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| | #736 (permalink) | |
| Registered User Join Date: Jul 2003 Location: Sioux Falls, South Dakota
Posts: 62
| Quote:
Tell Francona to ignore the doctors and put Papelbon back in as closer. That kid is a sick closer.
__________________ faux foh | |
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| | #737 (permalink) | |
| Registered User Join Date: Jul 2006
Posts: 295
| Quote:
I was enjoying this thread immensely when it was clear the big cheese was coming in and spending some of his scarce time explaining things and addressing real concerns of board members. I don't think I've ever seen a game dev or company official engage in that level of interaction with a fan base. However, those days appear to be over. Sad, really. Time to tune out all the "stay tuned"s and wait for a game release. | |
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| | #738 (permalink) | |
| Registered User | Quote:
Second, since the game is in the embryonic stages of development there isn't a whole lot to say on it. They may have ideas and perhaps some general concept art, but to release it this early would only serve to either over-hype the game, or give something away to a competitor. Are there things we'd like to know? Sure. Whatever is given away though will lose the interest of folks in a jiffy, and you'll be back to this spot. The company has only existed for about 5 months, cut them some slack. Finally, Curt has been very approachable around here, and open with the community. If you want to keep up the dialogue why not offer a question or viewpoint instead of sulking? Pick at his brain or share an idea or concern; it's unreasonable to expect him to carry both sides of the discussion.
__________________ Fuck Cancer! | |
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| | #739 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 694
+60 Internets | I can see your point on the earlier post, because I don't want to be dropping by here to use this forum as a 'pre-media event" launching pad. Been awhile since I've been able to chime in and I do follow this forum, though with the schedule making my days seem like they last 10 minutes it's been a bit harder to contribute. As far as coming soon stuff, it's not earth shattering by any stretch, nor will I post here in advance of that kind of thing. Danuser would be all over me if I did and, well, I don't want to have to wrestle him down and beat the crap out of him this early in our relationship. There will be some news out of Maynard in the next few weeks, more than likely it will be towards the middle of next month... Oops, did I just say that? Seriously, the input here has retained it's usefullness far longer than I thought it might and that's a good thing. Pre-production rolls along here and the last few days have been absolutely incredible as we really get into the grind of what this company was put together to do. There is no question the landscape is changing in the MMO world and that presents some pretty awesome challenges for companies in our position. Certainly not things we can't overcome or defeat but it's pretty awesome to see this thing begin to truly take shape. The real job begins in earnest a week from now, but the pieces are in place and the die is cast from a core team standpoint, and I'd put this team up against anyone on the planet, the Maynard team and the Sox I mean..... |
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| | #740 (permalink) | |
| Registered User Join Date: Jan 2006
Posts: 68
| Quote:
These fantasy and sci fi mmos are really only scratching the surface of online worlds. It's the sandbox type games that really are pushing the envelope, even though those tend to be less "fun." It's when you make your "interface" an MMO sandbox, and contain the games within it, that you begin to take advantage of the medium. I am surprised that consoles haven't taken it to that step yet, although with xbox live you can see this beginning to take shape. The online presence is either an extension of yourself in real life or an alter ego, or perhaps something in between, but shaping that online presence currently mostly happens on blogs, websites, forums (press releases and interviews for the more notable). Why shouldn't the MMO medium encompass all of the above? Why should "going online" be different from the matrix of Neuromancer and Snow Crash? Just some things to think about if you really want to push things to the next level. And that's what it's all about isn't it? Pushing it to the next level. | |
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| | #741 (permalink) |
| Fires of Heaven Officer Join Date: Jan 2002 Location: Melbourne, Australia
Posts: 3,368
+25 Internets | What's it like setting up a new company in the location you are compared to some of the more tradition locations? Curious to hear from the people you've got that have worked in those other places. |
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| | #742 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 694
