rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
to be fair, at least they're realizing that they're mediocre and unable to make anything of value
so a tl;dr about how men should adopt the female mode of being in the workplaceProduction Essentials Summit: No Mavericks, No Martyrs: Sustainable, Collaborative Production
Most game teams have mavericks and martyrs--devs who work outside of normal pipelines and hours to get additional content and features into the game. Driven by "passion," they're often seen as leaders and MVPs.
However, the habits and attitudes that martyrs and mavericks instill have long-term consequences for team and project health. Their work often leads to scope bloat for downstream departments, shortcuts that accrue bugs and tech debt, and mistrust between "less committed" devs who resent the scope creep on the one hand and rogue agents hacking in risky and unaccounted-for content on the other.
This talk will examine how the unchecked enthusiasm of mavericks and martyrs can sabotage a team, healthier approaches that can foster sustainable and collaborative passion, and practical steps leads and producers can take to steer devs in a more productive direction without squashing their joy for their work.
Takeaway
Attendees will gain a concrete understanding of how seemingly innocuous individual behaviors can drive a team and their game towards disaster, a healthier mindset that can temper passion with collaboration and discipline, and practical tactics they can deploy to steer a team away from the brink.
Intended Audience
This talk is primarily directed at producers, directors, and strike team leads--leaders and managers who are responsible for team health and productivity. Other devs will find useful takeaways to inform their work habits. No prior knowledge is necessary, though production experience will give attendees useful context.
Chris Avellone: "I resemble that remark!"
Production Essentials Summit: No Mavericks, No Martyrs: Sustainable, Collaborative Production
Most game teams have mavericks and martyrs--devs who work outside of normal pipelines and hours to get additional content and features into the game. Driven by "passion," they're often seen as leaders and MVPs.
However, the habits and attitudes that martyrs and mavericks instill have long-term consequences for team and project health. Their work often leads to scope bloat for downstream departments, shortcuts that accrue bugs and tech debt, and mistrust between "less committed" devs who resent the scope creep on the one hand and rogue agents hacking in risky and unaccounted-for content on the other.
so a tl;dr about how men should adopt the female mode of being in the workplace
what a useless, obvious and oblivious cunt
isn't this exactly how Fallout was born
TIM CAIN
Since everybody could technically go home at six, I sent out an email saying, "I'm going to be in Conference Room 3 with a couple pepperonis and a cheese pizza at six. If you want to talk about developing a new game, I've got the engine partially written. I can show you what the features are. I can kind of show you how the scripting is going to work. Come by and we can talk about what genres you like."
I hadn't even picked that out. There was no art, no genre.
LEONARD BOYARSKY
Only five or six people showed up. Which, to me, was shocking. Even if you didn't want to design a game from scratch—and I couldn't believe people didn't want to be involved in that—there was free pizza! If you don't care about one, I'd think you'd care about the other.
TIM CAIN
I remember what was surprising at the time was how few people showed up. I expected there to be twenty or thirty people packed into that conference room because, hey, we can make whatever game we want! Instead there were maybe eight, ten.
main difference between people who actually want to create something vs people who just want to be "in the industry"Only five or six people showed up. Which, to me, was shocking. Even if you didn't want to design a game from scratch—and I couldn't believe people didn't want to be involved in that
Pathetic lazy cunt.Production Essentials Summit: No Mavericks, No Martyrs: Sustainable, Collaborative Production
Most game teams have mavericks and martyrs--devs who work outside of normal pipelines and hours to get additional content and features into the game. Driven by "passion," they're often seen as leaders and MVPs.
However, the habits and attitudes that martyrs and mavericks instill have long-term consequences for team and project health. Their work often leads to scope bloat for downstream departments, shortcuts that accrue bugs and tech debt, and mistrust between "less committed" devs who resent the scope creep on the one hand and rogue agents hacking in risky and unaccounted-for content on the other.
This talk will examine how the unchecked enthusiasm of mavericks and martyrs can sabotage a team, healthier approaches that can foster sustainable and collaborative passion, and practical steps leads and producers can take to steer devs in a more productive direction without squashing their joy for their work.
Takeaway
Attendees will gain a concrete understanding of how seemingly innocuous individual behaviors can drive a team and their game towards disaster, a healthier mindset that can temper passion with collaboration and discipline, and practical tactics they can deploy to steer a team away from the brink.
