There is quite more to it, starting with George Lucas wanting the entire story completely swapped with Boba Fett causing the studio to have to scrap most of the original story and completely rethink how the game plays from the e3 and back. Then when Disney bought Lucas and gave EA video game rights the team tried to sell the game to them, but EA just said they wanted to hire some of them for a new Star Wars RPG game.
Source: Jason Schreier an editor Kotaku made a book after going around interviewing people in the game development world called Blood, Sweat, and Pixels (Amazon Link)
I recommend checking out his book from a couple.years ago, Blood, Sweat, & Pixels.
Details a lot of the development of Diablo 3, Destiny, Uncharted 4, Witcher 3, Dragon Age Inquisition, and more. https://www.amazon.com/dp/0062651234/ref=cm_sw_r_cp_apa_i_6rw-Cb9RDZERF
I imagine you're already aware of it given your interest, but in case you (or others) aren't Jason Schreier's book Blood, Sweat and Pixels has a whole chapter on Destiny's pre- and post-launch troubles. Schreier's the guy who broke the story on Anthem's awkward development just this week.
One of the biggest things I learned from Jason Schreier's Blood, Sweat and Pixels is that E3 "playable demos" are almost always tailor-built for the show. Sometimes they're one of the few things actually up and running at all. They're not demoing a working build; they're running a program that shows how they hope the final product will run someday... maybe.
If you's havent heard about it, i recommend picking up the book by Kotaku journalist /u/jasonschreier - 'BLOOD, SWEAT AND PIXELS', its available online and has a section all about the origins of Stardew Valley and lots of interesting insight (Such as how Barone learned to fake lighting in his video game due to his lack of knowledge around it)
Check out Blood, Sweat and Pixels for a bit of in depth info about the creation of The Witcher 3 and the seriously humble beginnings of CD Projekt. It has several other stories of games being made in a crunch period as well, it's a great read.
I feel like if you want to base your hope that you can do it on Stardew Valley you don't know the whole story or your workflow is just as toxic as his. if you read his Blood, Sweat, and Pixels interview his workflow was not sustainable or healthy at all. he made that project from the ground up and restarted it like three times because he was learning as he was making it. He had his wife work and take care of all living expenses while he was at home working on the game, nothing wrong with that but its not a resource most people have. he was also working nonstop day and night for years where he burned out hard and it effected his mental health a lot to the point of his brain refusing to work on it till he took a break.
its not a healthy way to do it in my opinion
Now everyone go read https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234
As it tells the real story of destiny's development. Lol. I bet the people on that stage didn't know the next year of their lives was going to be hell Frankenstein'ing destiny together
I'm pretty sure I read about you and/or your colleagues in this book: https://www.amazon.com/gp/product/0062651234/ref=ppx_yo_dt_b_asin_image_o00_s00?ie=UTF8&psc=1
Wow, that's pretty cool. I loved AoE 1/2 and it was a huge part of my teenage years with friends. Thanks for making those years awesome.
Check out Jason Schreier's book Blood, Sweat, and Pixels for a good look at troubled game development for some marquee games. I'm not a fan of his generally, but the book is fantastic and gives some insight into games like Uncharted 4, Destiny, Star Wars 1313, and more.
I definitely don't recommend you start in the games industry most out of low wages and slow career progression. Does the games industry have a systemic problem with low wages and crunch? Yes. Is it all companies all the time? No. I definitely recommend you try making a game in your free time. You'll learn a lot and it's also a great project for a resume. If you want to know more about the decisions behind how games are made I recommend Jason's Schreier's Blood, Sweat, and Pixel's book. It's a fun read about how some of the popular games of the past decade were made.
Not sure why I got down voted, read or listen to blood sweat and pixels it's fairly common for publishers to give financial incentives to developers to achieve certain review scores. https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234?ref_=d6k_applink_bb_marketplace
Take "Blood, Sweat, and Pixels" for example, I just purchased a new copy from Amazon and on the publisher info page inside it says "1st Edition", and the "National Bestseller" text is worked into the cover graphic in a rather integral way. Does that mean some people have the same exact copy just without that text?
Edit: here's the link
>All I see that we getting down voted like hell) I'll upvote your comments.
I lot of people don't like my opinions so they downvote me the moment they see me. I even have impersonators, lol. I generally don't care, and don't really upvote/downvote unless it is toxic/hateful.
