HobGoblin42
Self-Ejected
This thread, man, I'm on page seven, it's great stuff, please pin this down.
yeah, this thread has more topics than postings.
This thread, man, I'm on page seven, it's great stuff, please pin this down.
I imagine it's hard to get passionate about working on ~parts~ of other peoples' projects. Obsidian's future involves a lot of pure work-for-hire drudgery.That's very arguable. Dungeon Siege III is as low as they've gotten (as much as I've enjoyed it) as that was really just contract work to survive after the BGIII cancellation and wasn't done because people were overly excited about making a Dungeon Siege title. In South Park's (especially) and the MMO's case we at least know that Obs has/had lots of fans.
"At SK, publishers are viewed with an extremely adversarial perception," a former employee said. "Instead of a symbiotic relationship, it was essentially parasitic. The less Activision knew about the goings-on at SK, the easier it was for Denis to spin his web of warped reality with them.
Another source expands on what they saw as "SK management's fundamental belief of how the industry works." This belief revolves around the principle of "getting the initial contract signed for a fairly low amount. They want to get the contractual and financial hooks into the publisher. This is accomplished by promising massive worlds, epic player-controlled stories, and an overall ‘fantastical' experience. They leverage this by talking about Eternal Darkness endlessly." The GameCube game's critical acclaim and respectable sales fostered trust and faith among publishers, the source said. This approach had has earned SK projects at least three times: with Sega, Microsoft, and Activision.
Once a publisher signed the main contract, SK delivered assets for "months and months," according to several sources. "Characters, rooms, FX, concepts. This gives [the publisher] the impression that progress on the game is occurring when, really, they were just getting a totally unorganized mess of assets. Eventually, questions were raised about the actual overall game, and when things would start to come together into something resembling a gaming experience." Another source tells me that "the technical challenges of trying to create and play any asset with the SK engine was impossible enough, especially with ever-changing direction from Denis. Often, documents and concepts were the only thing we could consistently deliver [to the publisher]."
At this point, the heavy stalling and major excuses from SK management would begin, former employees say. "Feedback to the publisher was delayed; often, this was a two-month feedback loop with mostly ignored comments or vague promises to look at something. These issues were then totally dropped by SK."
Next, according to sources, comes the request from SK that it requires additional time to complete the project. "We aren't talking a couple of months of full production here," the same source says. "We are talking six to 12 months; almost always 12 months. This basically blows out the budget for the game by an additional 35 percent or so. You can imagine the reaction this got from the financial guys doing projections over at Activision."
Yo, Anthony Davis
Here's an example of an EVIL DEVELOPER screwing over a hardworking publisher: http://kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny (Skyway and raw just jizzed in their pants)
"At SK, publishers are viewed with an extremely adversarial perception," a former employee said. "Instead of a symbiotic relationship, it was essentially parasitic. The less Activision knew about the goings-on at SK, the easier it was for Denis to spin his web of warped reality with them.
Another source expands on what they saw as "SK management's fundamental belief of how the industry works." This belief revolves around the principle of "getting the initial contract signed for a fairly low amount. They want to get the contractual and financial hooks into the publisher. This is accomplished by promising massive worlds, epic player-controlled stories, and an overall ‘fantastical' experience. They leverage this by talking about Eternal Darkness endlessly." The GameCube game's critical acclaim and respectable sales fostered trust and faith among publishers, the source said. This approach had has earned SK projects at least three times: with Sega, Microsoft, and Activision.
Once a publisher signed the main contract, SK delivered assets for "months and months," according to several sources. "Characters, rooms, FX, concepts. This gives [the publisher] the impression that progress on the game is occurring when, really, they were just getting a totally unorganized mess of assets. Eventually, questions were raised about the actual overall game, and when things would start to come together into something resembling a gaming experience." Another source tells me that "the technical challenges of trying to create and play any asset with the SK engine was impossible enough, especially with ever-changing direction from Denis. Often, documents and concepts were the only thing we could consistently deliver [to the publisher]."
At this point, the heavy stalling and major excuses from SK management would begin, former employees say. "Feedback to the publisher was delayed; often, this was a two-month feedback loop with mostly ignored comments or vague promises to look at something. These issues were then totally dropped by SK."
Next, according to sources, comes the request from SK that it requires additional time to complete the project. "We aren't talking a couple of months of full production here," the same source says. "We are talking six to 12 months; almost always 12 months. This basically blows out the budget for the game by an additional 35 percent or so. You can imagine the reaction this got from the financial guys doing projections over at Activision."
Obviously this is an extreme case, but how common would you say such things are?
