|
|
2/22/07 5:43 PM
|
|
Viewed 9039, Replies 169
|
|
Originally posted by ShiloFields Ahh, might have been some requirements there of which you are unaware...
Ack! "Unfun to most people" is no alternative at all. At risk of drifting off the topic of Who is to blame, really? and into more general design...
We got that as "not star warsy enough". |
|
|
|
2/22/07 5:04 PM
|
|
Viewed 2201, Replies 66
|
|
Originally posted by Obee This publish was on its way out when Smed said that and when BlixTev became lead designer. Give him a chance, or don't give him a chance... whatever floats you. But you have to give him one publish at least, if you're giving a chance at all. And even then, not blame him for every thing you don't like. It's not all any one person's call. Realize the next publish is likely already planned, too (and if re-planned, it'll be 'cause Smed made them chuck it, not BlixTev). Or don't. I mean, whatever. I just thought you'd better off with a lead designer that "gets" pre-CU in a way few other people do... If not, well, sorry for getting your hopes up. Don't be too hard on him, though, 'cause he didn't make what he was given. This publish was delayed several times Oh. Well... bummer. There are only so many of those you get before it starts looking worthwhile to pinch it off and plan the following publish around the fixes. Is there nothing good in it? Or is the concern that it will never be fixed? |
|
|
|
2/22/07 4:14 PM
|
|
Viewed 6500, Replies 130
|
|
Originally posted by lorechaser I'm 38. I have two teen boys. I was divorced for 13 years or so , vowed never to marry again, and now have been re-married for almost 11 months, exactly. I worked blue-collar jobs 'til I managed to create a database design position out of a boxes-moving position. My hobby was BBS door game programming before Windows and the internet came along, then designing/implementing/running a couple of UO emu's for a few years. Then Sony hired me for SWG as a world builder, after not hiring me as a Systems Designer, and put me to work on systems. I implemented the "lair" system, which is what made a pile of leaves and some mobs (creatures, npcs, etc.), made more mobs when you shot the leaves, spawned some more at half-hitpoints, and so on... you know how it worked. It also "packed up" all the mobs (and the pile of leaves) when no players were around, so as not to have masses of critters out in the wilderness when no players were anywhere near. Then AI for creatures and NPCs, and the baby taming, training, growing, etc. pet system: then mangled it to support faction NPC s and droid-"programming". I also did the first CH revision: the one that stopped them all running around with three grual maullers (or whatever the most broken-balanced pet of the day was) with the barest of CH skills. Yeah, nerf. But c'mon! Then post launch, off to JtL. Then RotW after that. Back to Live, I worked on Live Bugs. Fixing them, this time. Then the NGE came along. So I believe Freeman when he says that he didn't like it, but he did it. Well, "it" was a lot of things. I liked some more than others. I even buy the original post to some degree - maybe Cao likes it, maybe he doesn't. But his position supports it, so he has to do the best he can with what he has, and try to make people like it. And no, he's not going to quit his job over it. He may be actively pursuing *new* jobs, and will take one in a heartbeat, but in the real world, you don't just quit for your principles unless you can truly afford to. Cao earned my loyalty quick, too. I wasn't looking to quit. Freeman said what his vision of the NGE was - some small changes, some updates, some new systems. Obviously, his vision didn't go in. I wasn't speaking of the NGE, there, but of the post-launch combat system fixes. My preference was for some minor things, but I worked on JtL and a revamp was put in motion. He was given what his vision would now be, and he worked it. Again, I sympathize. The fact that he's in here, taking all the shit he's taking from people who are bitter (and make no mistake - I am bitter. I think the decisions made were short-sighted, misinformed, and sometimes out right hubris, and they killed the glory of SWG), and just telling us what he can. That's hard. Dude has no reason to do that, except that he really means it. He's not a corporate shill, he's not even an employee at this point. He's just a guy telling us what he can. I appreciate that, even though I'm not all as innocent with regard to my NGE enthusiasm as you describe there. Wouldn't have made a difference, but I wish now I'd found it harder to ignore the vet players. Or well... I wish a lot of things. |
|
|
|
2/22/07 3:22 PM
|
|
Viewed 2201, Replies 66
|
|
Originally posted by iskareot Ok, but there's a post listing publish issues, on mmorpg's SWG Vet's Refuge forum, to a former SOE employee... That's a different approach, but not a better one. |
|
|
|
2/22/07 3:19 PM
|
|
Viewed 2201, Replies 66
|
|
Originally posted by iskareot I meant post what's wrong with this patch. They do go back and look at those posts.
