Specter of a Spector Departure?

Shacknews is reporting that "multiple sources" inform them that Warren Spector "is said to be leaving" ION Storm, reporting the Austin Texas-based developer has also laid off 20-25 employees. Ion Storm Implodes is the headline on a similar story on IGN, which reports on the layoffs, as well as Eidos' explanation that this was a normal staff reduction associated with the completion of the pair of game projects that were underway at ION, quoting the publisher as dismissing the idea that Warren was laid off as well, though they don't actually come out and say he did not quit. They have yet to receive a reply from ION Storm, but this was Eidos' response to questions about Warren's departure:
"Ah rumors... well that sounds like a good one... but it is just a rumor," said the representative. "He certainly has not been laid off."
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30.
 
Warren Spector / DX2
May 28, 2004, 19:45
30.
Warren Spector / DX2 May 28, 2004, 19:45
May 28, 2004, 19:45
 
Just a question to all those who criticised WS about DX2, how many of you have actually played it through? PC or XBOX?

I admit, the limitations of the xbox are significant compared to a cutting-edge pc, BUT as a game, a sequel to DX, and an RPG... Deus Ex 2 was SUPERB.

Keep an open mind. A sequel does not have to be a carbon copy of the original with improved graphics. I was actually impressed by what they managed to pull off.

Agree or disagree, but only if you played it (and not just a few hours).

Ciao.

29.
 
Re: UPDATE
May 28, 2004, 19:27
Beamer
 
29.
Re: UPDATE May 28, 2004, 19:27
May 28, 2004, 19:27
 Beamer
 
Yeah, why actually try to create anything new when you can just throw money at people?

Tens of thousands want to create video games.

Mere dozens get the chance to.




Without knowing someone you have next to no chance, outside of proving yourself with mods. If I was in HS that would be fine, but needing to support myself has meant working 60 hour weeks. If you can find time to work a mod into that, well, more power to you.

28.
 
WTF! no man, do this!
May 28, 2004, 19:18
28.
WTF! no man, do this! May 28, 2004, 19:18
May 28, 2004, 19:18
 
I know where you are coming from, I do some work in TV and the union thing, well, 6 weeks with no work at the moment but when you do the 20 days in a row, you get payed enought to get you thought those 6 -12 (hope not!) week non work parts, still I found after 6 years as a camera operator, that the best way to get into writing was to leave TV and go into radio, Produced and wrote ads, after 6 months the same people who would never think about get me to do jack shit out side of camrea work all of a sudden had writing work for me! (all this and my praticaly writing skills suck the biggest one!) Amazes me how blind people can be, I on the other hand can see prefectly fine, it's just my smell thats the problem! viva la-warren

27.
 
Re: UPDATE
May 28, 2004, 18:16
27.
Re: UPDATE May 28, 2004, 18:16
May 28, 2004, 18:16
 
Of course, getting into that door is nearly impossible, so I'm getting my JD and MBA to try to do the next best thing - wear a suit and push writers around. Haha.

Yeah, why actually try to create anything new when you can just throw money at people?

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26.
 
Cheers, Punisher...
May 28, 2004, 18:12
26.
Cheers, Punisher... May 28, 2004, 18:12
May 28, 2004, 18:12
 
I agree with your post. It was disheartening to watch Spector pimp out for console game sales the way he had...

This comment was edited on May 28, 18:13.
25.
 
Re: UPDATE
May 28, 2004, 17:59
Beamer
 
25.
Re: UPDATE May 28, 2004, 17:59
May 28, 2004, 17:59
 Beamer
 
Yeah, that's why I never went into VFX. I had wanted to, self-taught Maya and did lots of OpenGL programming in school, but it didn't seem like the best way to get my foot into the door for what I really love - writing.


Of course, getting into that door is nearly impossible, so I'm getting my JD and MBA to try to do the next best thing - wear a suit and push writers around. Haha.

24.
 
UPDATE
May 28, 2004, 17:49
24.
UPDATE May 28, 2004, 17:49
May 28, 2004, 17:49
 
On the original Shacknews story.

Name change? PS2 only?

Ugh...

Wondering, if true, what that means for Tomb Raider,
Ray

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23.
 
..On a completely different note..
May 28, 2004, 17:42
23.
..On a completely different note.. May 28, 2004, 17:42
May 28, 2004, 17:42
 
Someone indirectly associated with an id employee has told me that this person (the id employee) asked if he could delay something until after June 15th, as that date was an important "deadline". The phrase "shipping date" came up. For what's it's worth.

