heggers
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Post by heggers on Feb 27, 2016 8:58:25 GMT
Have to agree with echo. I'm not sure I wouldn't want every project I've worked on that crapped out because it was half baked at conception following me around blacklisting me from other companies. So long as you can walk away from it having learnt lessons going forward then any employer worth their salt will leave it at that.
That being said, CM/PR have learnt no lessons or at the least drawn the wrong conclusions from this train wreck it seems. Its up to them to convince their next employer though that they have learned something.
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Mandrake
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The Vault Boogeyman
Posts: 113
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Post by Mandrake on Feb 27, 2016 14:42:28 GMT
echocdelta , I really wish that could be the case, I really do. Unfortunately, as some mates from the latter years of Interplay know, that is being incredibly optimistic, especially around an area already saturated with hopeful talent. I brought this up because of the thread's theme: trust What kind of trust could someone place in someone from 22cans, if they are apparently okay with this kind of output of their work? From the state of Godus, perhaps the art and sound folks might escape unscathed as they could (and have) share their work publicly. This is perhaps where I could see your example working. Could Konrad pull out a design document as proof of his original concept versus what went into the game? Nope. Could any of the programmers claim to be proud of the state of the game's code? Hardly. Could Martin claim that he did his best in QA when the game is a buggy mess? No chance in hell. Could Colin claim that any of his PR strategies worked? If he could somehow convince them that going from Untrusted to Reviled was "improvement" in any way. Could any of the above get away with slagging off their previous workplaces to those hiring them? HIGHLY depends on the company's preference for yes-men and NDAs. You also don't want to appear to be passing the buck while giving some likely NDA-covered dish, especially when the game's code looks like shit and you were a programmer. All of this is why those who already left 22cans have offered lifelines to those seeking to escape, and perhaps have a career that isn't in some untrusted position for a while or thrown into licensed titles as nobody expects much from those titles anyways. What the senior management does can entirely reflect upon the team as a whole, just ask those involved with Run Like Hell or Fallout: Brotherhood of Steel. Some dodged the bullet of having public association with the sequel to the latter, to eventually go on to help create stuff like this.As much as we know the Molyneux ego for taking credit, failure and success doesn't entirely begin nor stop with him or the Big Cheese of any company; as a team, generally all make it or sink together.
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Mandrake
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Posts: 113
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Post by Mandrake on Feb 28, 2016 9:58:14 GMT
I wanted to give the previous reply a bit to be read before the next part, and to have it separate from this post, because it sets the stage for a very important point that I think everyone here could agree with when it comes to the poor bastards in the rank and file of 22cans. It's not like I want any of them - even Colin - to be put on an industry blacklist, because I do believe that a person's efforts should be able to be individually recognised and evaluated, not held for blame or incompetence for the actions of those in management. But the problem is...some of 22cans are already on a "blacklist". I'm not sure I wouldn't want every project I've worked on that crapped out because it was half baked at conception following me around blacklisting me from other companies. Nailed it. But just like good titles push you into the spotlight, bad titles push you into the midden pile. Unfortunately, it doesn't work that way. Not at all. We all wish game companies were that logical but they are often not, and publishers are an even harsher animal. Do you really think that it'll get to the point of an interview instead of the person going through the applications having a laugh before roundfiling the application?Sure, if it's the only application they received they might be interested. Here's the thing, those developers who had a couple of bad titles had to dig their way out of that stigma, even if they were on an amazing title before, much like the position Peter Molyneux himself is now in and trying to take his studio along with him. To avoid public recognition of their involvement, it is understandable that the team would want to appear as cogs without any say, public or otherwise. Now think of those who have Godus as their sole credit, or took internship at 22cans - not exactly a good position to be in at all, when most would probably chance someone entirely new that they can train versus trying to undo whatever 22cans have done. That's why I mentioned Derek Smart, as many - probably almost all - of those who have worked with him haven't really done much afterwards, at least not in credited work. What about those who are working on The Trail? How do you explain being a part of leaving Godus an unfinished mess to run off to another title, even on company orders? How would you try to describe that being anything which could add to your career, since many of these folks have been developing upon The Trail while Godus remains a mess? You could probably say that you could work under unfavourable conditions or the like, I suppose. Then there's the example of those involved with Herve Caen's "revival" of Black Isle Studios and the "BIMAR" silliness - that was pretty much the toilet flush of the careers of ALL involved. Here you can actually watch their future career prospects shrivel and die in front of the camera as they violate the fond memories of BIS: This was supposed to be for a crowdfunding campaign.
