Tripolygon
Banned
Sure lets go with that.You can disagree with it all you want. Everyone is entitled to be wrong. Of course, you haven't presented a single argument to counter it, which tells me you're simply simping.

Sure lets go with that.You can disagree with it all you want. Everyone is entitled to be wrong. Of course, you haven't presented a single argument to counter it, which tells me you're simply simping.
Still no arguments I see. Animated gifs are normally a prime signal of desperation.Sure lets go with that.
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Still no arguments I see. Animated gifs are normally a prime signal of desperation.![]()
Yeah, there are lots of differences, but they still used the original concept nonethless, but I didn't know that the game was rebooted so many times. At least the game was great tho.Yeah, well, you do not really have to be genius to figure out that the game went off rails at some point when you look at the first showings and then compare it with the final product.
Jason has spent years cultivating contacts in countless major studios and his stuff is always backed by dozens of inside sources.Anyone can do that when you don't need to present any evidence of your claims. Most simply don't believe it's right to do so.
Jason has spent years cultivating contacts in countless major studios and his stuff is always backed by dozens of inside sources.
Very few people in games journalism do that. Tight deadlines, low pay, and the fact that most have no journalistic training makes that really uncommon.
Information about game development is usually very controlled and there's a really incestuous relationship between game publishers and game journalism. Schreier actually does real research instead of being a mouthpiece for game publishers to do PR.
Imagine a world where Nintendo kept re-releasing a game. But instead of upgrading it or remaking it for a new console, they just changed Mario and Luigi's names and released the same thing over and over.Some of you read "Schreier" and then procees to act like fucking retarded monkeys
Read the damn piece and make your own mind as a grown adult would
It mentions crunch, yes, but its based on testimonies from people that worked there at the time. And its not the focus.
"It's a 2013 game", who cares? If its an interesting piece about the troubled development of a very critically acclaimed videogame.
this aint it chiefI am just here to say.
Fuck you Jason Schreier if you are reading this. I cannot stand you and you are a fucking pussy cunt bitch. I hope someone writes a story on you on how much of a fucking cunt you are. Fucking piece of shit.
Some of you read "Schreier" and then procees to act like fucking retarded monkeys
Read the damn piece and make your own mind as a grown adult would
It mentions crunch, yes, but its based on testimonies from people that worked there at the time. And its not the focus.
"It's a 2013 game", who cares? If its an interesting piece about the troubled development of a very critically acclaimed videogame.
Anytime dirt digging or market research comes out, people should always look into the source, sample size, and if possible (although probably impossible to know unless you did the questioning) is what was asked in its entirety.Anyone thinking that Jason actually does due diligence when writing an article should go to Halo Infinite's thread where the person that was a source for Jason's article had to come out and clarify that shit wasn't exactly as Jason described.
When an anonymous source is "quoted" you have to keep in mind that that source might not exist and if it does most likely he/she wouldn't come out to say that the information shared with the journalist wasn't properly relayed or transferred to the article or the source would stop to be anonymous.
What just happened with Days Gone controversy is a perfectly good example of how perception and agenda can twist facts.
Ya Bioshock infinite is one of those games that the woke cult really turned hard on so this kind of revisionism to make this as problematic as possible down to it's development means they're fulfilling thier duty as a member of the cult. Jason continues to be a one trick pony.
Is this really true when his last two big pieces were on CD Project and Naughty Dog? Both are very successful studios.Which I've never seen Jason bring up or talk about because successful studios probably dont want to talk to him, or it doesn't fit his narrative. He mostly talks to people from troubled projects that historically have had troubles with previous projects. But the successful studios making games with great leaderships that have good project management skills dont get brought up or credited.
Is this really true when his last two big pieces were on CD Project and Naughty Dog? Both are very successful studios.
Anyone who works in finance knows the department works extra time to close off months, quarter and years.
One year, our department couldn't even go to an offsite corporate getaway because we had to sit there for days ensuring the financials are good.
We got a pizza lunch instead
I wonder if that's worth putting in his book.
Agree with you 100% on that.It was demoralizing to put weeks of your life into something only to watch it get flushed down the drain. “It is tough when stuff gets cut or changed dramatically that people have worked on for months,” said Dowling. “That was definitely a thing that happened a lot at Irrational.”
“You spend a lot of time and put your heart and soul into something just to have it disappear in the span of a meeting,” said Bill Gardner, who had helped lead the multiplayer team. “You never really get over that.”
Lol these people should leave the creative industry immediately. The first thing you learn is to accept that things change and not to take that personally.
If ken levine said do this and they spend weeks doing it and then he comes and say yeah you know what throw that away and you can't get over that this is not a field of work for you. Or maybe they should be independent developers. Or go work for call of duty or some company that makes the same game every year.
Jason seems to think making a game is like baking a cake. You just follow the recipe and everything works. It's nothing like that.
