• Team Bondi is a truly shitty place to work!
    83 replies, posted
I'll look into it nonetheless
Wow that's really sad to hear anything that comes out of Rockstar is solid gold. SOLID GOLD I TELL YA
[QUOTE=thisispain;30697535]lol Quake 3 was a really little team and Carmack was programmer for a game that only had 2 or 3 programmers so how is that in any way like DNF?[/QUOTE] He was lead of the full project since the rest of the leads had essentially left or been kicked. He didn't communicate, didn't set any goals and didn't aim for any evolution. All he wanted was to push his own tech and to focus on this, he sacrificed creativity on every other area. Romero got pissy because Carmack just wanted another doom/quake clone and it wasn't being creative at all. Quake 3 sent the company into the almost 10 year hiatus that was only broken by Doom 3. It is only now, with Rage that the company is showing any signs of a comeback after they lost sight of their goals. It's like DNF in the way that they spend years and years doing the same shit and not evolving.[QUOTE=Ziron;30697476][URL]http://web.archive.org/web/20000619155817/http://www.gamespot.com/features/btg-daikatana/index.html[/URL] Read everything in this link and you'll see how shit Romero was as a production director. He hired "good" Quake 1 map developers as his initial map team, but never briefed them on things like how much different it is making maps as a job instead of a hobby, switched to the Quake 2 engine on a whim, which took about a year to fully convert all of the Quake 1-era work to the Q2 engine, insisted on implanting things there clearly weren't going to be working in any foreseeable future instead of scrapping them like any decent dev would've done (like the sidekicks and even minor shit like the a zombie's teleport ability), got surprised by a walk-out that anybody would've seen coming, let Ion Storm's upper management ream him in the ass by not fighting for funds for Daikatana and instead let Ion Storm "finish" Todd Porter's disaster of a RTS, Dominon: Storm Over Gift, never dealt with the antagonism between the level designers and the art team until long after it came to a head, helped produce the infamous "Romero's about to make you his bitch" ad, which tainted Ion Storm forever, hired art guys from comic book companies, but didn't bother to tell them they would be working with 256x256 canvases with a limited pallet instead of the usual advanced tools they used, and cycled through multiple dev teams because he never managed to give clear goals nor show any clear signs of progress until about the middle of 1999, which is way too fucking late for any game project, especially for something as big as Daikatana.[/QUOTE] Well THAT sure expands on what i know of the feud for sure. I know he "played" more around than he was actually working. Being a lazy shit and all. It still doesn't change that HE was trying to change directions towards something creative so as to avoid ID becoming a one-trick horse. It is not a coincidence that they've only made 2 games this past whole decade. Management went to shit and Carmack had to hire some guys to take over! What essentially happened after Quake 2 was Carmack sitting by the com, doing what he does best while NOT talking to anyone about it at all. And iD sofware is now a one-trick horse.
Goddamnit Potteh!
[QUOTE=Ziron;30695108]Looks like its time to add Brendan McNamara to the list of "shitty video game directors". Hope he enjoys his new friends, George Broussard and John Romero![/QUOTE] -snip-
[QUOTE=U.S.S.R;30700992]They should apply to work for Valve, then their workdays will be filled with luxury.[/QUOTE] If only it worked like that, but unfortunately we live in the cruel, real world. Thousands upon thousands of people would love to work with Valve, but only a few employment spots exist. I am sure if they wanted to and could, they would have left their abusive bosses and management, and work at Valve. But as we all know, the gaming industry is one of the hardest industries to get into (Especially with the current recession, which makes it twice as hard to find a job.) But in the companies eyes, you are lucky to even work with them. Now they have a choice, quit, and hopefully find employment somewhere else. Or just stick with the job until you can find something new.
It's funny cause despite this, L.A. Noire is still one of the best games of the year. And people said a similar thing happened with Red Dead, which is one of the best games I've ever played period.
Have people realized yet that if you don't buy the game, you make the developer's work seem event more fruitless? I'm not too surprised though that these studios owned by Rockstar have employees that work overtime, their games are massive, how could they not work overtime? [QUOTE=Bomimo;30702302]He was lead of the full project since the rest of the leads had essentially left or been kicked. He didn't communicate, didn't set any goals and didn't aim for any evolution. All he wanted was to push his own tech and to focus on this, he sacrificed creativity on every other area. Romero got pissy because Carmack just wanted another doom/quake clone and it wasn't being creative at all. Quake 3 sent the company into the almost 10 year hiatus that was only broken by Doom 3. It is only now, with Rage that the company is showing any signs of a comeback after they lost sight of their goals. It's like DNF in the way that they spend years and years doing the same shit and not evolving. Well THAT sure expands on what i know of the feud for sure. I know he "played" more around than he was actually working. Being a lazy shit and all. It still doesn't change that HE was trying to change directions towards something creative so as to avoid ID becoming a one-trick horse. It is not a coincidence that they've only made 2 games this past whole decade. Management went to shit and Carmack had to hire some guys to take over! What essentially happened after Quake 2 was Carmack sitting by the com, doing what he does best while NOT talking to anyone about it at all. And iD sofware is now a one-trick horse.[/QUOTE] There was an interview at E3 with John Carmack, with some very good questions about studio development and where they are going in the future. John did admit that there was a lack of communication between him and most of the studio, artists especially, and they would sit around and scratch their heads. He said that changed a lot now, he puts most of the faith in the artists to build resources without him checking on it. When the time comes to assemble his work with the artists, they just make-do. It's very Valve-esque I would say.
