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Old 10-22-2009, 07:10 PM   #211 (permalink)
Arrr
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seems like Telara is shaping up to be a shot for some former EQ2 devs at a MMO that doesn't need CPR from launch on. It's a good idea, really. Those guys did a great job reviving the game, but it was still bogged down by everything done wrong in the beginning.

edit: and bonus points for it not being a SOE MMO.

Last edited by Arrr; 10-22-2009 at 07:50 PM..
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Old 10-22-2009, 09:49 PM   #212 (permalink)
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Thanks, guys. Appreciate the kind words a lot.
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Old 10-22-2009, 10:02 PM   #213 (permalink)
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I would rather see someone selling fucking Ice cream in the Ghetto on their resume than being held accountable for the worst fucking launch in the history of the genre.

Your post is the epitome of why this Software Development sucks fucking ass.
It's not just games. It's any software-
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Old 10-22-2009, 10:20 PM   #214 (permalink)
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Well the key is if Scott stays post release for any significant time.
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Old 10-23-2009, 03:39 AM   #215 (permalink)
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On a side note, enough of the "They shipped something" bullshit.

Shipping anything doesn't mean jack shit
Actually, it does. There's a significant difference between having worked on a project, and having worked on a project that landed on the retailer shelves (or these days, on steam/ps3 store/etc).

And, besides, having holes in your resume means you have something to hide (VSoH, in this case). Having something to hide means you have done something really, really wrong. It's not like your potential employers (if they've got people competent enough in HR) can't find out you did work there anyway.
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Old 10-23-2009, 07:17 AM   #216 (permalink)
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Actually, it does. There's a significant difference between having worked on a project, and having worked on a project that landed on the retailer shelves (or these days, on steam/ps3 store/etc).

And, besides, having holes in your resume means you have something to hide (VSoH, in this case). Having something to hide means you have done something really, really wrong. It's not like your potential employers (if they've got people competent enough in HR) can't find out you did work there anyway.
The other thing is experience. People who have worked on projects that failed can also bring the experience and knowledge of what not to do. That is very helpful in companies where you're trying to bring your first title to the market.

Also, you can't put the failure of the project on every single person, especially at the design level. In my experience there are a lot of times where you as a designer don't agree with choices that are made but since you're not in a position to make that call, you have to suck it up and watch the mistake happen.
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Old 10-23-2009, 08:06 AM   #217 (permalink)
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GL Scott, the game sounds interesting. But man those charcter models in the video.. Well let's just hope you guys are still working on that.


Quote:
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I would rather see someone selling fucking Ice cream in the Ghetto on their resume than being held accountable for the worst fucking launch in the history of the genre.

Your post is the epitome of why this genre sucks fucking ass.
Saying anyone who ever worked on a failed game is now tainted for life is asinine. Were some people who worked on VG incompetent? Hell yes. Were all of them? Pretty doubtful, like any team effort no matter how well you do your job, the guy screwing up effects everyone.

VG was screwed up from the top down. Doesn't mean there wasn't talent in the ranks though.
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Old 10-23-2009, 09:18 AM   #218 (permalink)
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Considering the release version of VG was made in about 1 year, after scrapping the shit for the previous 3,5-4 years layered on the game, some of the people working there must have been very good to say the least.

GL Scott.
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Old 10-23-2009, 11:04 AM   #219 (permalink)
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GL Scott, the game sounds interesting. But man those charcter models in the video.. Well let's just hope you guys are still working on that.


Scott only agreed to take the job in July, lets wish him luck with HoT but not hold it against him if that comes short in any way.


re : HoT

Heroes of Telara - Interview with Trion’s Russ Brown - MMORPG.com

To put this into context :

Quote:
Russ Brown: So what the subclass system is; we have four basic core classes. And the four classes have their basic MMO roles. You have a fighter, a cleric, a rogue and a mage. The subclass system is how you do hybrids and how you get some specialization in your class. Given this example, so you want to play a paladin who is more of a fighter who can heal, you’ll play a subclass paladin on a fighter. If you want to play a paladin who is more like a cleric who can fight, you’ll play a paladin as a subclass to the cleric.

