They did not have any reason to personally attack the leads except out of spite,
Lol what the honest fuck are you talking about?
They were facing a boycott because it seemed like they fired the original creators to avoid paying the employees.
They could have issued a statement saying that they would still pay the remaining employees and everyone would assume that they still fired the creators out of greed reasons. If the creators actually didn’t do their jobs, then they would want to make it clear that they are the ones actually committed to making a good game and this has nothing to do with greed.
That may not be the case, but at present we simply do not know what the reality of the situation was.
When you understand how RSUs work and what you’re signing up for there’s nothing inherently wrong with rewarding someone for years of service.
However, their structure / terminology is inherently misleading and manipulative.
A company could just give you stock at each performance review. It doesn’t need to give you magic shares that need to be incubated before they hatch, it could just give you the actual shares they want to pay you at each point.
They don’t because that would expose that they’re actually giving you nothing in the first several years, and they want you to think you own part of the company when you don’t.
Again, when you understand what they’re actually offering then you go in eyes wide open, but they are intentionally trying to deceive people into thinking they’re getting a reward earlier than they actually are.
If you’re basing that on Subnautica Below Zero, it’s worth noting that basically the whole creative team is different, not just the composer:
Director(s)
Charlie Cleveland
Producer(s)
Hugh Jeremy
Designer(s)
Charlie Cleveland
Programmer(s)
Charlie Cleveland
Steven An
Max McGuire
Jonas Bötel
Artist(s)
Cory Strader
Brian Cummings
Scott MacDonald
Writer(s)
Tom Jubert
Composer(s)
Simon Chylinski
Director(s)
David Kalina
Producer(s)
Charlie Cleveland
Cory Strader
Max McGuire
Ted Gill
Designer(s)
Alex Ries
Artist(s)
Cory Strader
Writer(s)
Jill Murray
Brittney Morris
Zaire Lanier
Tom Jubert
Composer(s)
Ben Prunty
To be fair, they didn’t gut the original creative team.
Max McGuire was CTO and a programmer on the original game, Ted Gill was President and a Producer on Below Zero.
Charlie Cleveland was current CEO, and the director and lead designer of the original game, so was the head of the origin creative team, and that does seem like a big loss, but no one else from the art, writing, or design teams seem to be leaving, so it’s not really a ‘gutting’ of the original creative team.
My guess (especially given how buggy Subnautica was), is that they were missing their delivery milestones so the publisher wanted to replace the organization heads and move at least Charlie Cleveland back down to a creative role, but they refused and left together.
If this hasn’t remotely been your experience, how do you know rainbow flicking fixes it?
It doesn’t fix it, it’s how you avoid letting get that close to you.
The game is widely known to have multiple bugs affecting gameplay, from lags and desync issues, to crashes and even teams changing colour mid-match. In this case, and this is the second time I’ve seen it, the ball glitched into the ground after randomly bouncing around the pitch following a shot against the post befote finally getting stuck. It couldn’t be interacted with at all.
Well if this is a bug, you should probably make that clearer, because again, have not encountered a single bug.
You don’t have to like it, but out of curiosity, why is this different from a 90s point and click adventure? Isn’t Myst and Riven and stuff basically this, but first person and without combat?
Because I was thinking of being a mystified child staring at Myst on my friend’s computer more than once while playing Tunic.
I would not describe Control as mostly somber.
Things about it that are somber / serious:
Things about it that are whimsical:
Things about it that are both:
I have complete faith in Remedy, both of the Alan Wakes and Control have been surprisingly funny and whimsical, often in unexpected ways. Quantum Break had less humour and was a bit more self serious, but Microsoft also had more control of that project.
If gamers are bitching about a game not adding a whole new island, you should ignore them because they’re clearly idiots.
If gamers are bitching about your menu system being navigable by someone with less than a PhD (cough, Risk of Rain 2 on console, cough), and you’re estimating that will take 6 months to fix, then that’s because you (as a company) coded your software badly.
Valve literally hosts petabytes of game data and allows any user to download them at any time. That’s not nothing, data storage is
No, it’s really not. Azure and AWS storage is dirt cheap, especially if it’s cold storage and you can have a second or two delay when retrieving the file. If it was expensive, they wouldn’t be the most profitable tech company per employee.
