Nifft Batuff
Prophet
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- Nov 14, 2018
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Are they selling an hour chat with Warren Spector?
Someone should use this opportunity to ask him how he managed to fuck up so royally on this game.
They've moved on to another game, remember? https://rpgcodex.net/forums/threads...is-making-d-d-game.137349/page-2#post-7236105
pretty sure he's been on record for that one before, Warren spent most of his time appeasing Eidos money crunchers than actually working on the game.And he should be called to the floor for Invisible War too.
The first game wasn't as successful as people think it was whilst it sold a lot it also cost a lot. [...] they should've just used Deus Ex 1's business model
In that context wouldn't just staying on Unreal 1 engine been a better idea? I mean I still don't get why they thought it was a good idea to move to the bleeding edge
What's your source on this? I recently cited Spector clocking DX1's budget at $5.5 million and Square Enix putting the sales at 1 million units by their acquisition of Eidos in 2009. I seem to recall Spector also at some point referred to DX as being commercially successful, and these numbers would bear that out even if they wouldn't describe Diablo 2 runaway levels of cash.Harvey Smith was essentially the lead on the project Warren didn't have much involvement in terms of design his work was more on the financials and management side because of how dire they were. The first game wasn't as successful as people think it was whilst it sold a lot it also cost a lot.
They didn't, DX did well. If Ion Storm was struggling before starting on Invisible War and Deadly Shadows, it'd more likely point to financial difficulties resulting from the Dallas branch or Eidos itself.Doesn't the first part pretty much explain why they didn't use Deus Ex 1's business model? If they got burned financially they most likely wanted to try out something different than what burned them.
That was my source on the budget as well. But supposedly they had unrealistic sales expectation that originally they hadn't hit which is why Eidos were so pissed at them.
it'd more likely point to financial difficulties resulting from the Dallas branch or Eidos itself.
Back in the 90s and very early 2000s, everyone was a huge graphics whore. Honestly, people seem to have forgotten nowadays how much gaming magazines, gamers, etc pushed on graphics and how games lived and died depending on their graphics and tech alone. This slowed down in the very late 2000s and early 2010s but during the 90s and early 2000s, graphics whoring was at its peak.
(FWIW personally i never had an issue with how IW looked, the only issue i had with the game was the lengthy loading screens but time and better hardware solved that)
In the UK it had 100,000> copies sold though was surpassed by the PS2 versions sales in Europe. I specifically remember that Deus Ex didn't achieve the profits it needed to appease Eidos until after the PS2 version was released they basically had no other choice they had to do console ports. Specifically it was a remark Warren made in an interview but I cannot remember what one it was.Deus Ex achieved sales of 138,840 copies and revenues of $5 million in the United States by the end of 2000, according to PC Data.
I think that one's more on Harvey Smith's ongoing divorce at that time (if I didn't get him mixed up with someone else I read/saw an interview with ages ago - it was his game, though, so it seems to fit to me). Spector was hands-off at that point.Someone should use this opportunity to ask him how he managed to fuck up so royally on this game.
And he should be called to the floor for Invisible War too.
CorrectHarvey Smith's ongoing divorce at that time (if I didn't get him mixed up with someone else I read/saw an interview with ages ago - it was his game, though, so it seems to fit to me)
“This was a very difficult project for me…Personally, I was going through a separation that would eventually end in divorce…We fucked up the technology management of it…we had bad team chemistry. We wrote the wrong renderer, we wrote the wrong kind of AI…And then we shipped too early…
Basically my point has always been that it was by all metrics a huge success to everyone except Eidos and that alone was the reason Invisible War was doomed to fail and Ion Storm was inevitably always going to close.
I see, that's all very interesting. It does make me wonder what Spector could've possibly promised Eidos, though - if those UK numbers are 2000 as well, then you're looking at ~300.000 copies worldwide in the first year, which is actually the number I was imagining to begin with. The only mention of Deus Ex in that second SEC report you linked is:I found some additional info:
In the UK it had 100,000> copies sold though was surpassed by the PS2 versions sales in Europe. I specifically remember that Deus Ex didn't achieve the profits it needed to appease Eidos until after the PS2 version was released they basically had no other choice they had to do console ports. Specifically it was a remark Warren made in an interview but I cannot remember what one it was.Deus Ex achieved sales of 138,840 copies and revenues of $5 million in the United States by the end of 2000, according to PC Data.
When you look at Invisible War you can kinda see why they went down that path foolishly.
The performance of Deus Ex from Ion Storm and the Group's first PlayStation 2 title, TimeSplitters, have been encouraging, with both winning critical acclaim during the year. The Company believes both titles have the potential to develop into compelling franchises for the future.
Anyway, you got a link on those numbers? I'd like to update my .txt.
Deus Ex achieved sales of 138,840 copies and revenues of $5 million in the United States by the end of 2000, according to PC Data.[85
It received a "Silver" award from the Entertainment and Leisure Software Publishers Association (ELSPA) in February 2002, indicating lifetime sales of at least 100,000 units in the United Kingdom.
In the German-speaking market, PC Player reported sales over 70,000 units for Deus Ex by early 2001.
