Seriously? Of course Hans should play to win/play whatever strat he deems is strongest at the time. Moral victories is for minor league coaches.
Btw - congrats on your win Hans

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Regardless, this is an important tournament where you would do whatever you could to achieve victory. You didn't see Aimstrong stop using centaurs, or VonIvan stop using maxims because they were OP did you? I mean come on.
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I have a problem with Relic and ESL letting this ridiculous pay-to-win unit into the tournament.
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That makes it unfair only to other Brits players who can't/won't buy the commander..
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man, just pay the 3.99 will ya
Back at EA, I used to get lectured by business development people about how we have to have a portfolio strategy of games, because we have no idea what’s going to do well. I said, “You have no idea what’s going to do well because you’re not a gamer and you don’t care about games. You have no confidence in your ability to make good games.” How did we let our industry get taken over by the BD people? I was a BD person at the time, but at least I played games.
I feel like maybe there’s light at the end of the tunnel. A few of us in-game companies are really focused on gameplay. That’s where we’re focused.
GamesBeat: When you say “five bad years,” you don’t mean about profits or revenues, I take it? There was a lot of interesting growth in that five years.
Mahoney: The core of our business is a creative business. We make our money by making art. You have to ask yourself, in this industry, are you making good art? When I say five bad years, I think there was precious little good art coming out of the industry. Not across the board. There was some awesome stuff. But that’s not where the majority of the people you would see in these halls were focusing their time and attention.
It’s certainly not what the investors were asking about. They weren’t asking, “Where is the creative, good art coming from? Where is the next beautiful game coming from?”
Kim, formerly CEO of Nexon America, and Moravek, former head of live operations, will work with developers on such games as Dirty Bomb from Splash Damage, Project BlueStreak from Boss Key Productions (headed by Gears of War creator Cliff Bleszinski), and an unannounced title from United Front Games.
Adrian headed up Relic Labs, an internal group at THQ developer Relic Entertainment, where he developed innovative new game concepts utilizing emergent themes such as casual gaming, Web 2.0 and free-to-play business models.Adrian Crook, Relic Producer 2004-2008
Hired as part of "turn around" executive staff to be responsible for worldwide development of all THQ products for both internal studios and third parties. Helped pivot the organization to new business models, the new structure to increase the overall quality and profitability of the products. Unfortunately, we were unable to raise the sufficient funds on a very tight timeline and filed for Chapter 11.Former THQ Executive Vice President Production, also former Relic co-founder/studio boss and former top Nexon/EA executives
-SNIP-
* Worked to drive new Milestone process based on new game requirements including F2P, consumables, stores, DLC, GAAS, etc.
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