[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/svidya/ - Strict /v/

The fun stops here.

Catalog

8chan Bitcoin address: 1NpQaXqmCBji6gfX8UgaQEmEstvVY7U32C
The next generation of Infinity is here (discussion) (contribute)
Email
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options
dicesidesmodifier
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 5 per post.


Recommended Boards: /gs/ | /scurv/

File: 1425457981887.jpg (305.6 KB, 1534x2151, 1534:2151, SB_Rise_of_Lyric_NA_Box_Ar….jpg)

2e89f5 No.1390[View All]

Lets deconstruct some shit/great games and find out what made them this way. I suggest looking at developer/publisher pedigree, relationship between the two, and searching for documentation of the development of the game.

I'll start with Sonic Boom. The most unfinished game in recent history that was funded, published, and distributed by a major AAA company. Why was it so shit? Why did it even get made? Who's responsible?

Well here's my attempt to find out.

>Publisher: Sega/Nintendo

>Developer: Big Red Button
>Platform: WiiU
>Engine: Cryengine 3

So, Sega/Nintendo. Somehow they saw fit to hire newly founded studio Big Red Button to create their game. Never heard of Big Red Button? No surprise, they never existed up until the development of this game.

I once looked up the wikipedia page of Big Red Button to find this out but they have since deleted their own wikipedia page to disable any crowd documentation of their studio. Strange right? I do know a bit of their pedigree and could talk on them by hearsay but I'm going to come here with evidence and trufax.

Continued…
72 posts and 47 image replies omitted. Click reply to view.

dac973 No.3357

File: 1426558866472.gif (272.26 KB, 250x250, 1:1, 1112345222411.gif)

Just wanted to let OP and the rest know that I published the Sonic Boom history to medium

https://medium.com/@vidyahistory/the-disaster-that-is-sonic-boom-ec263fc94d03

>mfw I had to create an account and couldn't come up with anything better than "Vidya History"


>mfw I had to create a fucking twatter account to do it


>mfw but not before I made a gmail account to get my twatter account!


So yeah, there's also a twatter account for @vidyahistory

Anyway, I can keep publishing stuff there and make it a "publication" (basically a magazine within the site) and invite other writers if any anons want to join

dac973 No.3359

>>3357

Just FYI: I changed the autism part because I don't want to deal with normalfags talking shit because of it and getting the publication banned before enough people sees the truth

Thats all

87d9a9 No.3364

>>3357
>Calling Heavy Iron "nobodies"
Time will come when some of you will take that back
Not shilling or anything, this kind of investigation is what makes communities great, but calling the guys who made gold out of the Scooby Doo, Spongebob and the generic Disney movies is dumb, we whine about shovelwate but when some people try to make good out of hard stuff to work we ignore them and downplay their work after a bad game (thou this is one heck of a bad game and workmanship)

But they also made Epic Mickey 2, which is also something OP should take into account, that one was a disaster for Disney in economic, quality and advertising senses

>>3357
>>3359
>Stealing someone's work and censoring it
ISHYGDDT

dac973 No.3376

>>3364

Well I can change that

As for republishing, OP said he was ok with it, but if he no longer wants it published then I can delete it, no problem

I'm using medium because afaik medium doesn't have ads, only sponsored content which this articles isnt (seriously who the fuck would pay to get this published? its not a flattering article)

And again I didn't censor it, I just changed it for stuff like "obsessive" instead. Maybe you haven't been following this shitstorm called GG and didn't get the memo that using "autistic" could be a bigger deal than the article itself, and I rather see the truth behind this POS game see the light than the entire history being buried because some SJW said the article its "ableist" or some shit.

87d9a9 No.3380

>>3376
>Maybe you haven't been following this shitstorm called GG and didn't get the memo that using "autistic" could be a bigger deal than the article itself
I have, that's why that's silly
The article is written from an almost tough guy attitude, but changing the hard words for the sake of hiding from spergs is itself cowardly. The text wants to go straightfoward and even goes to kick a couple of rocks with "nobodies" "unoriginal" "["talented"]" and calling Naughty Dog a studio that felt from grace, which is totally true but that would also offend the crazy folk like using words retard and autism
It makes the literal text more PC while the attitude behind it is still from a general lurker of 8chan, making it look and feel like trying to thrown a rock while hiding your hand

It's an attitude shock, make it exactly like OP did, in fact a couple more of rudeboy words would be ideal. If you really want it to see the light of normies and casuals then completely rewrite it, it's not badly written but it is with a straightfoward attitude, something too aggressive for the crybaby casual normie population

And about stealing the text i didn't got to the part OP gave the go-on. Sorry i didn't check, i take it back

dac973 No.3387

>>3380
>which is totally true but that would also offend the crazy folk like using words retard and autism

Except they would have to argue why these devs aren't shit, they don't have to argue about autism or retard because like muhsoggyknees its some shit you are not allowed to argue about AT ALL without getting some kind of tag on you which ironically its a very obvious form of discrimination which could rekt your IRL reputation if you used your real name

And you would be surprised how most normalfags prefer aggressive writing, but they wont signal boost an article that could get them some shit because of "muh offensive words"

But again, if OP wants autism back or the hole thing deleted I will do it

BTW added the epic mickey part and some other minor changes

12dcb2 No.3390

it's still amazing how the devs managed to make a game from the CryEngine look like absolute ass

87d9a9 No.3392

>>3387
Now that i look on it you are right in some aspects, normies are some very hypocrite people and arguing against them for a dev being shit because of an hypothetical counter that they make things progressive is tough in America

>Added the Epic Mickey part

lol those poor lads are going to have a hard time getting a job again
You can also add that the newly reformed Heavy Iron made Disney's Infinity, the direct competition of Skylanders. But these guys at BRB don't have nothing to do with it as far as i know so it might be just a comment to flame these butts