>In case of something new, correct me if I'm wrong, but I haven't seen anyone to group up and ask Rare to make an honest statement about the development time, and acknowledge problems they have.
What is the point of that?
Every game development has issues, and many/most games take a long time to make. If you haven't and is interested, read [this](www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234/ref=sr_1_1) book.
>All I want from them is to be honest lik a was during testing, and maybe that will light up something in people who were frustrated by them ignoring our feedback.
Yeah. I was disappointed in the surprise Kraken with no body that they led me on.
>I'm looking forward to their next video, they said they are gonna talk about content after fixing bugs, hope it will bring me back even early than I planned.
I think you are the type of gamer that is going to have to wait a while for the game to reach a state where you will be happy. At that point, you may have already moved on.
Blood, Sweat, and Pixels! I've heard great things about this book from a friend of mine - a good behind the scenes look at how some games are made (or sometimes fail).
My favorite book right now must be Blood, Sweat, and Pixels. https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234 .
I love this book because I'm currently a game designer for our capstone project at college. I design levels, environments, and a bunch of other things. I was able to relate to these stories of game development. I was fully able to understand the blood, sweat, and pixels that actually go into making video games. This book has motivated me to do even better and work better, especially now that we're in a rough spot.
Thanks for the chance to win, mate. You're gonna make someone's Christmas so much better.
It boils down to the fact that game studios, especially the ones that are owned by larger parent companies, are under pressure to hit deadlines. Game development is a business, and studios have financial goals to hit to justify investments in what they're doing. Most video games are sold on marketing and hype anyway, and final builds are usually delivered for distribution well in advance in release day. Generally teams expect to have day-1 patches to fix those bugs, but in many case then can't all be addressed day one. In those cases they triage the largest bugs, and fix smaller ones in later patches.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made is a pretty great read, and give some interesting insight into what it takes to get a game out the door.
>I agree, comparing Hellblade to AAA games is definitely apples to oranges, but my hope is that other developers will greenlight smaller projects like it, and that there will be an audience for them.
I think more and more the indie market is moving into this area. A lot of the indie games now are made by small teams that I am consistently impressed with the quality. Soon they will be A/AA.
>Also, I just want to say that you’re my favorite kind of redditor.
I definitely enjoy talking to you, that you share information, open to new ideas and provide lots of good arguments.
> I’ll check out that podcast.
It wasn't that great, as they seem to briefly touch on ME. However, I would suggest reading this book by the same author that wrote those two articles. I don't know if it is good as I haven't gotten to it yet, but it sounds like it is in the same vein.
>Thanks for the responses - all the best to you!
You too!
Well, if you want to know the full story:
https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234
> Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.
There's a whole chapter here about how much trouble DAI went through because of that janky engine.
https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234
Frostbite is a cancer. I'm hoping Jedi Fallen Order sells like hotcakes so that EA's forced to reckon that (a) single player games are relevant and (b) that non-Frostbite games are easier to develop.
Guys, if you're interested in the making of Destiny, or stories like this in general, i encourage you to read Blood, Sweat, and Pixels. It is really good.
>While today you can develop a great game with descent graphics and story, etc for less than $100. Hell mods that can be the size and quality of real published games with entire campaigns, voice acting,multiplayer modes, etchave been produced costing nothing.
Lies. Especially that last thing.
You're making the mistake of assuming Time =/= Money. Time absolutely equals money.
Those "free" mods, with voice acting and all that, absolutely have a cost. Someone spent hundreds to thousands of hours setting it all up. Sometimes teams. Someone spent dozens to hundreds of hours reading out voices, and someone else made executive decisions on which reading to use. That all of the time was volunteered does not mean it cost nothing. Were it done by a business, every single person there would get a paycheck for their time.
Skyblivion was started in 2013. Assuming 30 hours were spent on it per week on average, between 2014 and 2018 you're looking at 6,240 hours. At $10 an hour (an underpaying rate) you're at $62,400 to make what they've made of it.
Comic Books take roughly 6 months from start to publication (if not more, some have their stories finished and ready to print 6 months ahead of the print date) and if there's only one artist and one writer (usually there's also an inker, sometimes two writers), you're looking at $84,000 a year for the pair. If you only get six months of work out of them, that's still $42,000, signifigantly more than your "few thousand" estimation. And that's before we even get in to printing and distribution costs.
