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| | #121 (permalink) | |
| Registered User Join Date: Feb 2002 Location: Encinitas
Posts: 421
| Quote:
And LOL @ the -nets that implied that Rockstar's games were terrible. I haven't worked at SoE for years now, you twat. | |
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| | #122 (permalink) | ||
| Banned Join Date: Apr 2002
Posts: 2,521
| Quote:
Quote:
And to clarify, this goes for any Bozo developer who does this same shit. It also makes me wonder what games would be like today if a producer had a wooden spoon on his/her desk and could whip the ass of anyone caught alt tabbed to other video games calling it "Research", where the end result will be instead of working on quality content 8 hours a day for a month, playing video games for 3 weeks and jamming down a bunch of shit to hit a milestone in 3 days because they fucked around the last 30. Want to fuck your way in and then think you deserve respect for being a designer? You better damn well get off the blog and prove yourself first. And edit: Rockstar's games are becoming more rehashed everyday. If it wasn't for a new GTA in 2011 and Max Payne 3, (Midnight Club, Manhunter, and Red Dead revolver IP's and the games are fucking horrid) Take-Two would slide even further down the rabbit hole. Combined that with the only decent original IP that anyone was really looking forward too was LA Noire back in 06 which completely fell off the radar now. So don't get too cocky. Your company isn't exactly making the pinnacle of games at the moment to warrant it. And one last protip for you pal. The armchair QB's you try and mock here for not shipping any games have turned out to be some of the best developers in the business. And they didn't have to fuck their way in either. Last edited by Utnayan; 07-18-2009 at 12:03 PM.. | ||
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| | #123 (permalink) | |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 2,276
+20 Internets | Quote:
realtimecollisiondetection.net - the blog » Optimizing the rendering of a particle system Misinformed Cognoscenti It is great to get concise tech info in a simple blog format, and is immediately useful to any programmer whether they shipped a game or not. Last edited by Froofy-D; 07-18-2009 at 07:05 PM.. | |
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| | #124 (permalink) |
| Registered User Join Date: Feb 2002 Location: Encinitas
Posts: 421
| You realize that you can get your point across without all of the "fuck your way in" comments, right? You can claim that you aren't trying to ridicule anyone but, fuck me, that's exactly what you're doing and it's just rude. And honestly, how can you fault someone for blogging in their free time when you basically do the exact same thing? One could argue that you could be spending your time getting better at your job, whatever it is, rather than pissing all over people on forums like these It's almost as though you're personally offended that people may pay more attention to her blog than your rants.And thanks for the protips, champ. I'm now guaranteed to sleep better tonight, having been enlightened by you. Last edited by CylusSoulreaver; 07-18-2009 at 12:29 PM.. Reason: Apparently, I can't spell. |
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| | #125 (permalink) | |
| Banned Join Date: Apr 2002
Posts: 2,521
| Quote:
And let's not forget where our little spat started. You said she was trying to be a better game designer by blogging about Halo 3. I said that's a lot of horseshit. I don't need to repeat it anymore, you can see the reactions yourself. | |
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| | #126 (permalink) | |
| Registered User Join Date: Oct 2003 Location: Cleveland
Posts: 658
| Quote:
If it's the former, then she is passionate and trying to broaden her horizons, however limited or good they might be. This sort of behavior should be applauded and shows someone who is multi dimensional, as long as she accepts feedback and learns. If it's the latter, then that does suck and ridicule should commence. Although not to the level you propose. That said, the 'Just Do It' bad Nike commercial bullshit analogy you keep repeating ad nauseum is stupid. The best explore, educate, and discuss so they are better in their field, be it coding, audio, design, pr0n, or whatever. Saying 'just make shit' really is asstastically stupid. Especially in relation to games which ain't exactly factory work. Just do it is why we have so many crappy bad MMOs floating around, with individuals who push shit without taking the time to comprehend the big picture. If we had more developers who blogged good information and did more than occasionally post sycophantic shit on F13, the games marketplace would be a better place. The valid problems you do mention are a result of piss poor leadership and/or management. That isn't the designer's fault, although someone who sleeps there way in probably is better off blogging about another game, instead of doing actual work. Last edited by Gecko; 07-18-2009 at 12:49 PM.. | |