My point is, give him a slap for going on to say :

Quote:
The real question then is, how the heck do they plan to balance all these subclasses? Russ has got an answer for that one too, saying, "I’ll tell you this right now. I balance four classes. [Laughter]


Actually, I'll wish you good luck with whatever comes after HoT. With HoT you are in a no win situation. If its a flop, in any way, your rep will take a hit, but if it rocks you'll just be the guy that got there late to the party in time for launch (shit I sound as cynical as Ut).
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Old 10-23-2009, 01:00 PM   #220 (permalink)
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Old 10-23-2009, 03:14 PM   #221 (permalink)
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The real question then is, how the heck do they plan to balance all these subclasses? Russ has got an answer for that one too, saying, "I’ll tell you this right now. I balance four classes. [Laughter]
Hopefully Ilucide and Scott can straighten them out on this stuff. There's a lot of "vision" on the project, but maybe not so much realism.

They want to have all these subclasses, but you have to balance them. and if they're negligible to the point where they don't affect balance, then they probably aren't cool enough to even warrant having them in the first place.

I hope we aren't looking at the "hay guize ima ranger!" costume-and-weapon playset subclass next year.
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Old 10-23-2009, 04:06 PM   #222 (permalink)
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It's sounds like they are planning to have a character development system very similar to Shadowbane. That was by far my favorite part of that game. That being said, SB was hardcore and really didn't care so much about class balance. You could literally roll a toon that was completely and utterly worthless. Half the game was having the skill to properly create a character. It will be interesting to see how HoT approaches this, as I am sure they won't be able to take the "fuck it" approach that SB did.
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Old 10-23-2009, 04:39 PM   #223 (permalink)
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Even SB moved away from the diablo 2esque skill system eventually and let you respec i think. I did like that system alot tho i only vaguely remember what it actually was at this point.
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Old 10-23-2009, 07:28 PM   #224 (permalink)
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Quote:
Originally Posted by Utnayan View Post
I would rather see someone selling fucking Ice cream in the Ghetto on their resume than being held accountable for the worst fucking launch in the history of the genre.

Your post is the epitome of why this genre sucks fucking ass.
Like Ilucide basically said, if you think one random designer on the team is responsible for the entire game's launch, you don't know much about how design teams work. Nor about the pressures put on design teams to make things they don't want to make. =P Sort of like what I told you Ut, when you ripped me a new one for working for the company I do. Experience is experience man, and I'd rather hire a good designer with the ability to make good ideas a functional reality from a game that launched poorly than an armchair designer who posts on forums thinking he knows everything about the industry. At least he's lived through the fuckups and hopefully learned from them. Better than hiring the fresh meat and fucking up all over again. And why am I still responding to you? Not sure.
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Last edited by Cuppycake; 10-23-2009 at 07:32 PM..
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Old 10-23-2009, 08:09 PM   #225 (permalink)
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Like Ilucide basically said, if you think one random designer on the team is responsible for the entire game's launch, you don't know much about how design teams work. Nor about the pressures put on design teams to make things they don't want to make. =P Sort of like what I told you Ut, when you ripped me a new one for working for the company I do. Experience is experience man, and I'd rather hire a good designer with the ability to make good ideas a functional reality from a game that launched poorly than an armchair designer who posts on forums thinking he knows everything about the industry. At least he's lived through the fuckups and hopefully learned from them. Better than hiring the fresh meat and fucking up all over again. And why am I still responding to you? Not sure.
Where was Furor and Tigole's experience in shipping a game?

Point stands and will always remain. It doesn't matter what the fuck you "ship". What matters is the drive to make a difference. And not some suckhole who kisses enough ass to make their way in who falls on the ass of less than mediocrity.

You can take your ship and suck it. Beause of all the fuckers that shipped a game, I can name others that didn't ship shit before they were hired and out did them 100 fucking fold.

Go back to the suck up. Meanwhile, I'll continue to watch people who deserve the jobs make a huge difference in this genre, who didn't do jack shit before they were hired (Aside from knowing everything there is to know about MMORPG's) and somehow created the best fucking MMORPG that hit the genre.

Company politics (Blow jobs) ... it's whats for dinner. Desert are the what people really want.

And just to clue you in on something you already knew... The two people who made some of the best design decisions on WoW, the most popular game to his the fucking genre which exploded it to 12 Million, didn't ship jack shit before they started. They were armchair designers.

Shut the fuck up and suck more cock to move up the ladder, and I will keep putting my faith where it belongs. People who know way more the fuck than you do about this because they have played these games since 1992 and know what works and what doesn't, and don't spend their day wondering how to attract the female gamer age range 17-28.

Last edited by Utnayan; 10-23-2009 at 08:43 PM..
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