The current average feature length budget for a Hollywood Film is between $70-90 million.
This book gives a figure of $10,000 per person per month to develop a game, meaning a 400 person team given 3 years for an AAA game would need $144,000,000 to make a game.
A 50 person team taking 2 years for a more A level game is going to use up $12,000,000.
And 5 people taking a year to make a little indie game need $600,000 to do it.
I.. uh.. don't see how Gaming is in any way falling behind.
Start with this thread: reddit thread
You can find the book here: Amazon: Book Blood-Sweat-Pixels
I mean you pasted the exact same thing in two different threads, the first one would have sufficed.
Now to address your "points"
>First of all, the implication that Kabr assisting our fireteam means that we aren't creating our own fate completely goes against the ideas of camaraderie and cooperation that are central to Guardians.
I linked my posting because if you actually read and understood what I was saying it would be obvious but let me clue you in. (copying from my post that I linked)
>"Guardians make their own fate" is a reference to Kabr's creation of the Aegis. Anyone that entered the vault was "fated" to die/be erased from existence. As this process was happening to Kabr, Pahanin, and Praedyth, Kabr sacrifices himself to create the Aegis, giving any guardians that follow a way to defeat the vault and stop that "fate". Kabr was creating a way for guardians to "make their own fate". So when we use the Aegis to go into the past and future, it is creating our own fate to defeat Atheon.
Read the bold.
>Second of all, Kabr was a Guardian as well, so if we read the line as a deeper commentary on Guardians as a whole, he could easily be considered one of those mentioned in that statement.
Again I literally already addressed this and you even quoted it lol:
>The line "guardians make their own fate" is an echo from Kabr.
and again:
>It is a reminder that we carry the mantle.
>Finally, just because the line is referencing Kabr doesn't mean there can't be a second more thematic meaning behind the phrase. When you look at all the philosophical themes and language used in game and lore, you would have to pretty naive that think that there was zero thematic subtext to this line, especially given the context and significance of the fight.
"Destiny" is mentioned throughout the D1 campaign. The Speaker even mentions it in the opening cinematic. So to single out this allusion to destiny in the Vault is a poor analysis. "WHY THE GAME WAS CALLED THAT WAY" which is the title OP used, is saying that the game is named Destiny because of the line "Guardian's make their own fate" that is wrong. To say that the line "Guardian's make their own fate" is a nod at the title of the franchise? Yeah that's not a big leap. But you're singling out a single reference in a body of references to "destiny". Destiny the word is the culmination of a long series of events, so did our destiny end after the vault? Clearly not, 7 years later.
If you are a D1 vet as you claim, then you should know that the game went through a complete narrative and functional reboot a year before the game was finally released. You should read Jason Schreier's book on Destiny's development And it will become obvious how there was no intentionality behind most of what we got, and it was just a frankenstein of a game.
There was no "Grand design" that this thread seems to try to intimate by linking the name of the game with the line from the raid. That's anachronistic at best.
There's a chapter on the development of halo wars
https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234
I've had this one on my Amazon wishlist for months. I've also been looking for decent books on the design/development of games from the viewpoint of the actual designers/devs. Here's what I've come up with so far:
Blood, Sweat and Pixels by Jason Schreier
There are several other books around covering the making of various older games: Prince of Persia, Second Life and Oregon Trail (!) Hope this helps!
I would look into whether or not your college has a "Game developement" career track. If you're serious about doing game dev that's probably your best bet.
On a side note, I'd recommend you read Blood, Sweat, and Pixels. It's a great book about how games gets made.
I wouldn't suggest jumping in too deep unless you really want to produce Games.
Remember Game Dev usually consists of several Areas
Game Dev / Designers
Programming / Debug
Art
Sound
Marketing
If you want to understand the meat and bones of a game on a theory level...
Game Development textbooks are a good start imo
I recommend this book first, before making a deep dive!
Blood, Sweat and Pixels a better peek at Indie /AAA Game Development Production Successes / Challenges
Game Dev interviews on
Stardew Valley
Shovel Knight
Diablo III
The Witcher III
Destiny
Stardew Valley took 5 years to make.
(Small) Games may take 2 - 3 years for a team of 10 - 30.
5 years is not unheard of either.
AAA teams can have 100 - 300 developers.