All in all nice thread other than dissing spengebab and the only good Scooby thing apart from the original series

>>3390
Trailer looked good, it means they used it for good once, my bet is that the Wii U couldn't get it up with decent FPS

dac973 No.3393

>>3392

Yeah I just don't want some normalfag talk shit about this because of some "offensive term"

GG actually started because that bitch zoe harrased herself on wizardchan to promote her shitty interactive story (that its shit even for choose-your-adventure books) thats "totally a game guise! -kotaku"

Oh but no! it was all about her beta bf finally growing some balls and outing her for the shit she is! and all those evil white male aryan nazi gamers calling her a whore! Disregard that there are actual records showing she didn't even bother using a VPN during her wizardchan fiasco, this is the only thing it matters and its why the MSM focused only on this!

Massive /S right there, just to be clear

The problem with vidya today is that stuff like sanic baam here has become the standard, so many games are just shit thrown at gamers for a quick buck, and making as many normalfags aware of that in respected channels could help change the tide and turn the industry into something that is well, less shit

87d9a9 No.3395

>>3393
>The problem with vidya today is that stuff like sanic baam here has become the standard
I disagree because shit overhyped games have always happened, in fact shit games overall have always been more common that good games
The real problem is those shit overhyped games are the only ones released in these days of scarcity, and the long awaited independent scene that would start creating games for their respective niches is actually way, way worse than the corporate mainstream scene in almost every aspect

It's very hard to fight that as a consumer other than not buying it, but casuals will obviously do it anyways so no winning it

GG started because the ones who should warn us about bad stuff are the ones promoting every inch of it and while not promoting or searching for the few good ones

Zoe was the suit-tailored valid excuse to begin the crusade, but IMO it started 6 to 8 years too late, people born in that atmosphere are already making a career out of it and the good veterans that fought became corrupted by it (Geoff).
The mainstream audience already gives them the enough support to survive even when all the old hobbyists are against, the video game hobby pool increased tenfold since 2007, we are a minority when in 2006 we were the appalling majority

Our only hope to survive these mediocre times for an old hobbyist is to wait for another indie scene that actually is professional and can deliver quality products, that would also mean pay big bucks, not because they are indie means their games should be 3 dollars
The PC audience expects quality products for dirt thanks to the generous Steam sales and Humble Bundles, that's an illusion, it cannot be supported, good work should be paid the same no matter who your boss is (or isn't)

e40a76 No.3401

>>3393
>>3395
>>>/gamergate/
This isn't the place for this discussion, even if you're loosely tying it into the thread discussion and explaining your reasons for publication changes. Leave that shit at the door when you arrive.

Edit: Way fucked up for some reason while posting this.
Post last edited at

87d9a9 No.3402

>>3401
>Leave a omnipresent topic since early 2000's at the door when you arrive
>Leaving anything at the door when we arrive other than shitposting
This is a serious video game discussion board, it's about discussing things "politely" by argumenting and backing facts up, not a board about ignoring and censoring things you don't like

I'm not tying or promomting stuff, just explaining a point raised, stop being salty fag

dac973 No.3406

>>3395

>The problem with vidya today is that stuff like sanic baam here has become the standard

>The real problem is those shit overhyped games are the only ones released in these days of scarcity

How are these any different? its the exact same thing: shit rushed games not only outnumber good games but also overshadow them thanks to corporate collusion between certain devs and the majority of the press

>Our only hope to survive these mediocre times for an old hobbyist is to wait for another indie scene that actually is professional


Better get a seat and don't wait there standing, I been following indies since 2003 and it was always a shitty environment full of inbreeding and a-hand-washes-the-other favors

As for the "rat race" of low prices I think mobile games are a much bigger problem than steam or hb

>but casuals will obviously do it anyways so no winning it


You wouldn't believe how many casuals would change their views if they even knew. You had to try being a casual, try to make up your mind when all you get are sanitized corporate-approved news and commentary, when you are not even aware of what's going on outside of what blogs like polygon want you to believe.

>>3401

We are not discussing GG per se here, just pointing out how the current quality of vidya and the problem with vidya press is related. The fact GG exploded like it did its because of years and years of vidya getting more generic, more dumb, more rushed, more trend-chasing and overall way more mediocre

Honestly I think the last year of good vidya (good not great) was 2004. After that it was wave after wave of shit that only got worse by the year with a few gems in between but then again I heard of people finding gold coins in the sewer, they just had to wade through tons of shit to get them. But I'm not going to do that for a few coins, nor should I do the equivalent to get decent vidya

b20494 No.3407

>>1390
Just popping in to say this thread sold me on /svidya/. Perfect blend of critical discussion and autism for my tastes

6e0511 No.3410

>>3401
I don't think the way they are going about it is a bad thing here. It's clearly on the thread topic and well thought out posting that uses GG as an argument to enforce their posts.

Now if people started making "REV UP YOUR EMAILS", you would have a point.

e40a76 No.3415

>>3410
I may not have presented myself in the best way, but the last thing the board needs is quality threads being derailed by GG. It's a slippery slope into what is and isn't "vidya" when it comes to talking about GG. And I especially don't want to set a precedent that can later be recalled to argue against handling true shitposting in the name of GG.

For now let's just leave it at, so long as it doesn't devolve into derailing shitposting and stays relevant to the thread, let's keep it that way. If there's any developement otherwise, it'll be open for discussion here: >>21

2e89f5 No.3416

File: 1426573940185.jpg (306.71 KB, 668x784, 167:196, crysis and uncharted have ….jpg)

Woah. Didn't expect this surge of discussion. OP here. I suppose I'll speak up in the discussions ITT as best I can.

