DIALOG was also involved with Capcom Vancouver which was shut down only 1 year after moving into a new office in 2017.
Pathfinders▴
Relic’s new Vancouver HQ manifests the strategic secret sauce their company utilizes in developing their entertainment. ‘Path finding,’ the complex computer game making process is expressed throughout the space with a vibrant, dynamic ceiling form that wraps the building-core and guides occupants towards destination zones.
Pathfinding Simulation▴
The pathfinding simulation is comprised of destination-zones that act as metaphors for experiences one may encounter in a Relic game. For instance, the ‘community hub’ and reception area are composed of dark wood in angled, fragmented forms, that represent the scattering ash of an explosion. ‘Cerebral’ spaces along the journey are reprieves from the simulation. They are pure, clean and crisp and act as safe houses from the very social and active destination zones.
Story Space▴
The client’s goal was to have a design that helped people focus on work and, knowing the industry’s long work hours, to provide opportunities and spaces to re-focus, socialize and refresh. The design team responded with Relic’s story: upon entry, the guest is greeted with a 3-dimensional timeline that shares Relic’s past. The timeline wraps around the core and leads you into the reception waiting area where you are awed by the suspended sculpture above the reception desk. Hundreds of Relic's yellow toy soldiers are assembled in the shape of an R. The game-testing theatre space wears exploding acoustic panels on its walls, a metaphor for the many games the company has wowed the market with. Pin-up areas – where team members collaborate and ideate – were placed along social-hub areas. A stepped wooden bleacher system for tiered viewing offered more capacity. Inside the office’s speakeasy lounge is a water vapour fireplace providing visual warmth and comfort for the lounge users, and a reason for them to step away from their workstations and slow down the hectic pace of their work. Throughout the lounge and other social spaces, one will find graphic mantras on the walls that speak to the culture of the studio.
All's Well That Games Well▴
Making a video game is a whirlwind. The taxing industry can cause staff exhaustion and staff turnover. The executive team from Relic Entertainment agreed that they wanted a space that offered focus and refuel. Common areas varied from lounges to large community kitchens, theatres, break out spaces, open meeting areas and even craft spaces.
My personal take on this;
I highly doubt a new Relic office will change much except studio management will have something to impress others or to meet with stakeholders etc..
Lack of fancy office space is not why good people are quitting.
Can Microsoft turn things around for PC gaming studios such as Relic?
Who knows, we'll have to wait and see.
BioWare Killed Dragon Age 4 With Anthem, Turning DA4 Into An EA Live Service
New Bioware Exposé Reveals Troubled & Uncertain Dragon Age 4 Development
Another Bioware game in development is in trouble, Dragon Age 4.
Bioware’s RPG games clearly don’t fit with EA’s overall vision for the games market and “live service” business models.
New quotes from Jason related to EA's tunnel vision on "live service" games;
*SNIP*
The story behind this reboot isn’t just a story of a game going through multiple iterations, as many games do. The Dragon Age 4 overhaul was a sign of BioWare’s troubles, and how the company has struggled in recent years to work on multiple projects at the same time. It was indicative of the tension between EA’s financial goals and what BioWare fans love about the studio’s games. It led to the departure of several key staff including veteran Dragon Age creative director Mike Laidlaw, and it led to today’s Dragon Age 4, whose developers hope to carefully straddle the line between storytelling and the “live service” that EA has pushed so hard over the past few years. (EA did not return a request for comment.)
Perhaps the saddest thing about Dragon Age 4’s cancellation in 2017 for members of the Dragon Age team was that this time, they thought they were getting it right. This time, they had a set of established tools. They had a feasible scope. They had ideas that excited the whole team. And they had leaders who said they were committed to avoiding the mistakes they’d made on Dragon Age: Inquisition.
But Anthem was on fire, and BioWare needed everyone to grab a hose.
*SNIP*
While reporting on Anthem, I kept hearing one interesting sentiment from current and former BioWare staff: They felt like the weirdos in EA’s portfolio, the guys and gals who made nerdy role-playing games as opposed to explosive shooters and big sports franchises. BioWare games never sold quite as well as the FIFAs and Battlefields of the world, so it never felt like they could get quite as many resources as their colleagues at other studios. High-ranking BioWare staff openly wondered: Did EA’s executives really care about narrative? Did they really care about RPGs? Those questions have always lingered, and still do today.
By the latter half of 2017, Anthem was in real trouble, and there was concern that it might never be finished unless the studio did something drastic. In October of 2017, not long after veteran Mass Effect director Casey Hudson returned to the studio to take over as general manager, EA and BioWare took that drastic action, canceling Joplin and moving the bulk of its staff, including executive producer Mark Darrah, onto Anthem.
