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10/31 It's All I Can Stand...
This is a letter that was spammed to all of EA.com by a frustrated QA guy. He was later quietly let go. Names withheld to protect the innocent (although most likely no longer employed).
> Folks:
>
> I am dissolving
EAVA QA Engineering due to lack of funds. I will return to
> Senior Tester
duties and Stuart will return to Tester duties.
>
> The following
services will no longer be available via QA:
>
> Voltron
Load Testing
> Battletech
Load Testing
> TSO Load
Testing
> KODA Testing
> Voltron/Oracle
testing
> Majestic
security testing
> Release
Schedule Database
> Perl, Python,
Shell scripting for your projects
> Isengard
et al. management
> Hacking,
Cracking EA.com games
>
> I am plenty
sure I am letting some people down, but sometimes it takes
> high drama
and throwing away your job and reputation to express what has
> been lost
via normal channels. I have _completely_ given up talking
> reasonably.
>
> For those
of you who don't know, ############# is the man behind the
> discovered
(and still unresolved) bug enabling people to get Platinum
> games for
free. (Send him an email if you want free games). He also
> singlehandedly
pointed out a host of problems with Majestic (driving the
> point home
by completely wiping a computer of its contents from afar using
> Majestic)
and routinely exposes problems half of you probably haven't even
> heard yet.
He is proficient in C++ and even Assembly Language. He is the
> best network
hacker EA.COM has .. by a long shot.
>
> While my
programming knowledge comes in far short of ########, I have been
> the champion
of all Voltron related load testing and was recently named
> (in name
only, not in salary) the lead of all Voltron components. I am
> proficient
in Linux and HPUX and have other skills, including such
> profundities
as SQL, Perl, Python, Shell scripting, C++ and writing funny
> emails to
girls I like.
>
> Although
it is not really polite to talk about salaries, I make what a
> pizza delivery
boy makes (with tips) and ####### makes less than me. About
> a year ago,
this was humorous; this is no longer the case.
>
> The event
that really started this off was the recent EA.COM downtime.
> When I found
out that Majestic, the usurper of all QA monies and time
> since ..
bah .. the beginning of time, wisely spent all this time and
> money by
making one of the most idiotic mistakes I have ever seen (see ###
> #######
email), I realized that someone up above me was more concerned
> about Vanity
Fair than Bjarne Stroustrup. I also realized that a host of
> people above
me probably read the email and didnt know what the hell
> ###### was
even talking about. Slowly, my liberal arts education started
> leaking
into my consciousness so that I could fully appreciate the pathos
> that emanated
from both ####### post-mortem and my belief that not two
> hours later,
Majestic Man would be on the Today Show talking about how he
> and Alyssa
Milano are just friends.
>
> Bah.
>
> #######
and I have been paying our dues pretty hard for a year now, but we
> always felt
like there was some wisdom behind our poverty. But when I saw
> that Majestic
mistake, I didn't see wisdom. I saw rank mediocrity. We're
> not idiots.
We knew that budgets went to Majestic's complete mismanagement
> of their
own game instead of to the testers who pointed out their problems
> with the
regularity of heartbeats. Bitterness ensued. I seriously doubt
> the TSO
experience will be different.
>
> Sadly for
my rant, I have liked every person I have met from EARS (except
> for ####
;) ), but someone out there needs to get their shit
> together
right now. I am desperately tired of the mediocre shit you guys
> send us
day after day and I am desperately tired of you guys treating
> Kesmai like
some kind of cheap labor pool that forms the lattice towards
> your next
Salon interview. The work of Kesmai, and the work of EAVA QA
> makes the
shit you send us look so desperately awful, that I am amazed you
> have the
balls to send it to us. Do you guys even understand the
> engineering
miracle of Battletech? .. the game that looks and plays as
> good as
a CD game for only a 15 meg download? Christ. If Majestic had our
> worst programmers
... I could start a new religion with it.
>
> Our programmers
have proved themselves. Stop treating them like second
> class citizens.
Not even UO has had games online longer than these guys,
> so give
them the respect they have worked hard to earn. They are killing
> themselves
for the Vision, and I am not seeing much respect in return.
>
> Also, our
QA department has proved itself. There isn't a better department
> anywhere.
Period. So show us the respect we too deserve. Sure, guys with 6
> figure salaries
arrive early in the morning, but so do guys with horrible
> salaries
.. and those are the QA guys. You can identify us because we give
> a shit about
the work we do.
>
>
> Summary
>
> EARS: Get
your shit together right now. I appreciate the infrequent hands
> on meetings,
but I would appreciate quality even more. Take a little pride
> in the work
you do.
>
> And yeah
.. paying QA's programmers more than a pizza delivery boy would
> be nice
too.
Heh heh. That was pretty cool! Way to stand up for yourself and your group! Sorry EARS felt the need to "adjust" your employment status.
10/31 Where is the Love?
FatSpiderJ wanted to comment on Dave Halverson’s post about the "freaking Japanese" debacle at GameFan magazine.
Halverson wrote:
and, of course the infamous remark against the culture we held the most dear, which took place AFTER WE PROOFED THE MAG. I've vowed to protect the person who thought they were being funny (and that no one else would see it) and can't break my word. IT HURT MORE THAN I CAN SAY-I LOVE ALL THINGS JAPANESE.
Wait...I
thought it was SABOTAGE? Anybody else remember that crock of shit excuse
after the fact? So now Halverson is covering for the "saboteur?"
The protected person in question is David White. David was Executive Producer at GF at the time (and with that title, he certainly would have access to the mag post-proof), but I met him when he was an employee of Metropolis, which bought GameFan and inherited its massive debt, then ran everything into the ground. After the "Jap bastards" incident, the appropriately named White was removed from GameFan via...promotion. Yes, Metropolis made him a creative director or something. They moved him up the ladder to move him out of the line of fire.
