shit or the team doesn't have enough time and money where they were screwed from the start, then ya blame the company. But every worker should have enough responsibility as a grown adult to do a good job on their own without bosses babysitting them like 8 year olds.If the producer says jump, you jump.
Deciding when a product is good enough to ship, in fact any and every milestone completion, is not the result of a democratic decision. You get told.
Publishing demands deadlines, because its all about business.
hell, i've always wanted a tomb raider game where you play as winston. something along the lines of a locked room mystery...Don’t speak for everyone. I want a Batman game with a badass name attached to it where you patrol the halls of Wayne Manor, ready to take on any dust that may be getting out of hand. And since dust keeps accumulating, there’s endless replayability
I get what youre saying, but similar to Redfall when a team has a budget and multiyear timeline expectation is the team does a good job. Cant blame the boss for everything. Now if it can be proven the boss is shit or the team doesn't have enough time and money where they were screwed from the start, then ya blame the company. But every worker should have enough responsibility as a grown adult to do a good job on their own without bosses babysitting them like 8 year olds.
I got deadlines at work like everyone else. Monthly and quarterly. If something bad happens, I cant get delays. You cant delay doing financials telling Wall Street "hey, can we get an extension?" You work OT till it's done. You dont blame the boss.
And if the marketing managers who launch new stuff from the ground up fuck up not getting it up and running with all the strategy, pricing, advertising and availability (our company launches most of our stuff in Q1 every year), it's not the VP of Marketing fucking up needing to babysit 18 marketing managers with a average age of 40 to get their asses in gear. It's the marketing manager not getting the job done over the course of 3 years since it takes a long time to get things to shelf. At our company, once you miss launching something in Q1, we typically just wait till next year. Seems like 95% of the time, things get done on time, it's launched well, and you dont get apology tweets when something is crap.
And it's not even digital. It involves the entire coordination of production, warehouising, trucking, packaging, shipping to and from overseas, setting pricing strategies etc... And somehow it still gets done.
$60 - $30 = $30. $30/$60 = 1/2. I bet the backlash would be about half as strong.I'm curious, if this were a $30 game then would the backlash be as strong?
I’m sure just giving a blank check to anyone and telling them to “take their time” is very efficient way of going out of business.What they tend not to mention is that *had they been given permission by management* they'd have happily worked until everything was done right. Because noone wants to waste years of their career working on flops or misfires!
Perhaps we should do something about that before we waste all of our money on pointless projects because hierarchy?If the producer says jump, you jump.
Deciding when a product is good enough to ship, in fact any and every milestone completion, is not the result of a democratic decision. You get told.
Publishing demands deadlines, because its all about business.
It's already hard enough to develop software, go through messy Data bases that older Devs fucked up completely and now you gotta fix, develop new algorithms and make everything as fast as possible and optimized.I think by now even players understand how difficult it is to develop games. What we dont understand is how developers can look at an obviously bad game, and say ok we will ship it at usd60, lets see how this sticks. If it was priced accordingly, it wouldnt have garnered such a response.
Were you working in companies that made products directly influenced by your work?Stop with this shit…I’ve worked places with hundreds of people and the job was shit. I got the experience, added it to my resume and moved on. Never expected people to feel sorry for me. Stop it…this is how life works, stop acting like it’s only in the game industry.
I’m sure just giving a blank check to anyone and telling them to “take their time” is very efficient way of going out of business.
Why are we pretending games dev should be the only thing without budgets, deadlines, planning? It’s a job.
Perhaps we should do something about that before we waste all of our money on pointless projects because hierarchy?
Actually yes, and yes to your first two questions.Were you working in companies that made products directly influenced by your work?
Were you responsible for the design of said products?
If not, then shush 'cause you're talking shit
I've worked in Finance at IBM. Do you think that my work influenced how satisfied the clients were with the products?
Try to see how your comparison is dumb
That isn't exclusive to gamers man. People love to see somebody crash and burn, haven't you heard of the "cancelling" movement?There is an element in gaming/gamers that seems to relish the "failures." They love to jump on the hate train.
