Alien1099 wrote:
You're saying Sega steered them into producing the pile of crap that had a glaring lack of QC and away from a beautiful masterpiece of a title that Gearbox wanted to produce? Supposed sources from within Gearbox that have been confirmed by media outlets haven't hinted at anything like what you are describing, at least last time I read anything about the drama surrounding Gearbox and this game.
Barring the lack of quality control, yes. Go back in the mists of time, at the beginning of this thread. The A:CM then was focused on co-op gameplay, working within a squad, securing areas, setting up bulkheads and chokepoints. Anyway, this is going to be a long one. Gearbox and A:CM, a history
April 2005 Work on Borderlands began with a simple concept: "Halo meets Diablo." Gearbox had finished the PC port of Halo: Combat Evolved three years prior and wanted to combine that sort of intense first-person action with "a game that had loot coming out of every orifice," as Neumann put it.
October 2005 Work on Borderlands ramped up , with the team increasing in size to fashion a prototype. Once that was green-lit a year later, development began in earnest in order to fashion a demo for the 2007 Games Convention in Leipzig, Germany. Then work really got under way, with demos at E3 2008 and Leipzig 2008 and a pre-alpha build.
http://uk.gamespot.com/news/behind-bord ... ge-6253257Dec 11, 2006 Sega announced they had purchased the electronic rights to the Alien franchise from 20th Century Fox.
Dec 15, 2006 Gearbox Software and Sega announced that they were working on a completely new game based on the franchise
Feb 2008 - Aliens:CM gets a cover and feature in Game Informer
http://kotaku.com/356321/new-aliens-red ... christenedSept 23, 2008 Brothers in Arms - Hell’s Highway (PlayStation 3, Xbox 360) Released
Oct 2008 Gearbox knew it had a problem (with Borderlands). Internal reviews by the "Gearbox Truth Team"--a group of testers with psychology backgrounds--concluded that people found that the game's art style was too similar to that of the then freshly minted hit Fallout 3. The game was also drawing comparisons to another postapocalyptic game from id Software. "We didn't want to be considered a poor man's Rage," said Martel.
With 2K on board, Martel said that Gearbox had a collective "Oh s***!" moment when they realized they now had to finish overhauling Borderlands in a very short amount of time. However, the enthusiasm for the new direction was so great internally that people working on other projects were clamoring to help out on Borderlands during their spare time. Martel said he also teamed together a comic book artist with Gearbox's lead character designer, resulting in the game's stylized but not overly cartoonish character models.
http://uk.gamespot.com/news/behind-bord ... ge-6253257Nov 24th 2008 - 25 staff made redundant at Gearbox, Statement made that Aliens:CM is still in production (
http://www.develop-online.net/news/3086 ... ee-layoffs)
Jan 2009 - A:CM due in 6 months (
http://kotaku.com/5125946/aliens-coloni ... efore-july)
Previews still very much of the squad-based game, 6 chapters, each with a different marine, cover mechanic (
http://www.gamesradar.com/aliens-colonial-marines-10/)
Oct 20, 2009 Borderlands released - PlayStation 3 & Xbox 360
Oct 26th 2009 - Obsidian’s Aliens RPG is cancelled
Quote:
At this point, SEGA has no plans to move forward with the Aliens RPG. The Aliens franchise offers us so much content to choose from that we feel it important to take a step back and carefully consider the type of game we want to release. We plan to continue working with the Aliens franchise and ask fans to be patient and stay tuned for more information about what SEGA has coming out for the Aliens series of games, starting with the upcoming Alien vs. Predator game. We are very excited about and focused on Alien vs. Predator, which promises gamers a fantastic single player game and an equally compelling multiplayer experience. We are confident that it provides all the excitement and fun that the Aliens and Predator fans are looking for!
