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Paranoia: Happiness is Mandatory - isometric RPG based on the tabletop game

LESS T_T

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If that is the case, this is totally a work of fiction I can imagine: Like, Nacon refused payments here too so, unlike Frogwares, Black Shamrock, the developer, which is actually part of much bigger company based in Hong Kong/China, refused to actually finish the game? But maybe, Nacon wanted to be paid by Epic anyway so released the game on EGS as it is, and then Epic realized they're being fooled and pulled it from the store?
 

Infinitron

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If that is the case, this is totally a work of fiction I can imagine: Like, Nacon refused payments here too so, unlike Frogwares, Black Shamrock, the developer, which is actually part of much bigger company based in Hong Kong/China, refused to actually finish the game? But maybe, Nacon wanted to be paid by Epic anyway so released the game on EGS as it is, and then Epic realized they're being fooled and pulled it from the store?

I believe Epic said that the publisher pulled it.
 

Sammy

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Bouncing back to see if there's been any updates on this. Sorry for necro'ing, but it came up in casual conversation with a friend, and I'm really curious what the hell happened to this game, and this thread's about the only place I've found that anyone even remembers it was a thing once very briefly.
 

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Bouncing back to see if there's been any updates on this. Sorry for necro'ing, but it came up in casual conversation with a friend, and I'm really curious what the hell happened to this game, and this thread's about the only place I've found that anyone even remembers it was a thing once very briefly.
There was never a game, citizen. The Computer says you might have hit your head. Please proceed to the Health Processing Center for a routine checkup.

Have a nice day!
 

Roguey

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Glassdoor reviews posted within this year:

Soul Draining Experience said:
First of all I would like to say, that all of the recent positive reviews are mostly “forced on” by the management. Mostly, to people that are in the company for less than 2 months… therefore their perspective may be warped. I would strongly suggest reading through all of the negative comments first, they were written by people that have been here for longer than 2 years, they will not be biased.

Very little to non benefits to the employees. Health care only covers about 50% of your expenses. I have not heard or nor have I been informed about the bike to work scheme implemented in our studio. There is no Pension scheme, NO sick days.

As an artist working on projects, Art Direction will give very little to no creative freedom, at the end it has to be done their way, which often times delays production due to unnecessary small tweaks that will not even be noticeable in the final product. Most of the time while working you will feel like a robot just doing another task. There is a lot of back and forward, you will find yourself redoing a lot of work that you have already done.

As a Junior, those above you will most likely not listen to your suggestions and will proceed without taking your input, despite having multiple Seniors with lower knowledge than some Juniors here. It does not happen all the time, only on certain projects, so depending on where you go, you might come out lucky.

There is absolutely ZERO transparency from the management to the rest of the employees. We are always the last ones to find out any information, that might go from menial things to something as big as not telling us that the project we are working on has been cancelled for a week. They are trying to improve their communication, or so they say, but so far we saw very little improvement. There is a lot of mistrust.

Wages are insanely low compared to other places and you have to sell your soul to have a raise once a year and it's totally not guaranteed. If this is your first leap into the industry, that might do you for a year or two, then, most people leave, which shows the very poor retention of employees here. They do not seem to want to reward people or try and keep them here since most of the time they are easily replaceable.

Location of the studio is close to the city centre - this does not mean it's good. Dublin has a very high traffic congestion. Because of the low wages you will most likely look for a place outside of the city centre, therefore your commute may vary from 3-4 hours of commute per day. The street the studio is located on is very dodgy, a lot of suspicious activities going on around. I do not recommend travelling around the place at night. The building has an escort that can lead you out of the building as well as a “security” (that is not actually based on the ground but two roads down) and cameras in few places. There have been cases of damaged vehicles and bicycle thefts and the building holds no responsibility for either one of those things.

Poor decisions by the management and lack of care where an issue is raised. Their main priority is to make money.

The company is owned by the Virtuous group, a Chinese company, therefore it is following the Chinese rules of grading and rewarding their employees. It’s a very difficult, harsh and slow process, which the company cannot change - be prepared for that.

If you are looking to do an internship here, be prepared that most likely none of the Leads will find time to train you as everyone is super busy, you will most likely have to teach yourself using tutorials. You will be paid 550 euro per month, to do a full time employee job. You will have to do the same hours as everyone else, and have quite high expectations for someone who just came into the industry. Once again, this may vary on the project you are put on, you might be “lucky” and be placed on a great team with good leads, also keep in mind that your co-workers will always be down to help you.

To park a car at the premises of the Digital Hub building will cost you 8 euro per day, this once again, comes with no responsibility on their side for any damage caused to it.

Morale in the company at the moment is insanely low as we are kept in the limbo of the raises that are “supposed to come” following the annual reviews we have had 3 months ago.

