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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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

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