>>3174
(Not necessarily just responding to you but the whole are games art? discussion)

The definition I've always gone by is that art is a work dedicated to making the user feel something, experience an event, or to understand a message, or a combination of these things. Under this definition, games, to me anyways, are artforms. A bullet hell game makes you feel tension as the balls to the walls action forces the player into quick reactions and split second decisions. A game like Hitman, makes you experience the life of a would-be Hitman, an experience very few people would be able to relate to, but you roleplay as him effectively in a good hitman game. And games like Deus Ex or similar ones in their thematic genre tell tales of powers that be holding the world hostage through unorthodox power regimes. Feels, experiences, and messages can all be accurately conveyed through a game.

I realize that under a different definition of art, I would be wrong, but under mine I am able to easily categorize what is or isn't art in my eyes. I might also be biased as a creator on my part and not just solely a consumer of games like some of you.

>>3348
>I sense a lot of shitposting from OP's part. Shitposting taking into account he knows about sutff and isn't a newfag
Would love it if you could expand on that. I wouldn't consider it shitposting, I think you mean shitflinging? As in I'm being harsh and unkind to these developers? If that's what you meant I'd agree. In the industry, your work reflects directly upon your quality as a developer and this should be a stain that should never be downplayed for what it is. I'm being harsh upon a product and their producers upon principle, I reserve praise for those who deserve it and my hyper-critical hate for those who incur it.

>In regards to heavy iron

I wasn't very clear in that way because I didn't want to let my personal opinion get in the way so I tried to look at them objectively. And yes, this means putting aside my love for Spongebob: Battle for Bikini Bottom as one of my all time favorite Gamecube games among the others I love so much. They have a couple great games under their belt but are proportionally overshadowed by the uninspired shit they have been forced to put out, this is more objective, 2 games of 14 titles can be said to have had merit. This is enough for me to consider them not as great as you make them out to be.

>Also the art director of Crash isn't anything, the game was very charismatic in this sense

The game had artistic merit yes, but keep in mind we're just talking about the art director, the man who oversees the artistic decision and talent but does not necessarily implement all of that. For Crash bandicoot, the greatest artistic merit I see from the games is the environmental design, and the music. Both aspects that Bob Rafei isn't directly involved with, so I can't credit him for that greatness. He seems to have been in charge of character/monster designs, animation, and concept art which may or may not involve conceptualizing the environments but not implementing them.

>Luxoflux created fucking Vigilante 8 and True Crime, they also made trash like Star Wars Demolition but also made competent licensed stuff like that Transformers game (it was good stuff from an otherwise shitty movie series)

Again, I put aside my love for True Crime and looked at the proportions of the games they put out. More shit than gold. And judging them from a technical standpoint while Jeff Lander was involved, they weren't necessarily very good in functionality and neither did they make a splash with their programming.

>HI Games made the Ratchet & Clank PSP games, very good for what they are

Ports. If the greatest thing your company has done is make a port, then maybe you could say is that they have technical merit in porting a game from one system to another, but it has no bearing on their prowess as game designers as they relied on a different studio's work to release a product that was already amazing.

>And having people from Naughty Dog, the guys behind Jak and Crash always looks like a good thing

That was a decade ago anon, these are modern Naughty Dog devs. They've been acquired, have had hiring and firing sprees, that there is no clear way to say that the people who moved to BRB are the people who made Jak and Crash or the people responsible for the gameplay shitheaps of Uncharted.

>All respect to the investigation by OP but downplaying their history is insulting, both in terms of their work and in terms of joking and laughing at this, because it actually makes the picture and the laugh bigger, because you see….

You're right, it may have been coloured for dramatic effect, but I didn't have to stretch or alter the truth in any way to do so. And by that I stand.

>>3357
>>3359
>>3376
>But again, if OP wants autism back or the hole thing deleted I will do it
Two things.

If you could put into the article, "Written & compiled by an anonymous contributor, Edited by [you]".
I think I'm going to take these and make them into a video series on Youtube, and I plan on crediting all my sources in them so I think it's only fair that you credit me as an anonymous contributor. That way people on there can't yell at me for alleged plagiarism when I wrote and compiled the info.

And second, as for the tone policing here's what I have to say on the subject.
I'm not going to tell you whether or not to change the tone of your interpretation of my work, to make it more offensive or less offensive (although my personal taste would recommend the former before the latter). I think if I told you what to do with it, and change it in tone would be just the same kind of tone policing that SJWs and sensitives would tell you to do and I'm not that guy. What I'm trying to say is don't let yourself be bullied or be self-censored by the pressure these cultists put out, be independent. If you ultimately think a softer, more objective tone is needed to reach people who need to be spoonfed critical thought free of real emotion or conviction, then do it. If you're just doing it because you don't want to be attacked, I recommend you stand up for yourself and revel in the attack, it will just make bystanders see them for what they are and the work you published as all the more authentic.

>>3380
> The text wants to go straightfoward and even goes to kick a couple of rocks with "nobodies" "unoriginal" "["talented"]" and calling Naughty Dog a studio that felt from grace
My critical thoughts on them as a colleague and peer, not objective fact.

>>3390
You can see some of the pictures I put up of their pre-WiiU phase that had a more fleshed out and better looking world. The whole WiiU>Crysis3>Splitscreen tech deal kinda bugged them up and forced them to take out a lot of content and rework it so the game wouldn't run at 2FPS.

>>3392
>All in all nice thread other than dissing spengebab and the only good Scooby thing apart from the original series
Never dissing those games, just the many other piles of shit that outnumber them they've been forced to produce.

