FreshCorpse
Arbiter
- Joined
- Aug 23, 2016
- Messages
- 781
Instead of talking into a camera he should write blog posts. Only aspie NEETs have the time/inclination to watch 10-20 minutes of vlog a day.
Not happening because he's been told he comes across as mean in text.Instead of talking into a camera he should write blog posts. Only aspie NEETs have the time/inclination to watch 10-20 minutes of vlog a day.
DLC budgets are typically low enough that it's easy money. One would have to screw up big time to make a DLC that isn't profitable.Does DLC even sell that well? It seems mostly a cope unless you've built a massive paypig operation around a big franchise that can support it, but I'll let you correct me.
I talk about my lost decade, from 1993 to 2003, where I worked so much that I barely was home and knew almost nothing going on outside of work. Consider this a cautionary tale of work-life imbalance.
That's a sacrifice we are willing to make.The price of your hobby, Codex!
"I know also," said Candide, "that we must cultivate our garden."
"You are right," said Pangloss, "for when man was first placed in the Garden of Eden, he was put there ut operaretur eum, that he might cultivate it; which shows that man was not born to be idle."
"Let us work," said Martin, "without disputing; it is the only way to render life tolerable."
The whole little society entered into this laudable design, according to their different abilities. Their little plot of land produced plentiful crops. Cunegonde was, indeed, very ugly, but she became an excellent pastry cook; Paquette worked at embroidery; the old woman looked after the linen. They were all, not excepting Friar Giroflée, of some service or other; for he made a good joiner, and became a very honest man.
Pangloss sometimes said to Candide:
"There is a concatenation of events in this best of all possible worlds: for if you had not been kicked out of a magnificent castle for love of Miss Cunegonde: if you had not been put into the Inquisition: if you had not walked over America: if you had not stabbed the Baron: if you had not lost all your sheep from the fine country of El Dorado: you would not be here eating preserved citrons and pistachio-nuts."
"All that is very well," answered Candide, "but let us cultivate our garden."
I went to GDC in March of 2005, while the game was in the distribution process, and I gave a talk about the narrative structure of the game. Of course, I also got to hang out with Dave under far less stressful circumstances. Over dinner one night, we got to talking about the time he'd last been in Montreal. During that discussion, I kept correcting him about what we'd done the last time he was in Montreal, but we kept disagreeing about the details and the timing. Over the course of the meal, we realized that I actually had no memory of his trip to Montreal six months previously, and that I was recalling a previous visit he'd made about a year or so before that. Dave had spent a week living in my house. I had curtailed my work week down from 70-80 hours to a normal 40 in order to spend time with him. We had eaten great meals, gone to great bars, seen movies, played games, and talked about our careers and the industry and our pasts and our futures, and all of it was simply fucking gone. I could not remember any of it.
To be clear - I do not mean I didn't remember what we did or what we talked about. I mean that I literally had no memory of the events. To me it was like it never happened. It was like he never visited. There was just an empty space in my brain that had been overwritten by the stress and anxiety of Splinter Cell. Splinter Cell: Chaos Theory gave me brain damage.
Once we realized that the incongruities in our conversation were the result of a legitimate failing of my memory, Dave helped me trying to find a handle. We talked about it over dinner, and then on and off over time. I spoke with my wife about it (she, of course, had full recollection), and eventually, I was able to pin a few minor pieces of my memories to the cork board of my brain and piece together a kind of past.
Over time, I was able to slowly reconstruct some significant part of that lost week. I remember a few meals and a few conversations in a few bars. I remember my friend being in my house. I remember us drinking coffee together and smoking cigarettes.
Writing it all down, now, I have to confess I have mixed feelings about it. I am really, truly proud of what we accomplished with Splinter Cell: Chaos Theory. It stands the test of time as one of the best games ever made. At the same time, the personal cost for making it was real and serious. It's not about forgotten beers in some bar on St Laurent. It's about brain damage and the loss of life. To this day, I am still not sure what the right equation is there. I'm still not sure if it was worth it. I'm still not sure if I would do it again if I had the chance.
I would count that as a blessing...I mean, he DID miss all of Britney Spears' music videos as they were coming out.
The latest video has more fag talk.So, is his channel any good? The faggot video made me ignore the channel completely.
Big dollars? No. I made less during that decade than in the two decades afterward. I had bought a house because I got a raise and used all of that money (since I never did anything but go to work) to buy a home during a slump in the market, and I had to refinance my house in the middle of that Lost Decade because I couldn't even afford that mortgage. The two other Troika owners and I made far less than our employees for the first two years, and the same amount after that. I remember a young man at PAX in the early 2010's who asked me about Fallout and "all the royalties I made from it". He assumed I was set for life, and when I told him it was work-for-hire like most games in the business, he was shocked. I think he said "why bother?".
Why bother, indeed.
Modern game devs crow about "work/life balance" because they're not passionate because they feel no sense of ownership over the product. If it's a corporate product that hundreds of people are working on, nobody is going to voluntarily work overtime to make it as good as possible.
I talk about the ubiquitous sense of insecurity that a lot of game developers have, that feeling called "imposter syndrome".