Brem_X_Jones on 22/9/2007 at 14:16
Quote Posted by jtbalogh
Got a headache from that paragraph.
Ironically, I *had* a headache when doing that paragraph.
Somehow, when I was formatting the article online, when I was putting the word "Academic" in italics, I deleted a paragraph and a half, which probably explains why it doesn't make much sense. It's all there now though.
(Actually, Zylon, you may like this bit - it's where Jordan elaborates on what he considered the cultural problems at Ion Storm.)
EDIT: And sorry, obv,
KG
Muzman on 22/9/2007 at 22:13
Cool cheers
I might be reading too much into it, but he kinda left that comment that when he joined up Randy was acting like a lead designer hanging out there.
I take the implication that later on he couldn't for one reason or another (er, not just because it wasn't his job title. Randy's own posthumous remarks made it sound like he was exasperated and just wanted it all to be done with by the latter stages).
I'd like to hear more about the decline anyway.
Aja on 22/9/2007 at 22:27
Episodic content would suit the Thief series to a tee. Few games have such an established editing community - if we got a new OM every couple weeks, I'd be happy. They could even tie them into a centralised city - opening up new areas as more content becomes available.
Beleg Cúthalion on 23/9/2007 at 11:49
And I think it would be rather terrible since I always liked the (film-like) suspense which would be blown away if something else but my own schedule would keep me from pursuing it.
demagogue on 23/9/2007 at 20:03
Episodic content makes sense for Thief, compared to other games, because it's so naturally mission centric ... the story is always forwarded by the next job.
But there are reasons why it might not fly ... its most likely audience are PC people, this crowd, then it has competition with FMs, and they might not appreciate the "milking" attitude that episodes have. Why pay more for additional levels when we could just pay for all of them together as one game?
It'd be great if it could be like a cable tv series ... a subscription service that gives you new levels every few weeks. Actually, what they'd need to do is bundle a number of games together, like cable, not just one game ... or even add it as an option to cable service for that matter. That's the one way I could see it working.
.....
Re the drama of TDS's development ... A game dev lived in my apartment that year who knew Spector. So I felt like I had a sort of inside track. And we'd talk about how things were going, esp soon after release, and how the game industry works. And I became completely fascinated with how the industry works on the inside, the tension between the artistic, the technical, the business, and the interpersonal all in interplay at the same time. I still am interested by it, and TDS for better or worse is an interesting case study ... in addition to being associated with the most beloved series (around here anyway), and the personalities from our favorite ex-studio.