Big Wrangle
Guest
Someone should have reminded Spector to not say that without any actual screenshots because of how Underworld Ascendant looks.We gonna have great graphics
Someone should have reminded Spector to not say that without any actual screenshots because of how Underworld Ascendant looks.We gonna have great graphics
- Jason Schreier asked that how System Shock 3 (with its smaller budget and team) would compete to the production values of similar AAA games like Prey.
Kotaku podcast interview with Warren Spector: https://player.fm/series/kotaku-splitscreen/e3-2018-warren-spectors-return-to-system-shock
his dream game ideas (one city block game, interactive musical RPG),
SS
SS2
SS3
SS3 Ending
SS4
SS5
I see a pattern here.Rule 34
Visualization and Designing the Impossible
Is art the best means to communicate with others? Is art the most effective means of communication in general? Visually? Musically? Linguistically? Should we send an artist into space? Should we bring art with us at the risk of precious and expensive payload? Should they have brought a poet? Was Jodie Foster right? Do other species make art? If we encounter another species without art, should we be worried? Is art belonging only to intelligent species? What do the history of themes in art reveal about humans? Imagination and counterfactual realities in mind, how has the artistic representation of space forged our ideas about space? When we imagine space, are we remembering artistic representations we’ve encountered before?
Doug Church
Video Game Designer and Producer
Doug Church is an American video game designer and producer. He attended MIT in the late 1980s, but left and went to work with Looking Glass Studios, when they were making primarily MS-DOS-based immersive sim games, including Ultima Underworld, Ultima Underworld II, System Shock and Thief. His colleague Warren Spector claims, in fact, that Church was the one who originally coined the term “immersive simulation”. Most recently, OtherSide Entertainment announced that Church had been hired as an creative consultant for the development of System Shock 3.
Ending
Some hints from OtherSide's community manager about their direction for SS3: https://www.othersideentertainment.com/forum/index.php?topic=1383.msg25174#msg25174
It's still pretty early in development, so I can't say much about what the team officially has planned for SS3.
But, based on the thoughts at OtherSide and the general approach they've been taking, I think the game will lean closer towards "an exploration game" rather than a combat game. There's a lot of great and fun shooter games out there, and System Shock doesn't need to be another one of those. There CAN be combat, if a situation is hostile, but it shouldn't be the main focus. You're not hunting for trouble, you're scouting for clues!
Currently, the UA and SS3 development teams haven't shared too many resources aside from optimization pipelines. It may be interesting to share mechanics or physics-based actions, but I think their worlds are pretty separate, and thus require different things. In the wall-run example, it would make SENSE for the player to be able to run across walls on a space station, but... would the gravity be different? Could you bounce off of the walls instead of constantly running on them? How many areas have a large amount of wall-run space to utilize in SS3? etc.
All right, fair point about the "Exploration Game" term. I was picking it up from Flatfingers' use, but to clarify my point, I was more or less thinking of the narrative aspects of an immersive sim.
In other words, the ability to advance your knowledge of the world by... examining things. Taking a stroll around the area and noticing how life has adapted here, having a friendly (?) conversation with other characters, and overall familiarizing yourself with the environment. I wanted to emphasize how the world's narrative can be explored, and not just lived in. While it may not "further the game progress" by completing mini quests and getting to know other characters and the history of the place you're in, it's a core part of the experience, and I think a lot of that can be boiled down to "exploring." I think the last time I mentioned UA was an immersive sim to someone, they said "oh, like BioShock Infinite?" and I hesitated because the two games' core focuses are vastly different. (I still very much enjoyed Infinite, but in retrospect, a lot of it was riding a rollercoaster to the next fight.)
I think that's what everyone familiar with Spector is secretly hoping for, it's one of the best possible outcomes vs. all the horrors that could happen.
SS2 was already flirting very heavily with character interaction anyway, all those people that try to reach you and just die, might be a factor in Spector doing this since he's also planning to include as many surviving characters from SS1/SS2 as he can.
