This leads to another interesting question - was the interview's release coordinated with Chris in advance? I've thoght about this but haven't asked for a number of reasons. There's no way to confirm, and it would give ammo to the other side if the answer is yes.
:D who dis?
This is very interesting. Among players this is often seen as "Bethesda is EVIL and screwed Obsidian out of their money", but seems like it was really a "good job!" bonus that Bethesda proposed and Obsidian simply failed to meet the expectations.So Chris Avellone , what is the true story behind FNV? I keep hearing how bathesda farked o*sidian with the metacritic score?
I don't believe they did at all - it was our responsibility to do more to make the game better, but the people making the decisions on game quality kept getting distracted by shiny objects.
It was Obsidian's fault, and as Ferg said, Bethesda didn't even have to offer that in the contract at all - it was up to us to manage it to a successful quality completion, and we didn't succeed at that. Good people lost their jobs because of that.
This is very interesting. Among players this is often seen as "Bethesda is EVIL and screwed Obsidian out of their money", but seems like it was really a "good job!" bonus that Bethesda proposed and Obsidian simply failed to meet the expectations.
This thread has been eye-opening in so many ways...
Definitely. While we shouldn't get so swept up in believing everything MCA says as gospel simply because Chris' own perspective might not illuminate the entire truth of what goes on in his stories; it's certainly gotten me to re-examine the way I look at Obsidian and the tumultuous development process many of their games went through.This is very interesting. Among players this is often seen as "Bethesda is EVIL and screwed Obsidian out of their money", but seems like it was really a "good job!" bonus that Bethesda proposed and Obsidian simply failed to meet the expectations.So Chris Avellone , what is the true story behind FNV? I keep hearing how bathesda farked o*sidian with the metacritic score?
I don't believe they did at all - it was our responsibility to do more to make the game better, but the people making the decisions on game quality kept getting distracted by shiny objects.
It was Obsidian's fault, and as Ferg said, Bethesda didn't even have to offer that in the contract at all - it was up to us to manage it to a successful quality completion, and we didn't succeed at that. Good people lost their jobs because of that.
This thread has been eye-opening in so many ways...
So Chris Avellone , what is the true story behind FNV? I keep hearing how bathesda farked o*sidian with the metacritic score?
I don't believe they did at all - it was our responsibility to do more to make the game better, but the people making the decisions on game quality kept getting distracted by shiny objects.
But Feargus wouldn't bad-mouth Bethesda in public, so anything he said in this sense could be read as "let's not burn bridges".Some of the questions that people are asking ITT aren't new information. This is something that Feargus has admitted himself in interviews, as Chris states, though in less harsh language
If you guys hate life, you should check out the steam forums.
https://steamcommunity.com/app/560130/discussions/0/1696046342849684188/?ctp=17
It's too autistic.
If you guys hate life, you should check out the steam forums.
https://steamcommunity.com/app/560130/discussions/0/1696046342849684188/?ctp=17
It's too autistic.
Barely keeping up with this thread.
Change your avatar or die.Actually, I would not put it this way.There's much appreciation for the sauciness in MCA's revelations ITT, but hardly any indignation at what seems to be an obvious conclusion to draw from all this: Obsidian probably didn't need the Kickstarter to make Eternity, and even if they did, they almost certainly didn't need the Codex rallying on their behalf with a fundraiser of its own. The money probably helped line the upper management's pockets more than anything else. Probably something to consider the next time the Codex ponders being a champion of the old school cause.
More money from *any* source is an *opportunity* to make things *better*. What the example of the KS shows is that Ob*idian is incompetent.
Jones also used the word "impossible" more liberally than he should in terms of what programming could do - and would never contradict it even when he realized it wasn't true, which was equally amazing. If you ever wonder why KOTOR2 couldn't auto-read save files (like every other RPG on console and PC could once BioWare decided to make it so), you can thank Jones for evaluating it as "impossible." Again, please note that he realized he was wrong, but he chose never to say anything about that. I have no idea why.
I felt compelled to make an account after reading 100+ pages of this (and reading about it on reddit/obsidian forums/etc.). I'd typically just lurk the reviews here.
The original interview began so long ago, that is seems unlikely that there was any particular motive behind it. I'm a bit curious about the endgame of all the posts here since then, or... what he might hope would come of blunt appraisals of former staff/etc. Netizens clearly get off on the scandalous angle, but I'm just not sure what can come of it?
It's sad though. I think given the opportunity to just shoot questions at Chris, I'd be more inclined to ask about his oeuvre than work scandals. At the same time, I remember shooting a question about PoE to the Obsidian Q&A at PAX, and whether their game with "free rein" had been limited or made overly conventional for some reason. It feels like at least some of the behind-the-scenes interactions have impacted the products I wound up with in a negative fashion.
Also nice to see the memetic Sawyer/Avellone stuff shot down too though, I suppose.
I remember a video from early POE beta, where they filmed a morning meeting. A vfx artist asked if the programmers could implement some simple console command to let him test spells easier in game somehow, I don't remember the details. And someone said "nope, impossible, sorry..." and there was some uncomfortable silence for 10 seconds. I was already familiar with poe's code at the time, so I knew that it would take literally 10-15 minutes to code, which I even did in the IEmod to test my idea.
Oh, yeah, I completely forgot that we even sent it to them, it was like 20 lines. Hilarious.I remember a video from early POE beta, where they filmed a morning meeting. A vfx artist asked if the programmers could implement some simple console command to let him test spells easier in game somehow, I don't remember the details. And someone said "nope, impossible, sorry..." and there was some uncomfortable silence for 10 seconds. I was already familiar with poe's code at the time, so I knew that it would take literally 10-15 minutes to code, which I even did in the IEmod to test my idea.
I remember this, we then sent the code to Obsidian and they said thanks, but we won't use it.
I feel like inXile suffer from being a small developer working in a "jack of all trades, master of none" mode. You get the impression that there's nobody there who is really good at any one thing. You can't make great RPGs like that, they demand mastery.
One of the reasons why I scoff at Fairfax-style statements that "Obsidian is a shadow of its former self" because of the writers who have left them, is that throughout it all they've managed to preserve a core of high quality technical staff. Artists, programmers. That's the spine of a good game. The people at inXile love talking about how they "iterate" but you can't iterate effectively when you don't have a grasp on the fundamentals.
I think maybe that's why they talk about it so much, because it takes them more time than it takes other studios. Obsidian doesn't need to talk about iteration because it comes easier to them, they just do it.
Some guy named Gregorovitch over on steam, hates Chris.