So much for
sabotage.
-FatSpiderJ
10/31 Comment about Trip Hawkins
A reader wanted to toss in his 2 cents about Trip Hawkins and The 3DO Company.
You know, I think it's extraordinarily admirable that Trip is putting up his own money to keep 3DO operating. Having watched any number of dotcom flameouts, with management desperately struggling to keep their own salaries coming even as they shaft their own staff =and= early-stage investors, it's damned refreshing to see someone willing to to put his
money where his mouth is--and take a big personal hit if he fails.It's not even an unreasonable bet on Trip's part. In the words of one of the investors in my company, this is the most dismal venture market since 1969. That was before 9/11; right now, I'd say it's the most dismal venture climate since 1938. Raising money from anyone for anything is like pulling teeth. Or maybe pulling internal organs. Personal money may be about the only thing Trip can find right now. But climate won't last forever, and if Trip can keep it together for the next year, 3D0 does have a reasonable shot.
As for his ego, yeah, it's fucking huge. But you know, Trip =does= have a reasonable claim at being one of the most important figures in the history of our field. He =did= co-found EA, and as a game designer, I have to say, I have a big soft spot for any man who founded a game publisher with the intention of heavily promoting the developers of the games it published. Yes, we're no longer in the era of the lone-wolf designer/developer, but it would be nice to have publishers who actually think talent matters in the creation of games.
Regards,
-FatFaces
We do agree
with some of points made; namely that is it quite admirable Trip is putting
up his own money to help the company survive. That shows he’s in
it for the long haul. But we also believe Trip should let the people
who know how to make games run the internal studio there. He shouldn’t
force his opinion on the dev. teams within, and he shouldn’t let Hicks
or Meinheim do the same, either. With management out of the way,
the internal group there could come up with some killer products.
Why not try it, Trip? It can’t be much worse than you, Hicks & Meinheim have done already.
10/31 Black Cactus: Not a Conspiracy
Dave Morris wrote in to comment on our recent article (10/18 Musings) about the designer of Black Cactus’ upcoming product, Warrior Kings.
Hi
I can't imagine that anybody is much interested in gossip about game designers. (It reminds me of the joke about the Hollywood starlet who wanted a part in a movie but was so dumb that she slept with the writer!) Even so, it's worth getting the facts right...Your item (10/18 - The Case of the Mistaken Designer) about me and Black Cactus Games implies there is some sort of dispute, conspiracy and/or cover-up going on. In fact nothing could be further from the truth. I was the original author and designer of Black Cactus' game Warrior Kings. I'm on very good terms with Black Cactus and am advising them on a forthcoming top-secret game. Charlie Bewsher holds the job of Lead Designer at Black Cactus and has been reported as such in reviews of Warrior Kings that have appeared in several magazines this month, including PC Format. And them's the facts.
Anybody who is interested in the minutiae of game design can indeed look at a detailed discussion of Warrior Kings' core gameplay mechanics in Game Architecture & Design, which was published in 1999. Since then, however, a lot of additional design work has been done on Warrior Kings by Charlie and the rest of the team at Black Cactus. The situation is analogous to a movie script which may well be worked on by two or more writers at different stages. PC Format has used the term "lead designer" because that is Charlie's job description at Black Cactus. (Personally, I would have liked it if they had mentioned me too, but that's the freedom of the press for you.)
As for questions of play balance, I suggest that any speculation is pointless if you haven't seen the game. All will be revealed when Warrior Kings is released (by Microids in February 2002) and then RTS gamers will see why the early reviews are already talking it up enthusiastically as a Warcraft3-killer!with best wishes,
Dave Morris
And there
you have it. Morris has spoken and there’s no conspiracy. So
there.
10/18 Stevie Case & Monkeystone
Stevie "Boob Job" Case breaks silence!
Check out the 'Monkeystone' interview here:
We especially like this answer.. basically Stevie Case's role sounds like nothing - something she's used to doing.
Besides you and John, who else works at Monkeystone?KillCreek - Tom Hall, of Anachronox fame (among other things), is our Game Designer and President. He handles most of the design work as well as the art, and even coded a mobile phone game demo a couple of weeks back. That’s one of the great things about Monkeystone – everyone is multitalented. Tom and John can both code, design, create art, and more. Teamwork is one of our big strong points. In addition to Tom, we are very excited to have Brian Moon involved as our Chief Financial Officer and Chief Operating Officer. Brian was formerly the CFO over at Ensemble Studios, who of course made the Age of Empires series. Brian was really our team’s one missing piece; we just didn’t know that until he got involved. He is a fantastic business guy and has tons of experience in the industry. His involvement allows John and Tom to focus on their real passion for creating games.
That brings me to my role, which is a bit hard to describe. I get to handle some business stuff, public relations, hiring, and I handle a big chunk of the work involved in publishing. I also serve as production coordinator (sort of a quasi-producer), and I get to contribute content to the games including maps and music. John is our lead programmer, so he is doing all the coding on HDB and will be lead on future games. He writes everything from the tools to the game engines, and he absolutely loves it. He gets to code for about 18 hours, sleep 6, and then code again! We are also fortunate to be joined by Lucas "TheZealot" Davis as MIS wizard and programmer. He is currently slaving away to get out eCommerce stuff up and running.
10/18 Parting Shots
Interplay seems to have cut ties with developer Bioware. Check out this exchange on the Never Winter Nights forum:
Interplay appears to be stripping moderation rights of Bioware employees as moderators to the Never Winter Nights forums on the Black Isle Website. They've also removed all of the Bioware logos off of the acutal site as well.
That link leads to fan specualtion about what is going on, and somone called "Overseer," who refuses to comment on the situation.
