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Obsidian General Discussion Thread

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
We will see about that once Tyranny and PoE2 are out. Though obviously at least Tyranny misses the Kickstarter frenzy that go PoE shitloads of media coverage.
I still wonder why Paradox didn't put Tyranny on KS. There's no such thing as too much funding and the project would be an obvious slamdunk: heavily C&C-focused, made by Obsidian, the engine is ready and tested. $1m in pledges minimum and tons of extra publicity for free - so why not?

Maybe Obsidian don't want to spend their fans' money on Tyranny when it could go to a PoE2 Kickstarter instead. :M

Eh, might as well ask why every game doesn't use Kickstarter.
 

Fairfax

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We will see about that once Tyranny and PoE2 are out. Though obviously at least Tyranny misses the Kickstarter frenzy that go PoE shitloads of media coverage.
I still wonder why Paradox didn't put Tyranny on KS. There's no such thing as too much funding and the project would be an obvious slamdunk: heavily C&C-focused, made by Obsidian, the engine is ready and tested. $1m in pledges minimum and tons of extra publicity for free - so why not?
I don't think they would've been able to raise Tyranny's budget. Even PoE ran out of KS money, and Tyranny seems like it'll take more time to be released. It also wouldn't have the celebrities and the hype behind it.
Most importantly, this way Paradox gets to keep the IP and the profits, and Obsidian can Figstart PoE 2 if necessary.
 

Flou

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@AnthonyDavis

Linkedin still has their staff number above 200. Last time they had layoffs due to Stormlands it showed up quite fast in Linkedin. Their staff member count dropped significantly and fast. Now it seems that it's just gone up during this year.
 

Anthony Davis

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I know a lot of people from Obsidian. They actually just had a round of layoffs at the end of March, several people from Armored Warfare were let go, it was a bit shady how and why it was done though according to multiple sources.

@AnthonyDavis

Source: http://www.neogaf.com/forum/showpost.php?p=202048481&postcount=17

Anthony Davis

No, we haven't had any layoffs. The company is (knock on wood) in the best shape it's ever been in. We actually just hired about 10 people (mostly programmers).

The only thing I can think of, is that we trimmed some of our hourly QA employees, and certainly not that many as we still have about... 30(?) hourly QA employees in the company... maybe a bit less, maybe a bit more.
 
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Roguey

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Multiple sources = disgruntled QA lackeys who thought their deadend job would lead them to a design position
 

Roguey

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Josh should have used twitlonger; a defense of Sawyersidian

Josh said:
sea said:
Between boundless optimism untempered by reality, and a crushed spirit which attempts only the safest options, which is better? :P
no one operates at either of those extremes. ppl should use whatever knowledge & experience they have to push more. e.g. you could conceive of a crazy feature that seems difficult but your knowledge & experience suggests is possible. others can use their knowledge and experience to help achieve that thing that previously seemed out of reach. or you could say something like, "put this hp zbrush model directly in the game renderer." which you could be forgiven if you had no knowledge of computer hardware/renderers there is a difference between having your head in the clouds and having your head up your ass, the difficult and the nonsensical. before we have experience, we all need to push beyond our limits -- otherwise we won't know where those limits are. and that process can often produce unexpectedly great things. but understanding limits helps us create in different ways.

i'm not done complaining yet so uh... let's consider several artists. e.g. monet. the dude did not launch directly into impressionism. he had a traditional art education in his early life. experience with mentors and peers helped him develop the early stages of impressionism and he continued to develop and develop and develop over his long life. but impressionism was ultimately a reaction to traditional french salon art, a reaction. it was not born from nothingness, boundless imagination, but from his experiences (pos and neg) and collaboration. egon schiele began as a disciple of klimt, who already had his own distinct style. over time, schiele developed his own manner of expression picasso took a while to develop cubism. goya's work spans the gap between traditional masters and modern painters. experience helps us all.
 

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Enjoy the Revolution! Another revolution around the sun that is. 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
Does this story remind anybody of a certain other game that was cancelled by Microsoft around 2012? http://www.rpgcodex.net/forums/inde...studios-shuts-down.107398/page-2#post-4532945

Games as a service is a somewhat abstract term that seems to mean a game that is designed to be updated continually post release. It's probably free to play. Circa 2012, games as a service was all the rage: League of Legends, the biggest game in the world, is the quintessential game as a service.