I imagine it's hard to get passionate about working on ~parts~ of other peoples' projects. Obsidian's future involves a lot of pure work-for-hire drudgery.That's very arguable. Dungeon Siege III is as low as they've gotten (as much as I've enjoyed it) as that was really just contract work to survive after the BGIII cancellation and wasn't done because people were overly excited about making a Dungeon Siege title. In South Park's (especially) and the MMO's case we at least know that Obs has/had lots of fans.
What you're saying there is true for any publisher-backed project of a developer of Obsidian's size, it doesn't really apply specifically to slam dunk sequels (MetaCritic clauses are as common as they are fucking retarded). Since back in the Interplay days Feargus & co have delivered on really modest budgets and timeframes for these "slam dunk-style" sequels, and I believe he has a pretty good reputation for them built up by now, which is part of what's kept Obsidian in business. I don't know if Bethesda would've gone for New Vegas without Fallout 2 to KotOR II. I can't speak as to Obsidian's internal thoughts on this but I'd think they'd consider such projects successes even if the contracts are not, but crummy contracts are par for the course.Yeah, but take as an example FNV: good game taking into account the engine, a lot of sells, great profits ... that end all in Bethesda's pockets due to some Metacritics popamole clausule. It's like a drunken ubernegro smashing with the fury of an angry god his own basket: great perfomance, bad results, a slam drunk.It is funny, but as far as I know his slam dunk sequels have generally been success stories (depending on your perspective, I suppose), there's a reason his company keeps getting asked to do them.Now it's a codexian meme. I find it hilarious in Feargus' generally unsuccesful tries of making a quick profit context.
Is this a real question? I mean there's been like what 2 years of bitching about how Obsidian got screwed out of their bonus.Did Obsidian get a percentage on the sales of NV?
Is this a real question? I mean there's been like what 2 years of bitching about how Obsidian got screwed out of their bonus.Did Obsidian get a percentage on the sales of NV?
Well no, Obsidian gets no royalties.So a small percentage of sales and a bonus can't coexist in the same contract?
I don't know, that's why I'm asking.
They still ended up damaging that relationship with Avellone blurting out that thing about the bonuses and having to delete the tweet, and with several game journalists running with Josh Sawyer's explanation of why New Vegas eventually sputters out on the PS3 and applying that to Skyrim's similar issue.Also, FONV was a huge success for Obsidian even if they didn't take the lion's share of the profits. They built a relationship with a very strong developer/publisher in Bethesda, and other people took notice of FONV because it was a great game, despite not being everything the codex wanted.
several game journalists running with Josh Sawyer's explanation of why New Vegas eventually sputters out on the PS3 and applying that to Skyrim's similar issue.
Also, sorry I haven't posted as much these past two days, been enjoying my time off from work. Beat Dark Arisen and have been reading some David Weber.
Also, sorry I haven't posted as much these past two days, been enjoying my time off from work. Beat Dark Arisen and have been reading some David Weber.
How important would you say are these meaningless and for the job irrelevant snippets of insight into your private life? Do they make you more authentic and believable in job interviews? I ask because this seems to be typical for experts (10+ years experience) to tweet that stuff.
Hey it's a thing that happened.
http://www.escapistmagazine.com/new...Vegas-Dev-weighs-in-on-Skyrims-PS3-Lag-Issues
http://www.ign.com/articles/2011/12/04/new-vegas-dev-sounds-off-on-skyrims-ps3-problems
http://www.eurogamer.net/articles/digitalfoundry-does-fallout-nv-lag-explain-skyrim-issues
http://www.1up.com/news/fallout-new-vegas-developer-explains-skyrim-lag
And the rebuttal
http://www.escapistmagazine.com/new...-New-Vegas-Dev-Is-Wrong-About-Skyrims-PS3-Lag
http://www.vg247.com/2011/12/07/bethesda-debunks-obsidian-devs-skyrim-ps3-lag-theory/
And of course http://www.formspring.me/JESawyer/q/339170939021326902
I wonder if they really expect us to believe these are two different engines, instead of Skyrim's being a slight update of Gamebryo.While Fallout: New Vegas used the aging Gamebryo engine, Skyrim uses Bethesda's new Creation Engine.
http://www.formspring.me/GZiets/q/460875653244282443
George Ziets said:This was news to me, but it’s not too surprising. I had the sense that engine development on Dungeon Siege 3 was a significant investment, and if that game had been made with something like Unity, we may have had more resources to devote to the game itself. (And the stretched resources on DS3 were a big part of the reason for its shortcomings.)So Onyx engine is dead ? Sad, I liked it very much in DS3..
What is interesting is Larian after using third party software, has chosen to spend considerable resources building their own engine. lol
arguably South Park + Russian MMO is as low as they've gotten, but I wouldn't mind an Obsidian that keeps going the way they have done, plus a side strand of Kickstarted P:E.