There are other more general Game Design Textbooks that cover Game Design Theory; it would still be useful to get into in order to better develop ideas of how to contribute and where you could look for further studies.
edit - This book is worth checking out for overview
You are either young, have never worked for any business of value, or the son robber baron that believes in strangling the worker to fix any thing you deem an inconvenience. Whatever it is, your world view isn't grounded from experience.
I suggest reading some books like Blood, Sweat, and Pixels or Press Reset.
I suggest you go actually read about the development of these games because there are published books on what went wrong with several BioWare titles (read https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234).
EA was really hands off with BioWare. They gave them something like 7 years for Anthem, between the start of pre-production and the release of the game. The problem wasn't EA's involvement, the problem is that BioWare's studio management is inept.
Here's some suggestions for inspirational reading that he might enjoy in between hitting the textbooks:
You are burnt out. You know you're burnt out. A trip to somewhere warm and nice might help for a little while, but more than likely, you need more than to reignite the passion you once had. You may not realize it, but five years of grinding on a project is a herculean amount of effort. There is a huge backlog of other things your brain needs for you to feel like a balanced person, and it's now caught up with you to the point where you're unable to do the thing you used to enjoy most. Whether you want it or not, your brain requires change in your day-to-day activity, most likely for a long period of time.
My advice? I don't think you can or want to straight up leave the project. I would consider talking to your teammates to see how you can change your role. It's not clear to me what your area of expertise is, but hand the reins of that responsibility over to someone for a while or consider hiring it out. Figure out a way to contribute to the project doing something entirely different - perhaps an area of the project or your company that hasn't received that much attention. Hell, even doing backend things like HR related paperwork or budget management or something like that. Maybe if you look around you'll find some other (presumably boring) area of the project or company that could really use some polish. Ideally something not community facing at all.
More importantly, confine the hours you work on the project to a maximum of 40 hours a week and concentrate on the other areas of life you've been lacking in for the past few years. As you spend time on other things you will find the passion for the project creep back into your psyche.
I speak from experience, not as much in game development, but in other areas of software development. After I finish a project that takes the better part of a year, I know there will be a several month cooling off period where I have to invest my energies elsewhere, because they no longer will work very well if I try to put them towards code. At my age (37) it's something I've come to understand about myself and I no longer feel guilt or shame about it. Video games are massive pieces of software that require an intense effort to get to production. You're human.
P.S., there's a really good book out that covers the lifecycle of video game companies and projects and the burnout that game makers commonly experience along with it. I'd strongly recommend it: https://www.amazon.com/gp/product/0062651234/ref=ppx_yo_dt_b_asin_title_o09_s00?ie=UTF8&psc=1 (If you want my kindle copy DM me and I'll be happy to loan it)
You're taking the title of the post waaay too literally, he's just saying that this one line captures the spirit of the entire series. Barring some kind of language barrier, it should be obvious to anyone that OP doesn't actually think that they planned the title of the series years before release during development based around this one line.
>#1
>I linked my posting because if you actually read and understood what I was saying it would be obvious but let me clue you in. (copying from my post that I linked) Kabr was creating a way for guardians to "make their own fate". So when we use the Aegis to go into the past and future, it is creating our own fate to defeat Atheon.
>Read the bold.
This is completely irrelevant in the context of this discussion. Pointing out the origin of a phrase says nothing about any thematic implications or subtext of the statement.
>#2
>Second of all, Kabr was a Guardian as well, so if we read the line as a deeper commentary on Guardians as a whole, he could easily be considered one of those mentioned in that statement.
>Again I literally already addressed this and you even quoted it lol: >>The line "guardians make their own fate" is an echo from Kabr. >and again: >>It is a reminder that we carry the mantle.
You're missing the point that there's further subtext to the line beyond being just a quote from Kabr literally referring to our physical actions within the vault. It's referring to ALL Guardian's, and and how they fight against all odds no matter what. Not very deep subtext, but it's there.
>#3
>"Destiny" is mentioned throughout the D1 campaign. The Speaker even mentions it in the opening cinematic. So to single out this allusion to destiny in the Vault is a poor analysis. "WHY THE GAME WAS CALLED THAT WAY" which is the title OP used, is saying that the game is named Destiny because of the line "Guardian's make their own fate" that is wrong. To say that the line "Guardian's make their own fate" is a nod at the title of the franchise? Yeah that's not a big leap. But you're singling out a single reference in a body of references to "destiny". Destiny the word is the culmination of a long series of events, so did our destiny end after the vault? Clearly not, 7 years later.