Can't just login and see what is important to you, though.
But basically isn't your position that no one should play, and those playing should be convinced to quit even if they like it? |
|
|
|
2/22/07 3:02 PM
|
|
Viewed 9039, Replies 169
|
|
Originally posted by ShiloFields Obviously, we went with a very quest-driven thing with JtL. I think that necessitated some freedom from PvP. The arguments to force PvP there were too shallow, I thought: in that they just called for overt/attackable status. To do it, I think we'd have had to redesign what "content" was in JtL. Much less reliance on quests, much more on... I don't know, a system that never got designed, because we went with the quest-thing. Otherwise, I don't think it would have felt very true to the movies at all, but more like getting ganked upon launching into space, being blocked from playing the content, getting frustrated: versus flying an X-Wing, shooting TIE fighters, like Star Wars, even if occasionally you were forced to ignore a TIE-Advanced with a goofy name. |
|
|
|
2/22/07 11:43 AM
|
|
Viewed 1282, Replies 44
|
|
Originally posted by Genwa I've offered a couple of guess. But if I knew and they didn't want to tell you, then I couldn't ell you either. He also surely knows if there is anything big coming to SWG... Definitely not. I haven't been on the project for a long time, and don't work there any more. But if I did, I couldn't tell you. But he doesn't want to tell us, so nothing is wrong here. What I want has nothing to do with it. Everyone, who enjoyed PreCU, still hates him along with SOE. Oh, I think you're exaggerating. |
|
|
|
2/22/07 11:21 AM
|
|
Viewed 1282, Replies 44
|
|
Originally posted by Aikes You don't expect a dishonest one, do you? |
|
|
|
2/22/07 10:42 AM
|
|
Viewed 6500, Replies 130
|
|
Originally posted by AfroPuff And... movies go over-schedule and over-budget all the time, too. They also have a long shelf-life post-launch i which to recoup any additional money spent waiting to launch them until they are done. If they run out of money in development, they go in a can until more money can be found - sometimes they stay in that can, but other times they do re-emerge. Games have one shot: launch. If they cost more to make than that gets them, then they'll likely never make a profit. There's no movie channel or tv network syndication or DVD release for games. Television shows can hit a deadline, but those actors frequently work some crazy hours. If they're nailing it time and again, it's because they're making the same thing over and over and not involving much creativity. "NFL Roster Change 200x" might be comparable. I agree that the software title should be 'finished' before the decision to ship is made, but that's not a valid execuse for ACME software studio expecting an unlimited amount of time and monkeys. Oh, sorry. Unlimited, no. Didn't realize I was arguing the crazy position. |
|
|
|
2/22/07 10:25 AM
|
|
Viewed 9039, Replies 169
|
|
Originally posted by Newsound You guys... have the most cynical minds. I assume he was made Executive Creative Director (of All The Company) because they wanted him at that level. They waited until after SWG launched. The game wasn't taken in a different direction: we knew we had JtL to do right now. Plus a handful of "post launch features" like vehicles, mounts, and player cities: not implemented as "a different direction", but as they were only moved to post launch for lack of time.
Seems they either thought that since the game was launched, we were ok. Or that since we had months of work to do before anyone got creative on us, they had months to hire a replacement.