According to three separate sources familiar with Lionhead's relationship with Microsoft in 2012, Xbox executives insisted the studio make a new Fable in the games as a service mould. A single-player focused role-playing game would not be allowed, Lionhead was told. "There's no way anybody's going to be making single-player boxed products any more," sources say Microsoft executives told Lionhead. "I want something that's games as a service."

"You make a service game or you get closed down," was how another source with knowledge of the conversations remembers them. "It was the new big push from Microsoft and I heard that all first party studios got a similar message, however some had more of a push back against it."

Microsoft declined Eurogamer's request for an interview for this feature.

Alongside this push for games as a service was Microsoft's long-running desire to make more money from the Fable franchise. Fable was profitable, Molyneux and Webley insist, but not as profitable as some of the other first-party franchises, such as Halo.

"That category is not the biggest category on the planet," Robbie Bach, who was the President of Entertainment & Devices Division at Microsoft before Don Mattrick came in, says. "It's not soccer. It's not American Football. It's not a first-person shooter sized category. So at a commercial level, I would say it was successful, but not wildly so."

"As a first-party title one of our big responsibilities was strategic, to make a unique, innovative experience that a third party couldn't risk making, which would make people want to buy an Xbox, and thus drive hardware sales," Simon Carter explains.

"However, we were also under pressure to be enormously profitable. To be clear, Fable 1, 2 and 3 were highly profitable, despite the somewhat protracted developments of Fable 1 and 2, but not being as profitable as one or two of Microsoft's other properties created a certain amount of tension."

It was in this context that a pitch for a Fable 4 game was rejected. John McCormack was the chief architect of the pitch. He wanted to switch to Unreal Engine 4 and move the series into the technological, industrial age, with tram cars and flying machines. "We wanted to hit the late Victorian proper far out Jules Verne shit," McCormack says.

In the first Fable, Bowerstone was a small town. In Fable 2 it was a big town. In Fable 3 it was a city. In McCormack's Fable 4, Bowerstone was London, vast and dense. Jack the Ripper would run the streets, a Balverine in disguise.

The game would lean heavily on British mythology. McCormack planned to take Dr Jekyll and Mr Hyde, give them a Fable twist and drop them in "this kind of weird fucked up London environment".

"And that was going to be Fable 4, and it would be darker and grittier. And because it was R-rated it would have the prostitutes and the humour. I was like, man, this is going to be fucking brilliant, and everybody was really into it."

Well, not everyone. The pitch was rejected because Lionhead had to switch to making games as a service.

McCormack was incensed by the decision, and says it was one of the reasons he left the company in 2012. "It was like, you've reached your cap of players for RPG on Xbox and you need to find a way to double that, and you're not going to do it with RPG," he says. "I thought, yes we can.

"I said, look, just give us four years, proper finance, give us the chance Mass Effect has, Skyrim has, the games at the time. They're getting four years and a lot of budget. Give us that, and we'll give you something that'll get you your players. Nah, you've had three shots and you've only tripled the money. It's not good enough. Fuck off. That's what I was annoyed about."

And Lionhead was an internal studio. Stormlands never had a chance.
 
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StrongBelwas

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Things could have easily shifted at Microsoft in between Obsidian getting the contract and the decision to can it.
 

Flou

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Things could have easily shifted at Microsoft in between Obsidian getting the contract and the decision to can it.

All it takes is for the guy who greenlighted project get fired / move on to other things and bam his successor cancels the project.
 

Makabb

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c99aREc.png
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
http://www.gamepressure.com/e.asp?ID=712

However, Obsidian’s CEO also mentioned that there’s a small group of people within the studio that’s working on something completely new, but he didn’t want to share any details regarding that yet. What’s worth noting, though, is that the names of Tim Cain and Leonard Boyarsky came up while talking about this. Feargus didn’t say that directly, but he pointed that it might have something to do with a prototype using Unreal Engine, that he mentioned during his podcast with Game Informer.

And it's also related to this: http://www.rpgcodex.net/article.php?id=10151
 

Fry

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First time they've actually acknowledged PoE2 is in production, isn't it?
 

Prime Junta

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Unreal Engine + Boyarsky + Cain(e) + the recent trademark kerfuffle around Paradox and Vampire and Bloodlines + the happy Paradox/Obsidian relationship... gee, I wonder if any of that is related?
 

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