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| | #127 (permalink) | |
| Registered User Join Date: Feb 2002 Location: Encinitas
Posts: 421
| Quote:
Playing stellar games, both inside and outside of your genre, is exactly one of the things that developers should do. Even if you only get one "Ah shit, I see why/how they did that!" per game, it's completely worth it. | |
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| | #128 (permalink) | ||
| Banned Join Date: Apr 2002
Posts: 2,521
| Quote:
Quote:
Last edited by Utnayan; 07-18-2009 at 12:55 PM.. | ||
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| | #129 (permalink) | |
| Still not the Abyss Join Date: May 2002 Location: Arizona
Posts: 2,925
| Quote:
Exactly. Look at any game that deviated from the successful first, and examine its success. Super Mario Sunshine anyone? AC2, EQ2, etc, etc. Why is Zelda so successful? I think the problem is, devs want to make a name for themselves or do something that feels like their own work, something they actually had to create themselves. It's like if you asked a group of authors to rewrite Dickenson with modern settings, they'd want to do something new so as to feel like they did a damn thing. The problem is, with games, everyone wants the original with shiny new bowstrings, nothing more.
__________________ Damn my eyes! You're just another mirage! | |
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| | #130 (permalink) | |
| Still not the Abyss Join Date: May 2002 Location: Arizona
Posts: 2,925
| Quote:
__________________ Damn my eyes! You're just another mirage! | |
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| | #131 (permalink) | |
| Senior Designer, Trion Join Date: Oct 2008 Location: San Diego
Posts: 14
+12 Internets | Quote:
The very people you're praising here on this forum who've done well in the industry (Kaplan & Afrasiabi), blogged at length about what was wrong with EQ, and how they thought they would do it better. We just called them 'updates' back in the day, not 'blogs'. In fact, they're the very poster children for introspective design, rather than brute force. Sometimes they're wrong. Sometimes they're humorous. And sometimes they're right (bottom post: How to Aggravate Your Players). Those very same people now realize that doing is much different, and more difficult than ranting. As for the comment on sitting down in a room with a development kit and creating? That, unfortunately, shows a pretty poor understanding of what good design & game development requires. Because good game development stems from understanding your intended players and their needs, and melding that with your own experience. Also worth mentiong: mostly you're not going to have professional tools. Sitting down with Aurora, Unreal or Crysis is neat and all, but most game designers don't actually have that available for 50-60% of the time they're on a project. They have broken, buggy, and incomplete tool sets because very few engineers like developing tools. Even if your team has quality engineers working on tools, those take a long time to develop and get online, and they're almost always reinvented for each new projects. As an aside: if you're a coder, and you want to work your way into the games industry? Be willing to work on tools, and you'll be welcome just about anywhere. | |
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| | #132 (permalink) |
| Registered User Join Date: Oct 2004
Posts: 2,219
| Game ideas are only as good as the capability of your developers to implement them. Or the tools designers are provided to create content. I bet there are are many great ideas that are out there that get shut down because the developers say it would be too hard to implement, even if that's not the case. Or they try to implement the idea but they can't get it right, so the idea gets scrapped. Vanguard is a good example of this, or at least the Vanguard I played. I leveled to 50 and enjoyed the game a lot. I was in 'Ted's Club' (I think it was Ted, butno one talks about Ted's club? oops) Anyway we worked with devs while they were working some of the first raid bosses after release. A big problem they faced was the lack of any type of scripting language for special encounters and everything was done in C++. This was a technical design decision that really put a limit on what could be done with encounters. As great as ideas game designers may have had, they would often get turned down because of the work to implement the ideas. I've worked with game developers that are no longer passionate about the project they are working on and question why people still subscribe