A tiny team stuck around to work on a brand new Dragon Age 4, code-named Morrison, that would be built on Anthem’s tools and codebase. It’s the game being made now. Unlike Joplin, this new version of the fourth Dragon Age is planned with a live service component, built for long-term gameplay and revenue. One promise from management, according to a developer, was that in EA’s balance sheet, they’d be starting from scratch and not burdened with the two years of money that Joplin had already spent. Question was, how many of those ideas and prototypes would they use?
It’s not clear how much of Joplin’s vision will shape Morrison (at least some of it will, says one person on the game), but shortly after the reboot, creative director Mike Laidlaw left, as did some other veteran Dragon Age staff. Matt Goldman, art director on Dragon Age: Inquisition and then Joplin, took over as creative director for Morrison, while Darrah remained executive producer on both that project and Anthem.
EA's new evolution of "live service" games is subscription services such as "Origin Access" which they tried to push with Anthem and BF5. We also have Microsoft (Xbox game pass), Apple (Apple Arcade) and Google (Stadia) making a big push for "gaming as a service" (GaaS) with the subscription buinesnes model.
EA Doubled Down On ‘Live Service’ Business Models. This Is What Happened To Their Games.
Update;
Gearbox Software (CEO Randy Pitchford) owns the borderlands 3 IP and the former Relic IP, Homeworld.
So there is a real risk future Homeworld RTS games will be Epic store exclusive.
Negative Reviews, Piracy and Boycotts: Epic Still Doesn't Care
If Epic store was any good, they should keep Randy Pitchford on a short leash as he's doing terrible PR for the store.
I think Steam need more competition, but the Epic store raises a red flag as not favorable to consumers (yet).
Steam has one of the best user-reviews system and Randy are intentional spreading misconceptions and fake news to make the Epic store look more favorable.
Recent example of Randy's misconceptions and lies about steam; 1) On 15. mar. 2019 Valve announce coming changes to the review system, correcting misuse and review bombs:
https://store.steampowered.com/news/?feed=steam_blog
*SNIP*
Since that post, we've continued to listen to feedback from both players and developers. It's clear to us that players value reviews highly, and want us to ensure they're accurate and trustworthy. Developers understand that they're valuable to players, but want to feel like they're being treated fairly. We've also spent a bunch of time building analysis tools to help us better understand what's happening in the reviews across all titles on Steam. With that feedback and data in hand, we think we're ready to make another change.
That change can be described easily: we're going to identify off-topic review bombs, and remove them from the Review Score.
@thereal_scottv
5. apr.
Not cool at all to misuse the review system like this and shame on @steam_games for allowing it.
Randy Pitchford:
Ironically, that this misuse is possible and that Steam has no interest in correcting this misuse makes me kind of happy about 2k’s decision and makes me want to reconsider Gearbox Publishing’s current posture on the platform.
Cobra got popcorn ready for more Randy and Epic store drama;
Activision tried to silence fan criticism by removing over 200K dislikes from the Diablo Immortal Cinematic Trailer (socialblade.com track Youtube likes/dislikes). That speaks volumes.
Fallout Goes "Pay-to-Win" & False Advertising: Bethesda’s P2W Betrayal Is Worst Fallout 76 Move Yet: They Literally Lied
Bethesda's New Disaster - Makes Fallout 76 Pay-To-Win & Fans Are ANGRY!
Breaks Cosmetic-Only Promise
TL;DR:
Greedy retail publishers (EA/Activision/Bethesda) want to milk loyal fans and whales with a big wallet. Cosmetics are not making enough money so Fallout goes for deeper monetization.
https://www.gamespot.com/articles/fallout-76-has-microtransactions-but-bethesda-insi/1100-6462850/
"All the content we ever put out for Fallout 76--all the DLC, all the post-launch stuff--is going to be free. That's important. And to say, the Atomic shop is cosmetic stuff. To make sure folks understand--look there's a line. There are people who have crossed it, but we're going to stay on the right side of it in terms of the things you can spend money on and how this stuff works and what you're getting for your $60," Hines said. "That you know, when they put out new content or features or whatever, I'm getting that stuff for free. That feels right."
Quote Bethesda APRIL 4, 2019
https://fallout.bethesda.net/en/article/6eQmVlhbjlkX0GzGb7DB3j/inside-the-vault-looking-beyond-patch-8-april-4-2019 BASIC REPAIR KITS IN THE ATOMIC SHOP
We read tons of feedback and suggestions from the Fallout 76 community, and Repair Kits were a popular request that we wanted to get into players’ hands. We also felt we could try out something new with these, both in-game and in the Atomic Shop. As we look to the future, we’re exploring ways we can bring other community-driven ideas to the game as well, such as refrigerators for C.A.M.P.s, ammo and food converters, and even the ability to send scrap to your stash without having to head home. Repair Kits are our first attempt at a utility item like this, and we plan to make adjustments based on your feedback, so we hope you’ll share your thoughts with us when they go live later this month.
Bethesda: Cosmetic-Only, not P2W MTX
Gamers: You lied to us!
Bethesda: It’s not P2W, but Pay for Convenience/pay to not grind..
