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Post by biggydx on Apr 13, 2019 1:09:35 GMT
But I know! By 'ugly crying' I mean crying because they'll probably manage to turn us into emotional wrecks in a good way. The optimistic part of me would see the connection of the tweet and the former Bioware employee that mentioned that Fallen Order will be focused on SP with no MP, in a way that would mean that maybe Bioware can focus on SP elements, and those that they’re more proficient to work on, instead of MP/life service elements. But the other part of me prefers to remain more neutral. I am going to be quite pissed if EA allows Respawn to focus on SP elements, and not Bioware, though. Doubt it. I imagine Fallen Order was started before EA purchased Respawn, so now they're letting them finish the title. Once Fallen Order is out, Respawn is going to be stuck with the live service model like EA's other AAA studios. They'll also probably have to start using Frostbite as well. The main benefit for Respawn, in this regard, is that they have experience (and largely specialize) in making multiplayer games.
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Post by The Elder King on Apr 13, 2019 1:15:53 GMT
The optimistic part of me would see the connection of the tweet and the former Bioware employee that mentioned that Fallen Order will be focused on SP with no MP, in a way that would mean that maybe Bioware can focus on SP elements, and those that they’re more proficient to work on, instead of MP/life service elements. But the other part of me prefers to remain more neutral. I am going to be quite pissed if EA allows Respawn to focus on SP elements, and not Bioware, though. Doubt it. I imagine Fallen Order was started before EA purchased Respawn, so now they're letting them finish the title. Once Fallen Order is out, Respawn is going to be stuck with the live service model like EA's other AAA studios. They'll also probably have to start using Frostbite as well. The main benefit for Respawn, in this regard, is that they have experience (and largely specialize) in making multiplayer games. Given that EA has the SW license, they still picked them Respawn and they could’ve easily mandated that they placed some MP elements if they wanted to. Even more so after they acquired them. But as I said, I’m not going to be too optimistic.
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Post by Hrungr on Apr 13, 2019 1:16:45 GMT
Ben Irving @benirvo Had a great bloke come to my place to fix a couple of things. Turns out he is a huge BioWare fan and wanted to chat about Dragon Age. Super nice person and a gamer to his core. Love that passion.
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Post by colfoley on Apr 13, 2019 1:18:38 GMT
Ben Irving @benirvoHad a great bloke come to my place to fix a couple of things. Turns out he is a huge BioWare fan and wanted to chat about Dragon Age. Super nice person and a gamer to his core. Love that passion. Damn now I wanna look up the adress for a dev so I can have an excuse to 'fix' something and then talk about DA. ...
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Post by midnight tea on Apr 13, 2019 1:27:13 GMT
Doubt it. I imagine Fallen Order was started before EA purchased Respawn, so now they're letting them finish the title. Once Fallen Order is out, Respawn is going to be stuck with the live service model like EA's other AAA studios. They'll also probably have to start using Frostbite as well. The main benefit for Respawn, in this regard, is that they have experience (and largely specialize) in making multiplayer games. Given that EA has the SW license, they still picked them Respawn and they could’ve easily mandated that they placed some MP elements if they wanted to. Even more so after they acquired them. But as I said, I’m not going to be too optimistic. Keep in mind that Disney also has a lot of say in Disney-owned IPs. One of the reasons Visceral had problems with developing their cancelled SW game was that they had to consult virtually everything with Disney. So I have to wonder how much Battlefront II's reception has made them pull strings about minimizing anything that would bring to mind even a shadow of that PR nightmare...
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Post by Hanako Ikezawa on Apr 13, 2019 1:28:51 GMT
Ben Irving @benirvoHad a great bloke come to my place to fix a couple of things. Turns out he is a huge BioWare fan and wanted to chat about Dragon Age. Super nice person and a gamer to his core. Love that passion. Damn now I wanna look up the adress for a dev so I can have an excuse to 'fix' something and then talk about DA. ... After you broke the very thing you’re there to fix of course.
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Post by colfoley on Apr 13, 2019 1:51:22 GMT
Damn now I wanna look up the adress for a dev so I can have an excuse to 'fix' something and then talk about DA. ... After you broke the very thing you’re there to fix of course. maybe I can pick up a few tricks from Cole or my Inquisitor about sneaking into places.
