Terenty
Liturgist
- Joined
- Nov 29, 2018
- Messages
- 1,467
Stop posting: the idea of a jobless Warren Spector begging for blowjobs on the streets is arousing me.
Nice idea for an immersive sim
Stop posting: the idea of a jobless Warren Spector begging for blowjobs on the streets is arousing me.
OSE_Walter Feb 12
We are in the process of lining up a new publishing partner. Happily, given the pedigree of System Shock and the progress we’ve made so far there’s been a lot of interest.
https://forums.otherside-e.com/t/starbreeze-cancel-system-shock-3-publishing-deal/9855/8
OSE_Walter Feb 14
Thanks for the encouragement guys, good to see we still have some fans! (those gleefully awaiting our demise don’t count–that’s unlikely I’m happy/sorry to say) And I’m optimistic we’ll find an even better path forward on SS3, we had some great meetings at DICE this week) [...] Our meetings this week provided some good external feedback and encouragement about what the Austin team is doing.
https://forums.otherside-e.com/t/otherside-entertainment-please-do-not-do-ss3/9840/9
OSE_Walter Feb 25
Our SS3 meetings and pitches are going well so far. Those we’ve shown the recent builds to seem genuinely excited about it. I’m an optimistic and I continue to be optimistic about us finding a good partner for the game. Keep sending your good vibes :D
https://forums.otherside-e.com/t/starbreeze-cancel-system-shock-3-publishing-deal/9855/12
So I guess the conclusion from that is: they need to find a publisher ( / investors ) asap otherwise they're going bankrupt. And considering their reputation with UA, getting a publisher is going to be tough.
Update:
is sam a girl or guyUpdate:
Would be funny if they end up launching a crowdfunding campaign in a last-ditch attempt to save themselves.
"I stand united with the entire Starbreeze team in the efforts to get the business in order. We have a very strong asset in Payday, which is the foundation upon which we will build Starbreeze future." (emphasis added)
https://www.tweaktown.com/news/65849/payday-starbreezes-new-hope-survival/index.html
"assets we have determined are unrelated to the core business are managed in a commercially viable way." (emphasis added)
https://www.tweaktown.com/news/65849/payday-starbreezes-new-hope-survival/index.html
"We don’t have a deal right now, but luckily OtherSide is flush enough that we’re funding ourselves and can continue to do that for quite a while. Let’s see what happens," Spector said.
"We don’t have a deal right now, but luckily OtherSide is flush enough that we’re funding ourselves and can continue to do that for quite a while. Let’s see what happens," Spector said.
I wonder what "quite a while" means. Two more years of full development? Five?
Pathetic. PC Gamer - OtherSide will self-publish System Shock 3 if it has to, but hopes someone else will do it
https://www.pcgamer.com/au/othersid...-it-has-to-but-hopes-someone-else-will-do-it/
System Shock 3 ‘has a lot of interest from publishers’
BUT DEVELOPER HASN’T RULED OUT SELF-PUBLISHING
System Shock 3’s search for a new publisher has attracted “a lot of interest”, according to OtherSide Entertainment, but the studio’s not ruling out self-publishing the game if it has to.
In February former publisher Starbreeze – which is currently experiencing financial troubles – sold the publishing rights for System Shock 3 back to developer OtherSide, in a deal which saw it recoup the finances it had invested in its development.
The game’s creative director, Warren Spector, told VGC that talks are currently progressing with several interested publishers and that OtherSide has enough capital to continue while prospective deals are discussed.
“It’s going great,” he said. “We’re talking to a lot of partners and we have a lot of interest. We don’t have a deal right now, but luckily OtherSide is flush enough that we’re funding ourselves and can continue to do that for quite a while. Let’s see what happens.
“We need somebody to say, ‘yeah, let’s talk deal terms’ and we’re in that kind of discussion with some folks. But we’re not quite finished yet.”
Spector added that he can’t rule out the possibility of OtherSide self-publishing the immersive sim, however that’s a scenario he’d like to avoid.
“The reality is, OtherSide is a company of developers who want to develop games,” he explained. “We don’t particularly want to be a publisher. [Founder] Paul Neurath and I have worked with publishers before, Origin self-published when I was there, and we don’t want to get into the market of distributing stuff.
“I think it would be a huge distraction. We would have to hire staff to do that because we don’t currently have the expertise. I hope we don’t go that way. I’ll probably get in trouble for saying that if we do.
“We’re not ruling anything out, but at this point we’re looking for a publishing and funding partner.”