Interplay seems to be winning the maturity contest.
10/18 The Case of the Mistaken Designer
Regarding Black Cactus Games:
It seems that their game, Warrior Kings, designed by Dave Morris (co-author of Game Architecture and Design), has mysteriously sprouted a new lead designer, Charlie Bewsher, according to a number of spreads in UK magazines.
Now this isn't odd in itself, except that his sole contribution to the project were the half assed giants (stolen from Black and White) and the misrepresented "Pagan" devil worshippers and God loving "Celestials," (which are completely misnamed/misplaced and screw up the careful game balance Morris designed in the first place). In all the previews so far, magazines have raved about the design that Morris implemented, and complained about the crappy additions by Mr. Bewsher.
Even funnier-the book Game Architecture and Design makes copious references to the Warrior Kings design (as being Morris’ design), and was published in 1999.
10/16 EA's Worldplay Games
We received an e-mail from a volunteer coach for EA.com’s Worldplay Games group. This person describes the deterioration of the game service up to its planned cancellation on October 31.
Hi
I am am avid reader of your site. GREAT WORK!My question is, Is EA/Worldplay poker going down? Heard many rumors but don't know how true. They say it is going down on the 31st of October.
I was one of the volunteers for AOL before EA took over the worldplay games. I started as a Coach and worked into being what they called the Disciplinary Action Team. What we did was try to keep the forum on a "G" rating. The players didn't like that so they protested. EA said we were too strict and they got lenient and now they just don't care. The language in the forum chat area is all four letters and more of certain anatomical descriptions. Not to mention the fact how people put each other down.
I also used to have, low man on totem pole, info, but it was always posted before I got a chance to pass it on. Yes, I was also one of the volunteers who was given a 2 day notice that we were no longer needed.
EA is the latest and longest running "virus, worm or anything else" on the internet. They took a truly nice social forum and turned it into dirt.
Take care and keep up the great work!
Next update,
we will have a Story about this. Looks like the whole place is going
to be cut soon.
10/16 Time for Combat
Remember Combat? That old Atart 2600 game?
Yeah, that’s the one. With those silly little tanks and airplanes. Well, Magic Lantern Playware has brought this classic game up to date. Paul Schuytema, the producer/designer of the new Combat, sent us an e-mail to encourage people to check the game out.
To: <fatslicky@fatbabies.com>
Date: Fri, 12 Oct 2001 11:55:36 -0500
Subject: Combat! Almost done!Greetings!
Hey, I just wanted to drop you a quick note to let you know about a PC game we?re wrapping up. We've been working this year on a revisit of the classic 2600 console game Atari Combat (which actually began its life as the first raster arcade game after Pong called Tank).Our game is simply called Combat and it's both an homage to the original and a wholly new game. We're being published by Infogrames, and the title should hit the stores before Thanksgiving (we're getting ready to enter final testing and QA right now).
The interesting thing is this: originally, this game was conceived as a mass-market action game. This is still our core audience--the game's super easy to dive into and very accessible and has a very lean tech footprint (it's based on our own Terran 3D engine). What's cool is that I think we've created a gamer's game too? a psycho action/arcade shooter that's just a ball in both single player and multiplayer. Plus, we're shipping the game with our level editor, so players can dive in and make their own multiplayer or single player levels.
Infogrames has just given me the thumbs up to start telling the mainstream gaming press about this game, so I just wanted to drop you a line right away. If you've got an interest in a really cool new shooter (that ships with a full featured editor) with some addictive gameplay--for just $20 (!), then drop me a note and we can talk more and I can fill you in on all you'd ever want to know about this game that we're so damn proud of.
Cheers,
-Paul :)
====
Paul Schuytema, producer/designer
Magic Lantern Playware
Sounds
like it’s nostalgia time! Combat, anyone? Check it out
here.
10/16 Dave Halverson At It Again
Everyone's media friend Dave Halverson is at it again!
We've been told that Brady Fiechter recently got the big shaft by Halverson and was replaced as Managing Editor after being loyal to him through E3 and beyond... with no magazine and no offices. Then their rent expired in Westlake Village so they moved to Santa Monica for a month and now they're suppossedly working out of their homes. In March, Halverson and management didn't pay any of the employees their final two weeks pay and fired everyone. Several ex-employees have suits pending against Halverson and Fiecther is rumored to be joining the crowd.
Check out Halverson's recent press release:
For Immediate ReleaseEditorial: Dave Halverson, Editor-in-Chief
dhalverson@play-magazine.com
Jon M. Gibson, Executive Editor
jgibson@play-magazine.com
Sales & Marketing: Michael Eisenberg, Publisher
meisenberg@play-magazine.comIntroducing ‘PLAY’ MAGAZINE, leaping onto newsstands this November
PLAY (‘pLA), noun - (1) To occupy oneself in amusement, sport or other recreation; (2) to act in jest; (3) to behave with careless abandon
-The American Heritage DictionaryLos Angeles, CA (October 5, 2001) - PLAY: it’s perhaps the only word in the English language that can allude to joy, passion, excitement, competition, and carefree fun - all in the space of a single syllable. Inspired by all of the emotions and wonderful activities associated with this most versatile of words, Fusion Entertainment Publishing is proud to introduce PLAY, a monthly magazine dedicated to the exciting worlds of gaming and entertainment - launching mid-November 2001!
PLAY will seamlessly blend VIDEO GAMES, MOVIES, TV, DVD, ANIME, SCI-FI, TOYS, and MUSIC, as well as popular FASHION TRENDS and GADGETS into a "lifestyle" magazine specifically targeting the 15 to 25-year-old male reader. Unlike other magazines which attempt to target this key demographic, PLAY does not narrowly focus on any single area of games or entertainment. While other periodicals seem to take pride in occupying a "niche" space in the market, PLAY’s aim is to attract all types of readers - with varying interests - all of whom occupy the highly desirable "15-25" demographic segment.
