@Sosowski American idiot being american idiot... without piracy, nobody in the world would have known the games and companies he mentioned. For the same reason that "steam" worked. It was not that we didnt want to spend money on games, it was because those games were not sold to us :)
@tomwarren I have many feelings in both ends of the spectrum, but it boils down to i hope they'll come back with something new and exciting(not something with time gated paid seasonal content)
There are a few things that I look back on as my mistakes in the early days.
Quake was overly ambitious technically. We could have done all the great multiplayer and modding work inside a Doom++ engine, allowing the designers to work with a more stable base instead of rug-pulling everything out from underneath them a couple times. The follow up game could have then brought in full 6DOF environments and characters.
I pushed everyone too hard. I didn’t appreciate how maturing companies need more slack, and that running people at startup intensity constantly will wear them out. Quake was also where I really had to accept my personal limits. I was working pretty much as hard as humanly possible, and I was still slipping past my goal points.
On all of the founders’ shoulders, our original corporate stock arrangement and buy/sell agreement was a mistake, and resulted in bad incentives. We wanted to ensure that all ownership rested in the hands of people working hard on current projects, but the Silicon Valley standard approach of vesting stock would have worked out better.
One real problem that I don’t accept the blame for is that we were insisting that level designers be not just game designers, but also have strong visual design esthetics. They needed to make things that not only played well, but looked awesome, and it got more challenging as the technology provided a richer palette. Romero covered that well, which set our company expectations early on.
We should have figured out how to pair up artists and designers earlier, but there was infighting among the designers, and the ones that could manage the visuals were happy to disparage the ones that couldn’t.
Sorry, Sandy.
@talhaaynaci yok, insanlar istiyor ki içindeki bikaç karakteri, kıyafeti, aracı daha DLC yapıp, standard edt 60 dolar, delüks edt 80 dolar, ultimate edt 100 dolar demelilerdi...
day 608: ! built a fake real-time GI system for my game and it cost almost nothing to run! The warm sunset light wrapping under the car is not baked, not a probe volume, not a reflection capture. here is how it works 🧵 #buildinpublic#indiegamedev#unity3d
@rockmycoffee@rintavailable@linkinpark No, it is the new place of Pasteis de Belem, where all the tourists queue. It used to be the exit of the seating area but they decided to move the Pastel sales there.
@Sosowski@ricoh apple does not renew their servers' SSL certificates where they keep their old OS versions. This makes older apple laptops cannot download clean OS files and rely on new apple laptops to create bootable OS drives. And look at the value of apple. everbody wants to be apple
Microsoft changed Gears of War: E-Day to an Xbox exclusive at the last minute. If you want the ultimate proof of that, Xbox posted a podcast today and forgot to remove the PS5 logo from the E-Day art 😬 Xbox has removed the video now
@geoffkeighley Audio sync issues %50 of the stream... sorry all that hard work resulted in this mess... hopefully you'll have a synced video uploaded after the stream