Again, nobody actually thinks this. The mistake is on your part for not being able to pick up on basic social cues and realize when someone isn't speaking literally.
>If you are a D1 vet as you claim, then you should know that the game went through a complete narrative and functional reboot a year before the game was finally released. You should read Jason Schreier's book on Destiny's development And it will become obvious how there was no intentionality behind most of what we got, and it was just a frankenstein of a game.
>There was no "Grand design" that this thread seems to try to intimate by linking the name of the game with the line from the raid. That's anachronistic at best.
I assume this is just following the logic of the literal interpretation of the title, but if you still believe that then idk what else to tell you.
The point is that they most likely wrote that line specifically to illicit the exact reaction OP had when creating this thread rather than just to include a throwaway reference to Kabr with no further significance. It's the same reason you're "lost in time" rather than just dying vs Atheon, because it's more flavorful and consistent with the themes of the series.
I strongly recommend you read blood sweat and pixels to give you Ann operational understanding of what happens in these firms.
https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234
Trailers are not contractual. There is no ground for legal procedure.
Crunch is very interesting. A lot of employees do commit into crunch willfully, and as long as there is a form of compensation, it is technically legal. It is of course morally debatable, and it is cool this topic is on the table, but the outrage tends to be pretty selective. A lot of games are shipped through "blood sweat & pixels" to quote Jason Schreier's book (https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234) and gamers tend outlook that as long as they like the game. This sub dislikes TLOU2 heavily and is critical towards ND's alleged work practices, that's fair, it is a relevant critic, but at the same time there are a lot good reviews of RDR2 here, which was made under conditions much worse than TLOU2.
I believe both EA Spouse and Rockstar Spouse controversies was the beginning on what's to come.
It only took one journalist to kick the hornet's nest.
https://www.polygon.com/2017/10/11/16383884/voice-actors-strike-video-games goes over the voice acting issues and how it's still not up to snuff
I'd recommend you read this book to get a good idea of the bad conditions in most devs https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234
and as for wages compare the attitudes here compared with other similar industries https://www.gamesindustry.biz/articles/2018-07-23-the-gamesindustry-biz-careers-survey-2018-lower-pay-but-less-crunch
I work in archival software, have great working conditions and it shocks I'm hitting a better wage than so many people involved in the biggest media industry in the world. Far more people will be affected by Cyberpunk or Fifa than someone looking for weather data from 1920
https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234 A collection of good/bad game development stories, and what went right/wrong for each. Mix of AAA and indie games so pretty balanced.
>I think some developers are really thin-skinned and take any criticism badly and think consumers should keep their mouths shut about their precious work (this is the same in all media - some people can't take criticism and that usually just exacerbates it)
I guess, but working in a creative field tends to be pretty hard if you can't take criticism. I think it's got to be hugely frustrating to have to deal with consumers who have no idea what was going on behind the scenes telling them how to do their job. I read this book that assembled the stories of the development teams behind a bunch of different games, and it's rough. Destiny had to throw out the entire storyline with less than a year before launch with a world editor that took all night to compile even small geometry changes, no wonder they "didn't have time to explain why they don't have to explain". No one ever wants to make a bad game. You don't know the kind of pressure those developers were under, the sacrifices they made to their personal lives.
Take this video about Mass Effect Andromeda's animations, that game got a lot of bad press for those animations, but there are any number of things that could have gone wrong under the hood and may not have had anything to do with the animation team. I can't source it right now, but I seem to recall reading that they put a lot of time and resources into a procedural generator for planets that would be No Man's Sky-esque, so the Andromeda Galaxy would have thousands of unique planets and it didn't pan out, so all that time and money had to be thrown out. Then EA demanded they finish it within a year or so. Imagine being on that dev team, feeling like you failed because the planet generation system you dreamed of was a colossal failure, and now you have to triage everything else to hit this deadline that you didn't even get to set. Then a bunch of angry gamers are ripping it to pieces and telling you how bad you did and how you ruined their favorite series. It's gotta take a toll, I'm surprised more don't go off on people telling them how they just should have fixed (whatever issue) or like, why didn't they just (thing that was probably extensively deliberated on and decided against for whatever reason).