Following the successful launch of Tom Clancy’s The Division 2 on PC on the Ubisoft Store and the Epic Games store, we are announcing today that we are partnering with Epic Games on Anno 1800 as well. Players can now pre-order the Deluxe and Standard editions of Anno 1800 on PC on the Epic Games store. Moreover, all players will be able to try Anno 1800 via the Open Beta, scheduled from April 12 to April 14, by downloading the game on Uplay or via the Epic Games store. Once the game has been released on April 16, 2019, Anno 1800 will only be available digitally on the Ubisoft Store and the Epic Games store. Pre-orders on Steam can be made until the release of the game. Everyone who pre-ordered Anno 1800 on Steam will be able to play the game upon release and will automatically get all future updates and content.
Investigative gaming journalism is dying but Jason Schreier from Kotaku has done some top-notch work here and deserves respect. This work is based on 19 people who worked on Anthem.
Don’t miss out of this rare opportunity to see what goes on behind closed doors within the AAA gaming industry with studio mismanagement, shady EA marketing and the horrible working conditions for Bioware devs.
Highly recommended reading. What a mess.
wow.
*SNIP*
This account of Anthem’s development, based on interviews with 19 people who either worked on the game or adjacent to it (all of whom were granted anonymity because they were not authorized to talk about Anthem’s development), is a story of indecision and mismanagement. It’s a story of technical failings, as EA’s Frostbite engine continued to make life miserable for many of BioWare’s developers, and understaffed departments struggled to serve their team’s needs. It’s a story of two studios, one in Edmonton, Alberta, Canada and another in Austin, Texas, that grew resentful toward one another thanks to a tense, lopsided relationship. It’s a story of a video game that was in development for nearly seven years but didn’t enter production until the final 18 months, thanks to big narrative reboots, major design overhauls, and a leadership team said to be unable to provide a consistent vision and unwilling to listen to feedback.
Current analysis and commentary by popular gaming critics on Youtube (UPDATED list 10/4/2019):
I've spoken to several current and former BioWare employees since my article went live today, including some I hadn't interviewed earlier. General consensus has been sadness and disappointment at BioWare's statement, which read as disheartening to those who hoped for change.
-----------
FIFA is still EA’s golden goose in terms of revenue:
EA is using shady marketing to boost FIFA’s twitch viewership.
They are likely paying Twitch for this service, but pathetic marketing to “save” a dying franchise.
FIFA online influencer Vizeh describes the State of the Game:
EA are pissing off the casual players and at the same time, pissing off the pro players...The service is absolutely just a mess right now, the gameplay is inconsistent as anything...The pay to win aspect is so insane that its actually incredible...Nothing is consistent with the game right now...I think every single one of them(developers) should be sacked
In other news, The EA and Activision CEO are competing for this award:
Activision’s ABSURD $30 Hammer | The Greediest AAA Business Model Just Got Worse:
You need to see what Activision are trying to get away with here.
When Activision did a "bait and switch" on Black Ops 4. Skillup (also run Layman Gaming) removed his "positive review" in protest and explained why Activision/EA both deserve to go bankrupt.
Watch this: Why I Deleted My (Positive) Call of Duty: Black Ops 4 Review
-----------
Activision who also owns Blizzard IPs(since 2013) is going full BF2 greed with FTP monetization on top of the full priced game + season pass. This is getting crazy.
When Activision is willing to do this for their core AAA franchises, imagine what is coming for Blizzard mobile games?
Investor perspective:
https://seekingalpha.com/article/4222544-brave-new-activision-blizzard
Is Activision betting on the EA business model?
Unfortunately, it seems that Activision is adopting the Electronic Arts (EA) business model. Activision used to focus on building franchises and quality games, which translated into profits. However, Activision saw the profit potential of in-game microtransactions and subscriptions. As a result, ATVI is starting to resemble EA. The problem is that gamers hate having to pay several times for the same game (microtransactions and subscriptions).
“You would’ve thought Blizzard was going under and we had no money,” said a former Blizzard staffer, who told me they left the company this year in part because of Activision’s influence. “The way every little thing was being scrutinized from a spend perspective. That’s obviously not the case. But this was the very first time I ever heard, ‘We need to show growth.’ That was just so incredibly disheartening for me.”
From 10 years ago - Activision CEO vision for making video games:
Activision CEO Bobby Kotick has a real knack for words: At a recent conference in San Francisco he said that one of his goals when he became head of the company was to "take all the fun out of making videogames."
Hudsoniscool said:
Why is relic entertainment in my mind then bro?
Klobrille:
Because people interpret everything I write as a hint
I would love Relic to happen and I think it makes totally sense, but I literally only said it looks cool in the meme format.
MS needs a strategy studio and they will get one strategy studio. That’s more of an obvious observation than anything else.
----------------------
Just highlighting the fact that these "game journos/bloggers" used a Klobrille meme as primary source for the "leak". lol