The company goes for the cheapest and most accessible pieces of hardware and software which will slow down production, which in result will stagnate and cause overtime. The computers even though might seem bulky and strong - freeze, crash, and are simply unable to handle most of the heavy lifting required on AAA titles. Software selected is always by price, meaning they would rather go for cheaper products which are a lot slower to work in, rather than purchasing good licenses for programs.

Keep in mind that often times a whole team of juniors will be sold to the client under the “senior” title without them knowing it, hece enforcing ridiculous time constraints and deadlines that are “forcing” people to stay late.

Once a project passes with flying colours you will get a pat on the back and good luck. There is ZERO recognition for the hard work you have put in. You are not obliged to do any overtime, I personally haven’t done any - ever, however it happens all the time due to poor management decisions.

To conclude, working here has been only made bearable by the people you hang out with. It's very difficult to find pleasure in the job due to constant stress and poor decision making.

Recent positive reviews are artificial and should be ignored, management thought it was a good decision to ask newer employees for positive reviews.

Currently there is no pension plan, no bike scheme, no paid sick leave, a below average health plan and extremely poor salary for the area. The company recently introduced personal days (three a year to be precise) to be used as either sick leave or when you are feeling mentally fatigued, a lot of employees have burnt through these already due to working in such a low morale workplace, when projects are completed to the best of your ability there is no acknowledgement or thank you for all the overtime you did, there is very little positive feedback from management and it sometimes gets to the point of you doubting your ability. Another factor in the low morale is the 'raises' due to be handed out to employees, first mentioned four months prior to the date of this review but since the company is owned by a notoriously cheap parent company very little will be handed out, some people are holding out on leaving until they see what they will get, the general consensus is a lot more will be leaving similar to the previous year when we lost around 25 talented employees.

The general area around the studio is by far one of the most unsafe areas in Dublin, both myself and other colleagues have witnessed drug deals during lunch hours, employees bikes being stolen, homeless fights and used needles near the vicinity of the building. Leaving work after 7pm is not advised as they are often crack heads right outside the building injecting or smoking elicit drugs. At one point me and a fellow employee left work at 10pm due to overtime to be met with a gang of 7-8 youths (often referred to as 'Nakkers' by the locals), You will get confronted often by the locals for money or as they would call it 'Euro for the bus'. There was a murder in the student accommodation nearby a literal 30 second walk away from the studio the news article can be easily found with a quick online search. Security is beyond terrible in and around the studio.

Employees are often tasked with project pitches (a job intended for a creative director) but since BS has none it is given to Designers/Programmers to work on, when pitches fall through or the client decides to go with an alternative company the employees are scolded for failing, even do it is not in there job description.

The current management is like a magician only appearing to ask their employees for overtime to meet a project deadline or to give away the yearly Christmas bonus which is a box of chocolates that get smaller every year.

Despicaple and Wholly Dishonest Corporate Shell said:
Pros

3 personal days have been added in attempt to lift moral off the seafloor of the mariana trench.

Cons

Just a note: a lot of the reviews lately are written by interns/juniors who have been specifically asked by management to write them. This removes some of the anonymity from the reviews as if they were to write something negative it could be easily traced back to them. This is a hugely dishonest attempt at improving their score. I've reported multiple suspicious reviews and suggest other employees do the same as 4/5 star reviews well and truly does not accurately represent working life at Black Shamrock.

Pay reviews are annual at the same time of the year for everyone in January, but that doesn't stop them going into the 3rd month of the year without having applied any of the salary increases yet. Management has said that it is "out of their hands" and even if that isn't just an excuse you should be extremely wary of coming to work for a company that has its salaries and benefits determined by a soulless parent corporation.

Not too long ago we had a 5 hour meeting called the "town hall". It was one of many uninformative speeches and meetings held by Virtuos that did little more than explain the benefits that the board members would be getting that year and not the employees.

When a retrospective on our sister companies was done the Head of the Games department at Virtuos referred to them as a studio where they have things developed cheaply by paying inexperienced developers a low wage. With the huge volume of juniors and interns (who earn 550/month which is honestly disgracefully greedy) this is clearly how Virtuos views this studio too. A studio that they can extort and pay peanuts to to pray on people's passion.

If you are passionate about game development and want to keep that passion DO NOT come to work here.

Advice to Management

Stop with the fake/influenced reviews, they are pathetic.

Stop talking about all the things you'd like to improve and actually improve them. "We're working on improving career opportunities" does not magically give me information about where I'm going in my role in the future.

Get senior representation.

Pay your staff.

Stop encouraging/letting people do overtime for free. Everyone should be working 40 hour weeks, and a 38 hour week on a beer and pizza week whether there is a delivery to be met or not.

Get some real benefits.

Quit.

Impressively Inept said:
Pros

None at all. Avoid at all costs.

Cons

Management are terrified of any sort of confrontation, to the point where they have people employed doing pretty much nothing, and won't take action for them not doing their job.

