https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152Ragtag was a project sunk by many factors, including a lack of resources, a vision that was too ambitious for its budget, a difficult game engine, a director who clashed with staff, a studio located in one of the most expensive cities in the world, a reputation for toxicity, multiple conflicts between Visceral and EA, and what can only be described as the curse of Star Wars.
Then the problems started. Throughout 2015 and then the rest of development, Hennig began clashing with others at Visceral, particularly the design team, according to all of the staff who spoke to me for this story. Designers described Hennig as a brilliant writer and story-teller who was spread too thin on Ragtag. Because she wanted to direct every aspect of the game, and many decisions had to run through her, it became difficult for Visceral staff to get her attention. She would work long hours and weekends, but she also spent a great deal of time flying down to Los Angeles to record with actors. Some told anecdotes about waiting weeks or months just to get her approval on something they’d done, only to find out that it didn’t meet her standards.
“Honestly, it was a mercy killing,” said one former Visceral employee. “It had nothing to do with whether it was gonna be single player. I don’t think it had anything to do with that. That game never could’ve been good and come out.”
Telltale entlässt 90 seiner Mitarbeiter, was ungefähr 25 Prozent der gesamten Belegschaft entspricht.
Das Ganze ist nach Unternehmensangaben Teil einer Umstrukturierung, wodurch man wettbewerbsfähiger werden und größeren Wert auf hohe Qualität legen möchte.
Der Fokus liegt dabei auf "weniger, aber besseren Spielen mit einem kleineren Team", betont CEO Pete Hawley.
Betroffene Mitarbeiter will man so gut wie möglich bei der Suche nach einem neuen Job unterstützen.
Nach der Umstrukturierung will Telltale "die interne Entwicklung auf bewährtere Technologien übertragen", die Innovationen fördern sollen, während man mit neuen Partnern daran arbeitet, seine Spiele neuen Zielgruppen zugänglich zu machen.
Einfluss auf die kommenden Projekte - die zweite Staffel von The Wolf Among Us und die vierte, finale Staffel von The Walking Dead - hat das alles nicht.
Capcom closing Vancouver studio
@gamesindustry.biz- Publisher confirms plans to consolidate major development in Japan after announcing $40 million expense on cancelled projects
"Capcom is currently reviewing the allocation of its development resources that support the production of world-class content. Capcom has been focused on increasing the efficiency and growth of its game development operations. To support this objective, new R&D facilities and annual hiring have been underway at the Osaka headquarters. In consideration of this process, as a result of reviewing titles in development at Capcom Vancouver, Capcom has decided to cancel the development projects at this studio and will concentrate development of major titles in Japan.
"As part of this overall direction, the CV studio will suspend operations, effective today, so the current staff will be laid off and the office will be closed."
"We appreciate the hard work and contributions of all the studio team members in creating unforgettable gameplay experiences for the Dead Rising series and Puzzle Fighter"
Apparently, only Minecraft: Story Mode and 7 Days to Die were making a profit. The rest was investor money and the netflix deal, which dried up.
According to the source, Batman t a n k e d and was one of the worst commercial failures for Telltale.
Basically, only the first season of The Walking Dead made money. Everything between that and Minecraft was a financial failure - Wolf, everything post-Season 1 of TWD, Borderlands, Game of Thrones. All failures.
I saw someone asking about the Lionsgate deal.
There was never really a "deal" like there was with Netflix, they were just investors. Telltale burned through that money.
Also the former founder of TT opened proceedings against the studio a few months ago. That won't happen now
Passend dazu ein Bericht von The Verge über das Entwicklerstudio von März 2018.According to the same source, Telltale almost didn't get through Spring 2018. The Netflix deal fell apart, which was supposed to save it.
Source things Sam & Max license will revert to the creators. But things like this are complicated, especially if bankruptcy's involved.
There are people who started at Telltale as recently as a week ago. - Some of those people have children. - At least one of them relocated cross country - A lot of the Telltale devs have families & children. And now they don't have a paycheck. Not even a severance paycheck.
To clarify some questions people have been asking (and keep in mind I am NOT a company rep) - Around 250 people are jobless, not 225 - We did not get any kind of severance - Our healthcare only lasts for one more week - Many former employees were contract & can't get unemployment
https://twitter.com/Binkysaur/Re: I got laid off at Telltale None of my sleepless nights or long hours on weekends trying to ship a game on time got me severance today. Don’t work overtime unless you’re paid for it, y’all. Protect your health. Companies don’t care about you.
Aus Spaß und Jux wird das Entwicklerstudio nicht geschlossen.Ich kann mir nicht vorstellen das die nur noch Flops abgeliefert haben. Die Spiele erschienen doch auf JEDEM Gerät und viele haben die Games doch gespielt.
Finde ich auch sehr komisch.Iwo auch komisch Leute frisch anzustellen wenn die Bude längst am Boden und ohne Hoffnung ist.
Denke da steckt mehr dahinter wie eine geplatzte Übernahme, Investor sprang ab, o.Ä..