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Cain on Games - Tim Cain's new YouTube channel

Tyranicon

A Memory of Eternity
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I'll say the quiet part aloud.

Why do you think these slop-producing corporations are going to leave such a significant part of the population untapped to go after a small segment of angry men (with arguable good taste) that will bash their products?

What was that quote again? Something about never underestimating the taste of the average consoomer, and you'll be rich.
 

Saerain

Augur
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1718643527185.png

:slamdunkride::updatedmytxt:
 

Roguey

Codex Staff
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This seems to be his roundabout way of saying it's okay to interpret Fallout as anticapitalist even though he told Avellone he didn't actually create it as such. :M
 

Butter

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This seems to be his roundabout way of saying it's okay to interpret Fallout as anticapitalist even though he told Avellone he didn't actually create it as such. :M
He really wants to be invited to more Bethesda events.
 

Roguey

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The bad guys here are Interplay's management for mismanaging the company to such an extent that their last profitable subdivision was forced to make slam dunks to keep the entire company afloat. Their poor decisions lead to this.
 

Tyranicon

A Memory of Eternity
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Cain spends the first few minutes of the video lavishly praising the racket ball skills of two other men.

I feel like there's a joke in here somewhere.
 

Saint_Proverbius

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Behind you.
Was Fargo behind them suing Troika for Fallout source code? :-D
It's possible. Tim left Interplay in early 1998 and Herve Caen took over Interplay in November of 1999. Arcanum had a series of closed betatests in September 2000. I would think the suits would have started around the time Troika got the deal with Sierra or when they were shopping around for a publisher.

Herve Caen was a dick and he was used to subsidies keeping Titus afloat and giving them enough money to make that deal which eventually lead to his take over of Interplay.
The bad guys here are Interplay's management for mismanaging the company to such an extent that their last profitable subdivision was forced to make slam dunks to keep the entire company afloat. Their poor decisions lead to this.
Go back and look at Interplay's releases. It's almost shocking they ran in to trouble. There's several titles in there which underperformed, like Descent 3, and they relied way too much on licenses that they didn't own like Dungeons & Dragons and Star Trek, but they had some decent titles. I do think they also carried Shiny Entertainment too long which were notorious for making cult games that were very novel but didn't really move off the shelves quickly. Interplay went from publishing games for other studios, publishing North American releases for foreign publishers, and publishing a slew of titles to a trickle after Herve Caen took over. Of course, if they weren't running in to trouble, Caen never would have taken over.
 

Zed Duke of Banville

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Go back and look at Interplay's releases. It's almost shocking they ran in to trouble. There's several titles in there which underperformed, like Descent 3, and they relied way too much on licenses that they didn't own like Dungeons & Dragons and Star Trek, but they had some decent titles.
Interplay seems to have experienced problems less with the quality of their games than with project management, resulting in some games in development never being released, while some of their releases were prohibitively costly due to spending extra time in development. For example, IIRC, Brian Fargo was such a fan of Planescape: Torment that he launched three Planescape projects not long after acquiring the license from TSR in late-1994, but one was canceled entirely, one eventually morphed into a different project that was eventually cancelled, and the third only came to fruition in 1999.
 

Roguey

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A ton of wastefulness according to Scott Campbell

https://archive.is/zU1bo

Long before I ever heard the term “Jump the Shark”, I began to see some warning signs of Interplay’s continued success. I sensed a change in the management. There was a shift from a passion for game making, to a desire to make Hollywood-style cinema. We changed from the old adage of “Shoot for the moon. Here’s a nickel.” to “How can we make this experience more like watching a movie.” It began with Stonekeep (which started as a throwback to the old Bard’s Tale, but became a nightmare of “cinematic experience”), and exploded with the Sim-CD series (Interplay’s remakes of SimCity, SimAnt, and SimEarth in CD-ROM format with lots of movies) and the horror show that was “Cyberhood” (an interactive movie that became a black hole of funds.)

I remember one producer summit when we first saw the film footage shot for Sim City CD. The idea was that you could click on buildings and see a movie of the people inside living their lives. They were 30 second clips of people watching TV, or sleeping in bed, or doing aerobics, or eating cereal. And there were dozens of these clips; the most boring and mundane things you can imagine. Immediately after seeing this footage, we learned that it cost over a million dollars to film… and there was more filming to do. Considering that most of the games in production had a sub 100K budget, I (and many of the producers there) about had aneurisms. All it took was for this one game to be a train wreck, and the whole company suffers, or even dies.

During this time, I inherited SimEarth CD-ROM. I was my favorite of the sim games, and I immediately wanted to add features that would enhance the gameplay. For instance, I always wondered what my creatures looked like when they evolved into sapient beings. What would a sapient arthropod look like? What kind of cities would an iron age civilization of sapient amphibians build? I wanted to create small movies that were rewards for evolving your planet. There was a new artist at Interplay who was quite good at 3DStudio, and he did an amazing 3D movie test. (This was before Toy Story, so a movie with high-quality animated 3D characters was bleeding edge.) As the artist built and rendered these movies in his spare time, the programmer, coded furiously to convert the old Sim Earth into a modern vibrant VGA game. When the incredible movies went into the beautiful game, it began to really shine.

Then, the pain. I was told that I was going over budget. Confusing, because I had spent less-than $100k. But my predecessor spent over $200K on other cinematic footage.
Footage that we had no gameplay use for.

No problem, I’ll make it work.

Then, after showing the incredible movies to Steven Spielberg, the artist was pulled from my project to work on “better things”. (Spielberg was in the process of founding Dreamworks, and soon after hired that artist to work on Shrek.) Then another artist was also pulled off. Finally, after months of insane hours to meet the schedule the project was canceled. (Since SimCity was having such budget overruns, our product lineup needed trimming.) After all the time and effort we had spent getting the game ready to ship, this was kick-to-the-bits number two.

In another company wide meeting, we learned that Universal Pictures had purchased a portion of the company. The company was treated to a day at Universal Studios, and we were promised several amazing upcoming movie licenses. My fear of the company ditching games and becoming a movie house was getting stronger.

The first movie license arrived in-house, Flipper, a remake of the 70s TV show. (I recall the designer of that project saying that we should buy the rights to ECO the Dolphin and simply rename it.) The second movie license was Casper the Friendly Ghost. When the first design was shot down by Harvey Comics because “Casper should be able to walk through walls” – we realized that trying to create a game with no way to contain the player’s movement was, in fact, rather impossible.

The third movie license? Oh, it was the granddaddy of them all: Waterworld. After flying the designers out to Hawaii to see one of the multi-million dollar atoll sets (which would later sink), all they were provided with was the original script to create a game (which surprisingly wasn’t bad – the game I mean). However, most of their ideas got thrown out as the movie filming was changing the script on a day to day basis. The game did ship, but it became a Real-Time Strategy game, based in the world, but having nothing to do with the actual movie.
 

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