They are staffed almost entirely by unpaid interns.

They are now an outsourcing only studio.

:what: Mongoose isn't exactly big league, but why would they license out their setting to such a shovelware studio?
 

baud

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Glassdoor reviews posted within this year:

:what: Mongoose isn't exactly big league, but why would they license out their setting to such a shovelware studio?

Perhaps it was Black Shamrock who contacted them? And Mongoose didn't vet them properly
 

Roguey

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Well it was licensed to Cyanide not Black Shamrock.
https://rpgcodex.net/forums/threads...sed-on-the-tabletop-game.120722/#post-5523574 Ha, your own post:M

It's being developed by Dublin-based Black Shamrock Studios for Paris-based Cyanide Studio. One of the conditions of the license was that the developers work with a writer Eric Goldberg and I approved who understood Paranoia; luckily, Gareth Hanrahan who has done excellent Paranoia work and contributed meaningfully to all three Mongoose editions of the tabletop game, was into it. It helps that he's also in Ireland, so getting to the Black Shamrock offices is pretty easy for him.

I spent a week in Dublin a few months ago, sitting with the dev team and helping them to 'get' Paranoia and think about how to turn it into a PC game; I've been encouraging them to -not- be slavishly adherent to the tabletop experience, and instead to focus on why Paranoia was unique in tabletop RPGs: It turned many conventions of the form on their head. Cooperate with the other PCs? No, backstab them. The GM is a neutral arbiter? No, the GM is the embodiment of a totalitarian tyranny. Adventures should be fair and balanced? No, adventures should be hose jobs.

Similarly, I encouraged them to think about how to turn the conventions of the CRPG upside down. Like: You can trust that fulfilling your mission objectives is actually what you need to do. Subordinate characters on the team will do what you tell them to. Your equipment actually does what the info dialog says it does. And so on.

It's early days, and there's many a slip twixt cup and gold master, but I'm encouraged by the builds I've seen.

I'm not saying he's =sole= writer, but he's involved, and we felt it very necessary to have a writer who gets Paranoia involved. He also has not been involved in an interactive project before, which is a problem, but also an opportunity to learn. And I hope and trust that between the Black Shamrock Team, who -do- get CRPGs, and Gareth, who does get Paranoia, that they'll find a way to make it work.

Clearly they did not!
 

LESS T_T

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I mean, the license itself was given to Cyanide. From the Steam page:

Paranoia® & Copyright © 1984, 2016, 2019 by Eric Goldberg & Greg Costikyan. All Rights Reserved. Cyanide S.A., Authorized User

Who knows if they were aware of Black Shamrock or outsourcing when the deal was signed. (Or maybe there actually were developers who do get CRPGs, before they quit months later :eek:)
 

baud

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Where to buy it?
it's been pulled from the Epic store by the publisher or the developper, going by an article on PCgamer:

I reached out to developers Black Shamrock and Cyanide Studio, and publisher Big Ben Interactive/Nacon, but received no reply. A representative of Epic Games did respond, directing me back to the publisher, who again did not reply. Neither did two of the original tabletop game's creators, although Mongoose Publishing, who print its current edition, did confirm that, "We were not involved in the decision to pull Happiness is Mandatory, and the license is currently available to interested parties."
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
lol games media. I sent PC Gamer a tip about this after Sammy's post last month asking them to look into it. Their guy replied to me but they never published anything.

Oh, better late than never: https://www.pcgamer.com/whatever-happened-to-paranoia/

Whatever happened to Paranoia?
The game that vanished from sale, I mean. The feeling is alive and well.

In December of 2019, Paranoia: Happiness is Mandatory, a sci-fi RPG set in an isolated dystopian city called Alpha Complex, came out on the Epic Games Store. Within two months it had been delisted, removed from sale with no explanation from the developer or publisher, and calls for comment received no reply. A Steam page remained up, promising that it would arrive there after its year of Epic exclusivity. It did not. Over a year later, there's still no explanation.

You're forgiven for not knowing any of this. Paranoia: Happiness is Mandatory, did not exactly set the world on fire. It was a very old-fashioned isometric CRPG, which is another way of saying "an RPG where the combat kind of sucks." So yes, its realtime-with-pause shootouts were messy, but that's no more of a surprise to anyone familiar with this kind of game than it would be if I told you the hacking minigame was fiddly and annoying. By the way, the hacking minigame was fiddly and annoying.

Paranoia was based on a tabletop RPG released in the apt year 1984. Players were citizens of Alpha Complex, ruled over by a dictatorial AI called Friend Computer who believed traitors, mutants, and secret societies were everywhere. It took George Orwell's nightmarish vision of the future and said, "That's cool, but what if it was a comedy?" Imagine one of those Monty Python sketches where a bureaucrat slowly drives someone mad with arcane rules, with a slapstick intermission that's basically the Three Stooges with lasers.