to the game they are still working on. Can you picture Utnayan working on Vanguard? You need to have a combination of both talent and passion throughout all your teams. I think Scott had the talent and passion for EQ2, and I'm sure he passed some of that passion on to others he worked with. At least I know he cared enough to log on from home during his morning coffee to hook me up with some exp pots to help me on EQ2 when my character got messed up when he didn't have to =) And other public responses that at least gave the appearance that he cared. So the whole blog thing really seems like a positive thing to me. People that are willing to spend their time to analyze any aspect of a successful game is a good thing I think. Even if even the material isn't 100% related to what you work on, its a good skill to work on and develop if you want to be able to learn from other games. |
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| | #133 (permalink) | |
| Registered User Join Date: Oct 2003 Location: Hampton Roads, VA
Posts: 152
+1 Internets | Quote:
I think what Ut's point boils down to - is that the people with the passion for games development, whether it's coding, art, design or sound fucking engineering can't ever break in w/o going through some stupid fucking minimum wage QA bullshit job or not even getting paid as an intern - or they have the equivalent of a double fucking PhD Yet, certain other super-unqualified people get hired because they give good head and are happy to go ass to mouth. I would *love* to work on tools as a entry into games development. But I have neither the degree nor the game dev experience. What I DO have is 10+ years of software development experience in a team environment including being a founder of a very popular open source project. Many other people here and on other gaming sites have similar or better experience and could run circles around the people who currently "work" in the industry - but they will never get the shot. I guess for us, it requires us to develop our full game in our spare time to show you people that all your stupid requirements are mostly bullshit. Also, many of us who want to get into game development have financial responsibilities(you know, mortgage, putting food on the table for a family, etc) and dropping our reasonably high paying job to make $8/hr as a QA person just isn't going to happen. Also - there are other languages perfectly suitable for tools development besides C++. You should really start considering C# developers for this.
__________________ Dinaek Groffgar - 50 Paladin - Antonia Bayle Dinak - almost 80 Shaman - Thorium Brotherhood Alarion's Cube Very-infrequently updated blog Last edited by Alarion; 07-19-2009 at 05:29 AM.. | |
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| | #134 (permalink) | |
| Procrasturbating Join Date: Mar 2002 Location: In utero
Posts: 1,127
+34 Internets | Quote:
Do it well, you could network your way into the gaming industry and build the experience resume, AND carry others into the industry with you. Edit: There might be some opportunities here... Multiverse | About Multiverse
__________________ ...see FoH band together and say "No asshole! This is where we draw the line!" -Oblio Last edited by Drave; 07-19-2009 at 07:24 AM.. | |
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| | #135 (permalink) | |
| Registered User Join Date: Nov 2004
Posts: 234
+39 Internets | Quote:
Ton of dev experience, C# tools environment, lots of initiative, no experience in games, but passionate as hell about the product itself. Easily one of the most genuine helpful personalities I've ever met, and very persistent when it came to trying to land the job. He got the job. He rocks, and he's still there kicking ass on far more than tools now. (The tools he added deserve a lot of the credit for Kunark being able to be populated in the amount of time that was in its dev cycle.) It's a lesson that we applied to hiring at ohai also. Best I can say is - If you see C# listed anywhere at all, and are genuinely interested in helping other people do their jobs better (and it shows), are persistent and talented, and can communicate all of this while still being a person that leaves your contact thinking, "Hey, that person would get along well on this team," you can overcome pretty much all of the rest of the written "requirements." And to be clear - He had zero inside connections to start with. Walked up to me at a fan faire and introduced himself. Just knew what he wanted to do and figured out a way to do it.
__________________ Scott Hartsman Not speaking for any employer, past, present, or future. Especially not the ones from the future. www.twitter.com/hartsman Who I am not speaking for right now: www.riftgame.com Last edited by Gallenite; 07-19-2009 at 07:42 AM.. | |
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