Wikipedia article for Deus Ex. All of it is in there under SalesA PlayStation 2 port of the game, retitled Deus Ex: The Conspiracy outside of Europe, was released on March 26, 2002. [88] The ELSPA later raised it to "Gold" status,[89] for 200,000 sales.
Hah. Didn't think to look there, of all places. Okay, so if we were to draw a line on everything we know so far:Wikipedia article for Deus Ex. All of it is in there under Sales
pretty sure he's been on record for that one before, Warren spent most of his time appeasing Eidos money crunchers than actually working on the game.And he should be called to the floor for Invisible War too.
Harvey Smith was essentially the lead on the project Warren didn't have much involvement in terms of design his work was more on the financials and management side because of how dire they were. The first game wasn't as successful as people think it was whilst it sold a lot it also cost a lot.
they intentionally wanted the Xbox version as the lead which we can all agree was really stupid, they should've just used Deus Ex 1's business model.
they rebuilt parts of Unreal 2 engine just to get it working on console which was pointless because it actually made the game look and play worse.
In that context wouldn't just staying on Unreal 1 engine been a better idea? I mean I still don't get why they thought it was a good idea to move to the bleeding edge instead of remaining on what they knew worked on limited hardware from my personal perspective it makes more sense to build off of Deus Ex 1's base but instead they rebuilt entirely. It really seems silly.
they kept fixing things from Deus Ex 1 that weren't broken - specifically the ammo, inventory and augmentations. This was a common thing Harvey was known for and Warren had called him out on it as he wanted to do something similar to Deus Ex 1's inventory and skills but Warren said no stop its fine as it is.
they listened to their friends and not their fans.
I doubt he'll tell you much beyond what I've mentioned here. You won't get a whole lot out of Warren on that subject.
GAME SYSTEMS DIDN'T WORK AS INTENDED
A third area that influenced the changing nature of the game's design was when the game systems didn't work as we intended them to. High-level concepts imply gameplay but don't -- and can't -- define it. We quickly found that descriptions of game systems are no substitute for prototypes and actual implementation. We prototyped every game system, as documented, relatively early on. We built some test missions, not quite early-on-enough but still early.
These test systems and missions revealed gaping holes in our thinking or things that we thought would be true that turned out not to be true at all. For instance, our augmentation and skill systems proved dry and rather dull, once implemented, despite looking really good on paper. Those systems were designed around the totally valid idea that the computer would resolve actions without any secret (or even non-so-secret) die rolls required. Players would always know, with absolute certainty, based on their character development choices, whether they could accomplish something or not. The trick would be whether they wanted to do something or not, based on an assessment of the likely outcome and the likely consequences (for example, blowing down a door and setting off alarms versus the risk of picking a lock and being caught while doing it). In addition, I thought the tension of standing outside a locked door, not knowing if a guard was going to show up while you picked the lock would provide sufficient excitement. I thought knowing you could leap across a chasm because you had the Jump augmentation at Tech Level 3, opening up new paths through maps that were inaccessible to players without that augmentation, would be good enough to keep players interested.
When Gabe Newell from Valve came down and played our prototype missions, he correctly identified the utter lack of tension in our skill and augmentation use, as written up in the design doc and ably implemented by the coders. The worst was confirmed when Marc LeBlanc, Doug Church, Rob Fermier, and other friends from Looking Glass Studios and Irrational Games played the proto-missions and came to the same conclusions. Actually using skills and augmentations revealed things that merely thinking about them could never have revealed.
We took the criticism, and with it in mind, lead designer Harvey Smith revised the skill and augmentation systems pretty thoroughly, proposing an elegant system of consumable resources and time passage, all tied to skill level. This increased the tension level, provided new rewards, and allowed players to think and make informed decisions. Harvey also proposed a revision to the augmentation system, introducing an energy cost for their use (something I had foolishly rejected earlier on). Again, this gave us the opportunity to hand out items that would replenish energy -- in other words, we instantly had more things to hand out to players as rewards. It also introduced a level of tactical thinking to augmentation use that makes the system work. None of this would have happened without prototype missions and some harsh (but fair) criticism they allowed.
Yeah I think in my sleep depraved head I inverted what Harvey said with what Warren had said, originally I was of the impression Warren had to tell him to stop iterations but actually seems more like Harvey was the one pushing for further complexity there. Thanks for clarification though its always appreciated.He talks about originally having binary skill and augmentation systems that Harvey made more granular (which is the opposite of how Harvey remembers it, apparently).
Underworld ascendant wasn't that bad.
I recommend it to everyone looking to learn about warren's recent work
I'm sorry, did we derail your vibrant discussion on System Shock 3?This is a System Shock 3 thread.
Are they selling an hour chat with Warren Spector?
Was Spector really involved in Ascendant? I was under the impression he's been on hiatus since Epic [sic] Mickey. Not that I'm suggesting his mere presence would somehow "save" SS3, just wasn't aware whether he's had a role in UA.Underworld ascendant wasn't that bad.
I recommend it to everyone looking to learn about warren's recent work
Was Spector really involved in Ascendant? I was under the impression he's been on hiatus since Epic [sic] Mickey. Not that I'm suggesting his mere presence would somehow "save" SS3, just wasn't aware whether he's had a role in UA.