Hierarchy is only essential if there's no clear and verified process to the work being done. Sadly that's usually normal, but doesn't make it essential. Valve is notorious for developing the best games out there and it's one of the flatest structures in the game industry.My point is that its not the developer who's setting the budgets, the deadlines, and overseeing the execution of the schedule. Its the publishing apparatus.
Its their failure, it absolutely has to be.
Look at it this way; if the team is incompetent or dysfunctional shouldn't those issues be apparent from the start of production? Games take several years to make with progress monitored over the entire duration with regular milestone builds and reviews. The final stages of completion invariably passing through key deliverable check-points like Alpha, Beta, and Gold Master to certify that everything is in order. Management practices like AGILE are employed so as there's always a "current" build to evaluate, vertical slices are prepared as part of the green-lighting process so there's an undeniable shared vision that everyone is working towards, etc.
Major problems rarely come out of nowhere! So unless those in charge are asleep at the wheel there should be no nasty surprises and the investment in the project is adequately safeguarded.
Hierarchy is essential on complex, scale-collaborative undertakings like making a game.
What the problem is, is that a lot of the time the hierarchy is incompetent. And nothing is going to change that while teams are the ones who inevitably take the hit for failure, irrespective of whether they deserve the blame or not.
Its very rare, arguably never, that a project is completely unsalvageable given the time to make it right. Noone doubts the publisher's ability to delay or cancel prior to release, yet when a game come's out in a terrible state its suddenly the developer's fault?
Make no mistake, they knew exactly what they were selling to you. Somewhere, a determination was made that the piece of shit that you paid $70 for was "good enough", even as the people making it were acutely aware of its actual state.
True. I like reading trainwrecks too.There is an element in gaming/gamers that seems to relish the "failures." They love to jump on the hate train. I have a part of myself like that, too. After all, why am I reading stories about a game I have no intention of ever playing? Simply because a silly little part of me enjoys reading bad reviews of poorly constructed games. There is something enjoyable about hurling mud at something because it is substandard.
The saner response would probably be to just recognize, "Ok, I won't be playing that game," and move on to something else. But we seem to love to dogpile on dogshit.
Styx was lame cheap shite.All you had to do was emulate Styx, and build on that. Would've at least guaranteed a 70 rating, easily. You had the blueprint, right there, but you gave us this...thing.
Styx was said to be pretty decent man, though I can't fully comment because I didn't play the series. Gives off vibes like Sly Cooper, though not as good mind you. I remember the game Of Orcs and Men from which the character originally came from and it was enjoyable on the whole.Styx was lame cheap shite.
Refunds and paying damages is the only apology needed.
That isn't exclusive to gamers man. People love to see somebody crash and burn, haven't you heard of the "cancelling" movement?
True. I didn't say it was exclusive to gamers. It's a human thing. People love pointing at failure and laughing at how bad it is.
Thats from a 2020 preview story though, its not a review. They (GamesRadar+) gave them a 2/5 https://www.gamesradar.com/the-lord-of-the-rings-gollum-review/You mean those?
It's called the sunk cost fallacy in economics.There is a concept in organisational behaviour studies about escalating commitment - project should have been scrapped, but people involved put so much energy and effort into it they cannot bring themselves to ax it. This is what happened here.
I'm not sure anyone did a bad job outside of the person who decided a Gollum game makes sense. It is such a limiting concept that leads to nothing fun at all. It should have been cancelled.What must be soul crushing is that games are developed by hundreds of people.
And sometimes and environment artist, for example, may have done the best work of his career, but it was on the fucking Gollum game where every other people did a terrible job in their respective roles. So despite being an amazing job, the game still sucked and you'll have a 38 MC game in your resumé.
"Oh but find a good job at Ubisoft or whatever". But maybe you live in a small country with limited options.
But my empathy does not go to the company as a whole. They knew they had a stinker on their hands and decided to launch it at $60.
If you cant make a game of this scope, then dont make a game of this scope.
Would have been better to make a point and click adventure using the Deponia games engine then, in the LOTR world.