"Apparel, personal electronics, extreme sports, action figures, cool gear and much, much more," proclaims Dave Halverson, Editor-in-Chief of PLAY. "Fans of video games, movies and the exploding Japanese anime market are not single-minded consumers. They enjoy many other forms of entertainment, so that is what we intend to provide - thorough coverage of not only video games, movies and anime, but everything else in-between."
The introduction of PLAY to the publishing world is groundbreaking in many ways. Not only does the magazine tap an idea left unconquered by competition - the convergence of interactive media, entertainment and anime with other mainstream entertainment pallets - it does so utilizing a stylish, full-color design.
"Unlike other publications in the same realm, we are sparing no expense to print each page in full-color on high-grade, glossy paper," asserts Jon M. Gibson, Executive Editor of PLAY. "Our graphic designers have crafted a polished, easily read and enjoyed scheme that is both unique and artistic. Since art is a very distinct aspect of all entertainment sectors - being a vibrant, visual medium - we wanted to compliment that on the printed page."
Launching in time for the holiday shopping season, the premiere issue of PLAY will include extensive seasonal coverage. Readers will be treated to insightful, objective editorial on all things entertainment - from the latest and greatest video games to the most potent and innovative electronic gadgets. The approach of the winter holidays signals an explosive period of spending; and PLAY intends to embrace the giving season, whether it is as a stocking stuffer, a gift subscription, or even as a valuable tool in finding the perfect gift.
Beginning in November 2001, PLAY will launch with a circulation of 60,000 issues. By the second quarter of 2002, circulation is estimated to rocket past 100,000 units.
PLAY will be available at many top retailer stores including: Barnes and Nobles, Borders Books & Music, Babbage’s, Bookstar, B. Dalton Books, Electronics Boutique, Media Play, Sam Goody, Software Etc., Virgin Megastore, Tower, Walden Bookstore, and Suncoast Motion Picture Company.
:::DAVE HALVERSON BIO::: Editor-in-Chief
Dave Halverson, Editor-in-Chief of PLAY, has been contributing to the growing electronic entertainment industry for more than a decade. As the Editor-in-Chief of GameFan Magazine he honed his editorial and management skills, quickly developing a reputation among video-game journalists for his ability to work closely with industry leaders while always maintaining the loyalty and respect of his readers. In addition to his extensive gaming journalism background, Halverson was one of the very few American journalists to foresee the explosion of Japanese animation (anime) in the United States. Because of this, GameFan was the first gaming magazine to also feature impressive monthly coverage of the anime market.
In 1997, Halverson transitioned from GameFan to a new video-game publication, Gamers’ Republic. During the next four years, he built Gamers’ Republic into the world’s foremost grass roots video-game magazine. Successfully blending video games with anime - as well as movies, music, action figures, and technology - Halverson laid the groundwork for his most exciting endeavor yet.
Now, as the creative mind behind PLAY, he intends to recast the world of entertainment and gaming magazines with a new kind of brand.
10/10 Climax Development & Piracy
In response to our 10/4 Story about Climax Development being investigated for software piracy, CEO Karl Jeffery mailed us to set the record straight.
The BSA - who represent business software publishers - asked us to undertake an audit of the software installed on our PC's. We did a check and found that we had more installations of some applications (in particular Microsoft Office) than we had licenses, we informed the BSA immediately and purchased the necessary licenses hoping that would be the end of the matter. Unfortunately, the BSA now wants us to pay a fine of several thousand pounds and has decided to enter the matter into court to force a settlement.Obviously, being a software company ourselves we are against software piracy or misuse. Given how easy it was for us to slip up and that the BSA are investigating over 300 companies in the UK alone I would urge all game developers and publishers to carefully check their PC's for illegal software installations and put in place a strict system of license compliance, otherwise, it could be them next.
Hope this helps.Karl Jeffery,
CEO,
Climax.
In addition,
he had a follow-up mail which stated that things have been settled with
the BSA now, and Climax Development is in the clear.
10/10 Star Wars Galactic Battleground
If you have some free time, you should download the latest demo of LucasArts' new RTS game Star Wars Galactic Battleground.
It'll give you a good laugh.
The thing is
supposed to be finished within the next few months, and it looks like it's
3 year old technology:
- Sporting
only a 256-color palette, it gives the game an archaic look, not to mention
some of the colors appear dithered or unfinished.
- Animations
are sloppy and unfinished--look at the flames from buildings and Darth
Vader swinging his light sabre--it looks like an animated .GIF file you
would see on a website.
- Sound effects,
while authentic, are highly repetitive and as a result, annoying.
- Hovering
TIE Fighters and X-Wings. 'Nuff said!
HAHAHA! This game has got to be some sort of sick April Fool's Joke, because the joke will be on people who buy it.
10/4 Square Dumps Movie Biz
This one wasn’t hard to predict—we saw it coming a mile away. Square’s foray into the movie business turned into a huge bust with their abysmal Final Fantasy flick, released in early July to a lukewarm reception and horrible reviews. It even gamers didn’t show up to support the film, and Square has decided to pull out of the movie business for good.
The following was pulled from the newswire:
Square, much as its shareholders predicted, is getting out of the movie business. The $80 or 90 million they were planning to make in the States ended up mired in the $30 million range, and as company director Yoichi Wada put it, "we definitely cannot say things are going better in Japan... We will go back to basics and concentrate our resources on game development".According to Bloomberg and most other sources the cost of FF: The Movie was about 13.9 billion yen ($115 million). The brunt of this cash will probably be posted as liabilities on next quarter's report. Square lost 3.1 billion yen last quarter and was planning to eke out a 700 million yen profit this quarter, but it looks like that's not gonna happen.