Intended Audience
This talk is primarily directed at producers, directors, and strike team leads--leaders and managers who are responsible for team health and productivity. Other devs will find useful takeaways to inform their work habits. No prior knowledge is necessary, though production experience will give attendees useful context.
This is literally what Pillars of Eternity's plot is about lolhow people many times are morally gray and make decisions that make sense on their situation to survive even if not moralistic, how culture needs myths and symbols to make people stick together and how those same myths lead them to inevitable conflict.
In my native language, there is a term for the type of job that the video game industry should mostly consist of. The term is "kutsumusammatti" and it roughly translates to "calling profession". It means that you have a calling (passion) for doing something and you are willing to work for a smaller compensation in exchange for getting to work professionally towards your calling.
You cannot make truly great games working nine-to-five. Go get a regular IT job if you want regular hours.
That's actually a very good point.in the same note i would like to remined that a writing position in a gaming studio is a steady writing job which is very rare in the publishing industry, maybe thats the main reason that in the last 10 years we are witnessing a migration of failing YA novelists into to the field of video games writing.
I suppose that's to be expected seeing as how awful the writing for alternative player choices in the Outer Worlds was.
check the link, according to Dollarhyde's (creative freelancer) website she is assigned as a narrative lead at avowed and as a narrative designer in an unannounced title- most likely josh swayers Disco Elysium esque project.
about Dollarhyde's writing career ambitions:
"The main titles I’ve worked on these past three years, Pillars of Eternity II: Deadfire and The Outer Worlds, have been nominated for and won their share of awards in the games sphere. To see our work recognized by players and developers—it’s been undeniably gratifying. But science fiction and fantasy literature has always been my real home base. Uncool and terminally earnest as it might sound, it was that writing and reading community I desperately wanted to be part of (still do) and recognized by (still, still do) more even than I ever wanted to make video games."
quoted from: https://putadungeoninit.substack.co...&utm_medium=web&utm_campaign=substack_profile
In my native language, there is a term for the type of job that the video game industry should mostly consist of. The term is "kutsumusammatti" and it roughly translates to "calling profession". It means that you have a calling (passion) for doing something and you are willing to work for a smaller compensation in exchange for getting to work professionally towards your calling.
You cannot make truly great games working nine-to-five. Go get a regular IT job if you want regular hours.
Guys, I'll just put it out there. Should Pillars 3 or some other pillars game use only one protagonist watcher and play from 3rd person view like the Witcher? Or try to its luck to beat BG3 as isometric TB/RPwP ?
I think that playing like the Withcer in open world game would be more successful title for Obsidian.
I'm one of them who'd like a conclusion to a -- possibly -- Watcher's trilogy.
If they really ever think about switching the format for a possible third game, I'd rather have them take a real close look at their own games, namely, a real close look at New Vegas.
I've posted this elsewhere already, but from my observation, at least every since the "Kickstarter renaissance", the genre has even become ever more radicalized and polarized: There's been a wealth of BG/Fallout-lookalikes on the one side -- on the other there's the big studios developing games that increasingly play, look and feel like every other blockbuster title on the market they try to compete (and fit) in. But there's very limited middle ground. I think games such as New Vegas (or prior to it Bloodlines, maybe even Kotor) previously fit that slot just pretty fine.
If they'll switch format as 3rd person view, they should start brand new Watcher's trilogy.
Larian has set new heights for isometric cRPG and judging from the size of Obsidian I don't think Pillars 3 can achieve BG3 success.
We'll see if Avowed would be a turning point as first person RPG and thus ditching isometric format altogether.
Guys, I'll just put it out there. Should Pillars 3 or some other pillars game use only one protagonist watcher and play from 3rd person view like the Witcher? Or try to its luck to beat BG3 as isometric TB/RPwP ?
I think that playing like the Withcer in open world game would be more successful title for Obsidian.
I hope Avowed doesn't do that because I oppose it strongly.I`m sure you will be able to press a button get into third person mode in Avowed, there you go!
Pros
Talented team
Great work/life balance, little to no crunch
Hardened development pipeline
Accommodating to find work that aligns with your interests
Cons
Nothing unique to Obsidian.
Goalposts may move, features may be removed, etc...