Ion Storm Dallas was another where some publishers said to their personnel department, "Do not hire ANYONE from that company." There exists a very real need for "Alan Smithee" - where a person disowns their involvement with a title because the final product mashed together by the management hardly matches their vision, contributed parts, or even what they believed they were working upon. Yes, they DID work on it, which is known in records, but their disowning of end state of that work as being out of their control is extremely important.The video game industry is extremely new compared to film and radio and still has yet to develop some of the same protections and provisions, so being able to pseudonym or Smithee your work is entirely up to the whim of the publisher writing the credits. Without being able to disown through a Smithee credit or similar, Freyermuth had to publicly explain how the final product didn't really match his vision. (Well, that and leaking internal design documents - NOT a good idea, normally.) A lifeline from a buddy to Surreal until Midway was going sour, then SpongeBob, WWE, to finally get back into a decent creative role on Disney Epic Mickey 2. Quite the career hit after being preened to be the top designer/writer at Digital Mayhem. Without any protections, such explanations can be and usually are held against them. Blacklists/DNH lists do certainly exist - they're often known as Credits.
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Post by Qetesh on Feb 28, 2016 15:17:27 GMT
Well, horses mouth and all.... We have a few DEVS on here.
Would you hire someone from 22cans for your game?
Godus isn't just a bad game, 22cans has used deception and attacks on fans for years now. If someone keeps working there for years, doesn't this show a bit of bad character in them to some extent?
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Post by Deth on Feb 28, 2016 16:09:29 GMT
Does it if your looking for a new job the whole time but because you are an intern or this is your very first job and you can not find another? If you have a family to support?
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Post by Qetesh on Feb 28, 2016 19:19:09 GMT
Does it if your looking for a new job the whole time but because you are an intern or this is your very first job and you can not find another? If you have a family to support? I think if we assume that NO, but if we assume other yes. We just don't know and so I ask again, would any DEVs here hire a 22canner?
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Post by Spiderweb on Feb 28, 2016 20:05:59 GMT
Well, horses mouth and all.... We have a few DEVS on here. Would you hire someone from 22cans for your game? Godus isn't just a bad game, 22cans has used deception and attacks on fans for years now. If someone keeps working there for years, doesn't this show a bit of bad character in them to some extent? Bad character? At best more likely conscientious workers trying to fix things best they can or more likely people just trying to pay the bills or get a foot in the game dev door. I'm sure none of the actual workers are out to make a quick profit from paywalls, I bet there is no profit sharing. You need to ask the ethics of anyone who does a scam and what truly consitutes a scam. Kickstarters may feel scammed by the broken promises, but I believe PM as deluded as is sounds probably believed he could deliver the promises. My opinion is 22cans and more likely peter himself thought he could make a game that pleased everyone (on PC and mobile) and it would make him tonnes of money and he failed miserably on all fronts. Does it make him a scammer or a failure? I reckon failure but I only spent £15.
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Deleted
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Post by Deleted on Feb 28, 2016 20:34:12 GMT
Well, horses mouth and all.... We have a few DEVS on here. Would you hire someone from 22cans for your game? Godus isn't just a bad game, 22cans has used deception and attacks on fans for years now. If someone keeps working there for years, doesn't this show a bit of bad character in them to some extent? Bad character? At best more likely conscientious workers trying to fix things best they can or more likely people just trying to pay the bills or get a foot in the game dev door. I'm sure none of the actual workers are out to make a quick profit from paywalls, I bet there is no profit sharing. You need to ask the ethics of anyone who does a scam. My opinion is 22cans and more likely peter himself thought he could make a game that pleased everyone (on PC and mobile) and it would make him tonnes of money and he failed miserably on all fronts. Does it make him a scammer or a failure? At one point I thought it had been said that 22cans was profit sharing to a degree. I'm not certain if that ever was or still is the case. That aside, anyone that has worked for 22cans has been given a very clear example how NOT to develop a successful game, therefore I honestly wouldn't rule out giving any one of the low level employees a shot (for example, I absolutely love most of the art, gfx, and sound design), the general consensus among those I'm close with in the industry is that Peter is a sort of fallen hero, a bit of an embarrassment, and that aside from a few obvious exceptions, people who work for him should be offered a degree of separation from what has gone on. Considering professional courtesy, I doubt we'll get many former or current devs weighing in directly on this subject.
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Lord Ba'al
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
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Post by Lord Ba'al on Feb 28, 2016 21:18:44 GMT
I think someone who's worked for 22cans has a much better chance at landing a job in the industry than I do having no experience whatsoever. Snif. Gosh, life is just so unfair, isn't it?
