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Crowd-funding has helped though. Getting away from publishers means that the decisions are made by the people who know how to make games, rather than being managed as a financial investment.
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Crowd-funding has helped though. Getting away from publishers means that the decisions are made by the people who know how to make games, rather than being managed as a financial investment.
LOOK THERE ARE EXCEPTIONS OKCrowd-funding has helped though. Getting away from publishers means that the decisions are made by the people who know how to make games, rather than being managed as a financial investment.![]()
You clearly are disrespectful to me. Thus proving my point right.I wish you are dead. That really hurt you? Really?
You. Fucking. CUCK! Go to your safespace and die there of starvation, you millenial, SJW, professional offense taking shiteater.
You clearly are disrespectful to me. Thus proving my point right.I wish you are dead. That really hurt you? Really?
You. Fucking. CUCK! Go to your safespace and die there of starvation, you millenial, SJW, professional offense taking shiteater.
I don't "seriously think", I'm just giving into my trust issues and questioning everything. Which admittedly is pointless, because from a reasonable standpoint, all of this is hearsay and I shouldn't be making conclusions unless hard evidence is shown and evaluated, which will only happen in court.
ANYWAYS, while your evidence is valid, there are also other "facts" that make me question things:
5) Obsidian did not simply work on Aliens at the same time as Alpha Brotocol. They were also working on New Vegas during that time. New Vegas was released in 2010. So did AP.
6) In 2010, Obsidian was planning to also start working on a Wheel of Time game. In February 2010, that is. Alpha Protocol was released in June 2010. New Vegas was released in October 2010.
6a) That actually makes me question if buggy Obsidian games was due to the QA team or do to too many projects and too little time.
Obsidian showed a fully featured demo of Alpha Protocol in early 2008 which looked a lot like the final game.
https://www.gameinformer.com/b/features/archive/2010/03/08/news-interview-chris-parker-alpha-protocol-delays-and-similarity-to-mass-effect.aspx said:A document leaked from Sega contained criticism that Alpha Protocol felt like it didn’t have enough RPG elements. Does the team have any plans for tweaking the RPG elements between now and spring? Or do you find the concern inaccurate?
It should be noted that the document being referred to contained criticisms on a demo that was quite old at the time - and that was some time ago. We refined our systems and the RPG feel a lot over the spring and summer of 2009, so when that came out both the Sega production group and Obsidian didn't feel the criticisms remained valid. The build they were from was just too different from what the game had grown into.
https://www.eurogamer.net/articles/2017-09-06-the-making-of-alpha-protocol-obsidians-secret-best-rpg said:Before the big meeting, there was parkour. "We did all these really specific parkour elements," Parker says. "I don't know how the player was supposed to know this - again, why this was cut - but there was a path where you can go around to shoot some guys, or, if you walk over to this crack in the wall and hit A, Mike would do this fancy spider-climb up through the middle of it, which did look super-cool. It was kind of neat but are we going to go through and make levels that are just filled with exceptions? The pay-off just really wasn't there."
Before the big meeting, there was environmental interaction. "You're running through this airplane graveyard and we've conveniently placed enemies underneath the props of these airplanes," Parker says, "and if you shot the middle of the props then the props would fall down and kill the enemies. It was like, 'Ohh this is great!'
"It wasn't great," he adds, "it was a lot of work and it didn't have a whole lot of pay-off. People found it just as much fun to get in a straight out firefight over figuring out where we game-designed-in some cool environmental interactions, so we scrapped that."
Before the big meeting, there were on-rails motorbike and yacht chase sequences - hence the motorbike in Alpha Protocol, and the yacht ("but there is no chase to get to the yacht - we spared you that part," MacLean says).
"We were always going to have chase sequences," Parker says, "that was how the parachute [in the scrapped demo sequence] came to be. When we refactored the game we just said, again, 'that seems like a whole lot of work for not a lot of pay-off' and outside of the core of what we wanted to do."
Before the meeting there was also another major female character called Uli Booi. So much work was done on her that her picture hangs alongside the other notable Alpha Protocol characters on the wall in front of me (pictured above)
By the time the big meeting was over, Obsidian had a solid vision for Alpha Protocol at last - a kind of Jason Bourne adventure with baddies as zany as in Kill Bill, Chris Avellone would later say. The game would take longer to make and cost more money than originally budgeted but Sega's confidence was restored, and so was the team's. "The direction we were going wasn't something everyone was completely happy with so changing that around ... it really revitalised a lot of the team," says Tyson Christensen, lead level designer on the game.
What lay ahead was simply months of hard work. And, inevitably, as push came to shove, there were sacrifices. Good artificial intelligence was one of them. "One of the big complaints after the game came out was the AI was not good enough and too stupid, and that was a factor of time," Parker says.
"We put together a really cool AI system but it sucked up too much performance and it was eating frames from the game and we had to get performance up. We wound up making our guys stupider late in development because there wasn't a good way to go back and change it at that point. If we could have gone back in time we could have come up with a better overall system but it was too late to do that."
https://www.gamesindustry.biz/articles/2016-07-18-obsidian-entertainment-survival-success-and-independence said:Q: For me, you were doing really interesting work in that period, on Fallout: New Vegas and Alpha Protocol in particular. Nevertheless, and I'm sure you're aware of this, Obsidian ended up with a reputation for bugs and technical issues. Is that a necessary consequence of towing the line, and working to imposed budgets and time-scales? These aren't simple games you're making.