>Let me repeat it for you:
> What is much (or not) to you?
You're complaining about me being vague yet you're asking vague questions. To ME 20 million would be a fuckton of money but to a company that spends 10 million on making a game, 20 million is not a lot.
>Yet it exceeded MS expectations. Of course anyone can have "higher" expectation and proclaim it low. Heck, you don't have any hard numbers on that list. That is why it is called "relative".
What the hell were Microsoft's expectations exactly? Apparently Quantum Break exceeded expectations but it didn't warrant a sequel.
> What is that supposed to mean?
That's developers also share these self evident criteria for a good game. No developer sets to purposely make a buggy, repetitive, shallow game. Also don't come at me with that low tier shit like "Just because you can't imagine, doesn't mean it doesn't happen"
>The only one being laughed at is you right now. You don't know what contract work is.
Coming from the idiot who doesn't know about game development.
>Yup, an opinion makes him unbiased. /s
Having such a blatantly wrong opinion is a clear case for bias, Sea of Thieves was clearly going to turn out to be a No Man's Sky situation although that doesn't mean it won't be a better game in like 2 years.
>I don't know what to tell you man. If you told that in a court of law, you'd get perplexing looks of confusion at the stupidity of that statement. Video games are delivered by milestones. Look it up, Mr I know how it all works.
Dude are you fucking stupid? Aliens Colonial Marines met it's milestones so Sega couldn't sue where as Scalebound didn't meaning Microsoft could at least attempt legal action if they believed something fishy was going on.
>That has literally nothing to do with how much a studio and MS negotiates how much they are going to pay. A studio can literally say, I want 100 million or 10 million, and MS can ya, nor nay. Having a producer has nothing to do with that.
We weren't talking about negotiating 10s of millions dollars though, we were talking about Microsoft giving money to studios (like platinum) to spend on games they paid to make and I essentially said that Microsoft would have someone ensure that doesn't happen by ensuring deadlines are being met and that funds are being used properly.
>No, I just met somebody that makes a shit ton of assumptions and can't imagine any other way. It speaks more about lack of imagination than anything else.
Assumptions really? Christ you're a smug prick.
>Try this book, it's a great read: https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234
LOL you throw a bitchfit over me telling you to Google something and link me a book? Get the fuck out of here.
>Evidence is the rumor. Believe it or not, up to you. That said, I can say that about everything else you have said.
The rumour is hardly evidence.
>For instance, prove that Platinum Games spending money they earn on contract work on other projects is embezzlement. I'm waiting.
Look up the definition of embezzlement.
>In fact, prove that GaaS makes all games bad and while you are at it, prove that the cost of purchasing Ninja Theory is not a lot.
Hahahaha okay so I've brought up valid reasoning why it's logical to assume that the Ninja Theory's acquisition wasn't a lot and your response is.... "Nah huh prove it"
>Then you are thorougly confused about how video game development work. The TV tie in is a design pillar of the game.
Jesus Christ you're dense, it's might be a pillar but it doesn't mean that it can't be removed. It literally had little effect on the actual game
>It does, because it is just an opinion. Not a universal fact. I can have an opinion as well. I like yellow. What color do you like?
Christ you're so fucking petty and dumb. It's like saying "I can't imagine eating shit and Liking it" and you were to say "It's just you're opinion", people probably do eat shit and like it but it's an UNLIKELY SCENARIO.
>Please do so. Your opinion doesn't count nor does it serve as proof or evidence.
It's not just an opinion, it's a logical argument based on the deduction of the available facts.
>Yes, because they by and large don't complain. In fact, many of them actively embrace it. Just because you think it is predatory doesn't mean it is. We already established though, you thought RBS implemented it well.... Are you now backtracking and claiming it is predatory and hence bad?
Already answered that in my other comment.
>Depends on what you consider atrocity.....
Jesus fucking Christ, how about slavery, genocide, systematic racism etc. None of these things can happen without a massive group of people "embracing" these actions as moral.
>Fine here's some math, Hellblade took 10 million to make and has only sold roughly 1 million copies, so the game sold at $30 would have made 30 million minus the 10 million and minus roughly 10-15% cut that Sony, Microsoft and Steam take from each sale. So that's close to a 20 million dollar profit, nothing crazy and nothing that would have Microsoft a ton of money to buy.