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Post by greay on Feb 28, 2016 22:19:10 GMT
Does it if your looking for a new job the whole time but because you are an intern or this is your very first job and you can not find another? If you have a family to support? I think if we assume that NO, but if we assume other yes. We just don't know and so I ask again, would any DEVs here hire a 22canner? It depends on the rest of their resume, their experience, and the interview. Their time @ 22cans would probably be a big chunk of the interview, but merely working there would in no way disqualify someone.
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Post by hardly on Feb 28, 2016 23:39:16 GMT
GODUS has hurt my desire to purchase EA games a lot more than my desire to buy God games. Overall I'm now much cynical about developers and their provinces.
As for hiring ex GODUS people, I'd want to have a long conversation with them about what they thought about the decisions that were made and what their contributions to the project were. I'd also want to know what they thought they would've done differently. If they answered these intelligently and with passion I'd consider hiring them.
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Post by Qetesh on Feb 29, 2016 12:18:35 GMT
I think it depends on what they DID for 22cans. If they were a comptroller making gobs of money, it means a lot different from an office pion. If they had any say about any of what 22cans did or not. That DeNa contract reared it's head right before ALPHA, this was in the works when they asked for our backer cash. That is unforgivable and anyone who took part in this decision is no better than Enron's defrauding business practices.
I guess it's still a case by case basis for me. Call me cynical but I have been burned by hiring a person with low character in the past and I would so much rather not even wish risk if it, if put in that situation again for me. This is also why I think so many of them did jump ship.
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Mandrake
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The Vault Boogeyman
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Post by Mandrake on Mar 3, 2016 0:17:42 GMT
Well, horses mouth and all.... We have a few DEVS on here. Would you hire someone from 22cans for your game? Godus isn't just a bad game, 22cans has used deception and attacks on fans for years now. If someone keeps working there for years, doesn't this show a bit of bad character in them to some extent? This is actually a form of "lifeline" from one acquaintance to another - which I actually encourage - some studios DO headhunt folks away from these situations with attractive sign-on bonuses. We all have seen some pretty creative stuff from 22cans - if only they had made something of what they once described. We've seen their employees' side-projects, their hobbies, their interests otherwise and know a bit more about them and how they fit into the picture. To someone who doesn't know all of that? Ouch. Bad management promotes cronyism whenever they are trying to make their job easier by adding to the number of voices heard around the table in their pocket. Those seen at the company when the ship finally does sink are either held to be naive, or uncaring of their career to not look for better already, or were the management's muppets. Maybe some bit of all three as seems routine around indie. CodeHatch was a prime example of this. Chucklefish was heading into this direction until they acquired an actual producer who could provide them some focus (they are doing better for having doing so, last I checked on them - good news!) What suggests this happening is Simon, while the others like Rance (~10% owner), Murphy (~20% owner), while a communications block was put into place on several levels and locations to varying degrees. The...complete lack of pass-down from when Bryan was forgotten has really illustrated a "Don't give a #^@&" attitude there at 22cans about the production as a while that has extended back to Curiosity's development. If you want to see one of the few cases worse than 22cans, check out a fellow named "David Allen" of Artifact Entertainment/Horizons and...if he wasn't trying to intentionally screw himself out of every IP he owned then he was fooling everyone. (I also know of this fellow in another way, through a title called "Infinite Worlds" - the production of THAT was a curious thing I'll post another time.) Why was everyone wary of those who stayed? Mainly by two people, James Jones and David Bowman. Because when those employees who escaped got to their next development gig, they would - usually on the sly - let their new studio know of what else they have endured. Who then might have someone go onto another studio/publisher and so word goes on. Except for one thing - NDAs, and NDAs aren't given that much credit when the other "side" is a studio that's already gone arse-up. (Important bit, that last.) I've seen this horrorshow so many times in the industry that I've been a bit jaded. I actually envy many of you for this being your first time. - To prevent repeat performances, this is why publishers/developers do have blacklists/DNH lists of sorts. Private, of course. A person's credits can be bad enough that it can make them seem unsuitable for a genre, since being good at a genre also tends to become brand recognition; they may become untrusted to those making similar in similar.
- The possibility of your talent going "This isn't my vision." to omit their name from your work in protest should serve as a warning to not let marketing/management make "BAWLS-stupid" mistakes.
