The Elder Scrolls Online

Utnayan

F16 patrolling Rajaah until he plays DS3
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Zeb Cook was promoted, failed, demoted, and Sage took his place. While Sage was a team lead he was a top down mistake guy and always has been. A horrible designer and even worse bullshit artist. Now he has taken Cook's place and things have even gotten more out of control. I agree. The post Mortem will be ridiculous. But as I said a long time ago, this is why these people shouldn't be put in charge of these games. Firor is incompetent. Sage is even worse. Cook shouldn't even be near a computer, and the people that should be in charge aren't
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Lots of wasted talent under some big wigs that just should never be. I suppose that is all I can say on it without giving the people away. There are some folks recommended for that position Sage is in now - completely overlooked. Which could have really turned it around. Instead, the company knows it is out to sell boxes and throw a dart.

It could have been a hell of a lot more.
 

Antarius

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The funny thing about this is that you should basically redo a zone over and over for a while until you get the game right. This is also known as pre-production and you do it with a team of like 10-15 people so it isn't so expensive. Unfortunately, the way it usually goes is that kind of stuff happens when you have a team of 100+ people. That is very, very bad.
This is because the 10-15 people are all close friends of management, which is how they get picked to be on those small teams... and they all drink the koolaid, and it isn't until there are 100 people working on the project that suddenly it's "omg 85% of the people think this place sucks" instead of "100% of the people love this area".
 

Antarius

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P.S. As long as job requirements for video game companies have listed "has shipped 3+ games" to even have a resume considered, you will continue to keep getting the same screw-ups working on title after title.
 

Denaut

Trump's Staff
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This is because the 10-15 people are all close friends of management, which is how they get picked to be on those small teams... and they all drink the koolaid, and it isn't until there are 100 people working on the project that suddenly it's "omg 85% of the people think this place sucks" instead of "100% of the people love this area".
Right. I think, ultimately, the problem with the games industry is that it is overall very, very unprofessional. It grew up in a different time than say the movie industry did, without any of the trade guilds or unions and therefore doesn't have the same sense that design, art, and management are professions that are difficult, require specific skill sets, and are very different from each other.

Not to say the movie/television industry is perfect but in general the people that are the cogs in the machine (writers, lighting techs, producers, etc) are much more respected as skilled professionals than their rough equivalents in the game industry.
 

Utnayan

F16 patrolling Rajaah until he plays DS3
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Right. I think, ultimately, the problem with the games industry is that it is overall very, very unprofessional. It grew up in a different time than say the movie industry did, without any of the trade guilds or unions and therefore doesn't have the same sense that design, art, and management are professions that are difficult, require specific skill sets, and are very different from each other.

Not to say the movie/television industry is perfect but in general the people that are the cogs in the machine (writers, lighting techs, producers, etc) are much more respected as skilled professionals than their rough equivalents in the game industry.
Another problem is no one... .and I mean,NO ONEholds these people accountable. It amazes me that Rich Vogel after 2 major, and I mean, major, fuck ups... goes off to start a new Fallout Online game and leads Battlecry. It amazes me that Jeff Butler and Georgeson and (Insert the same names I have broken record too much) continue to land on their feet within the buddy system. Looking at some of the bottom line? Sure I am sure they make a profit. While looking at the games that matter, like Rockstar or literally ANYTHING that Ken Levine touches, from Remedy, to Quantic Dream, all these people care about making games and cycle in good talent to do so.

But in the end, no one holds these people's asses to the fire because there is always another scapegoat, or they know how to buck the system by talking about how they have learned from past mistakes which they never learned from because they still think they are right! For folks like Firor, Sage, but even more so, Georgeson, it's flat out delusional... Or maybe not as bad, at least they know they are full of shit and con folks into getting rehired.
 

Bruman

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I don't think you can combine "makes a profit" with "total fuckup". That's all most companies (or their publishers) give a fuck about. It's soulless people all the way through. They fit the mold. It sucks, but that's the world. If the games they lead made their money, what do they care if fans were ultimately disappointed or it get negative reviews, or if it's "dead" in 3 months? Noone gives a shit.
 

Utnayan

F16 patrolling Rajaah until he plays DS3
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I don't think you can combine "makes a profit" with "total fuckup". That's all most companies (or their publishers) give a fuck about. It's soulless people all the way through. They fit the mold. It sucks, but that's the world. If the games they lead made their money, what do they care if fans were ultimately disappointed or it get negative reviews, or if it's "dead" in 3 months? Noone gives a shit.
They would give a shit if someone threw a piece of paper in their face with how much profit/revenue theydidn'tmake because they hired relic shitbags.

It's called opportunity cost. And I guarantee you, especially in this genre, a shit ton of revenue is always left on the table.
 

Miele

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The major issue is that customers are mostly kids and kids salivate about graphics more than anything else. Parents pay for games and don't even know what they are about. There is little accountability in the industry, because customers are uncaring as they can possibly be. The vocal minority rarely matters.