System Shock 3 was most recently shown at GDC in March, when Spector confirmed it’s being made with the Unity engine.
The first series entry in more than a decade will sport the genre-blending gameplay typical of Spector’s previous games (Thief, Deus Ex), with art by former Irrational artists Robb Waters and Nate Wells.
Clearly, he told from the stage, to continue, push, find satisfaction, it is necessary to succeed, to organize projects that reach their audience and sell. You can't go around it: sales are needed and, he pointed out, those who say they want to target the smallest possible audience are crazy. Unfortunately, however, the failures captain and Spector, at different levels and in different measures, also lived his own, of which I asked him: "Regarding Deus Ex: Invisible War, frankly, I think it was a better game than people he acknowledged. Then, for heaven's sake, we made mistakes, no doubt, but I think the way people remember him is worse than reality. "
And the problems encountered with Underworld Ascendant? "The team was too ambitious! And we are an independent studio, we had a specific budget to work with. I think the team in Boston (it's not mine, I was working on System Shock 3) tried to do too much and finished for not being able to do well what he managed to put into the game. Also, they had very tight time limits, great pressure ... I don't want to make it too big on this point but let's say that the game came out when it had to come out. And I think everybody knew that it was probably too early, but I also think it's important to acknowledge the team that they continued to devote themselves to the game after the launch, they changed a lot: the game structure, the rescue system,
But Underworld Ascendant had another big problem: the project was born on Kickstarter, a platform that is sometimes a bit misunderstood. "You have to tell people what you're doing before you do it. And it's crazy, because video game development is an incredibly iterative process, in which games change all the time. People expected us to do exactly what we said during the campaign on Kickstarter. And at the time, basically, we said: "We will do the first Ultima Underworld, we will offer you that experience", but then we realized that we didn't want to offer that experience. It's a game from 1992! expectations, and I'm not necessarily talking about quality, that's another story, but we generated expectations about the game we would develop and then, to be completely honest, we didn't meet them. If you put these factors together, the game had to come out, we had limited resources and we didn't offer the game we promised ... the players get angry, it's obvious ". By the way, this talk is part of the reasons why we don't know anything yet specifically on System Shock 3, despite the fact that Spector proposed articles and covers from various publications: "I am not yet ready to talk about the game, because we are still in the midst of that iterative process where we change our mind about things, while we build them, while we create systems. When we have the chance to play with it, the design changes. The story changes to reflect the things that can be done in the game, and we know that it is possible to do only now that it exists in a playable form ".
Another problem, which also refers to Spector's intervention on stage, is that of recognizing the merits and therefore giving the right satisfactions to the developers, not to mention that, if your work is recognized to you, you enjoy better weapons to bargain your value. But it doesn't work that way, we tend to identify games with one, up to two figures, thinking that Underworld Ascendant is a Warren Spector game despite having developed another studio, while he was only a consultant and was already working on System Shock 3 And his opinion, expressed several times, is very clear: "It's crazy. Without Doug Church, Ultima Underworld and System Shock would not have existed, no matter how much he influenced them and how much he contributed to them. Without Harvey Smith, Chris Norden and others, Deus Ex would not have existed. I had the original idea, I had a vision, I closed my eyes in 1997, I said 'This is the game I want to create' and three years later it existed. But they made it happen. I sometimes joke that I haven't really worked for twenty-five years: those people accepted my vision and brought it to fruition. In short, I am given too much credit. Then, of course, when the game doesn't work, I get all the blame, so maybe it balances, but we need to recognize the team's work, especially the leads. I work a lot through them ".
but then we realized that we didn't want to offer that experience
At its core, it already feels like a System Shock game
we generated expectations about the game we would develop and then, to be completely honest, we didn't meet them.
https://nordicgame.com/warren-spector-announced-first-ng19-speaker/
First NG19 speaker Warren Spector
It’s a great pleasure for the organisers of Nordic Game 2019, 22-24 May in Malmö, Sweden to announce Warren Spector as the first confirmed speaker for next year’s conference.
NARRATIVE TRAPS AND HOW TO AVOID THEM
UNREAL THEATRE - 23/05/2019, 10:00-11:00
There has been some controversy over the years about how effective games can be at telling stories (or whether games should even try to tell stories at all). Thankfully, it’s now generally accepted that game designers can tell stories as well as “authors” in any medium. Still, we’re new at it and have much to learn. This talk will cover the need to tell stories in ways that exploit the unique qualities of our medium as well as some traps we fall into and how to avoid them.