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22.
 
Interesting thread
May 28, 2004, 17:36
22.
Interesting thread May 28, 2004, 17:36
May 28, 2004, 17:36
 
I honestly have to say that it has been quite a while since I read a thread here on Blue's that include so many long comments, with words in them, you know, that actually had to say something. Not much ranting, just passionate discussion of the topic at hand (and the spin-off "console-vs-pc").

These are times that make me think I am not alone i a world of 14 year old CS players. And please, if you are 14 and like CS: I apologize. I think you know what I meant.

Great input, guys.

21.
 
Re: No subject
May 28, 2004, 17:25
21.
Re: No subject May 28, 2004, 17:25
May 28, 2004, 17:25
 
Which is why I said they need to unionize, like Hollywood.

Notice, though, good teams in Hollywood stay together, they keep the brain trust intact. The other people, those that do what anyone can, have steady work because the union finds it. They don't go terribly long unemployed because someone is always looking for work, and contract issues are standard via the union, so it's all easy.

While this is quite true of the traditional arenas of film production (grips, gaffers, etc.), the increasingly large visual FX industry is not unionized, and several efforts to do so have failed utterly. It seems to be very difficult to unionize the 'newer' industries.

At this point in VFX, most of the larger studios only hire on short term contracts, and typically once the film is done, out the door they go. Smaller studios do hang on to the good talent they get, but since places such as ILM, PDI, Pixar, etc. have such a high profile 'glitz' factor associated with them, keeping good talent can be tough. When ILM calls and asks if you want to work on Episode 3, it's hard to resist (no matter what you think of the films, for vfx, having that on your resume gives you a free ticket to go nearly anywhere you want.) I have quite a few friends who have sort of evolved a lifestyle around this way of doing things. Since vfx often involves insane crunch periods, people work a job til it delivers, take a month (or 3) off, then decide what film they want to work on next.

In some ways it's affords a fair amount of freedom, but the crunch periods do wear on you after a while. After 7 years in that business I finally burned out and moved on to other things.

This comment was edited on May 28, 17:26.
20.
 
Re: Warren Spector
May 28, 2004, 17:04
20.
Re: Warren Spector May 28, 2004, 17:04
May 28, 2004, 17:04
 
I do think that a game can/should be good on all platforms.

I think that each platform has its limitations, but you should make some effort to accomodate or utilize them. I hate when the "Let's make it for the weakest platform and then just port it from there" approach is taken rather than working fom the top back down. Also, unfortunately, I think that the two platforms have gone in somewhat different directions.

The PC is a more robust platform, I will always take the PC version of a game over the console version (unless completely butchered in the process, but the PC game markeet has become a bit stagnant. Not being a big RTS fan, I am suddenly missing out on what seems like half of the PC market. I love FPS games, but there are too many generic or crappy ones - for me to purchase a FPS, it has to be really good, fresh, or fun. Likewise, although the mouse is easily the most responsive input, it is not always the best input for a given format. Pretty much every console comes out with a new form of input; it is not because Sony/Nintendo/Microsoft outright suck at making controllers, but they realize how important control is and they are always trying to improve it. So many developers forget this; the controller is the bridge between the player and the game. For the PC side of things, although Logitech has some nice products out, non-mouse input (gamepad, dance pads, congo drums, etc.) is quite a few steps behind.

As for consoles, my biggest gripe is their overall polish and/or sophistication. It seems like a lot of games just focus on one aspect (combat, graphics, one gameplay element, etc.) and almost ignore everything else. In general, a new PC title is going to have a certain level of sophistication that is generally lacking from many console games; lots of times, I feel like I just toss a disc in my console and start mashing buttons. Was I able to configure my controls? Was the story deep? Did the game world make sense? Was the interface essentially transparent? Was there a good save system? Was I immersed in the world?

However, I think you should be able to have a good game on both platforms. Yes, there may be some technical limitations for the lower end, but you should work around those. If I take game X to the consoles, I still need to maintain its freedom, story, world, and gameplay. I should not re-write the whole story, make it into a completely new game, eliminate the gameplay and just make pretty graphics, etc.