>>3395
>Our only hope to survive these mediocre times for an old hobbyist is to wait for another indie scene that actually is professional and can deliver quality products, that would also mean pay big bucks, not because they are indie means their games should be 3 dollars
And I hope to be part of that soon enough. Expect me and my team to do our best to make splashes in the time to come.

Anyways I think the GamerGate discussion is legitimate and should be allowed to continued.

>>3407
>>3183
>>3089
>>3121
Glad you guys like it. Gives me motivation fuel to continue. New piece tomorrow I think, unless my work and schoolwork catches up with me.

dac973 No.3440

>>3415

I get your point, I only mentioned GG because its a recent (and ongoing) scandal that everyone here probably knows about.

I could have named any similar scandals (some not directly involving the press) but then I would have had to explain the scandal itself since odds are some people here don't know about it and it would've made the discussion incredibly long and probably derailed the thread completely

For example I see many parallels between sanic baam's development and sonic xtreme's, (particularly the part when key members GTFO before the game its done). Ironically that game was cancelled basically because back then you couldn't even fathom a AAA developer launching an exclusive game that was both rushed and incomplete.

However to really drive my point I would have to start talking a lot about STI, 90's game development, SOA vs SOJ, etc.

>>3416

>In the industry, your work reflects directly upon your quality as a developer and this should be a stain that should never be downplayed for what it is


Exactly, the irony for me its the contrast with the movie industry. Over there you might make a good movie thats a commercial success but the fact is that it wont be considered a good one nor you will be considered a good director/actor if all you do is mindless popcorn sellers.

Contrast that with the vidya industry where everybody wants to be taken seriously while at the same time condemning the kind of criticism of their work that if considered would result in their work being taken seriously in the first place. But no, we are living in an industry where real criticism has been destroyed, there are more people dedicated to taking down critics than to criticizing the games themselves.


>If you could put into the article, "Written & compiled by an anonymous contributor, Edited by [you]".


Done

>What I'm trying to say is don't let yourself be bullied or be self-censored by the pressure these cultists put out

>be independent.

I am, the thing is the way I see it I'm actually denying them a quick take down of the article in the first place under the guise of "offensive terminology". I changed autistic by 'obsessed' because I considered it went for the same result while denying antigamers the ability to outright censor it. Sure the original author from that sonic forum might not like to be called an "obsessive" fan but if he happens to be an anti he wont be able to complain because afaik its not one of those "offensive muh feelz words" that gets you flagged for thoughtcrime

I hope that eventually speaking the truth will chip-away at the power of antigamers, SJWs and other small-minded corrupt individuals so we don't have to do any tone policing at all because people in general will understand that we're not using terms like 'autistic' 'retarded' and 'nigga' with an intend to offend anyone but to convey an idea.

But again its your article and I will change it back, even if TBH the consequences are almost predictable

418a9e No.3442

>>3415
I understand what you mean. I personally don't have any interest in GG, but used in this context it's basically a supporting point that could be exchanged with any other things that have happened with vidya, just a more recent example though.

2e89f5 No.3444

>>3440
Kinda neat to see my stuff written in article form. Almost makes me think it sounds like journalism. Almost makes me think I could help write a fringe gaming column that doesn't take any prisoners. Though that's pretty much what I'll be doing in the video series, it will be my original coloured, convicted opinion on this entire debacle.

You any good at writing scripts anon? Might be you could contribute to helping me do the video series.

dac973 No.3747

>>3444

Games journalism these days it's a brochure at best, the discussion we had on this thread is miles ahead of anything else I seen among so-called "journos"

Anyway, still waiting for the half life one

87d9a9 No.3761

>>3406
>How are these any different?
Well that's true but i feel back then a flop was that, a flop, a product that could become an ongoing joke in the medium for its low quality.
I mean the entire medium, including publishers and execs
Daikatana, Azurik, Any Jaguar game, Sonic 06 (vaguely) are some examples

But these days a blunder/flop would go unnoticed and even justified by the medium, and the proper handling of the participants (git gud attitude towards them) would be critized because of harassment/snowflake/bullshit
I would even go as far to say that the same bad fame could be turned around to make publicity (there's no bad publicity ideology) and sell even more, you may remember the most infamous example of this with Mass Effect 3

Sanic Baam is becoming an example of this IMO, i heard sales were actually steady after the fallout. Initial sales would have been from the hype, while ongoing sales would be from people hearing continously about it (due to the bad fame)
That's why Sonic 06 became a Platinum Hits
Of course it was a flop because Sega expected all the kids to buy it and to get back the money BRB squandered like OP's investigation clearly state, how many people reported at the end? 800 too many

As far as indie scene goes… Yeah, it's going to be a long wait but Unreal 4 being cheap makes way to the future i believe will happen in 15-20 years, which is very easy to use technologies that can make gold with moderately good input on them.

Casuals changing their views is possible, but i'm talking about the real casuals, not the kids in those IGN/Gamespot forums or commenting on Youtube videos, i'm talking about the parents and the not-very-social kids that just buy the popular stuff on an impulse, it's very normal for those to just sling 60 bucks every 15 days on a game based on shelve position only, and those guys make more than half of the userbase.

570e3c No.3762

>>1589
>anyone got a game suggestion
How about the sad and tragic tale of VtMB? The dev's were completely fucked over by their publisher so that the game could compete with Half Life 2. Some other possible tales of developer incompetency and/or publisher interference include Alpha Protocol, Stranger or the industry crasher itself, E.T..

2e89f5 No.3904

File: 1426753410033.jpg (70.43 KB, 400x600, 2:3, actual halo audience.jpg)

>>3747
Yeah, I just feel I can't personally call it journalism. What I'm doing here is just compiling information and putting it all together from publicly available sources. A journalist in my eyes, works to dig up information that wouldn't be so freely available, and it is these deposits of information that make them legitimate journalists.