And yes, Lord Ba'al. I remember when a kid 'bout right out of uni walked into Interplay's offices with an armful of notebooks from back to high school filled with 2nd Edition AD&D notes and designs, and nothing else under his belt. He eventually went on to go design Fallout: New Vegas. But that's not exactly the one you want to be the lead programmer for a title midway through...switching to a continuation/sequel/spin-off/update of "Godus Wars". I am curious about this one point: Those working on Godus Wars would have known about the deception by this point, right? Or are we to expect that they are completely unaware of their own title's reception and what it really looks like? This is entirely relevant when considering the Kickstarter and how well 22cans have ever worked towards ANY of that. It shouldn't require being Peter Molyneux to understand what Godus' general design was pitched to be and what arrived was nowhere close; this whole "two games" bit is just doubling down on the rubbish from before - those at Ground Zero should have long been able to recognise what they are working upon by now. Peter Molyneux was kind enough to have their faces in the credits, after all... Oh, and I'll also point out that some stay on some of these projects as a means of espionage, with apparent hostility being the perfect cover to disguise or divert from other associations. (As I did mention before, I'm a bit of a librarian/historian and so my knowledge is a bit encyclopedic... )
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Post by earlparvisjam on Mar 30, 2016 2:57:14 GMT
Could Martin claim that he did his best in QA when the game is a buggy mess? No chance in hell. Gone from the forums a while and I miss this little gem. You might know development, but you clearly don't understand what QA is or can do. This is a prime example of why I've been fighting to get out of Test Automation and into Development. The quality of the finished product has nothing to do with QA, though they tend to get the most scrutiny from the public and management. It's generally seen as a less skilled profession and paid much less than the developers they work with, regardless of the type of testing they perform. The first rule of QA is that QA doesn't fix bugs. Their job is to find, document, and report issues to development. In my experience, most QA has been primarily handled by outsourcing and has no impact on the project beyond an advisory capacity. Far too often in development, QA ends up being a buffer that hides blame from developers. A missed defect is looked at as a failure by QA to find it, rather than a problem the developers produced. Even when documented and reported, defects get stratified and lowest priority ones frequently get set to "No Fix" and left to rot. QA results tend to be private information so it's not like we have any idea what they were actually doing. A good example of what QA deals with is how defects have been handled when reported by the public. It's highly likely that the defects reported by the community were already documented and being ignored by the time anyone posted/emailed their findings. It's not any better with automated testing either, and in many ways worse. The technical requirements can be more demanding than development in some cases. It can require just as much effort to code the framework and interface for testing as the project being developed. It gets more scrutiny than development since results get directly fed to management and scrutinized. I can't count the number of times I've heard "we need to get tests to 95% passing" and the projects I've encountered never seem to plan test infrastructure with the same effort as any of their other areas. Sigh, time to hop off the soapbox. I just hate to see QA lumped into the same category as developers and managers.
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Post by bed on Apr 15, 2016 4:04:27 GMT
"I just hate to see QA lumped into the same category as developers and managers." I'm a very experienced dev here and I strongly disagree with this specific notion. QA *should* be lumped in the same category as developers and managers. Its all a mix that requires everyone to perform strongly to get a good product... ...But I do totally agree with your larger point; the result of a buggy product absolutely does not mean QA was poor. I have no doubt QA found most of the larger bugs and there were tickets lodged and never viewed. It means stake-holder decisions and risk assessment was poor, to release it in that state.
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Post by earlparvisjam on Apr 18, 2016 18:52:08 GMT
"I just hate to see QA lumped into the same category as developers and managers." I'm a very experienced dev here and I strongly disagree with this specific notion. QA *should* be lumped in the same category as developers and managers. Its all a mix that requires everyone to perform strongly to get a good product... ...But I do totally agree with your larger point; the result of a buggy product absolutely does not mean QA was poor. I have no doubt QA found most of the larger bugs and there were tickets lodged and never viewed. It means stake-holder decisions and risk assessment was poor, to release it in that state. I think we're not in disagreement. The three groups need to work togeher but QA, Development, and Management all have different foci. Development tends to focus on what should happen. QA focuses on what shouldn't. Management focuses on ensuring the whole is getting results and coordinating. I'm not saying that QA shouldn't work with the other two, I'm trying to point out that it has distinct needs, skills, and task foci. For example, just today, I'm having to deal with developers and managers trying to plan out my team's testing focus for us. There's a new audit they want tested, but have no idea just how complicated automating it would be. Sure, calling the audit and parsing the result might be fairly trivial, but the bulk of the effort is in establishing framework and baseline conditions. It's an uphill battle trying to convince them that there is a lot of additonal work needed to verify and reset device states so a test can check the audit for accurate information. "You can use tool X to get device info" is a fine way for manual testing to handle this, but does no me no good if tool X isn't part of the testing framework. They also haven't taken into account that testing needs to address error checking. Testing requires more than happy path verification and that requires runtime changes to the environment state, which none of our available infrastructure supports. I'd just chalk it up to this being a dysfunctional organization if it wasn't something I've experienced repeatedly in different workplaces over the years.
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