FU: So, with Alpha Protocol, the challenge was that we weren't even totally sure what we wanted to make until, like, way into the game - and that's bad. You can do that with your own money; when you're doing that with someone else's money they're just getting mad, they're getting mad at you more and more and more. The story's bigger than that, but I think I'd go back to what I was just saying: you've gotta cut it early. For that reason, as a developer, you have to take it on yourself to prove your ideas quickly. You need to show yourself that you can make the game, that you understand the game.
It's too easy to not be critical. To not say, 'Okay, that all sounds wonderful, but what's the plan? Like, really, what is the plan?' That's where we've made big mistakes in the past: not holding to our plans. That doesn't sound like sexy development, right? But if we haven't proven it, let's know that now. Let's look at it and go, 'Oh, it's like an ugly little child. That's not good. So what do we do with it?' And it's too easy at that point to add just a little bit more here, and it'll be good, and everything will be fine. No. 'Should we cut it?'
I think publishers should kill way more games way earlier, but if we do that ourselves it makes us more reasonable about what we can actually accomplish early on. We weren't doing that, and that put pressure on our publishers.
Q: Isn't that the publisher's call anyway? You say more games should be killed earlier, but surely Obsidian wouldn't decide that.
FU: No, it wouldn't be my call, but we always should look at the fact of, 'Would we kill this game?' It's nice if the publisher keeps on paying us for another year, but if we would kill it then it really should be killed. So back up from that: what are we doing today to make sure we can do what we want and have the game not be killed? We're now doing that on day 2, and not day 430.
That's what we did too much of before. We just kept on going, sweeping this and that problem under the rug - sweep, sweep, sweep, it's all fine. And you get to a point and it's screwed.
http://indiannoob.in/ashes-and-diamonds-an-obsidian-entertainment-story-part-i/ said:The game titled Alpha Protocol did not have a smooth development cycle. Lack of knowledge of unreal engine, clashing design vision between the publisher and the developer, numerous delays and identity crisis plagued Alpha Protocol. Sega wanted a realistic rpg experience while Obsidian favored a more Tarantino vibe.
https://alchetron.com/Alpha-Protocol said:Initial story drafts for Alpha Protocol were done by Mitsoda. He decided which locations would appear in the game and also created all of the story characters, along with Carlson. However, the narrative in the released game was primarily written by Avellone, who took over the main creative role on the project two years after development began. This resulted in a substantial rewriting and repurposing of the plot; namely, player choice was given more importance, intertwining of gameplay and reactivity became a forefront design philosophy, and the core and motivations of several narrative threads were changed. The new narrative team, which consisted of Avellone, Travis Stout, and Matt MacLean, wrote new dialogue for the characters previously created by Mitsoda and Carlson, and wrote a new story and script using the locations previously determined by Mitsoda. Each writer was given a set amount of work; MacLean wrote the majority of the in-game emails, and Stout was the lead writer for the Taipei hub, writing for characters such as Steven Heck, Omen Deng, and Hong Shi. Stout was also responsible for writing several secondary characters in the Rome hub, while Avellone designed most other characters.
Sega was supportive of the team's rewriting of the plot, sending over quality assurance and cohesion strike teams to make sure there were no issues with the in-game reactivity or with plot holes, but they didn't have much involvement in regards to the narrative itself, with the publisher mainly focusing on the game and combat design. However, Urquhart said that one of the reasons for the game's development problems was due to indecision on Sega's part, particularly in regards to budgeting; he gave an example of one long segment of the game that cost around 500 thousand dollars to produce, which was eventually cut because Sega thought it wasn't a good fit for the game.
Unfortunately it could still be Obsidian's Action RPG Mass Effect/Skyrim with a better character creator and story as well. Time will tell.
I have no respect for SJWs, so it is in no way adding to your hurt.You clearly are disrespectful to me. Thus proving my point right.I wish you are dead. That really hurt you? Really?
You. Fucking. CUCK! Go to your safespace and die there of starvation, you millenial, SJW, professional offense taking shiteater.
How the fuck did you end up with the conclusion that Jacob is a fucking sjw???? Your standard for SJW seems to be getting pretty low mate.I have no respect for SJWs, so it is in no way adding to your hurt.You clearly are disrespectful to me. Thus proving my point right.I wish you are dead. That really hurt you? Really?
You. Fucking. CUCK! Go to your safespace and die there of starvation, you millenial, SJW, professional offense taking shiteater.
However, since if only wishing you dead is enough to hurt you, my spew about you being the lowest form of life that is possible to exist coupled with a few other things should have made you spontaneously combust, dissolve in acid, die of acute cyanide poisoning and be bitten by a million blue ring octopii. As you are still posting, it is proof that your claim of hurt is as fake as your offense taking. Which is, of course, typical of the SJW ilk.
