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I didn't ask for the reason for the de-ownering, and I doubt I would have gotten one.
I didn't ask for the reason for the de-ownering, and I doubt I would have gotten one.
I didn't ask for the reason for the de-ownering, and I doubt I would have gotten one. I didn't take the position on Tyranny, as I've said, although with my finances and the family situation, it would be untrue of me to say I didn't at least think about it - but it wasn't because I wanted to continue to work there, the Tyranny offer was another leverage attempt for multiple reasons.
Chris Avellone, the gaming press has largely ignored this thread thus far, with only TechRaptor reporting in the anglosphere. A few foreign sites have reported on it, notably GameStar. It has, however, been discussed at varying lengths on the obsidian forums, /v/, something awful, resetera, and several other smaller sites and subreddits. In the resetera thread Jason Schreier said he was looking into it but not necessarily writing an article. Some codexians have speculated that this hesitation from the press stems from journalistic integrity in not wanting to report unverified allegations, which frankly is inconsistent given their track record regarding not only allegations of impropriety within workplaces but also when it comes to leaks, or rumours, or rumours of leaks. Others here have suggested a fear of legal action or other pressure is causing the silence. Perhaps they're waiting for the resignations or Paradox response you mentioned earlier before running with it, or some form of legal action on your part.
Why do you think this is being ignored, and what message would you send to members of the media who're undoubtedly monitoring this thread?
I didn't ask for the reason for the de-ownering, and I doubt I would have gotten one.
This wasn't the inXile one? An Obsidian Planescape kickstarter?
Chris Avellone, this indeed provokes another question that lurked for a while -- how safe did it feel to inquire Feargus about his decisions?
I realise that the question in quote is special (the relationship was torn by the time it happened), but I think it's wrong to ignore the more general context -- how willing was Feargus to explain himself, in case his decision was considerably controversial?
Or put it differently, how "safe" was it to ask him to explain himself?
Chris Avellone
Do you think obsidian games tend to suffer from over designing and over thinking their gameplay systems?
I'm asking this because lately I've been on a bender of console centric action adventure / rpg games, like horizon, prey, Witcher, God of War, games with simple but extremely robust gameplay systems that let the story elements shine while still providing fun experiences.
When playing PoE or Tyranny for example, it seems like obsidian tries to mess around with things that they don't need to mess around with, often to the detriment of having a fun experience for players, and telling a good story.
For that matter:Chris Avellone, the gaming press has largely ignored this thread thus far, with only TechRaptor reporting in the anglosphere. A few foreign sites have reported on it, notably GameStar. It has, however, been discussed at varying lengths on the obsidian forums, /v/, something awful, resetera, and several other smaller sites and subreddits. In the resetera thread Jason Schreier said he was looking into it but not necessarily writing an article. Some codexians have speculated that this hesitation from the press stems from journalistic integrity in not wanting to report unverified allegations, which frankly is inconsistent given their track record regarding not only allegations of impropriety within workplaces but also when it comes to leaks, or rumours, or rumours of leaks. Others here have suggested a fear of legal action or other pressure is causing the silence. Perhaps they're waiting for the resignations or Paradox response you mentioned earlier before running with it, or some form of legal action on your part.
That's a book written by Kotaku's Jason Schreier, so best to be taken with a huge grain of salt if that's the only source and not personal knowledge of it:Josh did turn in his resignation more than once, and apparently (!) Feargus did threaten to fire him and Adam if PoE1 didn’t come out in March, which I never knew. (Yes, owners didn’t talk amongst themselves when they threatened to fire senior employees, apparently, because why would they – it was symptomatic of the poor communication at the studio. I also was never told when Feargus decided to move PoE1's ship date from Sept to March, he didn't mention that fact, either) I only heard about the firing threat when I read about it in Blood, Sweat, and Pixels (at least in the draft I read). I think threatening to fire Josh and Adam under any circumstances isn't a smart move, especially since Obsidian always struggled with trying to find good leads and good programmers. I don't ever think you should threaten employees like that, either.
Are there any specific examples for the kind of things Feargus or other higher-ups would micromanage in already released games and how/what changed because of that you could talk about?Feargus, it turned out, sometimes had a tactic where if he disapproves of someone or is angry at someone, he micromanages them to an excruciating degree, calls out everything he objects to (not something that’s necessarily wrong, just something he objects to), and makes it very difficult to move forward on anything.
The “I don’t care what I approved, that’s not how I feel today” management retractions would happen a lot.
I was discussing Witcher 3's combat system with my wife a few days ago and we were talking about how technically simple its presentation is, and yet "despite" that, it still was fun after 80+ hours (at least it was for us).
[...]
I think this Obsidian Planescape idea preceded that article, it's something that was discussed before even the Project Eternity Kickstarter. I'm not sure they even got as far as talking to WotC. Perhaps Chris can enlighten us.
Chris Avellone why not the Planescape setting?
Even though it was a spiritual successor, if we did a KS, we'd want to do something that was new and ours (Planescape was owned by Wizards), if that makes any sense.
* Getting to the end of this, "insecure" isn't quite the word, but maybe "validated" might work - overall, Feargus wanted people to respect him and his opinions - unless he had no respect for the person he was dealing with, at which point, he didn't care.
That reminds me - more Feargus gossip.
Back in February 9th 2015, Polygon published this interview with Feargus in which he complained about the unavailability of the D&D license: https://www.polygon.com/2015/2/9/80...video-game-devs-thinks-that-tabletop-game-has
Just three days later, Sword Coast Legends, the ill-conceived D&D-licensed game from the now defunct n-Space, was announced: http://www.rpgcodex.net/article.php?id=9767
Was there any connection there? What was the context for Feargus' complaints?
These IP conflicts really boggle up recent fantasy games. So many feel the need to establish their own universe, with all the fantasitis and other problems that come along with it, most important of which is forgetting chekov's gun. Games so focused on telling the story of their world they half forget how to tell the story of the game, and the audience gets bored as they skim through the game's text; filled to the brim with irrelevant proper nouns that you have no interest in whatsoever during your first introduction to the setting.Even though it was a spiritual successor, if we did a KS, we'd want to do something that was new and ours (Planescape was owned by Wizards), if that makes any sense.
Associate producer Doug Avery talks about the upcoming role-playing game in development at Reflexive Entertainment and Black Isle Studios.
...
Now I am working again with Black Isle Studios producer Chris Parker on Lionheart.
Any stories on Lionheart? Wasn't BIS the publisher on that? I could see the Urquhart management style contributing to the messiness of the game.
Would you mind talking about why you think not much of Tim made it in? Other projects? Incompatible design styles?I don't think much of Tim or I made it into the final game (this isn't a slam so please don't read into this as an attack, just a fact, and I think Tim would agree, even with his own designs), but it was successful nevertheless, and Josh deserves credit for that success, not upper management.
Chris, do you feel that as a designer, your talents are more suited towards working with existing properties than towards creating new IPs? Or is that just reporting bias - those coincidentally being the sorts of games you've almost exclusively worked on?