That's no different than my office which has around the same number of people, someone asks a current or ex-coworker what it's like, the person says it's crap, and then that interviewer will blanket the other 199 current workers and 500 other ex-employees feel the same? Thats not how it works.
Going by his articles, you'd think every gaming employee is batting 1.000 saying working at a game maker sucks. I guess that's true since he never posts responses from people saying the company is decent or great to work at. I never knew that! lol
It was demoralizing to put weeks of your life into something only to watch it get flushed down the drain. “It is tough when stuff gets cut or changed dramatically that people have worked on for months,” said Dowling. “That was definitely a thing that happened a lot at Irrational.”
“You spend a lot of time and put your heart and soul into something just to have it disappear in the span of a meeting,” said Bill Gardner, who had helped lead the multiplayer team. “You never really get over that.”
Lol these people should leave the creative industry immediately. The first thing you learn is to accept that things change and not to take that personally.
If ken levine said do this and they spend weeks doing it and then he comes and say yeah you know what throw that away and you can't get over that this is not a field of work for you. Or maybe they should be independent developers. Or go work for call of duty or some company that makes the same game every year.
Jason seems to think making a game is like baking a cake. You just follow the recipe and everything works. It's nothing like that.
Thank God he doesn't cover the film industry this literally happens everyday and it happens even more now that you can do whatever you want with vfx
Going to have to disagree. I worked on games and things getting cut aren't anything new. But even when things get cut, you tend to find ways to repurpose the content into other areas.It was demoralizing to put weeks of your life into something only to watch it get flushed down the drain. “It is tough when stuff gets cut or changed dramatically that people have worked on for months,” said Dowling. “That was definitely a thing that happened a lot at Irrational.”
“You spend a lot of time and put your heart and soul into something just to have it disappear in the span of a meeting,” said Bill Gardner, who had helped lead the multiplayer team. “You never really get over that.”
Lol these people should leave the creative industry immediately. The first thing you learn is to accept that things change and not to take that personally.
If ken levine said do this and they spend weeks doing it and then he comes and say yeah you know what throw that away and you can't get over that this is not a field of work for you. Or maybe they should be independent developers. Or go work for call of duty or some company that makes the same game every year.
Jason seems to think making a game is like baking a cake. You just follow the recipe and everything works. It's nothing like that.
Thank God he doesn't cover the film industry this literally happens everyday and it happens even more now that you can do whatever you want with vfx
I don't understand why people are up in arms the fact it is eight years ago. People still write about the filming issues on Jaws. The complications on Apocalypse Now. The on again off again of The Man Who Killed Don Quixote by Terry Gilliam. Masters of Doom came out 11 years after the release of the game...An article about troubled development in a game released 8 years ago? Really?
Lmao people really in here talking shit about how hes talking about something that happened in 2013.
Ya'll also walk past history books and scoff at how "it was so last century ago" too?
I mean wtf guys, some of us bitch and moan about Jason and his articles, but would tune in and watch a short web documentary about the same thing on GAMERS YouTube channel
Regardless, true or false, I enjoy his perspective every now and then. I don't agree with a lot of it, but I do love hearing about the behind the scenes of gaming every now and then.
Right. And yet, a number of those videos have cited Jason's articles in their videos.There is a big diffrence in say a Noclip - Video Game Documentaries game doc and what Jason produces.
love how schrier (a guy that probably writes one article every other week and therefore barely works more than 2 hours) talks about crunch and how bad it is while he never even experienced hard work in his life
100% true.Crunch is part or many industries related to creation and production, whether it is advertising, games, product development, graphic design, trading, magazines even restaurants on daily basis. And I forget thousands of other occupations....
This crunchgate only surfaces with videogame companies because this industry and its followers (Kotaku and Era) are lazy and whiney manchildren who never had a job before.
People get big mad at Jason for being one of the only gaming journalists that actually backdoors PR channels to do original research instead of just printing marketing fluff as fact.
There is a HUGE difference between crunching to finish a milestone and crunching for a year or more to finish a game. That is just poor management.Crunch is part or many industries related to creation and production, whether it is advertising, games, product development, graphic design, trading, magazines even restaurants on daily basis. And I forget thousands of other occupations....
This crunchgate only surfaces with videogame companies because this industry and its followers (Kotaku and Era) are lazy and whiney manchildren who never had a job before.
In entertainment it is all over the place. Music, Movies, Books. Gossip is an entire industry in itself. Hell the entire car industry is driven off of spy photos. To think that rumors, speculation and 'insiders' is only a gaming industry thing it pretty naive.And you never get such weird people (customers, employees and media) going around acting like losers on social media and game forums.
Lol, how ironic.Anyone thinking that Jason actually does due diligence when writing an article should go to Halo Infinite's thread where the person that was a source for Jason's article had to come out and clarify that shit wasn't exactly as Jason described.
Lol, how ironic.
Mind linking that article as proof? Even an archive is fine.
Apparently I read it wrong.
Eric Lin (former employee) came out and talked about how troubled the development was. Jason said it was true and he was getting an article ready. Later Eric published another video and said his statements were taken out of context.
An article about the clarification: https://gamerant.com/halo-infinite-former-dev-clarifies-recent-comments/
So Jason basically supported the original comments about crunch and promised and article and Eric Lin later clarified there is no mandatory crunch.
