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Irrational Games shutting down

Wirdschowerdn

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http://www.irrationalgames.com/

A Message From Ken Levine

When Jon Chey, Rob Fermier and I founded Irrational Games seventeen years ago, our mission was to make visually unique worlds and populate them with singular characters.
We built Rapture and Columbia, the Von Braun and The Rickenbacker, the Freedom Fortress and some of the nastiest basements a SWAT team ever set foot into. We created Booker and Elizabeth, the Big Daddy and the Little Sister, MidWives and ManBot. In that time, Irrational has grown larger and more successful than we could have conceived when we began our three-person studio in a living room in Cambridge, MA. It’s been the defining project of my professional life.

Now Irrational Games is about to roll out the last DLC for BioShock Infinite and people are understandably asking: What’s next?

Seventeen years is a long time to do any job, even the best one. And working with the incredible team at Irrational Games is indeed the best job I’ve ever had. While I’m deeply proud of what we’ve accomplished together, my passion has turned to making a different kind of game than we’ve done before. To meet the challenge ahead, I need to refocus my energy on a smaller team with a flatter structure and a more direct relationship with gamers. In many ways, it will be a return to how we started: a small team making games for the core gaming audience.

I am winding down Irrational Games as you know it. I’ll be starting a smaller, more entrepreneurial endeavor at Take-Two. That is going to mean parting ways with all but about fifteen members of the Irrational team. There’s no great way to lay people off, and our first concern is to make sure that the people who are leaving have as much support as we can give them during this transition.

Besides financial support, the staff will have access to the studio for a period of time to say their goodbyes and put together their portfolios. Other Take-Two studios will be on hand to discuss opportunities within the company, and we’ll be hosting a recruiting day where we’ll be giving 3rd party studios and publishers a chance to hold interviews with departing Irrational staff.*

What’s next?

In time we will announce a new endeavor with a new goal: To make narrative-driven games for the core gamer that are highly replayable. To foster the most direct relationship with our fans possible, we will focus exclusively on content delivered digitally.

When I first contemplated what I wanted to do, it became very clear to me that we were going to need a long period of design. Initially, I thought the only way to build this venture was with a classical startup model, a risk I was prepared to take. But when I talked to Take-Two about the idea, they convinced me that there was no better place to pursue this new chapter than within their walls. After all, they’re the ones who believed in and supported BioShock in the first place.

Thanks to Irrational and 2K’s passion in developing the games, and the fans who believe in it, BioShock has generated retail revenues of over a half billion dollars and secured an iconic place in gaming. I’m handing the reins of our creation, the BioShock universe, to 2K so our new venture can focus entirely on replayable narrative. If we’re lucky, we’ll build something half as memorable as BioShock.

We do our best to update an FAQ in this space as questions come in.

-Ken Levine
@iglevine

Wub wub wub be dee wub.

"Smaller endeavour" he says. A smart and welcome move, actually. Looking forward to it.
 

Menckenstein

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"I got tired of rpgcodex making fun of me so I'm setting out to prove I'm not a talentless hack and incredible asshole by forcing Take-Two to lay off an entire studio vs lose me as an employee!"
 

Duraframe300

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I don't get it.

Couldn't the other people at Irrational continue to work under the label? Why the hell was this a live or die situation?
 

Mangoose

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sexbad?

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I don't get it.

Couldn't the other people at Irrational continue to work under the label? Why the hell was this a live or die situation?
Presumably there's enough talent (speaking regarding aesthetics and such, at least) to keep the studio going and keep people employed. I'm also confused about this business decision.
 

Berekän

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OK, I'll be the first to say it...





I guess you could say that decision was a bit... Irrational

:yeah:
 

Dexter

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Irrational who?

Oh, just those guys who made System Shock 2 and Freedom Force. But I understand your cynicism. All went downhill with Bioshock.
I actually still liked the first Bioshock, it was 2 and Infinite that sucked. Also tried playing Freedom Force, but never got over the first 5 missions or so... it was kinda boring to play after a while.

In time we will announce a new endeavor with a new goal: To make narrative-driven games for the core gamer that are highly replayable.
 
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Does this mean biocock failed commercially? I mean if bioshock was as successful IRL as among critics, I couldn't see this kind of thing happen...
 

Wirdschowerdn

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Another testament to the fact that Triple-A game development increasingly sucks the life juice out of people and becomes counterproductive to the game dev spirit and counterproductive to the game quality itself. After 5 years in the oven and a $100 million (?) budget burned on BS:I, I can understand why nobody wants to go through that hell again.
 

Baron Dupek

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Would you kindly close down?

All we need is to send Levi to the Bioware or other shiplace and else.
 

Dexter

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Does this mean biocock failed commercially? I mean if bioshock was as successful IRL as among critics, I couldn't see this kind of thing happen...
It might have failed relatively to what they expected, they've worked on it for like 5 years and the last numbers I've seen was of 3.7 million "shipped": http://www.videogamer.com/xbox360/b..._infinite_has_shipped_3_7_million_copies.html

Compare to latest GTA and what Take Two might have expected: http://www.ign.com/articles/2014/02/03/gta-5-has-shipped-325-million-copies

There was also all the problems and layoffs/departures during development:
http://www.gamasutra.com/view/news/...ck_Infinite_team_members_leave_Irrational.php
http://ugrgaming.com/2012/10/17/layoffs-hit-the-bioshock-infinite-team/
Irrational games, the developer behind Bioshock Infinite have lost some staff members. Combat designer Clint Bundrick and AI lead Don Norbury have both left developer Irrational Games for Microsoft Games. This isn’t the first time this happened at Irrational, as the team undergone a number of key departures over the last few months, including art director Nate Wells.

http://beefjack.com/news/irrational...e-wells-columbian-shantytown-one-such-victim/
One such victim of relentless changing and cutting was Finkton, a shantytown in the skyward city of Columbia that would’ve looked like the slums of Jamaica or Key West. Art director Wells had laboured on its visual design for months and Levine had never thrown up any criticism, but one day he decided it had to go. Its rundown and dilapidated nature didn’t fit the Columbian aesthetic, which put beauty over everything else. The phrasing in the article is ambiguous so it’s unclear whether Finkton in its entirety was cut or whether it merely underwent a drastic redesign.
 
Last edited:

Xor

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Does this mean biocock failed commercially? I mean if bioshock was as successful IRL as among critics, I couldn't see this kind of thing happen...
He said it generated half a billion dollars in revenue. I can't imagine it cost more than maybe $200 million in total. This was probably Levine's doing, he wanted to work on other projects and he has enough clout that Take-Two was forced to follow his wishes.
 

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