+60 Internets | The location was something I was told was going to be a massive hurdle and a huge mistake. Neither has been the case. No one here has been 'paid' to come here. By that I mean the salary structure here is absolutely competitive, also absolutely within the norm for the industry. The 'perks' are there, such as the 50/50, but that's not something tangible for people. We're going to have to launch an awesome game for that to come to fruition. We pay 100% of the insurance premium, match 401ks, all that stuff that imo makes people understand this company will move mountains for it's family members. None of that gets someone to move from a very secure well paying job, across country or around the world, if there isn't a rock solid business plan that has a roadmap laid out that's precise and focused. People are here because they see what it is, and can see how different it all is, and how vastly different it will be. There is a certain energy to a startup, everyone knows that, but at some point that energy goes away and it all gets very real, very fast. One of the keys in building out the core team was finding people who's character and reputation exceeded their extreme talents because when that startup transitions to the next phase, the process changes but the people can't. |
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| | #743 (permalink) |
| Registered User Join Date: Feb 2006
Posts: 30
| Just curious, from a game design standpoint. I understand that's not really your strength, and your expertise likely comes from your already developed skills with team management and such. But all the same, especially considering your comment about design meetings, I cannot imagine you have been left out of them. So I'm wondering, has your design team discussed any differences between tabletop RPGs and computer RPGs? I ask this because most computer RPGs have nearly the same structure as D&D, and yet the environment and playstyle are drastically different. This ends up creating avoidable negative points in gameplay. Is GMG working to stretch the definition of role-playing games in general, and MMO's in particular? Will you be, in your quest to create the best MMO, be satisfied with the limits of the current design? I expect you and your design team will be trying to create new ideas, but I'm wondering how deep you're planning to go? Thanks. |
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| | #744 (permalink) | |
| The future, I came from it Join Date: Mar 2012 Location: Portland, Oregon
Posts: 3,665
+3 Internets | Quote:
Love your work and you'll never work a day in your life~ Last edited by Tyen; 02-09-2007 at 11:06 PM.. | |
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| | #745 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 694
+60 Internets | Quote:
There is a strong desire to do some incredible things, and having so many hardcore gamers in all disciplines here, most, if not all, know what's out there in what games. We know when something "unreal!" or "Holy crap" hits the whiteboard. That being said, there are alot of things and alot of ideas that smack of doing them 'just to be different' where the design guys see it as a bad thing. Yes I am in the design meeting, yes I think I do have some very unique ideas, but for the most part that makes me EXACTLY like most of you. I am here to lead this company, oh you can bet my ideas get heard, but at the end of the day, if Scott or Steve looks at me and says "Dude, that's cool as hell but it just ain't happening", it doesn't happen. It's what THEY are good to great at, and I am not. My job as the founder of this company is to put these EXTREMELY talented and PASSIONATE people in the best possible position to succeed, and then step away. I make sure that the Dev team does NOT get interrupted in their work flow of making this world, this IP, this game, and I take care of the non game things that have to happen when you are building something like this. | |
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| | #746 (permalink) |
| NCAAB Guru Join Date: Mar 2005 Location: San Francisco
Posts: 1,173
+10 Internets | If you're willing to "step away" from what you feel is your project, I have little to no faith that this game will be any different from the rest. You said it yourself, you're entrusting people who have done something one way already, why would they change? They know what works, and it will become the exact same retarded shit we've seen for the past ten years. I predict another "2 steps forwards, 2 steps back" approach, if you intend to let people tell you that YOUR ideas aren't feasible. What ideas ARE feasible then? Everything that's already been proven to work? Exciting! How revolutionary! I don't suggest taking that approach with everything, but ffs man, everything that's ever been innovative or important in life was "impossible". Solve an impossible problem, and you'll be a hero. Otherwise, you're setting yourself up for being another dime a dozen game. If anyone right now has a real chance at actually moving the genre forward, I imagine it would be your "all star" roster. You have the money and the talent, and very little holding you back in the form of a major publisher who refuses to take a "risk" by doing something different. edit: It's a little harsh, I know, but it's not intended as a knock on people's talents. I have nothing but respect for Ryan and Steve and those guys. Last edited by WillzZz; 02-10-2007 at 08:33 AM.. |
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| | #747 (permalink) | |
| King of the Internets Join Date: Jan 2005 Location: Mission, Kansas
Posts: 2,393
+227 Internets | Quote:
What he is saying is that he isn't trying to impose some impossible-to-implement ideas onto people. There are things he would like to do (as I'm sure we all have similar ideas), but at the end of the day its better to let it go and let the devs concentrate on ideas that are either feasible or at least implementable without running the risk of having to drop it years later in the design cycle. We all know how Brad is viewed, with his ideas and "The Vision". Was it good Sigil had such broad, sweeping ideas, to the point that over their development time they had to drop/change/modify a fuckton of shit, so much so as to give forum warriors everywhere fodder for years? Personally if Curt (and whoever is a financial backer) had come into meetings and simply dictated what they wanted in a game, without knowing what they were talking about, I'd be chalking GMG up to the BC3000AD category. It isn't optimal for leaders to have 100% control, delegation is key. If he can surround himself with smart people, can give them the "Broad mission statement" and then GTFO of their way and let them do their jobs, then maybe GMG will do great things. Besides, I'm sure Curt is really skirting a basic idea here though I doubt he would argue against it: Curt is not a developer. He is not a designer. He does one thing: throw baseballs (and occasionally smash cameras?). That's what he does, and he does it well. I'm sure a lot of what he has been saying has just been skirting the idea of "Hey guys, you know I don't know much about actual MMO development, like most of you - we are fans/players first and foremost. But take comfort in the fact that I know my limitations, and rest assured I'm not going to totally turn GMG into a clusterfuck by getting in the way". I don't take this as meaning that Curt is just going to let things go, and going to check back in on things in a couple of years. Nor do I take this as meaning that Curt doesn't care, or that he isn't willing to champion certain ideas. If he knows which battles to pick and choose, and has the insight to know when he is wrong and to capitulate to others, than I can only see that as a good thing myself. | |
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| | #748 (permalink) | |
| Shill for the Schill Join Date: Feb 2002
Posts: 60
+7 Internets | Quote:
That's a simplistic statement, but until you have worked in this industry you don't realize how often the opposite is true. The more entrenched an IP, the lower the odds that a company is willing to push the boundaries with it. The biggest thing that's different about our approach is that we get to ask questions like "Why hasn't this been done in an MMO before?" If we know there's a valid reason why not, then fine; there are some things inherent to the medium that we don't have any control over. Experience is handy to have for those reasons, so that we don't have an answer every question that's been asked dozens of times before. But if there isn't a sound reason a good idea hasn't been pursued before, we have the freedom to figure out why not and the chance to make it work. Is every single thing about what we do going to be different than what's come before? Of course not. There are plenty of things other games have done well, and changing simply for the sake of change can be foolish. Our goal is to make a great game, not to impress posters on message boards with our cleverness. But if we do our jobs right, at the end of the day we'll have something cool and fun that both those who post here and the multitudes who don't will enjoy. | |
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| | #749 (permalink) |
| Registered User Join Date: Mar 2006
Posts: 35
| Could you give us any example of anything that was brought up in your brainstorming sessions that sounded cool on paper but was scrapped due to it being realistically impossible to implement. Just a tidbit of an idea that will have to wait for future generations, I thought it would be nice to know whats impossible and possible to do for current developers. By the way, didnt Curt post that we would be hearing about the game's progress really, really soon? It's been a couple of weeks now if I recall correctly. |
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| | #750 (permalink) | |
| Shill for the Schill Join Date: Feb 2002
Posts: 60
+7 Internets | Quote:
What I will say is that New England is different from anywhere I've lived before. For example, Minneapolis, Denver, Phoenix, and San Diego all have obvious differences, but for the most part they are metropolitan areas surrounded by suburbs. The Boston area has a sizeable metro area, but instead of suburbs that grew outward it is surrounded by small towns that are hundreds of years old that have grown together over time. Many of these towns have a center square filled by mom & pop stores and a few local chains. Maynard has a Mayberry feel to it that reminds me of the little town in which I was born. Personally, I like being close to movie complexes and Best Buy and lots of restaurants, so I'm looking for a house that is close to those things. Maynard is only about 20 minutes away from Framingham, one of the places that feels more like the suburbs I'm used to. On the surface this may seem like an odd place to found a games studio, but the reality is there are already a lot of companies here. We've made contact with some great folks through IGDA meetings and such, and they've been very welcoming to us newcomers. | |
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