About time!
Stick to what you guys know: regurgitating game stories over and
over with the same gameplay.
LOL!
10/4 UbiSoft's Pool of Radiance
In case you haven’t heard, UbiSoft’s recent release of Stormfront Studio’s Pool of Radiance game has turned into a PR nightmare for the company. The game is horribly slow, even on 1.5 gigahertz machines with Geforce 3 cards. It’s barely a beta build, with quests inactive, menus not working, and get this: the uninstall program actually DELETES system files from your harddrive, forcing the owner to have to reinstall Windows! Unbelievable.
Check out the game’s forums and see for yourself. Even Old Man Murray has a great article on this!
10/4 John Romero Resurfaces
John Romero is back on the radar with his new company Monkeystone. It features such ION Storm legends at Tom Hall and Stevie Case (miss big boobs herself). Apparently their focus is on handheld games, which makes sense since his technical knowledge goes back to his Commander Keen days.
We’ve heard that as a marketing promo the company will include a naked picture of Stevie Case within every box!
Not much on the company’s website yet, but if you enter your e-mail address they will send you some information.
9/27 Interplay Screws Titus
Look at the News, and you’ll see that Interplay announced a publishing/distribution deal with Vivendi Universal. We called this one months ago!
This distribution deal screws over Titus—exactly what the current Interplay management wants to do before they lose control of the company to Titus. Once they assume control, Titus will be legally bound to honor existing contracts and agreements Interplay has in place.
By cutting the distribution deal with Vivendi, Interplay is giving Titus the shaft up the poop chute without lube. In a major way.
9/27 Simsville Canceled
Last Friday, EA accounced that it had canceled development of Simsville. While internally at Maxis, the team seemed upbeat as EA management promised few, if any, layoffs, most members were promised to be moved to TSO or other products in the pipeline.
How much of this was EA and how much Maxis? Our sources indicate it came from EA, as The Sims has not been generating the online presence on a revenue basis as corporate had originally hoped. They had hoped that this pay-for-play/download service would help to prop up the ailing EA.com group, but numbers have failed to approach even conservative target estimates.
Not even The Sims can save them. The great experiment is over: EA.com is a bust.
9/27 It's Hammer Time
As if you haven’t read enough about this beleagured game already, EA’s upcoming Bond game looks to be releasing soon. An insider mailed us to give us the scoop, and to vent his frustrations:
Howdy.I felt the need to write and let readers know about the Bond project soon to be (finally) released. Once this turd hits the streets, people are going to wish to know the name of the imbecile that ruined this once-great game.
Write it down.
His name is Jon Horsley
He sucks.Over the duration of the project over 90 great people have come and gone from the team! Producers have changed, at least 4 Art Directors have come and gone, yet Horsley remains!?
You can thank Jon for the fact that there is no PC game, he royally fucked that one. We could have released it A YEAR AGO. Instead, he produced a whopping 2 levels a year to make his wonderfully scripted (read: NO AI) game that added a few Bond Racing levels to make it 12 levels. You should be able to finish it the day it releases.
Oh - did I mention that Mr. Horsley, talented as he is, designed many of the levels himself? His valuable experience on Pandemonium made him qualified to do so... hahahahaha.
Did I mention his lackey Jason "Boots" Vandenberghe?
A wannabee 'YES' man if there ever was one. Hired to script events he never wrote ONE, instead burrowing his way into Horsley's pants and making himself a Producer and team lead. Ask around and you will see how much Jason is loved by the team. Jason and Jon are 2 reasons many team members LEFT THE GAME INDUSTRY. They are that bad.
Its a shame how badly this franchise was run into the ground by Horsley. Because of his mis-management it is likely that EA will lose the Bond franchise. Gamers rejoice!
Too bad EA can't get a clue and dump JonBoy.
I think to a man, the team would rather have Jim Rushing back. At least he wasn't a phony - just an idiot.
Guess you
can say this guy doesn’t like Jon Horsley, eh?
9/27 LEGO Software Communique
Removed at the request of the source.
9/27 Broderbund to Get Its Name Back
The Learning
Company is giving Broderbund its name back:
press releaseUnfortunately, we emailed them to see if it included returning to making video games but they said no, that division (Entertainment) was sold earlier this year. They will just focus on digital content, such as photo and video editing.
The Learning Company Signs Agreement For Sale of its Education DivisionCompany Will Return to its Former Name, Broderbund And Focus on New High-Growth Rich Media Software Categories
Novato, CA, Sept. 6 2001— The Learning Company (TLC) announced today that it has signed an agreement for the sale of its Education Division to Riverdeep Interactive Learning (NASDAQ: RVDP), an innovative publisher of web-based educational solutions for the U.S. K-12 market. TLC will return to its former name, Broderbund and leverage its market leading position to expand its core productivity software business into the high-growth, rich media segments of the market, including video and photo editing and digital music.
Additionally, the agreement with Riverdeep establishes a strategic alliance that includes a reciprocal distribution arrangement in which Broderbund distributes all Riverdeep and TLC education products into retail worldwide. Riverdeep will, in turn, distribute Broderbund productivity products directly to schools in North America. It’s a partnership that enables each organization to focus and leverage their product development and distribution strengths, according to Greg Bestick, president of Broderbund.
“Our alliance enables both the Broderbund productivity business and the Riverdeep/TLC education business to focus on their core competencies. With this focused effort, both businesses will take their brands into the next era of technology with new lines and new product strategies,” said Bestick. “By distributing all of these productivity and education products through Broderbund’s distribution operation, we’ll leverage our size and experience in the worldwide retail, OEM and direct to consumer channels.”