Thank God he doesn't cover the film industry this literally happens everyday and it happens even more now that you can do whatever you want with vfx
I am so lost here. So ND isnt successful anymore because they outsourced? What does that have to do with anything? And Jason did cover the Amy Henning departure in his first book. Thats where we got the details on Uncharted 4 being restarted. Even by your own metrics of efficiency, ND is one of the more productive studios this gen with 3 games this gen and 5 in the last 10 years.You got to read. Both studios have heavy uses of contract workers, and a lot of bloat when it comes to project management. UNCHARTED 4 was restarted mid prouction, and Amy heniq left after that. CDPRJ has Project Managment issues and same goes a little with Naughty Dog. But naughty dog also has the best talent in the world when it comes to animators.
Insomniac, SSM, Flying Wild Hog, Rebellion, house marque seem to have good project management when it comes to output at a good timeline.
CDPRJ red's last game was in 2015. And they were almost double the size now. And a lot of that is contract. 343 also has similar issues. When I say successful I dont meant critically or commercially I mean in terms of efficiency/Project management.
You will not see in any of Jason's articles or books talk about established studios that have good project management which I would rope Super Giant Games into.
Large companies like rockstar have tons of bloat and that also comes from top down management.
The Schrier hate on this board is ridiculous. We arent even critiquing his articles anymore. Just questioning why hes even covering this stuff now. lolSome of you read "Schreier" and then procees to act like fucking retarded monkeys
Read the damn piece and make your own mind as a grown adult would
It mentions crunch, yes, but its based on testimonies from people that worked there at the time. And its not the focus.
"It's a 2013 game", who cares? If its an interesting piece about the troubled development of a very critically acclaimed videogame.
Agree with you 100% on that.
Jason has zero clue on what goes into making a game. He capitalizes on the negatives, the burn-out, crunch time, disgruntled folks and those with an axe to grind.... etc. I mentioned it earlier but I highly doubt an article about the studio that has a successful work life balance, turned around their schedule/crunch, or just an awesome studio in general would garner the article clicks. I don't think it exists within him to put in the effort to write a positive article. Watching Jaffe give him the business recently was very satisfying.
I am so lost here. So ND isnt successful anymore because they outsourced? What does that have to do with anything? And Jason did cover the Amy Henning departure in his first book. Thats where we got the details on Uncharted 4 being restarted. Even by your own metrics of efficiency, ND is one of the more productive studios this gen with 3 games this gen and 5 in the last 10 years.
SSM has good management? Did you not know about their AAA new IP that was canned in 2014 after 4 years in development under Stig Aasmussen? 4 years of wasted dev time by their A team no less. They actually had layoffs after that.
Regardless, I am so confused about why you want the ONLY investigative journalist to waste his time doing puff pieces for studios when 99.99% of the gaming websites and youtube channels are already doing that. Dont we always complain about publishers paying off reviews and websites? And you want this guy to do that too? Why should we applaud good management anyway as if its some amazing thing that needs to be celebrated? That's literally their job. Should the janitor at Insomniac get an article because he cleaned the restrooms every night like hes supposed to?
This article is a fantastic look at how games fall into these same traps time and time again. An egoistic director who changes entire levels on a whim throwing away months of development. A culture of mandatory crunch necessitated by poor upper management. This is still happening in the industry as shown by Jason's recent reporting on Cyberpunk and to a lesser extent TLOU2. I really dont see why this is not worth covering.
It would be worth covering by someone that understands game development.I am so lost here. So ND isnt successful anymore because they outsourced? What does that have to do with anything? And Jason did cover the Amy Henning departure in his first book. Thats where we got the details on Uncharted 4 being restarted. Even by your own metrics of efficiency, ND is one of the more productive studios this gen with 3 games this gen and 5 in the last 10 years.
SSM has good management? Did you not know about their AAA new IP that was canned in 2014 after 4 years in development under Stig Aasmussen? 4 years of wasted dev time by their A team no less. They actually had layoffs after that.
Regardless, I am so confused about why you want the ONLY investigative journalist to waste his time doing puff pieces for studios when 99.99% of the gaming websites and youtube channels are already doing that. Dont we always complain about publishers paying off reviews and websites? And you want this guy to do that too? Why should we applaud good management anyway as if its some amazing thing that needs to be celebrated? That's literally their job. Should the janitor at Insomniac get an article because he cleaned the restrooms every night like hes supposed to?
This article is a fantastic look at how games fall into these same traps time and time again. An egoistic director who changes entire levels on a whim throwing away months of development. A culture of mandatory crunch necessitated by poor upper management. This is still happening in the industry as shown by Jason's recent reporting on Cyberpunk and to a lesser extent TLOU2. I really dont see why this is not worth covering.
He never adds references to studios with great project management just the ones where it's more than obvious there's tons of issues. Which is why people like Corey Barlog, even Neil Druckman call him out. Naughty Dog's production was overly bloated, and that could come down to it's size of scope or, that the project didn't start actually coming together till much later in it's production. WHich is a sign that the project was mismanaged or didn't have clear idea of what is was...
Ask Jaffee if SSM is good at project management. The fact Sony axed it early on and started another project shows good studio management regardless if it sucks stig's game was canned.