It is not necessary, but since the 2nd game was concluded with Shodan escaping to Earth in the form of the posessed woman, I think it is fair that they finish her story.I am not sure if a third encounter with Shodan is all that necessary for a System Shock game. Surely there is enough creative drive to come up with something new instead of Shodan.
(not addressed at SymbolicFrank)
It is not necessary, but since the 2nd game was concluded with Shodan escaping to Earth in the form of the posessed woman, I think it is fair that they finish her story.I am not sure if a third encounter with Shodan is all that necessary for a System Shock game. Surely there is enough creative drive to come up with something new instead of Shodan.
(not addressed at SymbolicFrank)
QA Lead
Austin, TX
The OtherSide Entertainment Austin, Texas studio is looking for a QA Lead to join our team in working on System Shock 3. The QA Lead will report to the game’s Producer. They will hire, manage and mentor a team of testers, both internal and external. They will themselves test and also supervise testers on full game builds and individual gameplay systems based on design specifications. The QA Lead will work with other members of the team to improve the overall quality of the product. They must have a passion for video games, love managing a team and have an eye for quality that will ensure a successful QA process and final product.
Job Responsibilities
- Team
- Interview, hire, train, evaluate performance, and when necessary, discipline members of the testing team.
- Work effectively with internal and external testers.
- Ensure the QA team has a solid on-boarding process for new members.
- Coach and provide assistance to junior testers and mentor them in proper testing practices.
- Establish and manage work schedules and task allocation of testers. Prioritize, assign and delegate daily tasks for QA testers.
- Work independently and collaboratively in a team setting with minimum supervision.
- Testing
- Working with testing team, find bugs and, when fixed, regress them to ensure proper resolution.
- Develop test strategy and create test plans that encompass the functions of all game features.
- Create JIRA Dashboards and filters that allow real-time visibility into the status of each build.
- Assess the title’s playability, suggesting gameplay improvements throughout the development process.
- Do hands-on testing – the QA Lead will be our entire testing team for some period of time. This is not just a management job.
Required
- Communication
- Take ownership of bug reporting, managing the project bug database, ensuring complete bug entry (including clear reproduction paths).
- Respond in a timely manner to requests for more information.
- Via written and oral status updates, effectively communicate the status of the project to key stakeholders, including the Studio Director, Producer and Development team members.
- Coordinate with the publisher QA department in all aspects of testing – including bug-finding, localization, compliance and cert.
Preferred
- 5+ years of experience testing in the games industry.
- Prior end to end leadership experience in game QA, from the inception of a product through launch.
- Multiple shipped titles on PC and consoles.
- Knowledge of Jira and/or other bug-reporting software packages.
- Exceptional written and oral communication skills.
- Organized, detail-oriented, analytical thinker with strong troubleshooting skills.
- Experience and familiarity with multiple gaming platforms and genres.
- Ability to work quickly and efficiently under tight deadlines with minimal supervision.
- Solid work ethic.
- A passion for developing and playing AAA-quality games.
If you meet the requirements and are interested in the position, send a cover letter and resume to jobs@otherside-e.com
- College degree or equivalent experience.
- Working knowledge of games on the market and ability to evaluate a game against its competition.
- Experience in writing, updating and modifying test scripts/tools
- Experience working with various game engines, especially Unity 3D.
- Basic understanding of source control.
- Basic programming knowledge.
- Ability to manage the build-creation process on multiple platforms.
- Ability to troubleshoot and set up computer hardware.
- Ability to generate compelling screenshots and promotional videos.
- Understanding of localization concepts.
Do hands-on testing – the QA Lead will be our entire testing team for some period of time.
So I wonder who actually is design director and who is lead designer. Chip Sbrogna, Tim Campbell, or Chase Jones?
Dude, four different people have been the Design Director at this point. This is a big warning sign.Shock 3 is made by a different team in Austin, so let us not despair entirely (yet).