So what good is the Broderbund name then? Nada!
9/20 TDK CEO E-Mail
We had a chance to chat with Vincent Bitetti, CEO of TDK Mediactive, regarding our recent articles about their Pryzm and Shrek projects.
Mr. Bitetti wanted to respond to each of our points:
Where shall I start? How about if I just trace the string of postings with my response to the highlights:8/14 Pryzm Problems
- Pryzm will see "the light of day" as we have a substantial commitment to the game and future prospects regarding the Pryzm IP. The development team is creating a compelling title that will reflect this commitment.
- TDK is new to the game business, but not naive. It is clear that our focus will be on E and T rated games, not hard core titles. We don't have internal product development experience beyond kid's titles which is why we hire developers and internal producers with a particular core competence in the development of video games.
8/20 More On Pryzm
- Attacking the producer, David Artuso is a low blow. He works very hard and is passionate about his projects. Our developers are partners and he treats them as such - with respect. David understands their world and works within a give-and-take production environment. I have personally talked with key team members in Canada, and unless they are lying (which I doubt), they love working with David because he understands the process and helps them do what they do best.
- Shrek on Xbox is in testing now. Marketing will be intense. There is no lack of funds for marketing.
8/24 Pryzm Press Release
- The release was planned prior to the postings on FatBabies. However, you have a broad readership and it was beginning to affect us in the form of calls from business partners who wanted information. It is also customary in this business to announce delays (especially if your are a public company with shareholders).
- Pryzm was delayed 4 months, not 8 and was delayed for two main reasons:
1. To ensure that it is a high quality game and 2. To ensure Shrek for Xbox ships ''day one''. As you are aware, the same developer is working on both titles and we moved some Pryzm resources to Shrek for "insurance" - Pryzm will benefit from this move.
8/29 TDK Mediactive Going Out of Business?
- TDK Corporation invested in a company called Sound Source. They invested after a two year relationship with Sound Source and after extensive due diligence - which was conducted by KPMG.
- TDK USA Corporation provided the company with a $20 million credit facility (in line with the business needs of their new investment). There is nothing unusual about this.
- The company has been in business (Sound Source/TDK Mediactive) for over 13 years and has always made payroll. There have been difficult periods throughout the 13 year history of the company, but this issue about TDK Mediactive not making payroll is untrue.
- The company does not withhold payments to developers (maybe delayed if a Development Milestone is not satisfied to contract).
- The math regarding my salary, producers, etc... is not correct. I make twice that amount for starters <just kidding/grin>. All companies need cash to run their business. The video game business is cash intensive (pay the developers in advance, pay manufacturing in advance and marketing - ALL 60-90 days in advance of collection from retail accounts). As a general rule, companies don't go out of business, they run out of money. Depending on growth strategies, raising cash is almost always necessary to get to a new level - in any business.
9/13 Digital Illusions
- The Pryzm extension and associated payment issues were mutually agreed to by both parties in a positive, give and take negotiation.
- Although I cannot speak for DICE, I can assure you that TDKM has never held a conference call with investors.
- Our stock is currently OTC. We do not focus on our stock price. Our concern is to our business, business plan and growth strategy. Our stock can move up or down 20% on a trade of 100 shares. Our desire to return the company to NASDAQ has not been a secret and with time (and performance) we believe we will accomplish this for the benefit of all shareholders - including TDK USA Corporation.
- Shrek is a "day one'' launch title in North America. The press release you refer to is regarding TDK Europe's launch date, not ours (Xbox will not be released in Europe this year).
- We are the North American distributor for the Mercedes titles (platforms NOT announced), which is a TDK Europe license. No Xbox title has been announced for launch or otherwise.
In conclusion, I would like to say that we believe we know who is targeting the company in this cowardly, terrorist style assault. Enough is enough.
Thank you for the reply to my email, I appreciate it. If you would like to discuss this further (or any other game business issues), please don't hesitate to call me directly. I must say that I am flattered to be talked about on FatBabies, it really means a lot to me <grin>.
Best Regards,
Vincent Bitetti
Chief Executive Officer
TDK Mediactive, Inc.
There you
have it. Thanks to Mr. Bitetti for taking time to mail us and straighten
things out.
9/20 More on Imagebuilder
More on this Imagebuilder situation, is an e-mail from a former employee who is working with other former Imagebuilder employees:
It's easy to say your having your most profitable year ever when you've already laid-off a third of your workforce and you forget to pay a few of the rest.We have at least 3 Imagebuilder castaways at my place of employment and they're telling me that while bankruptcy may not be on the table, bounced paychecks are.
Signed,
CorpulentFly-on-the-Wall
Wonder
who is telling the truth and who is blowing smoke.
9/20 Ultima I Returns
A company called Peroxide Entertainment (a freeware company) is re-making Ultima I under the title Ultima I - A Legend is Reborn. They're using their own engine, 'featuring most of the goodies you'd expect of a modern commercial 3d engine in the market' and recycling the overall plot but adding details.
Now, if only they would re-make Ultima II. Flying to other planets and backwards and forward in time was simply the best.
"The queen is king and the king is a spy."
9/20 Universal Interactive
Universal Interactive Hires AV operator as VP of Technology
In a move to stump the lowest paid worker at Burger King, Jim "Mr. Potatohead" Wilson of Universal Interactive hires Neal Robison as VP of Technology. A master smooth operator and lip service man, Robison started his farce at 3DO as a AV guy that would set up a VCR's and TV's.
After finding his way into Sony as Gretchen Eichenger's lapdog, he followed her to SEGA where he became Director of 3rd Party or "he who never leaves his office." Placed in this position under Eichenger, he managed to attend all the parties and hob nob with fellow tester level guys.
With the collapse of SEGA 3rd Party and without Eichenger to save him, Neal put together his fantasy resume and scored big time!