I think current games are mostly shit, not only MMOs, with some nice gem inside and a few passable ones that wasted a lot of their potential.
 

Srathor

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So Utnayan, do something about it. Get your shit started, get some people together, invest in an idea and make the game you want to play. Maybe McQuaid and Schilling could tilt at you for a change.
 

Utnayan

F16 patrolling Rajaah until he plays DS3
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So Utnayan, do something about it. Get your shit started, get some people together, invest in an idea and make the game you want to play. Maybe McQuaid and Schilling could tilt at you for a change.
1. I already had offers and stayed far the hell away from it. Reason being is I am a Minnesota kinda guy, my family is here, and unless there is a position available in the Midwest, I won't be moving out to a coastal area any time soon (ever). I also would only work with a very select few who I knew are committed to improvement and games. About 6 folks really, one of which being Ken Levine. A handful of others.

2. I am way too fucking honest for this industry. I wouldn't last a week before being blackballed by the powers that be. I would call out their shit about 600% more than I do now, I would be honest with development cycle, I wouldn't spin anything, but I would put out a fucking fantastic game that stayed on track, at budget, hire talent, let them explore their ideas and commit to fun ideas (Not top down development) and it would make money. Am I dumb enough to put my own money behind it? No. But again, neither are these relics working at these companies now. They just tote the company line to keep their jobs. I guarantee you if I was leading this specific project, with the money it was given, it would already be 12 months post launch and fairly popular in it's own right with a decent on going design doc generating more revenue from a cosmetic cash shop in an open sand box. And I would be handing back a check to Zenimax Media for $78 million I didn't need.

Shit, I think I'd rather sell used Hondas than touch this industry with a ten foot poll with how corrupt and shady it has gotten over the years.
 

Bruman

Golden Squire
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I bet you could throw footballs over mountains too. But you know, you can't be arsed to go buy a football.

Yeah, I broke out a Napolean Dynamite reference.

I mean, I get that you're passionate, but holy shit man, do you ever realize how crazy you sound? Like you estimating opportunity cost and lost revenue on something like a game (or even worse, a MMO) is that easy and straight forward to do. If it was, it'd be done. But you can't predict the future as much as you think you can.

"Am I dumb enough to put my own money behind it? No" But you're saying it's a SURE FIRE BET! After all, YOU'RE leading it! How can it be dumb when you'd bring stuff in so under-budget and on-time (or better), when damn near every single other software industry in the world cannot do this. I mean, what's your credentials (not saying you don't have them) for even SUGGESTING you can do all this so much better than the rest of the world? For my own "qualifications" to have some idea what I'm talking about - I'm a 10 year software developer, and done everything from "contractor working in a silo" to "leading a team on a 14 million / year project". It's never simple or straightforward, and if anything is unpredictable, it's software. You never know what kind of issues will crop up. You do your best to educate and be careful, but things will still not always happen on time 100% of the time.

And the more "top talent" you try to put on one team, the more dysfunctional it will be. You have to have variety. See: long list of failed projects that thought they'd succeed by hiring nothing but expensive fuckers. I've even seen it locally where you get 2-3 very smart and very opinionated guys on one team and it all grinds to a halt. Yet they'll thrive on other projects/teams and lead their respective projects to excellent standards.

I'm not saying you don't have right points with the same shit-birds shitting up the industry and doing the same boring shit over and over. But you act like it's got an obvious fix, and YOU could be the salvation, but ya know, effort.
 

Utnayan

F16 patrolling Rajaah until he plays DS3
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You seem to be going a little overboard on this one, or somehow taking posts a little too personal.

All I said was I would do it better (I would) and I would do it under budget (I would) and I would let developers create their game(I would) and wouldn't hamstring my design team with someone like Paul Sage (No Way) or Zeb Cook (Never in a million years). I would have the foresight to know which design decisions would be able to be implemented and which would be pipe dreams, I wouldn't sugar coat the press, I wouldn't high level bullshit my customers, and "transparency" may just be the God Damned name of my company. (Tm) That doesn't mean I am going to use my own funds to do it and take the risk, it also doesn't mean I am moving my family out to either coast or Austin Texas to prove a point to some anonymous guy on the internet.

You seem to think (Correct me if I am wrong) that a lot of the experience in this industry is actually accounting for something, where as in the reality of it all are the so called experts (A majority anyway) have their heads firmly planted in either their, or up someone else's, ass. Credentials? I don't know you from shit or shineola but I am guessing you could do a better job than 50% of the people in this industry right now with even the slightest tingle of professional management experience and a dash of common sense.

Software is unpredictable? Yes it is. It has been since 1954. That has nothing to do with letting some dipshit run your development team handing down how said dipshit wants a zone to be done while ignoring everyone on your team while the project is already 50 million and 3 years over budget, and that person remains employed because they managed to take credit for someone else's work on Ultima Online 16 years ago in an interview with a clueless CEO.