Paranoia became a cult classic, infamous for the way it encouraged players to distrust and betray each other. There really were traitors everywhere, and the player-characters were them, randomly assigned mutations like pyrokinesis and membership in secret societies like the First Church of Christ Computer-Programmer. Players had free license to turn on each other in a way that would derail most other RPGs, but was largely free of consequence since everybody had six clones to replace them mid-mission. Death was more an inconvenience than anything.

The videogame adaptation wasn't without its redeeming features. As a troubleshooter, you were an agent of Friend Computer charged with exterminating traitors and other threats to Alpha Complex while grappling with the fact that even admitting there are threats to Alpha Complex is considered traitorous. A treason meter constantly tracked how suspicious you were, rising if you accidentally blew up something you shouldn't have with a wayward Rocket Enhanced Negotiation Device, or simply walked over one of the color-coded lines on the floor that designated areas above your clearance level.

It's the only RPG that's ever encouraged me to roleplay someone who didn't ask the kinds of silly questions that make sense for a player, but not for real people living in that fictional setting. You don't want to pester people for details you should already know, because it's safer to be ignorant.

Apart from Friend Computer, most of the NPCs weren't voiced, which freed it up to contain the kind of long, meandering dialogue more common in older RPGs. A simple broken door blocking your progress led to multiple, lengthy conversations with bureaucrats, finding and filling out all of the forms necessary to get the repair work done before discovering that the final bit of paperwork was in a different room—a room on the other side of the broken door.

Every mission began with a trip to R&D to be assigned some experimental equipment for testing, like a new flavor of the Bouncy Bubble Beverage all citizens are required to drink that has unexpected side effects, or a Rocket Enhanced Negotiation Device. You'd be briefed like James Bond receiving equipment from Q, only all the explanations were in doublespeak. "When you're ready to present your terms, you just pull the Negotiation Ignition Switch."

Sure, it didn't live up to the tabletop game that inspired it. Happiness is Mandatory was a singleplayer game, while the original was about a group of friends pretending to be color-coded workers completing their tasks while some of them are secretly up to no good, eventually turning on each other in a storm of suspicion. Recreating that experience would require a quite different kind of game, and that's not what Happiness is Mandatory was trying to be.

It was an old-fashioned CRPG about clicking through conversations and watching little characters trek back and forth across multiple screens while completing fetch quests, the kind of thing we expected from the genre before games like Disco Elysium and Divinity: Original Sin 2 came along and raised our standards. Six or seven years ago it would have been modestly well-received with the expectation a sequel would come along and fix its worst flaws.

I don't think Happiness is Mandatory was removed from sale for being a bit dated and underwhelming, or for flaws like not letting you select party members by simply clicking on them once. It's not great, but it's no Afro Samurai 2. It's possible there's a situation like the legal dispute between Frogwares and Nacon that saw The Sinking City removed from various storefronts (though that game remains available on Origin and Gamesplanet), but even now nobody will say.

I reached out to developers Black Shamrock and Cyanide Studio, and publisher Big Ben Interactive/Nacon, but received no reply. A representative of Epic Games did respond, directing me back to the publisher, who again did not reply. Neither did two of the original tabletop game's creators, although Mongoose Publishing, who print its current edition, did confirm that, "We were not involved in the decision to pull Happiness is Mandatory, and the license is currently available to interested parties."

It's a shame, but at the same time it's oddly fitting that a game about being given bureaucratic runarounds has been swallowed up by one, that a game so explicitly Orwellian has been rendered into an ungame, brainscrubbed, forced to report to the termination booth, and ultimately [REDACTED].
 

Ol' Willy

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It took George Orwell's nightmarish vision of the future and said, "That's cool, but what if it was a comedy?" Imagine one of those Monty Python sketches where a bureaucrat slowly drives someone mad with arcane rules, with a slapstick intermission that's basically the Three Stooges with lasers.
One day they will find a reviewer who saw Brazil and can make the connection
 

lightbane

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In before the CCP didn't like being represented as an evil computer and made the game be "unpersoned".
 

Nutria

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Strap Yourselves In
I want to live in this parallel universe where in Disco Elysium you don't have to spend hours going around searching for more fetch quests to get the XP to beat that one skill check that blocks you out of ending the game.
 

Saduj

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If Satan were to mold Decline into the shape of a tard, the result would be the author of that PC Gamer article.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Apart from Friend Computer, most of the NPCs weren't voiced, which freed it up to contain the kind of long, meandering dialogue more common in older RPGs. A simple broken door blocking your progress led to multiple, lengthy conversations with bureaucrats, finding and filling out all of the forms necessary to get the repair work done before discovering that the final bit of paperwork was in a different room—a room on the other side of the broken door.
This feels very paranoia. An incredibly simple, yet impossible task.
 

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