As VP of Technology for Universal, this completely non-technical guy (not a programmer or even has any degrees in computer science) who has trouble debugging his own PC will surely inspire confidence at Universal once anyone asks a technical question.
What was Jim Wilson thinking! Vijay Lanksman will surely sniff out this imposter. Nice work Neal. The CON is ON.
9/13 Cinemaware into Retro Gaming
More on retro gaming: Avault link
Cinemaware today announced that it is in production of digitally remastered versions of its classic games for retail release.Digitally re-mastered graphics? So now they're 24 bit... big whoop! (See the screen shots for before and after version... this is so stupid selling a game as though is was an improved version of a detergent... "Look , it get your whites even whiter!!") What the hell are they smoking??Each remastered game will be produced for multiple platforms on a single CD-ROM. Currently targeted platforms include Windows and Macintosh. The games are planned to ship at a value price point between $14.99 and $19.99.
Yet another case of people saying, "Hey how can we re-work this old slop and make some more money off it" Sheesh, Don Bluth and the 35th version of Dragon's Lair was the king of this, but apparently more and more old companies keep re-emerging from the ashes. With as bad as the health of the game biz is these days, why isn't anything fresh or new appearing anymore? Could another lame version of Pitfall coming on. Where's the innovation!?
9/13 Imagebuilder Correction
Roger Arce, CEO of Imagebuilder Software, sent us the following e-mail to deny the 9/7 Rumor of the company’s possible bankruptcy.
I am the CEO of ImageBuilder Software, Inc. in Portland, Oregon.
We've been in business 18 years, and we're 5 months into the most
profitable year we have ever had.The rumor posted today about ImageBuilder filing bankruptcy is
totally false.Roger C. Arce, CEO
ImageBuilder software, Inc.
6650 SW Redwood Lane, Suite 200
Portland, OR 97224
503-684-5151
RogerA@imagebuilder.com
There you
have it. Imagebuilder is still operating normally with no change
in business.
9/13 Eidos, Max Payne, and Hitman
Here is a rather cryptic e-mail from a reader reporting on some rather sly business practices undertaken by Eidos. Make of it what you will.
we are angry at eidos
because they visit studios and steal secrets
we respect your opinion
just please watch
out for where the original ideas come from
it is too easy to copy
and just because one game comes out after another does not mean it did not originate the idea
games take years and developers and big publishers all know what each other are working on and copy
we take a long time on our games to make sure the gameplay and the graphix are tops, not just the graphixwe saw hitman team grab a few innovations and were very unhappy about it
we felt they rush it out while we took a whole extra year to make the game play correctly
the same is occurring with max2 and hitman2
we started digital faces last year
eidos came
saw our work
and now hitman2 is doing digital faces when they were doing handdrawn faces before seeing our work
since we have sold nearly 750 thousand copies with less marketing than eidos did for hitman the marketplace voted
and now eidos is rushing out hitman2 which was an add on disc
and now has become a whole game
no new code on hitman 2 is being written for gameplay
adding a save is not making a second version of a game
they did the whole add-on disc in 8 months
while we will take 2 years for max2 and do it correctly
9/7 GodGames Becomes SubstanceTV
Well well well. Look what happened to pop up in our e-mail box: It’s a letter from Mike Wilson, of ex-GodGames fame, and he’s letting us know about his latest venture called Substance TV. Umm, ok right. Check it out for yourself:
From: Mike Wilson <noreply@substance.tv>
Subject: SubstanceTVHey, there.
Hope this note finds you well... I just wanted to say hello, and goodbye, and tell you some things. :)
As you may or may not have heard by now, I and my GodGames family of gypsies have moved on to a pioneering new gig called SubstanceTV. We officially launched the company two weeks ago, and had a pretty cool write up in USA Today that you can check out at:
http://www.usatoday.com/usatonline/20010820/3556781s.htm
SubstanceTV is a videomagazine on DVD, targeted at adults interested in exploring people and ideas 'of Substance'. We will feature those things that don't often make their way onto broadcast television, or even cable, but that are important and worth your while. For a sampling of the features and pieces on our first issue, visit us at http://www.substance.tv/?xpr=gamers2
Anyhow, I wanted to personally write all of you on our GodGames mailing list one last time and let you all know how much I appreciate the support you've shown us over the past 3 years. Even though we're moving on, we won't forget all the friends we've made in the gaming world.
I'd also like to extend an invitation to you to subscribe to SubstanceTV and keep in touch with all the great things we're up to now and in the future. $14.95 gets you a 10-issue subscription for 2002. That's a full year of the SubstanceTV DVD videomagazine, delivered right to your mailbox, plus a bonus/introductory issue this November.
To sweeten the deal, those who sign up now will be automatically entered in our 'Sounds of Substance' sweepstakes. All new subscribers as of October 1, 2001 will be eligible to win one of two Klipsch ProMedia 2.1 THX-certified computer speaker systems, a 3 piece set that retails for $179.
Check us out... it's going to be very cool, and we want you to be part of it.
The 'gaming friends and family' special subscription URL:
http://www.substance.tv/?xpr=gamers2
Thanks,
Mike Wilson
Guess all
of you, our readers, are now eligible for the “gaming friends and family”
special! Tres cool, don’t ya think?
Ok, we don’t buy it either.
9/7 More SubstanceTV
And here’s even more on the new Substance TV, from their affiliate manager Ben Condit (nice last name!):
From: "Ben Condit" <condit@substance.tv>
Subject: SubstanceTV affiliate program
Date: Fri, 31 Aug 2001 10:32:41 -0500I'm interested in talking to you about SubstanceTV and our aggressive affiliates program.
