I remember early on one of the team (think it was 'lead engineer' Will Teixeira) talking about some other project they were doing on the side, really got the feeling they were phoning this in.
Cat-Shaped Life is something I am doing on the side. I only devote a few hours a week to that business.
I am full time at OtherSide and plan to continue being there full time.
For the record, If I won the lottery I would still want to work on Underworld Ascendant. This game is going to be one of the funnest games ever, and even more fun to work on with such amazing co-workers.
I joined Otherside for several reasons.
I couldn't run my own business on the side working at triple-a companies, so I felt that my career had halted.
Working at Turbine I always heard about this mystical studio called LookingGlass, and how it was structured and ran. I said to myself "That sounds like the best game company ever".
When I heard that Paul made his own studio in Mass, I thought "That's where the next big game is going to happen. I need to be there."
The games being made at my company Gamawilo are focused on having more emotion and depth to them (compared to most games today). If anything UA will benefit from my developments at Gamawilo. As for me working a lot of hours a week, I don't spend more than 20 for Cat-Shaped Life, in-fact I may spend less since that game is content heavy instead of systems.
The kickstarters weren't originally going to overlap at all, but we (Me and Kristen) chose the 1st a long time ago because then our kickstarter is during GDC, PAX East, Dev Days, Tax returns and Unity 5 roadshow.
Make one question how they did that. It clearly was not an easy game back then and perhaps not even easy to make it now, in the exactly same way.Ultima Underworld: The Stygian Abyss was released in a fully playable state after less than 2 years of development.
See, UA is what happens when you take credit for other peoples work all your life. You start believing your own bullshit and think you can make something great like the good old days when you accidentally hired a genius who basically made your whole game.
You're so high sniffing the finger you just pulled out of your ass, you still think it was all you.
That's how you end up with a UA.
Zep--
With another equip.Remember that their next project is System Shock 3
It is fucking unfair to compare the Coles to this clusterfuck; other than Trent Cole beign this supposedly Apple 2 crack programmer they had no programing input but were mostly designers and storytellers, but having these has beens like Church; they were out of the gaming industry because nobody would have them, fucking Spector was teaching classes in the middle of nowhere ffsThe Coles were incompetent, but at least the type of game they set out to make wasn't a complete mismatch with their budget. The only reason I ever thought Ascendant was realistic was because I assumed these MIT-educated Looking Glass veterans must have additional funding and a plan. But they didn't - everything was exactly as awful as it appeared on the surface.
im not sure you could do better with a dozen of carefully chosen codexers4 years and $860k a dozen randomly chosen codexers could do better.
It is fucking unfair to compare the Coles to this clusterfuck
He's a mildly popular youtuber who's butthurt about rpgcodex.I'm confused. Who is that guy and why are we paying attention to him?
Regardless of my biased opinion the facts are there; Hero U was a sweet fun game that has a 90% on Steam that in spite of its limited budget and bugs at release has been well received and I sincerely hope it has sold well enough to get the Coles out of problems while Underworld Abomination will be the final nail on Otherside that forever denies they fucking up with the legacy of System Shock in the way they have with Ultima Underworld
I will replay those and Arx to cleanse the bad taste of my mouth from this fuckery