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Post by Hrungr on Apr 13, 2019 3:55:06 GMT
Mary Kirby @biomarykirby This is an extremely good thread.
Aaron Makes Video Games @nemo10 In the fallout from the Kotaku Anthem piece, there hasn't really been enough talk about how bad the industry is at promoting and training leads. I've worked with a lot of people who were promoted to positions they were unprepared for, & everybody suffered for it.
Most people know, at least at an intellectual level, that being a lead is fundamentally different from being an individual contributor, but people still get promoted to lead positions all the time without proper training, and even then...
The reporting and feedback structures aren't set up to deal with it. Sometimes it's because everybody wants to try to be friends, and telling your boss that they suck at their job feels like it will screw up your professional and personal relationship...
EA actually has, in theory, pretty robust mechanisms for giving feedback and reporting team morale, but in my experience most people aren't good at giving feedback anyway. Often, the only training on how to give feedback is for managers, not for their reports.
And of course, nobody wants to be the person who tells their boss's boss that their boss sucks at their job and then gets bitten in the ass about it later. It's pretty common to hear complaints in any organization that HR isn't trustworthy about keeping feedback confidential.
So you have this endless cycle that people get promoted to positions they're not prepared for, they work really hard but often do the wrong things, their bosses don't get good enough feedback about how they're doing, the project suffers, and they get shuffled into a new role...
...only to be replaced by someone who is likely to go through the exact same process. This is often why games and studios die. Not because the Evil Corporate Overlords deliberately make bad decisions (this almost never happens), but because...
Making games is hard, leading teams is hard, giving feedback is hard, creating the right structures and building trust to give good feedback is hard, and spotting talented team members who can lead a team or a project is also hard.
As footnote, there's also a major issue with people getting into lead roles because they've been adjacent to success, ie they worked WITH a really good lead/director on a project so it's assumed they know how to recreate the magic. Sometimes they do, sometimes they don't.
Sometimes they know how to talk very convincingly about how to Do Things The Right Way, but that doesn't mean they actually can. And because making games is so difficult, they're often given a lot of leeway when they're actually floundering.
This is discussed in the Kotaku article briefly but is, IMO, the most important way that big companies screw up their relationships with their studios; How many times have we read about games that were rushed out at the last minute because they spent too much time in...
...Preproduction Hell? There's a difference between deliberately doing a lot of prototyping (there's a great GDC talk about prototyping Titanfall 2 "action blocks" like this) and just lurching back and forth between ideas. (+ apparently trying to prototype in Frostbite is hell)
One of the solutions is for us all to treat game development like we're professionals. And I mean that in the sense that you need to hold yourself and coworkers to professional standards; learn best practices and hold your team accountable at all levels.
I've been a part of a project that was basically on fire for almost its entire development cycle and IMO our studio leads gave the game team leads way too many chances. Being slow to address these major issues delays an inevitable morale hit, but too bad. Get the pain over with!
I'd rather have a rough month and then ship the game than have a rough year and have the game canceled. Or even if the game was canceled EARLIER (which it probably should have been), just get that shit over with. Restructure the team, fire the toxic people ASAP!
That may have seemed like a tangent but it's an example of less than professional behavior by leadership. Trying not to hurt feelings or damage morale by admitting that things were going bad ultimately dragged the pain on for too long, and did no good.
Not that it's not important to get along with coworkers and make friends on the job, but ultimately you're there to do a job & if the studio goes down because people were too afraid that admitting the problems was going to hurt feelings, then everybody's worse off in the long run
(Just to be clear - I worked at EA and in general it was a good experience. I would definitely go back given the right circumstances. This thread is not meant to be specifically about EA - it's just a good jumping off point because of the Kotaku article.)
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Post by Hrungr on Apr 13, 2019 4:06:11 GMT
John Epler @eplerjc Being a good lead is actually a skillset in and of itself! As an industry we're kind of bad about assuming 'best content creator = best lead!' but it's rarely that simple. A good lead listens. A good lead wants to see you succeed. A good lead will trust their experts.
I've said it before, but a good lead is like an umbrella - open when it's raining, closed when it's sunny. You should want your team to succeed and get credit for their successes, and you should be the first stop for blame when failures occur.