Thanks god he doesn't ambulance chase corporate ERP systems.Jason is such a god damn moron. He has absolutely no business sense and has this strange, idealized vision where multimillion dollar development projects go completely smoothly with everyone holding hands, dancing around the boardroom and the cleaners are making as much as the top executives. Yeah, big fucking surprise, video games are TOUGH to develop and there are crucial DEADLINES to hit - and crunch is to be expected if the deadlines are looming close, just like in every other industry. And that fucking frown smiley is triggering the hell out of me; you wouldn't see this childish response in any other industry on the planet. He's a bottom of the barrel journalist who specializes in fake outrage in one of the worst sectors for quality reporting in world.
Yes I'm angry for no reason at all.
Apparently I read it wrong.
Eric Lin (former employee) came out and talked about how troubled the development was. Jason said it was true and he was getting an article ready. Later Eric published another video and said his statements were taken out of context.
An article about the clarification: https://gamerant.com/halo-infinite-former-dev-clarifies-recent-comments/
So Jason basically supported the original comments about crunch and promised and article and Eric Lin later clarified there is no mandatory crunch.
Jason is such a god damn moron. He has absolutely no business sense and has this strange, idealized vision where multimillion dollar development projects go completely smoothly with everyone holding hands, dancing around the boardroom and the cleaners are making as much as the top executives. Yeah, big fucking surprise, video games are TOUGH to develop and there are crucial DEADLINES to hit - and crunch is to be expected if the deadlines are looming close, just like in every other industry. And that fucking frown smiley is triggering the hell out of me; you wouldn't see this childish response in any other industry on the planet. He's a bottom of the barrel journalist who specializes in fake outrage in one of the worst sectors for quality reporting in world.
Yes I'm angry for no reason at all.
Firstly, thanks for actually answering my rhetorical question.
I asked you to look into it because you're a victim of the framing in that thread; I don't think you're the only one who came away from that thread thinking Jason published an article about Eric.
Next, ask yourself where in that translation did the idea of troubled development and mandatory crunch come from? Is it stated outright or heavily implied?
I'd say it's not, however depending on the preconceptions you have going in, you will take away something different.
If by "post" you are referring to that translation, then the worst wording in there I could perceive was "(Crunch confirmed ".I loled.
It is a good point.
At least the resetera post does mention crunch literally and Jason jumps on that. A reply by himself confirms that there is an article being written about 343 but of course we don't know what's going to come out of said article. At least in that way the crunch feels implied by Jason.
Just because he is saying things doesn’t mean he would do them.Would love this guy as a boss though, you'd never have to come into work
Firstly, thanks for actually answering my rhetorical question.
I asked you to look into it because you're a victim of the framing in that thread; I don't think you're the only one who came away from that thread thinking Jason published an article about Eric.
Next, ask yourself where in that translation did the idea of troubled development and mandatory crunch come from? Is it stated outright or heavily implied?
I'd say it's not, however depending on the preconceptions you have going in, you will take away something different.
Came here to post this.
You forgot to specify "dozens of inside sources." (actually much less than "dozens") that he has no responsibility whatsoever to back up because he only writes with outlets that require no accountability in exchange for clicks...
I love that he cherry picked one of the worst managed studios in the industry.
Jason cherry picks obvious studios with known issues throughout the industry, and honestly nothing special about these.
Love to see him try to spin other studios who are very efficient for having too much crunch.
Anonymous sources, such as the quoted Forrest Dowling (Lead Level Designer), Mike Snight (Senior Level Builder), Bill Gardner (Lead Developer for cut Multiplayer component), Chad LaClair (Level Builder), Don Roy (Senior Associate Producer)...
BioShock Infinite Credits
This page lists people and developers who were influential in the making of BioShock Infinite. Spencer Luebbert - Technical Artist Christopher Kline - Technical Director Original Score by Garry Schyman Additional Score by Jim Bonney Everybody Wants to Rule the World Music and Lyrics - Roland...bioshock.fandom.com
What the fuck are you talking about?!
He writes books about game development, the only difference between what his books do and post mortem is that the stories he tells aren't the ones the developers don't want to talk about.
What the fuck are you talking about?!
He writes books about game development, the only difference between what his books do and post mortem is that the stories he tells aren't the ones the developers don't want to talk about (and people wish to know).
And when he does that people accuses him (and others) of hit jobs.
I don't wanna dwell on this topic but let me elaborate on what I meant: "preconceptions going in" was referring to the translation, not Jason.No need for preconceptions. He obviously signal-boosted clear-cut misinformation and distortion of reality because it fit his favorite narrative. Any journalist with an ounce of dignity and professionalism would not signal boost a partial and out-of-context translation by a complete rando of the internet without any kind of verification.
That’s just your opinion. I personally feel Bio 3 is better than 2. 1 is better than 3. Bio 2 feels like a rehash, and a slog to play through.Bioshock Infinite is the worst Bioshock.
(Needed to be said).
That is also an opinion.That’s just your opinion. I personally feel Bio 3 is better than 2. 1 is better than 3. Bio 2 feels like a rehash, and a slog to play through.
Of course its just an opinion.That’s just your opinion. I personally feel Bio 3 is better than 2. 1 is better than 3. Bio 2 feels like a rehash, and a slog to play through.
I think I heard that story. Multiple times.My coworker said his old company tried to implement SAP a long time ago when he was there, was a disaster, and they went back to their old enterprise system. The system bombed so they couldnt even get shipments out the door even though the stock is right there.
In 2014, BioShock director Ken Levine shut down his studio to start a smaller company. Eight years later, nothing has come from it. Half the founders have quit. This is a story about a video game auteur whose management style has hurt a lot of people: