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The tragic end of Telltale Games

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Re: The tragic end of Telltale Games

#91
post #55

Earlier quoted context omitted.

Battle royale games were done better decades ago? I can't even think of a battle royale game from the 90s.

quake, unreal tournament, tribes, battlefield, planetside.. Deathmatch with many players. Same thing pretty much, but with more action.

The fundamental difference between all of those games and what I would consider a battle royale game is you only get 1 life.

As an aside, I loved Tribes 2 construction mod.

Re: The tragic end of Telltale Games

#92

Don't work in the games industry. This is the par story for game companies. Every little detail of this story I saw repeating on loop in a decade of working in games. The artists grabbing assets to stuff into their portfolios before two years of professional work disappears into a black hole, the ppl moving families across country to be laid off months later, the crunch, the over promising, it is all text book. The g…

Just as a counterpoint - I've worked for 4 years now as a programmer at one of the biggest publishers in the industry, and honestly, the work life balance is great, the pay is ok for the region(plus I get decent amount of shares every year), the work is varied, interesting and I like both what I do and people I work with. I think the last time I did overtime was 2 years ago, and even then it was only for a week around launch of the last project(in fact in every studio meeting we are constantly reminded that managers can NOT demand us to work overtime, if they do we need to report it higher up). Normally I get in at 8am, leave by 4pm, never work weekends or anything like that. Plus the usual for EU 25 paid days off(plus the studio is closed christmas to new years), unlimited paid sick leave, private health insurance.....really, it's pretty good.

But then again, I am aware that most studios are not like that.

Re: The tragic end of Telltale Games

#93

Absolutely sh!tty way to treat people. Won’t those left demand massive retention bonuses? How fungible are game dev skills? At least folks are getting released into a hot tech market.

> How fungible are game dev skills?

That depends on the role taken. Artists are fairly fungible (probably unfairly) because they can be shown a bunch of examples and told "make something that fits with this". Coders are fungible only if you're comparing wizard-level coders who can read, understand and fix / improve a game's codebase.

Re: The tragic end of Telltale Games

#94
> "These sources, who were granted anonymity in order to speak freely and without fear of retribution,..."

What retribution? They were fired with no severance or time to prepare. Why don't they just speak out against the company that doesn't exist anymore and left them on the street?

Re: The tragic end of Telltale Games

#95
post #37

Earlier quoted context omitted.

Apparently making the same game over and over (with different intellectual property to tie it up) does not pay off.

Can someone explain more about "making the same game over and over"? I don't know anything about these games. Were they all similar, despite being different franchises?

As others have posted, the game play of all of them are largely the same. They were really fighting their game engine which really limited what they could do. For example, at one point in one of their games the characters had to go into a building and I wondered how they were going to do that because of the limits of the engine. They just played a cut scene instead of having the player do it.

The strengths were in the writing and voice acting.

Re: The tragic end of Telltale Games

#96
post #91

Earlier quoted context omitted.

quake, unreal tournament, tribes, battlefield, planetside.. Deathmatch with many players. Same thing pretty much, but with more action.

The fundamental difference between all of those games and what I would consider a battle royale game is you only get 1 life. As an aside, I loved Tribes 2 construction mod.

I dont know but I'd bet theres an old quake mod that makes that small change.

Re: The tragic end of Telltale Games

#97

Don't work in the games industry. This is the par story for game companies. Every little detail of this story I saw repeating on loop in a decade of working in games. The artists grabbing assets to stuff into their portfolios before two years of professional work disappears into a black hole, the ppl moving families across country to be laid off months later, the crunch, the over promising, it is all text book. The g…

I can't even play anymore. I've seen firsthand how the industry treats developers, and I cannot bring myself to send money into the pockets of the fratboy shitheels that run it.

Re: The tragic end of Telltale Games

#98

> "These sources, who were granted anonymity in order to speak freely and without fear of retribution,..." What retribution? They were fired with no severance or time to prepare. Why don't they just speak out against the company that doesn't exist anymore and left them on the street?

Their dudebro managers are interviewing at EA too.

Re: The tragic end of Telltale Games

#99
post #37

Earlier quoted context omitted.

Apparently making the same game over and over (with different intellectual property to tie it up) does not pay off.

Can someone explain more about "making the same game over and over"? I don't know anything about these games. Were they all similar, despite being different franchises?

Sad that an adventure game studio could die off for this reason when "Call of Duty" is pretty much the same game every year and somehow manages to be one of the best selling franchises of all time.

Re: The tragic end of Telltale Games

#100

Don't work in the games industry. This is the par story for game companies. Every little detail of this story I saw repeating on loop in a decade of working in games. The artists grabbing assets to stuff into their portfolios before two years of professional work disappears into a black hole, the ppl moving families across country to be laid off months later, the crunch, the over promising, it is all text book. The g…

Just as a counterpoint - I've worked for 4 years now as a programmer at one of the biggest publishers in the industry, and honestly, the work life balance is great, the pay is ok for the region(plus I get decent amount of shares every year), the work is varied, interesting and I like both what I do and people I work with. I think the last time I did overtime was 2 years ago, and even then it was only for a week aroun…

> Plus the usual for EU 25 paid days off

Sometimes I really hate living in the US. -_-

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