You still didn't answer my question. You merely did back of the envelope math of potential profit.
Let me repeat it for you:
> What is much (or not) to you?
..................
>Not really, there's a load of marketing talk but State of Decay 2 has fallen off the face of the Xbox Live's most played games at the time of writing this and before you start crying for a source here you go, if it's there by the time you see this maybe it'll have changed but I can't imagine by much.
Yet it exceeded MS expectations. Of course anyone can have "higher" expectation and proclaim it low. Heck, you don't have any hard numbers on that list. That is why it is called "relative".
> Not just critics but also developers,
What is that supposed to mean?
>No that isn't just an opinion, if you were to say the same thing in a court of law you'd be laughed out of the room.
The only one being laughed at is you right now. You don't know what contract work is.
>The same guy who said who said Sea of Thieves would be "2018's PUBG"? Sure looks like a completely unbiased journalist to me?
Yup, an opinion makes him unbiased. /s
Goes in line with your other "I can't imagine" things.
>No I'm pretty sure they could have sued for embezzlement if there was any, a similar situation happened with Sega and Gearbox with Alien Colonial Marines but Sega couldn't sue because technically Gearbox fulfilled there end of the deal, they completed the game and released the game on the agreed release date but Scalebound was never finished.
I don't know what to tell you man. If you told that in a court of law, you'd get perplexing looks of confusion at the stupidity of that statement. Video games are delivered by milestones. Look it up, Mr I know how it all works.
>So like I said, there's a clear line of communication between the Devs and Publishers and they're someone to ensure deadlines are met.
That has literally nothing to do with how much a studio and MS negotiates how much they are going to pay. A studio can literally say, I want 100 million or 10 million, and MS can ya, nor nay. Having a producer has nothing to do with that.
>You're one of the smuggest, most condescending people yet you're pathetically misinformed about basic steps in game design.
No, I just met somebody that makes a shit ton of assumptions and can't imagine any other way. It speaks more about lack of imagination than anything else.
>Source them.
Try this book, it's a great read: https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234
>Something presented without evidence, can be dismissed without evidence. Until you can provide something besides a flimsy rumor, I don't believe it.
Evidence is the rumor. Believe it or not, up to you. That said, I can say that about everything else you have said.
For instance, prove that Platinum Games spending money they earn on contract work on other projects is embezzlement. I'm waiting.
In fact, prove that GaaS makes all games bad and while you are at it, prove that the cost of purchasing Ninja Theory is not a lot.
>Plenty of games have tons of planned content and features axed and since Microsoft was willing to ax full video games in mid-development, it's not outside the realm of possibility for them to ax a gimmicky TV tie in.
Then you are thorougly confused about how video game development work. The TV tie in is a design pillar of the game.
>Again just saying "Your opinion" does invalidate my statement. Also I can fathom it, but it's literally the least likely scenario.
It does, because it is just an opinion. Not a universal fact. I can have an opinion as well. I like yellow. What color do you like?
>Nobody refuted him? It's pretty easy to refute his Scalebound claim.
Please do so. Your opinion doesn't count nor does it serve as proof or evidence.
>So because people like these games and actively indulge in these practices make these practices any less scummy and predatory?
Yes, because they by and large don't complain. In fact, many of them actively embrace it. Just because you think it is predatory doesn't mean it is. We already established though, you thought RBS implemented it well.... Are you now backtracking and claiming it is predatory and hence bad?
> Oh I guess you just gave a pretty good argument for justifying most atrocities throughout history.
Depends on what you consider atrocity.....
Adding on to this, Jason Scherier's book, "Blood, Sweat and Pixels" expands on and includes many more of these stories.
Side note:
Jason has a good book I just started if anyone is interested in checking it out.
You should read Blood, Sweat, and Pixels if you haven't. Amazing book, and has a whole section devoted to BioWare and Dragon Age.
Here you go, link for you: https://www.amazon.co.uk/Blood-Sweat-Pixels-Troubles-Triumphs/dp/0062651234/ £12.xx
You'll believe in whatever you want to believe to ease the pain, it's ok to be angry it shows you care, doesnt make it relevant as a "critic" though.
You'll find all the common traits described in that article and this one
Also may I sugest a little reading for the sake of context also
Unfortunately he is. He also wrote a great book on the behind the scenes happening of Game Development if you are interested.
Like I said it’s all verifiable https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234