I'm pleased to have contributed a brick to your fortress of regrets in my own small way.
In all seriousness, I'm sorry, too, particularly because I can estimate some of what I lost by knowing what I gained from working with Colin, Kevin, Adam, George, Brian, Gavin, and the rest of the crew. I'm not sure our work ever crossed at all, actually, though I vaguely recall seeing the Erritis doc at one point. It would've been fun to be able to do something other than guess at your methodology by the end product. And since I haven't played (and may never play) TTON, I can't even do the latter here. So it goes. Maybe we can cross paths as imp and angel on
Vault Dweller's shoulders.
I would like that. The New World designs being shared are very cool (I've told
Vault Dweller as much).
Some youtuber with a sizeable audience did a really bad video.
Youtuber states that he "trusts MCA as a friend, personally", implying some form of acquaintance.
Chris Avellone whether you know this guy or not it may be prudent to contact him for corrections. This video has accumulated over 33k views as of this post since having been uploaded yesterday, and we all know how much you hate misinformation. Maybe this was his master plan to secure an interview.
EDIT: This is apparently a co-creator of sugarbombed according to his twitter.
He did do the sugarbombed interview, yes. I'll check out the video and let you know - thanks for the heads-up.
I have chatted with him over the years, and I did a critique of some design docs he's done (I do this for a number of people who ask, especially students or those new to the industry), but I wasn't aware of any video content.
(If he's doing it to generate attention from other media, he doesn't need to, the interviews have been coming in this week, regardless.)
I've long suspected that the whole "We are finally free from those big mean publishers to do what we want!" narrative was actually sour grapes. Guess this conforms it for Obsidian.
I don't even know if it's sour grapes vs. having no other choice.
Even when the Stormlands layoffs happened, there was definitely disappointment in the halls vs. anger/sour grapes at Microsoft, it was more "what do we do now?" - except upper management should have added the question "what should we have done before this?"
To his half-credit, when Stormlands got canceled (which again, wasn't what the company wanted at all - upper management fought to keep it) we got a very long, angry email from Feargus blaming the other owners for letting this happen (it went much darker than this) and then demanded vague "things are going to change" changes - even though Feargus and Parker were in charge of Stormlands and overseeing it - they had even encouraged efforts toward its cancellation by how they managed it and the leads. To be clear, I do share responsibility as an owner. At the time, I was full on the New Vegas DLCs and the range of issues with Stormlands weren't communicated to me until the layoffs happened - I did review the creative content and reviewed direct MS-to-team emails that I thought might be part of the problem or indicative of a cancellation threat, however, based on the language in those team emails as well as noticing most of the requests for changes in the game from both the owners and the publisher hadn't ever occurred on the team side (it may have been mostly on the creative side, but when this lack of movement was shown to all the owners, they agreed and said they had noticed it, too).
Strangely, in response to Feargus's email, most of us agreed that there needed to be changes and even gave suggestions for changes. These changes were all discounted/ignored - which in itself, indicates where the problem may lie.
If that email ever comes to light, it represents the clear attitude of the dangers of the focus of self, how it can damage the workings of a company, and in the end, contribute directly to employees losing their jobs.
So when the Armored Warfare layoffs happened, I wasn't surprised, my only thought was, "I bet upper management didn't want or plan for this" (Especially since AW was keeping the studio largely afloat during its production, although I don't think the team got much credit for that.) Even though I wasn't at the studio, I did try and help others find jobs (and I'm sure Obsidian did, too, just like Stormlands - I just wish it hadn't happened that way, and I question whether it could have been prevented).
Back to sour grapes and the studio motto ("publishers are unfair/bad/screw us over, now we'll do our own thing!")... when you don't have much decision in the matter, one way to approach it is to say that it was your idea, you were fighting the noble fight against the big publisher (which makes for a great underdog story and is far better than the reality). Except in fact, it's far more complicated than that and what should be being said is, "how did we reach this point," "what should we have done differently," "if we didn't believe in the project, what would have been a better way to handle a transition," etc. instead of always reacting and scrambling when bad decisions catch up with you - and often, end up being much worse for others in the company than yourselves.
I do think the only way Obsidian can work the way upper management publishes titles on their own, but large games in the industry are collaborative efforts, and eventually, you do need to work with someone else in some capacity, as even crowdsourcing has proved. Time will tell. I do wish the devs all the best, and I don't want the games they do impacted by higher decisions in the manner they are.