There is nothing crazy about it. It's posting on the internet while alt tabbed at work. Typing 60-70 Wpm makes the time I stay here writing posts about 34 minutes per 3 day period. Weekends off.
 

Sorce

Molten Core Raider
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Zeb Cook...I had an experience with that guy when he was at CoastCon one year. It involved giving him some dollar bills for "tipping" some lovely ladies. He was a really cool guy though, would hang out again if I had the chance.
 

Utnayan

F16 patrolling Rajaah until he plays DS3
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Zeb Cook...I had an experience with that guy when he was at CoastCon one year. It involved giving him some dollar bills for "tipping" some lovely ladies. He was a really cool guy though, would hang out again if I had the chance.
He'll probably be doing just that and looking for your Washingtons when he is out of a job after launch. This time, with nothing to offer you in terms of exclusive material.
 

Schags

Bronze Knight of the Realm
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Right. I think, ultimately, the problem with the games industry is that it is overall very, very unprofessional. It grew up in a different time than say the movie industry did, without any of the trade guilds or unions and therefore doesn't have the same sense that design, art, and management are professions that are difficult, require specific skill sets, and are very different from each other.

Not to say the movie/television industry is perfect but in general the people that are the cogs in the machine (writers, lighting techs, producers, etc) are much more respected as skilled professionals than their rough equivalents in the game industry.
Yeah, it always amazes me when people in the industry expect to work long hours because it's the standard. A lot of that can be fixed by hiring management who are professional and have schooling and experience for the job. How many times have you worked with a producer who was promoted from design or another department that really had no experience actually producing and keeping multiple teams on schedule? Since everyone is friends, there seems to hardly be any repercussions for missing deadlines.

I used to work long hours but then I got married and decided I wasn't going to spend my life at work. I now show up and for the 8 or so hours I'm here and I'm focused. My work is always done and I always find that I even have time to read forums... My production is always greater than the people that always seem to work 10-14 hour days all the time and are always behind. Unfortunately I see that all the time in this industry and then they wonder why they get burnt out. Like you said, a lot of developers have a casual approach to work and never understand that they are supposed to be professionals. These are the same people who roll out of bed at 9:50 and try and make it to work by 10am while some of us have already been working for 2-2.5 hours.

I can't speak for other genres, but MMO's seem to aim too big and always underestimate how long it will take to complete and then end up in situations like 38 or shipping a game that had no time for polish and half the size they set out to make in the first place. Add in how many times the projects get reset because what they try doesn't work and that extends production time by a year or two. The other issue in MMO development is this attitude of throwing something in that is half finished thinking you'll have time to come back later to finish it and I guess I can't blame them because they know it will probably get changed 8 times before someone decides on what eventually will be the "final" way it needs to be implemented. It's rare to see people implementing work in on a first pass where it's functional, working and it only needs minor polish to get it ready for completion.

I believe a low budget MMO can be made that would do very well with a small team. As long as that small team was setup to make a game, design tools and not change systems every other month so that you can be in production and not spinning your wheels for 6 years before you realize you need to have a game out before everyone gets fired. I see current MMO development teams like old EQ raiding. You have 50-60 hard core workers who know what they're doing, another 50 average workers and then 100 or so warm bodies that are collecting pay checks and are only hired to throw people at the problem of not enough time to finish the job.
 

Arden

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I can't speak for other genres, but MMO's seem to aim too big and always underestimate how long it will take to complete and then end up in situations like 38 or shipping a game that had no time for polish and half the size they set out to make in the first place.
For every thousand strikes at the leaves of evil, there is but one strike at the root. This is the root of many of the mmo industry's woes- sustainability (or lack thereof). People often cite the "leaves" of failed mmos- incomplete content, lack of polish, half-baked mechanics, and inability to move beyond he established paradigm (WoW)- as the cause of failure. In reality, the "root" of many of these issues is the developer's inability to sustain their project due to poor management, faulty resource allocation, bloated budgets, and inefficiency.

The sheer cost in terms of money/time/resources of most MMOs cause them to collapse under their own weight. To fix the games you must first fix the industry (as others have mentioned). Most of the failed MMOs that have been mentioned were so costly to make that they had no choice but to be absolute block-buster hits out of the gate or fail. There was no in between. There was no time to start small (or niche') and grow larger over time. This is one reason games tend to start with "bold" ideas and finish with tired and repetitive ones. When time starts to run out and the reality of what it means to fail comes crashing down, companies panic and fall back on "tried and tested" paradigms with the theory "It worked for WoW, it could work for us too!"

The MMO company that succeeds is going to be smarter rather than bigger. It's going to have talented, hard workers rather than the traditional industry "superstars." The successful MMO will start with a small, realistic budget and small, realistic subscriber requirements- things that allow the MMO to be bold and risky while allowing the MMO time to grow.
 

Abefroman

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It's amusing how the people who call UT crazy seem to be obssessed with him. fuck spelling.