Being a lead is about caring about your team as people. It's about wanting the best for them. But it's also about not being afraid to disagree, and provide direction and vision! You just need to be consistent.
And yes, sometimes, you need to course-correct, to give them that hard feedback. But it needs to come from you, and it needs to be timely. If you ever find yourself saying 'that's not my fault, that's because of X', when X is someone on your team, that's a failure.
Anyways. I've worked for bad and good leads across the 16 years I've been a paid employee of some place or another. The bad ones are in it for themselves. The good ones are in it for you.
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Post by PapaCharlie9 on Apr 13, 2019 18:04:31 GMT
The bad ones are in it for themselves. The good ones are in it for you. I'd put it slightly differently. The good ones are in it for everyone, including the company and its goals, but themselves. The bad ones are the ones with every other motive, including none at all (clueless).
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Post by Hrungr on Apr 14, 2019 0:07:42 GMT
Mr. Nobody @generalcanadas @jasonschreier Hi Jason, I've read your article on DA4, and I'd like to ask a question: can you tell us how recent is the information on Morrison from your sources; is it relatively recent (6-12 months) or is it older than that, closer to the reboot time?
Thanks in advance!
Jason Schreier @jasonschreier I've talked to people who were on Morrison in the past and people who are on it now, if that helps. Lots of decisions still being made.
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Post by melbella on Apr 14, 2019 0:55:37 GMT
Jason Schreier @jasonschreierI've talked to people who were on Morrison in the past and people who are on it now, if that helps. Lots of decisions still being made. Way to not answer the question, dude. Just because you talked to people 'who are on it now' doesn't mean you talked to them recently.
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Post by ladyiolanthe on Apr 14, 2019 3:32:29 GMT
John Epler @eplerjc 95% of my communication with @patrickweekes on twitter is either gifs, or us trying to get rises out of each other.
Me 5 years ago: 'Oh man, followed by @patrickweekes, finally one of the coolest people at BW is noticing me!'
Me today: *googles 'how to soft block someone on Twitter'*
Just kidding. Working with Patrick is a pleasure and there's a reason he's one of my best friends. Our working relationship is actually pretty much our Twitter relationship, with fewer gifs.
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Partying like it's 1999
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Post by Little Bengel on Apr 14, 2019 9:59:08 GMT
Mr. Nobody @generalcanadas@jasonschreier Hi Jason, I've read your article on DA4, and I'd like to ask a question: can you tell us how recent is the information on Morrison from your sources; is it relatively recent (6-12 months) or is it older than that, closer to the reboot time? Thanks in advance! Jason Schreier @jasonschreierI've talked to people who were on Morrison in the past and people who are on it now, if that helps. Lots of decisions still being made. Jesus, I just had a heart attack seeing my tweet here.
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Post by apollexander on Apr 14, 2019 12:39:17 GMT
It seems that Jason Schreier didn't know why DA4 was teased at TGA 2018 according to his article. I guess he doesn't have much information on Morrison.
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Post by Little Bengel on Apr 14, 2019 13:56:08 GMT
It seems that Jason Schreier didn't know why DA4 was teased at TGA 2018 according to his article. I guess he doesn't have much information on Morrison. If I had to take a guess now, I'd say your supposition's basically confirmed...
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Post by Masque on Apr 14, 2019 14:06:45 GMT
It seems that Jason Schreier didn't know why DA4 was teased at TGA 2018 according to his article. I guess he doesn't have much information on Morrison. If I had to take a guess now, I'd say your supposition's basically confirmed... The fact that LukeBarrett liked apollexander's comment seems to further support that theory.
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Post by Little Bengel on Apr 14, 2019 14:08:52 GMT
If I had to take a guess now, I'd say your supposition's basically confirmed... The fact that LukeBarrett liked apollexander 's comment seems to further support that theory. ...that's what I meant.
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Post by Masque on Apr 14, 2019 14:10:06 GMT
Sorry! lol It's too early in the morning, I should know better than to post on the forums before I have my first cup of coffee.
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Post by OhDaniGirl on Apr 14, 2019 16:24:05 GMT
I wonder if Mr. Barrett ever agonizes over whether or not to hit that little 'like' button. Who knows what he could be tacitly confirming!