I don't know about now. Couldn't say. When I was there we usually had Lead Content and Lead Systems. The CD authority was easily assumed by a producer, but the consistent creative direction? On a small team, a Lead Designer will do (JtL had Lead Designer , Lead Content Designer, and Lead Systems Designer, with the LD providing creative direction, and producers managing production). So I don't know what the team structure is now... |
|
|
|
2/22/07 9:56 AM
|
|
Viewed 9039, Replies 169
|
|
Originally posted by wolfmann What about that first one, pre-CU? Those devs were ok?
Yeh, publishers handle that stuff, not developers.
I remember! |
|
|
|
2/22/07 9:50 AM
|
|
Viewed 9039, Replies 169
|
|
Originally posted by Shayde If you are the developer and I am the publisher, I want to see your publish plans ahead of time. I want to see your schedule. I want to see how many resources are assigned to what. And then I want you to explain why everything. And then, I will sign-off. Or not. So, who is to blame if you do what? How about if you, as the developer, once or maybe even twice planned the right thing, but I said no? And I can, because I am the publisher. Point being, there's somewhere between shared responsibility and ultimate accountability you're missing. If you could not log in, that was all SOE. Otherwise? There's a developer/publisher relationship working. |
|
|
|
2/22/07 9:42 AM
|
|
Viewed 9039, Replies 169
|
|
Originally posted by War_Dancer This was the point I tried to make earlier, when I said the NGE wasn't really the problem, but rather all the things that lead to that point. |
|
|
|
2/22/07 9:35 AM
|
|
Viewed 9039, Replies 169
|
|
Originally posted by Obee It's the same few folk who keep doing it though. Tossing out that misinterpretation with a presentation attached to ensure the reader sees things just so. Not just posting a bit out of context, then saying what they think it means; but posting with a prelude, then out of context text with bold, italics and colors to emphasize what hadn't been emphasized, and concluded with statements that look like facts and sound like facts, to ensure that it can only be interpreted the way they want it to be interpreted. If "lie" is too strong, misinterpretation is too weak. Particularly when the show is repeated... everywhere. |
|
|
|
2/22/07 9:27 AM
|
|
Viewed 9039, Replies 169
|
|
Originally posted by HudsonD That is completely understandable. |
|
|
|
2/22/07 8:44 AM
|
|
Viewed 6500, Replies 130
|
|
Originally posted by Max_Torps Some projects are better managed than others. JtL was a dream. Games are creative works though, and creativity is difficult to schedule. I think the real solution is going to be to take as long as it takes, or cancel it and start work on something else. Good project management may, at best, ensure it only takes as long as it takes. |
|
|
|
2/22/07 8:33 AM
|
|
Viewed 6500, Replies 130
|
|
Originally posted by kairaene I've protested the blanket condemnations of the entire development team for entire the NGE, and the statements that I personally engineered it, promoted it, pushed it, sold it, insisted on it until both companies caved to my will; and every change in the NGE sprung forth from my evil heart.
It's a matter of prioritizing a bug fix vs. a new thing: sometimes a new thing keeps a subscriber longer than fixing a bug. Expansions definitely bring in more new people than bug fixes. 'Course you want to do everything, but you can't. Just always felt like SWG-PreCU was a game that never really got finished. Was it really too much for the dev team to handle? Was the base code too hard to work with? So often it seemed like something like a special firing would break something oddly unrelated. I could either attribute this to a bad framework for the gamecode or inept programmers breaking things accidently or carelessly as they piddle about in the game code. I'm gonna pass on that one. I speak of this from a very minimal understanding of coding and what is involved so maybe my interpretation of events is a bit skewed. Just curious. I wrote AI and pets and I can tell you it wasn't all bad coding. Some of it was bad design. :P |
|
|
|
2/22/07 8:18 AM
|
|
Viewed 6500, Replies 130
|
|
Originally posted by PyscoJuggalo No one - or even two - deserves all the blame. |
|
|
|
2/22/07 8:09 AM
|