TheGreatOne
Arcane
- Joined
- Feb 15, 2014
- Messages
- 1,214
It's widely known that developers like Warren Spector, John Romero and Richard Garriott have worked on Facebook and phone games in recent history. I just checked out what Doug Church and Tim Stellmach, the designers of Thief 1&2 have worked on over the years. Both worked on a number of Looking Glass games starting from Underworld 1.
Doug made (besides Invisible War) Whiplash and Backyard Wrestling: Don't try this at home (fuck ICP ) back in 2003. Tim Stellmach's resume is even more impressive: Kung Fu Panda, Over the Hedge, X-men Legends 2: Rise of the Apocalypse, Spyro Orange: The Cortex Conspiracy, Crash Bandicoot Purple: Ripto's Rage, The Muppets: On with the show....
Makes me wonder: are some of the so called game designer geniuses actually people who just think of game development as any other job? System Shock or Kung Fu Panda, it doesn't matter as long as they get paid. The same minds that created some of the best PC games of all time are also responsible for utter garbage. It certainly seems that way with people like Spector and Garriott, in their eyes making Facebook gambling games and Epic Mickey is just as legitimate game design as designing Ultima 5 or Deus Ex. It's actually kind of funny that guys who made games like Thief and Deus Ex work can't figure out how make a good platformer, in fact they did to Crash Bandicoot and Mickey platformers what Invisible War and Thi4f did to Deus Ex/Thief; Epic Mickey and Crash Bandicoot Purple are horrible, poorly designed trash compared to the 16-bit/PS1 glory days of those franchises.
Of course you could say that they're just doing it for the money, but you'd think that with the kind track record and talent that those people have, making a good platformer, children's game, a movie tie in game and so on should not be hard when they could make entire new genres out of nothing. Following the example of other games should not be hard, especially when in projects like that they already know what kind of environments and themes the game should use. Maybe they had tight schedules, small budgets and the publishers just wanted to churn out a half finished game as soon as possible. Maybe those two particular guys (Church/Stellmach) only had minor roles in the development of those games. But they still did work on them.
http://www.giantbomb.com/tim-stellmach/3040-3745/
There might've been a thread like this before but I'm a new fag and I wanna HEY GUYS LOOK WHAT I JUST FOUND.
So list designers who've gone from designing glorious CRPGs to making poorly designed shovelware/casual game garbage and speculate what goes in the mind of those when they're desining the next Port Casino or Ultimate Collector: Garage Sale rather than the next Ultima or Wing Commander game.
Doug made (besides Invisible War) Whiplash and Backyard Wrestling: Don't try this at home (fuck ICP ) back in 2003. Tim Stellmach's resume is even more impressive: Kung Fu Panda, Over the Hedge, X-men Legends 2: Rise of the Apocalypse, Spyro Orange: The Cortex Conspiracy, Crash Bandicoot Purple: Ripto's Rage, The Muppets: On with the show....
Makes me wonder: are some of the so called game designer geniuses actually people who just think of game development as any other job? System Shock or Kung Fu Panda, it doesn't matter as long as they get paid. The same minds that created some of the best PC games of all time are also responsible for utter garbage. It certainly seems that way with people like Spector and Garriott, in their eyes making Facebook gambling games and Epic Mickey is just as legitimate game design as designing Ultima 5 or Deus Ex. It's actually kind of funny that guys who made games like Thief and Deus Ex work can't figure out how make a good platformer, in fact they did to Crash Bandicoot and Mickey platformers what Invisible War and Thi4f did to Deus Ex/Thief; Epic Mickey and Crash Bandicoot Purple are horrible, poorly designed trash compared to the 16-bit/PS1 glory days of those franchises.
Of course you could say that they're just doing it for the money, but you'd think that with the kind track record and talent that those people have, making a good platformer, children's game, a movie tie in game and so on should not be hard when they could make entire new genres out of nothing. Following the example of other games should not be hard, especially when in projects like that they already know what kind of environments and themes the game should use. Maybe they had tight schedules, small budgets and the publishers just wanted to churn out a half finished game as soon as possible. Maybe those two particular guys (Church/Stellmach) only had minor roles in the development of those games. But they still did work on them.
http://www.giantbomb.com/tim-stellmach/3040-3745/
There might've been a thread like this before but I'm a new fag and I wanna HEY GUYS LOOK WHAT I JUST FOUND.
So list designers who've gone from designing glorious CRPGs to making poorly designed shovelware/casual game garbage and speculate what goes in the mind of those when they're desining the next Port Casino or Ultimate Collector: Garage Sale rather than the next Ultima or Wing Commander game.