“Your passion and dedication to the game and its community have meant the world to us, and we are committed to providing visibility and updates throughout the transition process.”
I was actually surprised to see Ultima Online is still up and active recently. It must have a pretty decent sized population for EA not to shut down and repurpose the servers for Battlefield or something.
BadLuckMax also snagged several pieces of ill-gotten Mythic gear, including the unfortunately named Rushed Beta Launchers boots which, being leather (and thus useless on a Paladin) feels like a brutal jab at Blizzard.
Is this a retail thing where Paladins can only wear plate or is the author not familiar with the mechanic? Plenty of paladins taking cloth/leather/mail in OG and Classic.
Just discovered that channel, and was like “how is this funded??” So I looked him up and what a pleasant surprise it was to see his place in the game industry!
Used to work at Rebellion on their IT team. Genuinely a fantastic place to work and the owners seemed to always be super chill. Had a full suit of armour in one of their offices and so many weapons lying around (likely blunt replicas but still really cool).
I wasn’t on the game dev team so can’t speak for them but I was personally never pushed to work harder and often explicitly told to take breaks.
We also used to have large Unreal Tournament matches at lunch.
I can’t imagine ever working on any project that large. Most of your people will essentially have zero communication with each other, and release a half-assed overbudgeted product as a result
But does the texture artist need to talk to the modelers? Of course. Do they need to talk to people in sound design? Maybe. What about game engine and programming? Maybe. What about writers? Maybe.
The fact is, you’d probably have a better product at the end of the day if everyone were able to coordinate their efforts.
Not everyone needs to talk to everyone. But many people need to talk to many people.
Microsoft had to abandon the initial Vista project and start over because they couldn’t manage a team of 1000 developers. People working on adjacent features had to go through so many layers of management that in some cases the closest shared manager was Bill Gates. For something like getting a change in the shutdown code reflected in the shutdown dialog.
Huge teams become exponentially harder to manage efficiently.
pcgamer.com
Aktywne