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Post by PapaCharlie9 on Apr 14, 2019 16:39:40 GMT
I wonder if Mr. Barrett ever agonizes over whether or not to hit that little 'like' button. Who knows what he could be tacitly confirming! I think the tougher agony is seeing all the misinformation, fear, uncertainty, and doubt that's totally, categorically and completely wrong, but he can't respond to in any way.
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Post by colfoley on Apr 14, 2019 18:41:17 GMT
I wonder if Mr. Barrett ever agonizes over whether or not to hit that little 'like' button. Who knows what he could be tacitly confirming! or not confirming. Just stuff that he'd like to see.
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Partying like it's 1999
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Post by Little Bengel on Apr 14, 2019 19:06:24 GMT
I wonder if Mr. Barrett ever agonizes over whether or not to hit that little 'like' button. Who knows what he could be tacitly confirming! I think the tougher agony is seeing all the misinformation, fear, uncertainty, and doubt that's totally, categorically and completely wrong, but he can't respond to in any way. Oof. I just wanted to have a giggle...
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Post by Masque on Apr 14, 2019 19:36:08 GMT
Well, I saw in another thread that Luke liked a pee joke and can recognize genius so.. Obviously that is confirmation that pee jokes are great and genius should be recognized.
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Post by Hrungr on Apr 16, 2019 13:15:38 GMT
A s DA4 will undoubtedly land as a Next-Gen title... Wired: EXCLUSIVE: WHAT TO EXPECT FROM SONY'S NEXT-GEN PLAYSTATIONwww.wired.com/story/exclusive-sony-next-gen-console/ The CPU is based on the third generation of AMD’s Ryzen line and contains eight cores of the company’s new 7nm Zen 2 microarchitecture. The GPU, a custom variant of Radeon’s Navi family, will support ray tracing, a technique that models the travel of light to simulate complex interactions in 3D environments. While ray tracing is a staple of Hollywood visual effects and is beginning to worm its way into $10,000 high-end processors, no game console has been able to manage it. Yet. Ray tracing’s immediate benefits are largely visual. Because it mimics the way light bounces from object to object in a scene, reflective surfaces and refractions through glass or liquid can be rendered much more accurately, even in real-time, leading to heightened realism. According to Cerny, the applications go beyond graphic implications. “If you wanted to run tests to see if the player can hear certain audio sources or if the enemies can hear the players’ footsteps, ray tracing is useful for that,” he says. “It's all the same thing as taking a ray through the environment.” The AMD chip also includes a custom unit for 3D audio that Cerny thinks will redefine what sound can do in a videogame. “As a gamer,” he says, “it's been a little bit of a frustration that audio did not change too much between PlayStation 3 and PlayStation 4. With the next console the dream is to show how dramatically different the audio experience can be when we apply significant amounts of hardware horsepower to it.” So. New CPU, new GPU, the ability to deliver unprecedented visual and audio effects in a game (and maybe a PSVR sequel at some point). That’s all great, but there’s something else that excites Cerny even more. Something that he calls “a true game changer,” something that more than anything else is “the key to the next generation.” It’s a hard drive. Solid-state drives have been available in budget laptops for more than a decade, and the Xbox One and PS4 both offer external SSDs that claim to improve load times. But not all SSDs are created alike. As Cerny points out, “I have an SSD in my laptop, and when I want to change from Excel to Word I can wait 15 seconds.” What’s built into Sony’s next-gen console is something a little more specialized. To demonstrate, Cerny fires up a PS4 Pro playing Spider-Man, a 2018 PS4 exclusive that he worked on alongside Insomniac Games. (He’s not just an systems architect; Cerny created arcade classic Marble Madness when he was all of 19 and was heavily involved with PlayStation and PS2 franchises like Crash Bandicoot, Spyro the Dragon, and Ratchet and Clank.) On the TV, Spidey stands in a small plaza. Cerny presses a button on the controller, initiating a fast-travel interstitial screen. When Spidey reappears in a totally different spot in Manhattan, 15 seconds have elapsed. Then Cerny does the same thing on a next-gen devkit connected to a different TV. (The devkit, an early “low-speed” version, is concealed in a big silver tower, with no visible componentry.) What took 15 seconds now takes less than one: 0.8 seconds, to be exact.
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