>>3761
People have gotten better at weaponizing a rabid fanbase to defend and hype up a flop post-release, as well as engineering echo chambers to further defend the public opinion of their products. Social engineering has entered the market of vidya marketing, and we can see its effects when a blunder happens and company has enough resources to spend on minimizing damage. We'll see in time if this is an effective strategy, but I don't think it is as I've already started to see how it doesn't benefit a company in the long run.

Anyways tax season caught up with me so Part 3 tomorrow, VALVe time.

5594ac No.4401

>>3416
Shit didnt expect that.
>Would love it if you could expand on that
I meant shitflinging which is a form of shitposting, but after reading all i think it was just rude boy journalism, which isn't really shitposting because it's done like that for a reason, it's constant and for everybody.

>2 games of 14 titles can be said to have had merit

This is where i disagree, i'm not a shovelware spoonman nor a "my tastes > yours" but i have tested many of their games because at a work i had (selling used goods) we tried a bunch of shovelware to have a laugh, and well, not a lot of explaining, shovelware is just that, but their games i feel deserve that kind of unsung praise some people get (Tim Follin for his musical work for example).
Checking a game list i can confirm i played out 12 of 15 and i could firmly say 9 of those are competent software and 8 are decent to good games, IMO 4 of those deserve a mention (Scooby Doo, both spengebab games and Infinity)
That's a quality standard and that should be rule but taking into account the context, licenses and the freedoms given i think they did a monster job. They squeezed competent, polished and somewhat entertaining games out of licenses like an old dying guy on a floating house and a french mouse with a perverted obsession with cheese and soup. They are not great games at all but they are way above the standard of quality expected from shovelware licenses in a company known for not good quality standards in terms of bugs (THQ)
They are the reason kids don't feel that dissapointed when their grandparents give them a shit movie game for their birthdays, and that kind of situations happen way too much. It's a very dirty work but somebody has to do it, just like the unknown guys who didn't sleep for days to make a Burger King game a cult hit or those other people that were send straight to hell to pull out a Sims game on a console like the Gamecube. They could have just pulled out games like M&M Racer or Mario Baseball and called it a project.

They are not superhumans either, they are firefighters but not builders, we saw that with their first BIG job with Epic Mickey 2, which in all fairness was excellent in some aspects but they couldn't handle the primary factor: Making it a lot of fun and special. They were made to handle in tight corners but when given open road they still drove like scared cats, the game itself as an overall AAA product was mediocre.

>Bob Rafei

At this point i was salty but i think he has (mhmhm had) the merit of being there to oversee the decisions and work, even when he didn't actually made them. He was supposed to know what made stuff sucessful or at least identify wood, that was the bet execs took when they saw him. Of course it wasn't a good one, no doubt about it concerning the mummy outfits from Boom but the potential was there, hell it might still be there but certainly already broken after this mess (which is good)

>Luxoflux

Vigilante 8 suffered from FPS like other PSone games but they were good in movement
But like i said, True Crime otherwise…, still he was the same case as Rafei, bet on possible potential

>HI Games

As far as i know they actually MADE the games, the company was a scrap team made of Insomniac devs that wanted more liberty. The games are not essential pieces but they are very competent and quite good. The devs had a big fallout because Sony didn't want more portable Ratchet and well not even any other portable games, so they had to make trash and ports as you said. The members in BRB are from buttmad members who saw this fallout

>A decade ago

I understand but did you think devs get fired and then some clones come in after every game? Rafei was there for the initial success even when like we said maybe he wasn't a big trigger for it. Also Uncharted for all its generic gameplay with corridors and limited set pieces they are a very polished bunch of games that are great in what they are, even if you (understandably) get bored with its monotony

>but I didn't have to stretch or alter the truth in any way to do so

Yes, that's why i liked it after all, but you also didn't mention the highs, whatever low they could be like in the case of Luxoflux

But i'm lacking here too in the sense of not mentioning highs, i think i have not praised enough your work, like someone said this is easily better than supposed journalism stuff. So a lot of thanks for this and keep going m8

65cab8 No.4425

If there's any interest I could tell people about LA Noire, the game that destroyed the Australian industry and involved a lunatic lead who thought Rockstar were beneath him.

2e89f5 No.4428

>>4425
That sounds interesting I'd like to hear it.

65cab8 No.4429

>>4428
http://au.ign.com/articles/2011/06/24/why-did-la-noire-take-seven-years-to-make

That article covers an awful lot of it. There's a vast amount of detail on just how shitty it was, but the biggest problem is one they sort of gloss over.

LA Noire took 7 cocksucking years to make. Seven years. There were constant reworkings and development problems, etc etc. Of course, the game did eventually get released, so obviously shit got done. In the latter stages of development, a lot of the art assets were done, but the game they were meant to be a part of wasn't even close. They'd already had framerate troubles and the like, so it wasn't like they'd be able to go and further pretty up the game. There was also no way that they'd be able to just work on more content - the game was already delayed by several years, and adding more content would just fuck them over further.

So this lead to a situation where a bunch of artists had already finished their required work on the game. There wasn't really anything for them to do… so they got fired. Problem is, they got fired so long before the game was actually finished that they didn't get to be in the credits. In the gamedev world, being in the credits of a game is how you get jobs. This meant that they'd spent several years working in slave labor conditions (one guy got reprimanded for being late after showing up at 9:15 am…despite leaving work the previous day at 3:15 am, weekend overtime was the norm and the boss was a real shithead - constantly yelling and arguing, ignoring team leads, making impossible demands etc) for a project that they could not use on their resumes in the game development industry.