If it takes offense like one, it can run, but it can't hide. Seriously, he equates wishing someone dead as being the same as stabbing him to death. That doesn't scream SJW offense taking to you?How the fuck did you end up with the conclusion that Jacob is a fucking sjw???? Your standard for SJW seems to be getting pretty low mate.I have no respect for SJWs, so it is in no way adding to your hurt.You clearly are disrespectful to me. Thus proving my point right.I wish you are dead. That really hurt you? Really?
You. Fucking. CUCK! Go to your safespace and die there of starvation, you millenial, SJW, professional offense taking shiteater.
However, since if only wishing you dead is enough to hurt you, my spew about you being the lowest form of life that is possible to exist coupled with a few other things should have made you spontaneously combust, dissolve in acid, die of acute cyanide poisoning and be bitten by a million blue ring octopii. As you are still posting, it is proof that your claim of hurt is as fake as your offense taking. Which is, of course, typical of the SJW ilk.
Hmmm not really,he said that it is a shitty thing to do and morally bad. To me it sounds more like a religious guy with high moral standards than anything from the left. SJW would have wanted you dead also and tried to get you kicked off work. Here on the codex we have very few degenerate real SJWs. Even some of them are really turning to the center.If it takes offense like one, it can run, but it can't hide. Seriously, he equates wishing someone dead as being the same as stabbing him to death. That doesn't scream SJW offense taking to you?How the fuck did you end up with the conclusion that Jacob is a fucking sjw???? Your standard for SJW seems to be getting pretty low mate.I have no respect for SJWs, so it is in no way adding to your hurt.You clearly are disrespectful to me. Thus proving my point right.I wish you are dead. That really hurt you? Really?
You. Fucking. CUCK! Go to your safespace and die there of starvation, you millenial, SJW, professional offense taking shiteater.
However, since if only wishing you dead is enough to hurt you, my spew about you being the lowest form of life that is possible to exist coupled with a few other things should have made you spontaneously combust, dissolve in acid, die of acute cyanide poisoning and be bitten by a million blue ring octopii. As you are still posting, it is proof that your claim of hurt is as fake as your offense taking. Which is, of course, typical of the SJW ilk.
Actually, he did:Hmmm not really,he said that it is a shitty thing to do and morally bad. To me it sounds more like a religious guy with high moral standards than anything from the left. SJW would have wanted you dead also and tried to get you kicked off work. Here on the codex we have very few degenerate real SJWs. Even some of them are really turning to the center.If it takes offense like one, it can run, but it can't hide. Seriously, he equates wishing someone dead as being the same as stabbing him to death. That doesn't scream SJW offense taking to you?How the fuck did you end up with the conclusion that Jacob is a fucking sjw???? Your standard for SJW seems to be getting pretty low mate.I have no respect for SJWs, so it is in no way adding to your hurt.You clearly are disrespectful to me. Thus proving my point right.I wish you are dead. That really hurt you? Really?
You. Fucking. CUCK! Go to your safespace and die there of starvation, you millenial, SJW, professional offense taking shiteater.
However, since if only wishing you dead is enough to hurt you, my spew about you being the lowest form of life that is possible to exist coupled with a few other things should have made you spontaneously combust, dissolve in acid, die of acute cyanide poisoning and be bitten by a million blue ring octopii. As you are still posting, it is proof that your claim of hurt is as fake as your offense taking. Which is, of course, typical of the SJW ilk.
The differences is logistical, not moral, though. People who actively pursue such outcome simply have the time and resource to do that.There is a difference between wishing and hoping, and actually actively pursuing such an outcome.You know who else wishes that people affiliated with things they don't like lose their job and live a miserable life?
SJWs.
Guess which one describes SJWs.
If it takes offense like one, it can run, but it can't hide. Seriously, he equates wishing someone dead as being the same as stabbing him to death. That doesn't scream SJW offense taking to you?How the fuck did you end up with the conclusion that Jacob is a fucking sjw???? Your standard for SJW seems to be getting pretty low mate.I have no respect for SJWs, so it is in no way adding to your hurt.You clearly are disrespectful to me. Thus proving my point right.I wish you are dead. That really hurt you? Really?
You. Fucking. CUCK! Go to your safespace and die there of starvation, you millenial, SJW, professional offense taking shiteater.
However, since if only wishing you dead is enough to hurt you, my spew about you being the lowest form of life that is possible to exist coupled with a few other things should have made you spontaneously combust, dissolve in acid, die of acute cyanide poisoning and be bitten by a million blue ring octopii. As you are still posting, it is proof that your claim of hurt is as fake as your offense taking. Which is, of course, typical of the SJW ilk.
That must be very low effort list then. I do remember at least 2-3 people that got really butthurt like the blue dog guy,there was a idiot that was spouting that he have 170 iq and god some shitty tag and went mental,there was an idiot that decided to insult Thief games in a Thief fan thread,got ravaged by JarlFrank .Cael easily takes the number 1 spot on my upcoming Top 10 Butthurt Codexers post.
Q: What do y'all think? How should this be settled?
What do y'all think? How should this be settled?