Again, have all four systems, I will generally go for whichever version is the strongest (usually PC...,) but a good developer should be able to have a good, consistent game on all platforms. Lastly, do not expect to toss crap on a disc and then expect fans or new players to love it - spend some time making a quality product. Anytime you are going "Well, we will just release it on that platofrm as it is just to pick up a few more sales" you are not doing your job.

Having yet to watch Bubba Ho-Tep,
Ray

-----------------------
A Poster is Me!
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I love you, mom.
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I love you, mom.
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19.
 
Re: No subject
May 28, 2004, 16:48
Beamer
 
19.
Re: No subject May 28, 2004, 16:48
May 28, 2004, 16:48
 Beamer
 
Guess you're boycotting movies as well there, guy? No way these employees could've only been contractors for a game that is now complete?

Which is why I said they need to unionize, like Hollywood.

Notice, though, good teams in Hollywood stay together, they keep the brain trust intact. The other people, those that do what anyone can, have steady work because the union finds it. They don't go terribly long unemployed because someone is always looking for work, and contract issues are standard via the union, so it's all easy.

Not to mention much of the work is localized, so they needn't relocate.

18.
 
Re: Warren Spector
May 28, 2004, 16:45
18.
Re: Warren Spector May 28, 2004, 16:45
May 28, 2004, 16:45
 
Well said, Punisher.

17.
 
Warren Spector
May 28, 2004, 16:39
17.
Warren Spector May 28, 2004, 16:39
May 28, 2004, 16:39
 
Prior to the release of DX2, Warren Spector shocked many people when he revealed in an interview that he was really a console gamer. He went on to say that he believed the animosity between PC and console gamers was a myth, since most PC gamers owned a console… and that a good game was a good game, regardless of its target platform.

I was really worried after reading this… and my fears were realized when I played DX2. Sure, I own a ps2 and xbox, which I turn to when I want some mindless fun, but at heart, I’m a PC gamer. Console games are designed to be played an hour or two in a sitting, while PC games can keep me glued to the screen all day long. Besides targeting a more intellectual audience, the best PC games offer unparalleled depth, control, graphics, and level design… and sitting 18” from the monitor can really draw you into the experience. So, after hearing Mr. Spector’s comments, that console and pc games are basically the same, it became clear that he had lost touch with reality. It’s really sad to see a master game designer go down in flames, but he only has himself to blame.


Avatar 13530
16.
 
Re: No subject
May 28, 2004, 16:17
Bob
16.
Re: No subject May 28, 2004, 16:17
May 28, 2004, 16:17
Bob
 
"No industry should have "normal staff reductions".

Guess you're boycotting movies as well there, guy? No way these employees could've only been contractors for a game that is now complete?

15.
 
Re: No subject
May 28, 2004, 15:59
15.
Re: No subject May 28, 2004, 15:59
May 28, 2004, 15:59
 
Ion Storm: All hat, no cattle.

14.
 
No subject
May 28, 2004, 15:53
14.
No subject May 28, 2004, 15:53
May 28, 2004, 15:53
 
"...normal staff reduction associated with the completion of the pair of game projects that were underway at ION.."

No industry should have "normal staff reductions". That's complete bullshit, and I will openly boycott any company that ditches it's development teams as expendable. Even a dev team that makes a shitty game doesn't deserve that. Ion Storm and Eidos can kiss my fucking ass.

(I know that was more or less already said, but I had to add my opinion about it, albeit with more foul language and finger-pointing.)

13.
 
Re: here's my 3 cents
May 28, 2004, 15:52
13.
Re: here's my 3 cents May 28, 2004, 15:52
May 28, 2004, 15:52
 
fish you are a fucking moron, nostalgia has nothing to do with it...

its a simple fact for anyone who has been alive long enough - and you arent one of em

go pray to jesus to remove your ignorance

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Everybody happy in their tents and caravans
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12.
 
Re: No subject
May 28, 2004, 15:42
12.
Re: No subject May 28, 2004, 15:42
May 28, 2004, 15:42
 
Called this a long fucking time ago. If any of you animals at the ionstorm forums are reading this I have only one thing to say: I TOLD YOU SO!

Dirty god damn fanboys.

Avatar 15920
11.
 
No subject
May 28, 2004, 15:35
11.
No subject May 28, 2004, 15:35
May 28, 2004, 15:35
 
The two guys who posted below me are wrong. Nostalgia is a satanic influence. Never forget that.

This comment was edited on May 28, 15:36.
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