(
http://www.giantbomb.com/articles/obsid ... 1100-1492/)
From what I hear from several sources is that this was when A:CM - the Brothers in Arms style squad based game diedFeb 2010 - Gearbox say A:CM is back to being top priority after Borderlands surprise success (
http://www.mcvuk.com/news/read/aliens-c ... resurfaces)
April 2011 - Timegate hiring for concept artists (environments) for A:CM
http://www.polycount.com/forum/showthread.php?t=90728June 2011 - Gearbox tweat that A:CM will ship spring 2012 (
http://www.gearboxsoftware.com/content/view/649/33/)
Teaser trailer appears -
http://youtu.be/8cFMMQie5RUJuly 2011 - Footage and screenshots appear from the vertical slice demo
http://youtu.be/-EOlzCrVFvsOct 2011 - Job postings for TimeGate for level designers for A:CM
http://www.gamerzines.com/xbox/news-xbo ... egate.htmlMay 2012 - Suspense trailer released, this shows single player footage as it is in the final release. A:CM is pushed back to February 2013
http://www.gearboxsoftware.com/content/view/876/33/And breathe
Alien1099 wrote:
And the part about canceling the game early in development and voiding the contract and then negotiating a new one to produce what is essentially the same game with the same name sounds a little absurd. I'm not saying it's not out of the realm of reality or didn't happen because I can't say for sure that it didn't. However remember we weren't even shown anything until development was pretty far along. My guess is because they didn't have much to show for it even after 2-3 years, which is more than the length of time many fully fledged games take to get produced from conception to release.
Never said cancelled early in development. First showing in Game Informer is after 1 year of development, and still looking like happening in January 2009 when we last saw it in it's squad based form. Now, something happened in 2009. Sega was losing money hard
http://www.edge-online.com/news/sega-sa ... -net-loss/ . I theorise Sega saw the sales figures of Brothers in Arms and felt that A:CM was going to do the same. Meanwhile, the whole industry is getting green-eyed at the numbers Call of Duty many iterations are doing.
Alien1099 wrote:
Given that, I'd say your analogy about there already being a beautiful house under construction is far off the mark. Conceptual ideas and conceptual art don't equal a product in development or house under construction. Even if that's true that they had a product well under development that was scrapped, it doesn't change the fact that Gearbox seemed to completely forget what the job of quality control means when it came to the final product.
You know when quality control happens in game production? When the game is complete. I don't mean finished. I mean complete, as in playable all the way through, all features in place, gameplay working as intended? It is only at that point that you can actually sit down and dial in the gameplay experience, get it just right. Do you know how hard it is to get to this point if game design changes continue to come in, new feature requests because some marketeer has seen something another game is doing and thinks it is a must-have feature? Batman: Arkham City was content complete a whole year before release, and Rockstready still crunched through the last few months to get that done. Game production is not a mechanical process, it is an art and it is people. You are dealing with mechanics that have a feel, very hard to dial in, and every change can upset that. When you want to bring in Wey-Yu soldiers so your game has more of a Call of Duty feel, then that upsets the balance of the game, you are back trying to make it all work, all the time a deadline is approaching, and wait, now we need to add female Marines for multiplayer, right, time to work out what we need to lose in the environments to make them fit into memory.
Very hard to paint neat lines on a moving target.
Alien1099 wrote:
Here's the bottom line. Consumers expect a certain level of quality from a developer with a known track record of producing quality games. Add in that the whole time the game is under development, said developer talks up the game and explains how dedicated they are to the project and how great it's going to be. Game is released and people are charged $50-$60 for a game I wouldn't have paid $20 for from an independent developer. Gearbox had a responsibility to their client and their client's customers to produce a quality product. They failed there miserably. Gearbox has now created one of the worst debacles in gaming history. If they didn't have the time or resources and weren't given enough funding to do this project, they should never have accepted it. Now assuming that Randy Pitchford is a competent businessman, you'd think that they had all of those things since he accepted the contract. Only a complete idiot would do otherwise. My guess is he saw that he could make his money go further if they paid third party developers to do most of the heavy lifting and they could take the leftover money to do other things like work on the Borderlands games and Duke Nuke 'Em.
Now, I'm not going to argue against the point that A:CM is bad. It's a 2 star game, rising to a 3 with the patches. But you seem intent that this is all Gearbox's fault. It isn't. A:CM is the result of a developer and a publisher working against each other. I believe Pitchford fought to resurrect A:CM when it was cancelled/put on hold. He had already had to lay off staff a year earlier, and Borderlands was on the cusp of being released, an unknown quantity. Gearbox needed money to survive, and the A:CM contract was a means to that end.