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| | #241 (permalink) |
| There is no internets Join Date: Feb 2005 Location: Houston, TX
Posts: 3,175
+1 Internets | That is fine and all, but for a major publisher to drop you (or allow you to leave) is kind of a big deal. From the outside looking in, I wonder why MS changed their teams, or team philosphy on how to interact with Sigil? Could it be mismanagement, poor cost control, lack of follow through with promises or deadlines that were initially missed? I dont care what company you work for, 30 million dollars is lot to write off. Microsoft must have had some serious allegations to do so? What are we missing here?
__________________ Not a spelling nazi Definitions of LOSE on the Web: fail to keep or to maintain; cease to have, either physically or in an abstract sense; "She lost her purse when she left it unattended on her seat" Definitions of LOOSE on the Web: not restrained or confined or attached; "a pocket full of loose bills"; "knocked the ball loose"; "got loose from his attacker" For EP: |
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| | #242 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 515
| I was at E3 2005, and actually got a chance to sit down with Brad and Jeff for one of their presentations. I can vouch for Brad on one thing - Microsoft was pimping Zoo Tycoon more than they were Vanguard and Sigil. Vanguard had some small room in the corner on the second floor of their massive booth, while Zoo Tycoon was center stage right close to their media desk. |
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| | #243 (permalink) | |
| Registered User Join Date: Jul 2002
Posts: 2,998
| Quote:
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| | #244 (permalink) |
| Registered User Join Date: Aug 2002 Location: San Diego, CA
Posts: 509
| Technically you are right, but emotionally it was just something I couldn't handle. I imagine I will regret it, and already do, but one has to take care of oneself emotionally as well. I and otheres tried for months to keep Sigil afloat -- this was something I and a few others knew was a likely possibility and we discussed it and decided I wasn't the best person to handle it given the emotional pain I was feeling. That's really all I can say at this point. Again, you are probably right in general, and certainly right technically. I was the CEO afterall. And while I was capable of being CEO most of the time, perhaps this is a good example of an area I'm simply weak at. In fact, it is. The counterpoint would be that while I do not compartmentalize well and don't handle these situations very well, the reason is how much I cared about all of those people and the company. A good friend of mine has said in the past: the best thing about Brad is that he cares so much; the worst thing about Brad is that he cares so much. So in one way of looking at it, it's a flaw. But perhaps not in all ways. Sometimes the stone-cold CEO is who you want in certain situations, but often times it's not. So this may well be a flaw, but overall, I am not ashamed of the person I am and how much I care about projects and people and their futures. Overall I think this personality trait has done me much more good than harm in the last 10+ years being involved in this industry, mostly as a manager of some sort. |
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| | #246 (permalink) | |
| Registered User Join Date: Aug 2002 Location: San Diego, CA
Posts: 509
| Quote:
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| | #247 (permalink) |
| Registered User Join Date: Jul 2005
Posts: 64
| The quality of the product. See there comes a time when you look what you got for your money. When you realize that it does not meet expectations, you either cancel it and get out with a known loss, or you throw more money at it without knowing what the outcome will look like. This looks, smells and feels like a standard business decision, just on a bigger scale e.g. MS scale. |
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| | #248 (permalink) |
| Registered User Join Date: Apr 2006
Posts: 645
| Brad, do you have any regrets in cultivating what essentially was a masochistic cult who chased potential players away with lines like "maybe this game isn't for you?" and others? Did this masochistic cult have any impact on game development? At least initially, I know you guys eventually made strides away from things like ridiculous corpse runs, which really pissed off the cult. But in early development, did they provide reinforcement that essentially took you in the wrong direction? |
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| | #250 (permalink) |
| Registered User Join Date: Jul 2006
Posts: 389
| The problem wasn't your publishers. The problem isn't with the talent of the Sigil team, though I guess that ends up being debatable since from what I've read in emails the wrong "team" or faction won the jobs over at Sony, and the game is heading in the wrong direction from what the players want...but thats beside the point I guess for now. The problem lies with Sigil the company, and how it was run. Maybe Vanguard would have been that hit you were all looking for if you hadn't ran the company like utter ass. By "you" I mean the collective management team. Last edited by Seths; 05-17-2007 at 04:17 PM.. |
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| | #251 (permalink) |
| Is really a cow. Join Date: May 2006
Posts: 1,160
| Bah, he's not worth listening to. I suggest ignoring him. Given his prior record in regards to being honest with the FoH community, I fail to see why we ought to believe what he's posting now.
__________________ It's turtles all the way down. |
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| | #254 (permalink) |
| Is really a cow. Join Date: May 2006
Posts: 1,160
| Oh seriously, shut the fuck up...take your stupid grudge elsewhere. This thread was discussing what we on the board thought of Sigil, the development process and the like (with a couple of large derails). This doesn't mean I'd like to hear Brad's latest PR spinning bullshit. I think he's shown how much we can trust him.
__________________ It's turtles all the way down. |
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