[QUOTE=Hostel;30704643]Have people realized yet that if you don't buy the game, you make the developer's work seem event more fruitless? [/QUOTE] Pretty sure they realized that on the first page of the thread.
ITT: Sweet_Water and Take_Opal worship McNamara in their free time... :colbert:
Wow, that sounds like shit. I'm surprised no one's tried to burn his house down yet
[QUOTE=Hostel;30704643] There was an interview at E3 with John Carmack, with some very good questions about studio development and where they are going in the future. John did admit that there was a lack of communication between him and most of the studio, artists especially, and they would sit around and scratch their heads. He said that changed a lot now, he puts most of the faith in the artists to build resources without him checking on it. When the time comes to assemble his work with the artists, they just make-do. It's very Valve-esque I would say.[/QUOTE] Yes. I would say that Doom 3 was quite possible when RECOVERING from the bad communication. But the sheer scope of RAGE strongly implies that Management has taken an assnumbing step upwards. It's just sad that it had to result in 10 years of nothing. If i was to say ONE thing came out of the Quake 3 distaste, it would be Epic games. But they stopped bothering with game tech after they had sex with Microsoft. I mean, sure they maintain UE3 and the demo stuff. But they don't seem to attempt any First party full on shit with the engine.
...Wow...I thought the game was amazing and it shows but Jesus Christ, this sounds like Roughnecks:Starship Troopers Chronicles from the '99 to '00. They had animators dropping like flies because of how intense it was but what was created was amazing. Just realized...this makes Notch look like an awesome boss.
[QUOTE=Swilly;30711231]...Wow...I thought the game was amazing and it shows but Jesus Christ, this sounds like Roughnecks:Starship Troopers Chronicles from the '99 to '00. They had animators dropping like flies because of how intense it was but what was created was amazing. Just realized...this makes Notch look like an awesome boss.[/QUOTE] Wasn't that the children's show for Starship Troopers? :v:
[QUOTE=lorden;30715157]Wasn't that the children's show for Starship Troopers? :v:[/QUOTE] Yes yes it was, but oddly enough it followed the book MUCH MUCH more closely than the movie. It also was very advanced animation and terrain generation before its time.
This is pretty much the entire game development industry in a nutshell. Maybe it's not as bad, but working for many major studios is like a factory job.
[QUOTE=Take_Opal;30694822]Why? They don't get more money if you finish the game.[/QUOTE] you don't finish it. you don't get the maximum amount of enjoyment from their game that they made. that's slightly worse than the aforementioned disk-breaking and mailing.
[QUOTE=Combin0wnage;30704517]If only it worked like that, but unfortunately we live in the cruel, real world. Thousands upon thousands of people would love to work with Valve, but only a few employment spots exist. I am sure if they wanted to and could, they would have left their abusive bosses and management, and work at Valve. But as we all know, the gaming industry is one of the hardest industries to get into (Especially with the current recession, which makes it twice as hard to find a job.) But in the companies eyes, you are lucky to even work with them. Now they have a choice, quit, and hopefully find employment somewhere else. Or just stick with the job until you can find something new.[/QUOTE] I'm pretty sure these guys could have gone anywhere they wanted. One of them had a 12 year experience in the industry. Valve said they're always looking for some talent to climb onboard. These guys are in Australia though. I don't think he'd want to travel halfway around the world to get into the same business after that experience. It's like being raped once and then being asked to go out on a date with someone. It's scary and hard to trust from past mishaps.
Artists/programmers in big studios like that do not receive royalties. You work your hours, you get paid hourly. Sales do not increase/decrease your salary.
[QUOTE=Bomimo;30702302]He was lead of the full project since the rest of the leads had essentially left or been kicked. He didn't communicate, didn't set any goals and didn't aim for any evolution. All he wanted was to push his own tech and to focus on this, he sacrificed creativity on every other area. Romero got pissy because Carmack just wanted another doom/quake clone and it wasn't being creative at all. Quake 3 sent the company into the almost 10 year hiatus that was only broken by Doom 3..[/QUOTE] uh team arena came out in 2000 and doom 3 came out in 2004
[QUOTE=PvtCupcakes;30715394]This is pretty much the entire game development industry in a nutshell. Maybe it's not as bad, but working for many major studios is like a factory job.[/QUOTE] Not really, it really depends on who the lead project managers are. You're just making baseless assumptions :v:
[QUOTE=PvtCupcakes;30715394]This is pretty much the entire game development industry in a nutshell. Maybe it's not as bad, but working for many major studios is like a factory job.[/QUOTE] no.
[QUOTE=HumanAbyss;30732840]no.[/QUOTE] Use a funny image, it works better dude :3:
Game dev is like any other job. If your higher ups are assholes, it will not be a pleasant experience
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