Most big banks offer throwaway numbers for online purchases ("virtual card numbers"), but that won't solve cases where you need periodic debit (phone bill, etc).I dunno if they still do it, but citibank used to offer virtual credit card numbers that could be used on top of your regular credit card account. We're probably moving towards a point where everyone is going to need to start using such things.
Well that came out of the blue, didn't it.
This is my entire take on it. Half of those people aren't going to be able to get as prestigious or fulfilling work as they got at Irrational and I seriously doubt half of them will find comparable work.I dunno, I think Bioshock Infinite is the latest victim of being successful (selling 5 million plus units) but not being successful enough to justify it's costs and Ken Levine is just owning it this way. Or Ken Levine could just be sick of big, high budget, massive crunch games. If that's the case, it's pretty shitty to fuck over so many people. You're not that important Ken.
Securing funding for a new studio isn't as easy as that and that's why I think it has a lot to do with BSI's performance. Take2 was probably ready to shut them down completely[DOUBLEPOST=1392748865,1392748586][/DOUBLEPOST]Man, there is no winning in AAA game development. Success means nothing. You're always on the verge of being laid off or relegated to making map packs for Call of Duty.Well, if Ken (and the 15 or so others going with him) aren't that important, the remaining folks can just start their own studio, can't they? That's how Irrational got started in the first place anyway, one studio closing, the folks leftover starting their own. If they can't/don't want to, how could Irrational Studios continue existing then?
I guess Ken's being... irrational about this.
That's exactly what I wondered. Why couldn't he have just done the Tim Schafer thing and split up the team into smaller teams to make their own games? Or hell, just do a total rip off (because it's a great idea) and do Amnesia Fortnight: Irrational Edition?Others pointing out that he could have restructured the company like Double Fine did and have teams working on smaller games, but Ken Levine made it about him.
According to that letter, he's staying with Take2, so he can't be that annoyed at the "suits".IMHO? Suits.
They became successful, have a greedy overlord that wants more and more Bioshock games, they have had their share, want to start anew. If I'm an industry vet like Ken and have the option of
A) Make another Bioshock game for the suits with a bloated budget/team
or
B) Start something anew with a small team "like it used to be" and one's own boss.
Everyone is entitled to their opinion.I've heard that Ken Levine is an egomaniac, but that would really be something above and beyond that.
I'm 100% it's the suits.According to that letter, he's staying with Take2, so he can't be that annoyed at the "suits".
Bioshock is a major replay game for me. It's like watching a favorite movie--I'm gonna do it more than once. So far I've played through Bioshock four times. Obviously I wouldn't replay it if it wasn't fun, but I love being immersed in Rapture and experiencing the story. I feel Bioshock Infinite will be the same, but I wanted to wait for all the DLC to be out before doing a replay. It'll be soon.I have to say, though, I'm not sold on the idea of Levine making a high-replay game.
I don't know about you all but BS1-Infinite are zero-replay games. The company could put a good story together, but I wonder how they can handle gameplay/collectibles/etc that would make me want to play their game more than once.
I think it's pretty naive to think that Bioshock Infinite's problems were all publisher related.I'm 100% it's the suits.
The more I think about it, the more I'm certain.
Think of the 6 years it took to make the last game, the huge bloat, the budgets, the problems they had. This was the easiest way to get rid of a lot of staff.
Why?
Because contrary to belief, the last Bioshock game was a success of sorts... but not exactly what the investors were hoping for.
In the past year, a number of high level employees quietly left Irrational for similar jobs at other studios. Levine acknowledges that, in some part, departures are a response to the company's abnormally intense iteration practices.
"I'm a bit of a slow chiseler, you know?" says Levine. "So it doesn't bother me that much. I think it's probably tougher for other people on the team. I think that's probably hard for some people."
Nate Wells, the art director of BioShock Infinite, and arguably the best known Irrational employee after Levine, was susceptible to massive creative gutting. This anecdote from a colleague of Wells gives an idea of what iteration, at its most extreme, was like in the office.
Levine and Wells had a blowout fight over Finkton. In BioShock Infinite, Finkton is the shantytown, home to the workers and outcasts of the floating city of Columbia.
The art team and level designers had been working on Finkton for a long time, with Wells directing the style. The inspiration was like the slums in Jamaica or Key West. All of the housing was wooden and colorful, as if painted by the residents to make the depressed quarters more livable. And each bright shack was stacked atop the next, climbing into the sky like an anthill, with the skyline piercing through it.
Ken had been in level reviews numerous times. Then one day, the Finkton team was doing a play test, when Ken decided the entire stage was wrong. It looked like the residents lived in garbage. It needed to be beautiful, because Columbia was designed so that even the poor lived beautifully.
It was all wrong. And it had to go.
Wells was furious. Levine had been looking at this for months. In August of this year, Wells announced his new role as art director at Naughty Dog Studios.
It became Dead Space, then it became some shitty coop shooter.That's Ken.
Still, the whole gutting thing? 100% suits. Ken wrote it, so odds are, he's getting "his way".
Don't get me wrong. Douches all around.
But I can't hate a man who gave me a new slightly inferior Shock game when god knows what happened to the original license.
In 2006, a trio of rumors hinted that Electronic Arts was making System Shock 3. First came a trademark application with the U.S. Patent and Trademark Office. Then came a couple of unconfirmed reports in Shacknews and PC Gamer U.K., with the latter publication reporting that EA’s Redwood Shores studio was handling development.It became Dead Space, then it became some shitty coop shooter.
Some guy at EA just read this and went, "Hmm... *scribble scribble*"Coming in 2015: System Shock Mobile.
Calm down, calm down! I'm kidding!
Probably
You've seen him in the Wonderful Images II thread, right?Dang man, would it kill you to give some attribution?