Almost everything stated in this topic by Chris and others is extremely similar to what I heard (and experienced) in the industry. Most studios born in the 2000s are run by dangerous/crazy/authoritative/toxic CEOs, and the industry is such a bad state that people prefer to leave their job and become freelancers which is a fact that blows my mind every time I think about it (that’s what I did too).
So… Good luck Chris. Thanks for sharing. I really hope this whole shit show will buzz enough so Obsidian (and other studios) is forced to manage its teams better.
(writing this I realize this is my first post and that nobody will ever see it so yeah … too bad.)
Hey, thanks for signing on and contributing, appreciate it. And thanks for positive comments/hopes about changing the state of the industry.
I don't think silence helps much, and often those who benefit most by it use that silence as a shield (both to their employees and among themselves). There's a reason Obsidian employees aren't speaking out, positively or negatively, despite the fact it would debunk a lot of debates in the future, as they don't know the whole picture (I didn't while working at Interplay, for example) and they've most likely been ordered not to respond. Partly it's to not draw attention to it so discussion dies, and partly it's to control the flow of information from spreading. I will say when Eric spoke out, that was able to confirm that neither he or I agreed the process was correct, it raised more issues Eric was frustrated about (which were new), but then I was able to answer as well - which I think is a good thing all around.
On the "make money side" of the CEO/owner equation is what always concerned me was that people who either don't care about the games they make and/or care more about what they can gain from it (which is a shift that can happen over time) become entrenched in the process. Sometimes this is due to family concerns (if you have children, you need to know how you're going to support them), seeking stability for later years (we all won't stay young in the game industry), but other times, it's greed and control.
This happened a lot when Fallout 1 got successful at Interplay - people who financially discounted it (marketing) suddenly wanted more control, greater % of involvement, so ironically, the accomplishment the team made to generate trust in their abilities ends up having the exact opposite effect because the hanger-ons and nay-sayers now want to benefit from that success - or they become involved if they feel their power is threatened (Feargus wasn't happy about the team's direct link to Fargo because it was an issue of power, and he was very quick to instate himself as "one of" the Lead Designers on F2, which I thought showed poor judgment).
That said, I think it would be wrong to say the Obsidian owners "don't care" about the games the studio makes, but many advocate their own profit. One told me directly, one showcased it by being more involved in profit discussions than any dev discussion, and the last showed it by cutting game dev time short to maximize returns and contract gains despite the fact we could have taken the time needed to make any of our various games great - I'm worried this is what happened with PoE2 with the bugs.
When it comes to quality, it's often up to the devs, but they can only do so much without production support (ex: QA, time to fix bugs QA finds, and also getting the word out, which is marketing). The majority attitude both at upper management in Obsidian and other managers we worked with was, "of course we care about quality... when it's convenient." The problem is, game development is rarely convenient. I do believe you build a strong studio and strong developers by doing whatever you can to make a quality title, despite sacrifices. That reputation builds over time (Blizzard, BioWare when it was self-owned, etc.) until people start trusting more in the company's rep vs. the individual title gains. I do think it's another reason why Obsidian was well-received when it was formed... it had the Black Isle Studios rep to build from (as well as being a good underdog story).
MCA too busy enjoying Critically Acclaimed Pillars of Eternity II: Deadfire™ to shitpost
I think the devs should be proud, the game seems to be doing well and being received well. I was curious about how well it's doing sales-wise vs. PoE1 (or in general).