Steam has so many backend features that allow devs to skip so many networking steps that can otherwise be a huge nightmare.
No, it doesn’t. It provides a small handful of APIs around friends and matchmaking, which Xbox and Epic also provide for half the fees, in addition to the generic Azure and AWS versions.
Not sure why you think they are literally just a webpage that has a purchase button next to a game.
I’m a software engineer whos built both an app store and 3d rendering engines. I know exactly how little work it took Valve to build Steam and how much work it took Epic to build Unreal.
They are not remotely comparable. Gamers are just lemmings who love Valve cause everyone loves Valve and talks about Valve, when in reality Valve has overcharged and ripped them off for decades.
for building most of those games
providing an engine does not build the game.
Well good thing I said “most” of a game. Go ahead and write your game logic and then tell me how you get it to render graphics on a screen without any engine code.
Valve has recieved 30% for doing fuck all. Why are you so adamantly defending them?
I’m not defending valve, I’m attacking epic
Yeah, in the context of a discussion about whether or not Valve is overcharging customers.
Jesus Christ, keep up.
If you’re building a game, and you build it on Unreal engine, so it’s handling literally all of the rendering, development tooling, animation engine, game logic engine, etc. etc. you’ll pay Epic a smaller percentage than you’ll pay Valve for hosting your exe file in cloud storage with some reviews and comments.
Think 5% vs 30%.
Oh yeah, let’s all repeat the playbook of GoG, first you just have to spend a decade establishing yourself as the only publisher able to get former Soviet gamers to pay for games rather than pirate them, then turn that trust that you built with two third party developers into a storefront selling their classic titles for them for 6 years, then use your established customer base and goodwill to try and transition into being a proper AAA storefront.
Totally viable business strategy /s
Valve never had to because they established a monopoly so developers did that on their own without Valve paying them. Meanwhile Valve has ripped off the entire gaming industry for its entire existence, charging absurd fees to gamers and developers and you guys are all so bought into their monopoly that you blindly praise them for it.
Gabe Newell is a billionaire. No billionaire earned their money. Every billionaire exploited people for it.
Also, tabloid journalism predates magazines.
Some of the replacement stuff is bad, but some is good. I personally get more out of my favourite podcasters going in depth on their feelings on a game than I get out of whoever is running reviews at IGN right now.
Like even in movies, pre-youtube, pre-social media, people flocked to individual reviewers they liked, more so than publications. It’s why Roger and Ebert / Siskel got so huge, people agreed with their tastes, trusted them, and sought them out specifically. That’s not that different from today’s world of following your preferred YouTuber or podcaster, but rather than everyone following the few individual who can publish, you end up with a giant web of individuals following and influencing each other’s opinions.
And to be clear, I think games reviewing has merit and value, it’s just that outside of reviewing and technical analysis, there’s not much in the way of stories to cover on a regular basis. So you end up with dedicated games journalists having to write about tripe half the time just to fill word / article counts.
I mean what is games journalism? How many full time, major publication, food-packaging-industry journalists are there? Where’s our aluminum can reporters? Who’s covering the waxed cardboard beat? Where’s the lifers on butcher paper?
I mean food packaging is a $500 Billion dollar a year industry, roughly double the size of the video games industry, why are there zero full time journalists focused on them?
I grew up reading a ton of early video game blogs like Joystiq, but games journalism has always been a breath away from celebrity chasing, drama stirring, tabloid filler.
There’s one end of it that analyzes the in depth technical details of engines which is interesting to some, and there’s one end that is reviewing and discussing games as art, but otherwise there’s very little journalism to do full time on any given industry. Journalists should follow the story, not insist on finding one in the industry where they want to look.
Skyrim’s varied gameplay systems?
It has stealth, it has magic, it has melee combat, it has ranged combat, it has dialogue options for talking your way through stuff, it has multiple ways of solving quest lines…
It’s basically Skyrim, if it was smaller and more focused, with better combat, voice acting, level design, and heads and tails better writing.
If that description is accurate then there’s nothing unprofessional about that.
What would be unprofessional in that situation is the original devs not doing their jobs and then allowing a fan backlash to grow.
Again, we don’t know the reality of the situation. I think everyone would be curious to hear from other devs at the studio that aren’t part of management or the three who were fired but we haven’t yet.