The book isn't out yet. I would be surprised if Scheier did not have a chapter, in a book about crunch, that talked with some of the studios that have tried to mitigate crunch in their workforce. That would be an incredibly worthwhile chapter, in investigating companies that are trying to do things differently, and in observing what has and has not been successful in those new methods.
But you're right, that is an interest of his, the downsides of working in something seemingly as exciting and creatively expressive and lucrative as the gaming industry. And you're right, you don't get book deals pitching happy stories about people who wanted to make a thing, went happily ahead and made a thing without incident or challenge, and released that thing to great acclaim and more happiness. Jason covers the strife of the gaming industry. That's his beat. It's coverage that can be hard as hell, because there is a powerful wall of silence closing off access to the big leads, and meanwhile there are lots of bitter people in or ejected from game development, so to do it, you have to have the connections and you have to have the security backing to be slower than the news cycle (tweets can be interesting but acutely myopic in scope/timeline and of course one-sided.) You can fuck up badly telling a story that you think you have enough facts to go off of, because the people up top with all the info in hand will never give an inch if they can help it, so you never have 100% of what you wish you could work with. Bosses like Barlog and Druckmann and Jaffee can keep shut up like a safe when a writer is looking to extract info, then when the piece goes up without their input, they can pick nits with whatever detail puts their company in a bad light, sometimes without even providing contradictory facts that disprove it, just using a voice of authority to throw into question aspects of the article which are a matter of perspective and/or are not unfactual. (BTW, I actually don't see contrary storytelling from any of these three? Barlog, Druckmann, and Jaffee aren't high on being in Scheier's ink, but I haven't seen them actually contradict the reporting? Jaffee's narrative has mostly been, "Yeah, there's crunch, so fucking what, we all just do what has to be done to make cool shit," which is quite a statement but isn't really an opposing viewpoint.) And then, that difficult work comes out as negative pieces, which are of no use to your typical gaming kid who just wants to know when the next Call of Duty can be bought, nor are they much of a revelation to those in the industry who have heard this all before, and in aggregate (especially in a relative vacuum of similar content) they can read like a constant stream of dark news with no bright light to look forward to. There are all kinds of reasons why not many people do this, or why most of the game industry reporting (including post-mortems from the people who made the games themselves, though even those are usually given as much of a positive spin as possible since they're sort of PR in diary form for the studio) is left to off-the-beltway, rarely-quoted sites like Gamasutra.
You Papacheeks, or anybody else on this forum, is welcome to be the alternative voice to Jason Scheier, sharing your investigations into the inner workings and complexity of the video game industry. The world could use it. Good luck to you in making it happen.
I watched part of the Jaffe/Days Gone guy interview. And it was good from what I saw. You got Jaffe and that guy talking games, development, market research studies, etc....I think it all depends. Jaffee throws shade at Jason, not that he isn't a great journalist, he is. His reporting is always for the most part on point, and always backed. The issue is he himself has never worked on software development. ANd until you work on a project for months on end, that literally can break when adding and update to the engine that runs your NPC code, he needs to be a little more open to looking at the other side. Cory Barlog called him out on him tearing down the overall celebration of completing a project like God of war that more than likely had a ton of crunch building up to launch.
Jason disregarded comments by Cory and Neil because they come from a place of power in terms of their position within their respected studios. I think Jason doesn't take into account people like Jaffe, Barlog, even neil to his erly career all came from the bottom up. Specifically cory and JAFFE who both came from working in the trenches on mechanics, animation lead. So they know what crunch is, they know about prject managment and how in the PS2-PS3 days it was hell.
It was wild west and documentation on going from PS2-PS3 was not good, and also you had workloads changing from SD-HD so new tools, engine, and workflows had to be created. And that is daunting when your dont have great communication with the Parent company. Which is what happened during that era, which people like Ken Levine were part of which added to Irrational Studios having project issues and releasing on 360 first.
But then you look at the titles under Santa Monica and they are produced at a pretty good clip, and obviously leadership which Jaffe talks about was all top notch. So that trickles down into the overall scheduling of the project. I rarely see him talk about the success stories. ANd thank god we have someone like Danny O'dyer with //NO CLIP.
I'm not underplaying his writing or his book which I hear blood,sweat and pixels is fantastic. But all of his people he talks to are either starving worked to the bone indie developers, or people from big studios with a history of bloat or mismanagement.
Which is why I'm happy for people like Jaffe. He is interviewing people that Jason should start making relationships with not calling people liar's or disingenuous. But because of this whole woke Social justice BS people think because of some bad tweets /rants that jaffe is a alt right or whatever.
Jason has aligned himself with resetera and their whole "movement", which at some point is going to make them all look like fools and also any company that has been bending the knee to ridiculous shit.
I hope Jaffe, Danny, and to an extent Jason continue. But I think Jason will always report and support the people that wont question his reporting. His ego needs to be checked.
Woke journalists have turned on Ken Levine, in part, because of this Tweet...
I'm not sure if he's classified as alt right or a Nazi at the moment.
Hopefully we see his next game soon. Sounds ambitious AF.