SubstanceTV is a subscriber-only interactive DVD-based videomagazine that takes an intelligent, compelling look at contemporary culture and its diverse subcultures, exclusively through digital video. Being the pioneer of an original content driven DVD videomagazine, this is a start up in every sense of the word. We are seeking online partners that are interested in making money by helping spread the word. By keeping our marketing dollar expenditure low, we are able to facilitate programs such as this, where we pay you for helping us attain a higher subscription base for our DVD issues. Currently we are offering $1.00 for every subscription we receive through your site. As SubstanceTV becomes more successful, we think you could actually make more money than a standard ad buy. This is going to be a high profile launch, and we're confident that the programs we are putting into place will be mutually beneficial.
Feel free to check out our site www.substance.tv - and also check out a feature article on Substance that appeared in USA Today's Life section Monday, last week:
http://www.usatoday.com/usatonline/20010820/3556781s.htm.
Feel free to give me a call or drop me an email,
Ben Condit
Manager, Affiliate Programs
condit@substance.tv
Yes, we
know you grow tired of hearing about the ex-GodGames gig. We’ll stop
soon. We promise.
9/7 The Last Days at GodGames
There’s been a lot of talk about the recent demise of GodGames under the new Take-2 regime. One of the former employees of the outfit mailed in to give us his thoughts.
I wish I could tell you all exactly what happened in the last days of GodGames. But it doesn't really matter. Nobody really liked Take2. Everybody at GodGames felt like and acted like a family. Take2 was never part of that, and they never really made too many of us feel like a part of their organization (not that we really wanted to be). Take2 never cut funding for GodGames. The label is still alive. But nobodies heart was really in it at the end. Some (not all) would have been offered jobs in NY with Take2. But to tell you the truth only a couple of people would have really been interested. And in the end only 1 went.Mike Wilson, Harry Miller, Jim Bloom, Doug Meyer's, and Rick Stults, were some of the best people I have worked with in this industry. Not to mention all of the other incredible people that worked there. Nothing is ever perfect in this industry. And nothing ever will be. But I can say that working there with everyone I met was one of the most perfect work and social experiences of my life. Mardi Gras 2001, last last two E3's and every other thing we ever did together as a team were rewarding, entertaining, and growing experiences.
When the time came every last member of the GodGames family was offered the opportunity to move on. No one was left out. And no one that I know of felt screwed, as far as I know everyone felt as if their life had been enriched to some degree. Unlike many other last days stories that I have read and seen posted here. Not everyone went along. Not everyone was ready to take a risk on a new startup company. And some people just wanted to move on to new things.
Anyway, that's all I really have to say.
Former GodGames Employee
At least
people were taken care of and given the opportunity to move on, rather
than forced into a bitter position or out onto the street. While
we do dig up the dirt and take shots here, we are happy to see people being
taken care of in a compassionate way.
9/7 Bullet Time Predecessors
We’ve had a number of people e-mail us with other games that used "Bullet Time" prior to Max Payne. Only the games were either utter crap or just such small potatoes nobody even noticed.
... bullet time was actually first used as "warp time" in the very underrated FPS "Requiem:Avenging Angel". Very cool effect as (IIRC) as the screen and sound dopplered down towards red. But so what, Max is fun and everything is derrivative if you dig back far enough....Bullet time was copied! Sod Hitman, "Requiem: Avenging Angel" did "bullet time" even before the Matrix came out...
Forget Hitman, what about the exact same effect found even earlier in
Rare's Perfect Dark? The game came out in May 2000 and featured a Combat Boost item that did exactly what Bullet Time does and was also used as a resource during gameplay.And little console PD even managed a rockin' multiplayer mode...
And the
e-mails go on, mostly naming Requiem and Hitman as bullet
time predecessors to Max Payne. That one person is right,
though. If you dig deep enough, everything is derivative.
9/7 The GameGo Magazine Scam
If this isn’t a scam, what is? Any of you people who forked over money for a subscription to GameGo magazine just might have been better off investing that money in the plunging stock market. It would’ve at least lasted a bit longer.
The founders of recently launched gaming publication, GameGo magazine, has posted a message to its website that the first issue might in fact be the last. Editor in Chief "ECM" stated that GameGo’s second issue is "in limbo" until a buyer can be found or the group receives a loan to keep the operation going, but admitted that the magazine has "50/50 odds that in 45–60 days we will be back."Those who purchased subscriptions—which are still being sold on the site at $14.95 per year—are asked to "sit tight" during this transition with hopes that the publication can be revived. It’s also noted that "nobody working on this magazine has earned a single dime from it," and that the expectation was for staff salaries to be generated from the creation of reader and advertiser bases.
9/7 Eidos Executives Insane?
What’s going on over at Eidos in San Francisco? We received a very cryptic message from someone on the inside there, reporting on what was said at a recent producer’s meeting (where products are shown to the exec team).
i cannot believe what i hear sometimes
a vice president at eidos
**i can tell you he is popular**
told an eidos producer
that he should make sure thief and hitman copy max payne's features
if that isn't the funniest thing.
imagine being blantantly told to copy your competitors product
to his credit the producer (sorry no names) complained of the ridiculousness of the suggestion
the veep said this at a producers meeting no less
Our guess
is the VP was Nick Earl, who is the current Eidos VP of Production.
9/7 VBLANK Makes Fatbabies
You outta be in print… well guys, you made it! A new game company posted the following on their Resources page. It was sent in and we found it humorous, so we put it up. Listed on their Resources page:
In this section, you'll find a collection of articles and notes we've put together on programming, game design, conferences, and just about anything else you can think of. If you have suggestions for future articles, let us know!You'll also find some links to sites we really like. We're trying damn hard not to appear on FATBABIES, but you never know who's going to have an axe to grind! ;)
And here’s
the link
to their company website.