It was so bad that a large portion of them just quit the industry and never worked in it again, switching to advertisement and so on.

2e89f5 No.4973

File: 1426919935357.webm (3.6 MB, 320x240, 4:3, v's letter to gaben.webm)

>>3085
PART 3: Half Life, Full Life consequences
Hope no one minds the lengths of which I'm quoting from a single source, looking for more as I go.
Now began the process of putting it all together, and having the content made for the game essentially come together.

(I'm having trouble finding the programming chair story of Half Life, if anyone can post it, I'd appreciate it. I could paraphrase but it wouldn't do it justice.)

Playtesting
> By the second month of the Cabal, we (the "swine") had enough of the game design to begin development on several areas. By the third month, we had enough put together to begin play testing.

>A play-test session consists of one outside volunteer (Sierra, our publisher, pulled play-testers from local people who had sent in product registration cards for other games) playing the game for two hours. Sitting immediately behind them would be one person from the Cabal session that worked on that area of the game, as well as the level designer who was currently the "primary" on the level being tested. Occasionally, this would also include an engineer if new AI needed to be tested.

A good method if I do say so myself but I have never gotten the luxury of trying it out so I can't speak for its effectiveness. I usually just have to send it out to people online and get feedback over a chat client.

>Other than starting the game for them and resetting it if it crashed, the observers from Valve were not allowed to say anything. They had to sit there quietly taking notes, and were not allowed to give any hints or suggestions. Nothing is quite so humbling as being forced to watch in silence as some poor play-tester stumbles around your level for 20 minutes, unable to figure out the "obvious" answer that you now realize is completely arbitrary and impossible to figure out.


>This was also a sure way to settle any design arguments. It became obvious that any personal opinion you had given really didn’t mean anything, at least not until the next play-test session. Just because you were sure something was going to be fun didn’t make it so; the play-testers could still show up and demonstrate just how wrong you really were.


>A typical two-hour play-test session would result in 100 or so "action items" — things that needed to be fixed, changed, added, or deleted from the game. The first 20 or 30 play-test sessions were absolutely critical for teaching us as a company what elements were fun and what elements were not. Over the course of the project we ended up doing more than 200 play-test sessions, about half of them with repeat players. The feedback from the sessions was worked back into the Cabal process, allowing us to preemptively remove designs that didn’t work well, as well as elaborate on designs that did.


Now this next bit in my mind was a bit of genius.

>Toward the middle of the project, once the major elements were in place and the game could be played most of the way through, it became mostly a matter of fine-tuning. To do this, we added basic instrumentation to the game, automatically recording the player’s position, health, weapons, time, and any major activities such as saving the game, dying, being hurt, solving a puzzle, fighting a monster, and so on. We then took the results from a number of sessions and graphed them together to find any areas where there were problems. These included areas where the player spent too long without any encounters (boring), too long with too much health (too easy), too long with too little health (too hard), all of which gave us a good idea as to where they were likely to die and which positions would be best for adding goodies.


>Another thing that helped with debugging was making the "save game" format compatible between the different versions of the engine. Since we automatically saved the game at regular intervals, if the play-testers crashed the game we would usually have something not too far from where they encountered the bug. Since these files would even work if the code base they were testing was several versions old, it made normally rare and hard to duplicate bugs relatively easy to find and fix. Our save game format allowed us to add data, delete data, add and delete code (we even supported function pointers) at will, without breaking anything. This also allowed us to make some fairly major changes after we shipped the game without interfering with any of our players’ hard-won saved games.


Great idea, and it certainly helped them later on.

Technological overdesigns

>Until the Cabal process got underway, technology was added to Half-Life freely. It was assumed that "if we build it, they will come," meaning that any new technology would just naturally find a creative use by the content creation folks. A prime example of this fallacy was our "beam" effect, basically a technique for doing highly tunable squiggly glowing lines between two points; stuff like lightning, lasers, and mysterious glowing beams of energy. It was added to the engine, the parameters were exposed, and an e-mail was sent out explaining it. The result was … nothing. After two months only one level designer had put it in a map. Engineering was baffled.


>During the Cabal process, we realized that although the level designers knew of the feature, they really had no clear idea of what it was for. The parameters were all very cryptic, and the wrong combinations would cause the beams to have very ugly-looking effects. There were no decent textures to apply to them, and setting them up was a bit of a mystery. It became very clear the technology itself was only a small part of the work and integration, training, and follow-through were absolutely necessary to make the technology useful to the game. Writing the code was typically less than half the problem.


Some of the pieces of tech implemented that I mentioned earlier also suffered from similar effects, but it seems they were able to find uses for them after all.

Group design

>Practically speaking, not everyone is suited for the kind of group design activity we performed in the Cabal, at least not initially. People with strong personalities, people with poor verbal skills, or people who just don’t like creating in a group setting shouldn’t be forced into it. We weighted our groups heavily toward people with a lot of group design experience, well ahead of game design experience. Even so, in the end almost everyone was in a Cabal of one sort or another, and as we got more comfortable with this process and started getting really good results it was easier to integrate the more reluctant members. For current projects, such as Team Fortress 2, the Cabal groups are made up of 12 or more people, and rarely fewer than eight. The meetings ended up being shorter, and they also ended up spreading ideas around a lot quicker, but I’m not sure I’d recommend that size of group initially.


>Just about everything in Half-Life was designed by a Cabal. This at first seemed to add a bit of overhead to everything, but it had the important characteristic of getting everyone involved in the creation process who were personally invested in the design. Once everyone becomes invested in the design as a whole, it stops being separate pieces owned by a single person and instead the entire game design becomes "ours."


