Blizzard te vendió WoW, luego te vendió Cassic y ahora te vende Forever.
Te ha vendido 3 veces el mismo juego, pero lo que no te va a poder vender nunca más es la sensación de tener 15 años, pocas responsabilidades y horas para adentrarte en un mundo desconocido.
As confirmed earlier through our official channels, in mid-June of this year, we unexpectedly received notice from PlayStation Studios that they would cancel the PHYSINT project. PHYSINT is an important project both to me personally and to KOJIMA PRODUCTIONS. Determined to keep the project alive, we have spent the last three months searching tirelessly for a new partner. In the course of seeking advice and pursuing negotiations with people across many fields, we found in XBOX a partner with whom we share a common vision for the future, and we have decided to team up with them once again. Please rest assured that development of PHYSINT, our genre-defining action-espionage title, is ongoing and will continue moving forward.
Décadas de trabajo y progreso en direccion artística para que el realismo en videojuegos no nos lleve al Uncanny Valley, para que sea destrozado por un DLSS que arroja un Uncanny Valley de IA Generativa aún peor..
@TheDoomDominion What about 3D Character Artists? It could be a great opportunity to join the team. I also have experience working on AAA video game projects.
Espero que todo este episodio sirva para hacernos entender que, cuando nos haga falta ayuda, los europeos no van a estar a nuestro lado.
Van a estar enfrente.
Pues aquí unas palabritas sobre lo que se ha conocido de V6 de @worldofdarkness. Buenas intenciones, enmienda a la totalidad de V5 y poca fe.
https://t.co/TmYs7mIdL3
@esjavieraleman que pereza.. mira que lo de las piedras de toque fue un gran acierto y narrativamente puedes sacar lo que sea.. pero si lo quieren convertir en un mata-mata va a perder la gracia. y bueno lo de los suplementos es un cachondeo hahaha
He escrito sobre Celestial Return en Nivel Oculto, un videojuego que lleva hasta el paroxismo lo de "style over substance" del primer Cyberpunk
Juego que no perder de vista, amics
https://t.co/NLQ0mzTTYR
I have been trying to find something meaningful to say about the Id Software layoffs.
My “Microsoft will probably be a good steward of the brand” statement isn’t aging well, and this is certainly going to dampen the mood of the founder reunion at QuakeCon next month.
I’m saddened, but I can’t muster anger or outrage over it. I don’t have access to the books, but I suspect that Id Software was a marginal business from Microsoft’s perspective. I believe the reports that Minecraft revenues have been carrying several other studios.
To continue being produced long term, games need to succeed, not just be beloved.
Games are competing with every other option for spending your leisure time and money, and the competition is brutal.
You can’t rule out the possibility that executives are idiots, but that shouldn’t be your default belief. I don’t think there is any obvious path that would have doubled the revenue from Id games.
Could they have gotten more with a different pricing strategy?
Could they have created more things for fans to buy?
Could they have cost effectively marketed in a way that reached more players that would have loved and bought the games?
Could they have changed the game designs and broadened the appeal to more players without alienating existing ones?
Could they have produced the games at a lower cost, faster or cheaper?
I really don’t know.
The game isn’t over yet, and I hope the studio rallies through.
I’m so sorry for everyone at id Software affected by these layoffs.
I know what it feels like to leave id while id goes on. It’s a strange and painful thing to step away from a place that holds so much of your work, friendships and history.
The people at id have done a great job moving that legacy forward. DOOM, Quake, and Wolfenstein are not easy names to carry on, especially in today’s industry. The last few games showed real care, skill and respect for what those worlds mean to people.
A note on digital preservation: id's history is critically important to the history of games. I’ve preserved id’s complete early history from our start at Softdisk through to August 6, 1996, including materials and assets that, as far as I know, id itself no longer has. I hope someone is doing the same for the company’s ongoing legacy (the work, code, assets, stories and the people behind them).
I’m thinking of everyone at id today, and everyone else affected by yesterday’s layoffs. Romero Games was there a year ago. I know how devastating it is, and my heart's with all of you.
1/2
Eventually, even digital data will no longer be owned by individuals on their own initiative. Whenever there is a major change or accident in the world, in a country, in a government, in an idea, in a trend, access to it may suddenly be cut off.
Hi Sandy, I hope you’re well. I have appreciated the recent discussions. I do not agree with your framing.
Regarding piracy, DOOM is a complicated example because shareware was the model. DOOM’s first episode was designed to be freely copied, passed around, uploaded, installed, and played. That enormous unpaid audience was not the same thing as piracy. It was part of how DOOM reached the world.
By the mid-90s, DOOM had something like 20 million shareware installs and more than 2 million paid copies sold. Those 20 million people were not “pirates” by default. A huge number of them were playing the free episode exactly as intended.
That doesn’t excuse people pirating the registered game. However, it’s important not to collapse legal shareware distribution, unpaid reach, and actual piracy into one number.
I also don’t think piracy is what “gutted” id - id is still around and still making games. Piracy may have cost money, but it wasn’t the reason Quake was hard or why people eventually went different ways.
So yes: pay developers. Buy the games you love. Support the people who make them.
But history is messier than “pirates killed the companies.” Sometimes the same free distribution that looked like lost sales was also the thing that made the game impossible to ignore.