>This "ours" idea extended to all levels. Almost every level in the game ended up being edited by at least three different level designers at some point in its development and some levels were touched by everyone. Though all the level designers were good at almost everything, each found they enjoyed some aspect of level design more than other aspects. One would do the geometry, one would do monster and AI placement, our texture artist would step in and do a texturing pass, and then one would finish up with a lighting pass, often switching roles when needed due to scheduling conflicts. This became critical toward the end of the project when people finished at different times. If a play-test session revealed something that needed to be changed, any available level designer could make the changes without the game getting bottlenecked by needing any specific individual.


>This idea also extended to all code, textures, models, animations, sounds, and so on. All were under source control and any individual was able to synch up to the sources and make whatever changes were necessary. With a little bit of self–control, this isn’t as random as it sounds. It had the added benefit in that it was fairly easy to get a daily record of exactly what was changed and by whom. We would then feed this information back into the play-test cycles, only testing what had changed, as well as helping project scheduling by being able to monitor the changes and get a pretty good estimate of the stability and completeness of any one component. This also allowed us to systematically add features throughout the process with minimal impact. Once the technical portion was completed, the engineer assigned to the feature was able to synch to all the source artwork and rebuild any and all files (models, textures, levels, and so on) affected by the change.

58e095 No.4983

>>4429
Thanks for posting that. I work in the industry across the ditch and I've always wondered why there's almost no gamdev jobs/companies in oz

a965a3 No.6176

>>1391
>After 13 years of art directing original IP titles at Naughty Dog, Bob Rafei founded BRB in 2009 with Jeff Lander for the mission of creating great character action games.

>After 13 years of art directing

>the mission of creating great character action games.

There's your problem.

2e89f5 No.6179

>>6176
Yeah that's what I meant when I ribbed on him for not being super successful in that regard.

2e89f5 No.7982

File: 1427442048656-0.gif (31.21 KB, 240x206, 120:103, powering up (2).gif)

File: 1427442048656-1.gif (47.99 KB, 320x240, 4:3, powering up (3).gif)

File: 1427442048656-2.gif (18.35 KB, 200x277, 200:277, birdwell_08.gif)

File: 1427442048656-3.gif (37.59 KB, 320x240, 4:3, birdwell_09.gif)

>>4973
PART 4: Finalizing the process
By this point (Sep 1997-Sep 1998) Sierra Software threatened VALVe to pull their funding, and at some points purposefully missed their paydays. Luckily Gabe and Mike had enough money to continue funding the development itself in these times. If not for this, Half Life may have been released prematurely under this corporate pressure, or worse yet, the game may have been canned in its entirety jeopardizing VALVe as a company.

Pics related bits of info are as follows
>Houndeyes were initially a friendly AI unit to work with the player but during playtesting they found that all players took a "shoot-first, ask questions later" approach, which resulted in the decision to make them hostile enemies instead
>This represents one of the many scenarios in which a player is shown a danger that wouldn't otherwise be obvious by having it play out before them
>Placing the player in a soldier-vs.-alien conflict helped reinforce the illusion of an active environment, and let Valve show off its combat AI with minimal risk to the player.
>The first incarnation of the game’s main character, now known affectionately as "Ivan the Space Biker."

All the little pieces

>Even with all emphasis on group activity, most of the major features of Half-Life still only happened through individual initiative. Everyone had different ideas as to what exactly the game should look like, or at least what features we just had to do. The Cabal process gave these ideas a place to be heard, and since it was accepted that design ideas can come from anyone, it gave people as much authority as they wanted to take. If the idea required someone other than the inventor to actually do the work, or if the idea had impact on other areas of the game, they would need to start a Cabal and try to convince the other key people involved that their idea was worth the effort. At the start of the project, this was pretty easy as most everyone wildly underestimated the total amount of work that needed to be done, but toward the middle and end of the project the more disruptive decisions tended to get harder and harder to push through. It also helped filter out all design changes except for the ones with the most player impact for the least development work.


>Through constant cycle of play-testing, feedback, review, and editing, the Cabal process was also key in removing portions of the game that didn’t meet the quality standards we wanted, regardless of the level of emotional attachment the specific creator may have had to the work. This was one of the more initially contentious aspects of the Cabal process, but perhaps one of the more important. By its very nature, the Cabal process avoided most of the personal conflicts inherent in other more hierarchical organizations. Since problems were identified in a relatively objective manner of play-testing, and since their solutions were arrived at by consensus or at least by an individual peer, then an authority that everyone could rebel against just didn’t exist.


>On a day-to-day basis, the level of detail supplied in even a 200-page design document is vague at best. It doesn’t answer the 1,001 specific details that each area requires, or the countless creative details that are part of everyday development. Any design document is really nothing more than a framework to work from and something to improve the likelihood that work from multiple people will fit together in a seamless fashion. It’s the Cabal process that helped spread around all the big picture ideas that didn’t make it into any document —things that are critical to the feel of the game, but too nebulous to put into words. It also helps maximize individual strengths and minimize individual weaknesses and sets up a framework that allows individuals to influence as much of the game as possible. In Half-Life, it was the rare area of the game that didn’t include the direct work of more than ten different people, usually all within the same frame.


>In order for highly hierarchical organizations to be effective, they require one person who understands everyone else’s work at least as well as the individuals doing the work, and other people who are willing to be subordinates yet are still good enough to actually implement the design. Given the complexity of most top game titles, this just isn’t practical — if you were good enough to do the job, why would you want to be a flunky? On the other hand, completely unstructured organizations suffer from lack of information and control — if everyone just does their own thing, the odds that it’ll all fit together in the end are somewhere around zero.


>At Valve, we’re very happy with the results of our Cabal process. Of course, we still suffer from being overly ambitious and having, at times, wildly unrealistic expectations, but these eventually get straightened out and the Cabal process is very good about coming up with the optimal compromise. Given how badly we failed initially, and how much the final game exceeded our individual expectations, even our most initially reluctant person is now a staunch supporter of the process.


Pro-tips:

>Include an expert from every functional area (programming, art, and so on). Arguing over an issue that no one at the meeting actually understands is a sure way to waste everyone’s time.

>Write down everything. Brainstorming is fine during the meetings, but unless it’s all written down, your best ideas will be forgotten within days. The goal is to end up with a document that captures as much as is reasonable about your game, and more importantly answers questions about what people need to work on.
>Not all ideas are good. These include yours. If you have a "great idea" that everyone thinks is stupid, don’t push it. The others will also have stupid ideas. If you’re pushy about yours, they’ll be pushy about theirs and you’re just going to get into an impasse. If the idea is really good, maybe it’s just in the wrong place. Bring it up later. You’re going to be designing about 30 hours of game play; if you really want it in it’ll probably fit somewhere else. Maybe they’ll like it next month.
>Only plan for technical things that either already work, or that you’re sure will work within a reasonable time before play testing. Don’t count on anything that won’t be ready until just before you ship. Yes, it’s fun to dream about cool technology, but there’s no point in designing the game around elements that may never be finished, or not polished enough to ship. If it’s not going to happen, get rid of it, the earlier the better.
>Avoid all one-shot technical elements. Anything that requires engineering work must be used in more than one spot in the game. Engineers are really slow. It takes them months to get anything done. If what they do is only used once, it’s a waste of a limited resource. Their main goal should always be to create tools and features that can be used everywhere. If they can spend a month and make everyone more productive, then it’s a win. If they spend a week for ten seconds of game play, it’s a waste.
That last one is the best piece of advice there. At least in my opinion.

>Ken is senior developer at Valve and has contributed to a wide range of projects in the last 15 years, most recently on animation and AI for Half-Life. Previous projects include satellite networking, cryptography, 3D prosthetic design tools, 3D surface reconstruction, and in-circuit emulators. Oddly enough, Ken dropped out of studying EE to pursue a fine arts degree at The Evergreen State College, which he considers far more relevant to creative thinking than any silly differential equations class. You can reach him at kenb@valvesoftware.com.


I'll begin ending this Half Life piece soon and start on the next game. Expect Part 5 sooner than the amount of time it took for me to make this part (and yes, feel free to scold me because it didn't take a whole lot of effort, I just lacked motivation).

0db84e No.8106

>>7982
Oh, you came back. I had given up on you anon.

2e89f5 No.8111

>>8106
Don't worry, it was worth the weight.

I wanted to finish off strong so I've been looking for old sources I used to know of that have gone defunct. I also played some videogames so I took some days off of this.

7bffbb No.8668

>>4973
Who's the the person that did this? It's pretty fucking good, kinda like Nujabes.

Polite sage for off-topic.

2e89f5 No.10315

>>8668
It's from an interview Ken B. Anyways I'm going to finish the Half Life piece tomorrow and begin on a new game.

346b59 No.10901

10/10 thread this is all fascinating

0177a1 No.11428

Did they ever explain why Sonic's arms are blue in Sonic Boom Rise of lyric? Because I find it very stupid.

1a86b5 No.12386

>>11428
Chris-chan please.

2e89f5 No.12398

File: 1428560653924.png (96.36 KB, 357x317, 357:317, incredolous.png)

>>11428
Blame Bob Rafei. He's a hack. I kinda wish Chris went after him instead.

Anyways I'll finish real soon guys I promise. I'm just fucking lazy.

455f44 No.13549

bump

a789dd No.13572

they devoloped it on the CryEngine? that's so out of place

7b4774 No.13674

File: 1429046866084.jpeg (670.42 KB, 1680x1050, 8:5, clashofsuperheros-687793[….jpeg)

What about the MvC series, anyone know how that came to be?

607265 No.14114

YouTube embed. Click thumbnail to play.
To continue the Sonic trend the thread's had, while I'm sure people are largely familiar already with why 06 was such a disaster, I happened upon something a while back that might be another piece to the puzzle that I've never seen anyone really dig into, and would be curious to see what anyone could find. Embed related is from a game that was announced by Sonic Team before 06 was, and was never mentioned more than a couple of times before being quietly cancelled. Needless to say, it looks like some elements of this might've popped up in 06. Since you can't embed more than one video, here's the only other trailer that we ever got for the game:
https://www.youtube.com/watch?v=7MR--pTvQgU

cfe83e No.14751

we should try to make threads like this a regular thing, this shit is fucking fascinating.


65cab8 No.14758

>>13674

If you go back I'm fairly sure you'll see a bunch of licensed Marvel games. Once they'd made all the assets making a VS game would have been easy, easy money.


975aa3 No.14764

>>11428

There's not much I like about the Sonic Boom designs, but you know what? I'm okay with the blue arms. Quite frankly, the original arm coloring was what always seemed kinda odd to me. The classic two-tone cartoon animal setup makes all limbs the same color, and I'd say that's the better design.


59ffb3 No.16738

File: 1431554976539.gif (1.92 MB, 449x266, 449:266, physics!.gif)

Fucking dammit, best thread in the board is dead…


a66f5b No.17917

>>14114

The gameplay looks a lot like the same (bullshit) silver is, though it seems to work better as an FPS

The real problem with 06 at the end of the day was how rushed and buggy it was. Had the game been given an extra year I can see how better details and a more polished presentation could compensate for the bestiality story and other crap

>>14764

The design change was a bit tryhard, the kind of shit a hipster thinks look cool, but honestly I don't give a shit, its the rest of the game thats crap and no character redesign could change that

>>16738

Not yet




[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]