And thank you for the access to your premium Pornbub account, bank account and gmail.
You already had my bank account and mail, so now at least we know what was the real target.
Edit: Technically because it's a valuable distinction amidst the lolz, we don't actually have your credit card, debit card or bank account information. We do not collect nor store any of those things when you pledge. All we store is your Stripe account ID. You control what financial tools you attach to your Stripe account. We can't see it. We have no access to it. Cancelling your Stripe account would effectively cancel your pledge.
I would lie to my own kid AND punch him in the face for a billion dollars- Hell, alot less.
An/cap acknowledged.
Who the hell works without getting paid to the tune of 9k?
No one. Maybe a slave. But I never owned any slaves.
Plus, chill bro- I'm not sure what it is about this game exactly that has you so pissed or if theres something personal between you and the dev (I had my own rage out a couple years ago for my own reasons - So I get it) but your posts are out of character for how you normally are
Unless Mustard is an alt for someone else who's been here a lot longer, I have no idea who he is.
Yes.
Is this the cancelled Alien Crucible you are talking about? It sounds like you basically want to ressurect/recreate Alien Crucible by repurposing the design tenets to the theme of Apocalypse Now. Would you say that is correct? Except now as a single character first person game?
This is ancient history in game business timelines. But the thematic elements and the narrative elements of Aliens: Crucible were a lot more influential on Apocalypse Now.
The RPG mechanics and core mechanics (FPS vs 3rd person, etc.) are not as influential. Also what a group of game devs decide to do in 2008 is way different from what we actually do 9 years later. You can read the design document itself.
Apocalypse Now game design document:
DocDroid
http://docdro.id/shdCynh
That design only shares vestigial elements of Aliens: Crucible.
Aliens: Crucible was cancelled in Q4 2008.
in the interceding decade, the lead and senior members on Apocalypse Now have shipped, just ballpark, 20-25 video games and 30 productions (including VR, physical toys, etc.). At the time of the quote you might be remembering, it was true that all of the team previously worked on either Aliens: Crucible or worked at Killspace.
That was true for a period of time. As the team grows it changes. The team mix is a bit different today. Everyone on the team either worked at Obsdian, worked at Killspace or worked on Arma3 at this point.
But the realities of time are important too.
In between the cancellation of Aliens: Crucible and our pitching Francis Ford Coppola directly was a six-year period. Larry and Josh shipped Fallout: New Vegas. Crowdfunding "became a thing." OEI shipped Pillars of Eternity. I produced Wasteland 2 and Torment: Tides of Numenera, Rob worked on The Vanishing of Ethan Carter and Battlefield and Gears of War and multitudinous VR projects, and one of the most controversial ARGs ever made.
Collectively, aside from things that actually got made between A:C being cancelled and AN being announce, over three dozen unique game proposals were generated by various subsets of the people involved, at various companies, to various companies, in various formats, etc.
Aliens: Crucible's narrative was based on Heart of Darkness. That's the biggest comparable element. Aliens: Crucible's game format was a 3rd person, squad-based action RPG.
This is not our game format at all. We are a first-person RPG with stealth, horror and survival mechanics. But we are based on Apocalypse Now, Heart of Darkness and The Odyssey.
Aliens: Crucible did have an extensive, let's call it recon, set of game design documents. Hundreds of pages of documents that detailed a lot of stuff. The main point of the collection of documents in this area was: How do you make the xenomoprh scary in an RPG where "killing things repeatedly" is a primary mechanic.
This was a major challenge of the game.
It's why Alien Isolation is a better game (but SOMA is better than Alien Isolation).
Some of the general collection of documents ended up being the basis for parts of Alien: Isolation. No one ever saw the actual stealth gameplay design document (which wasn't just about stealth but also about horror and being authentic to the Aliens franchise, recon, traps and many other things -- and no one ever will probably because it's covered by an NDA and anyone in possession of it abides by the principles of those documents.
On a big AAA title, the documentation for the title will run into the thousands of pages. The volume of "design documents" is mammoth. And then implementation starts cutting things, etc.
Also sometimes life is very simple. I worked on Aliens: Crucible as a designer (and later a producer when SHTF and Sega was collapsing under a $250 million deficit so we entered into triage mode to try and save the project. This mainly involved cutting 2/3rds of the designed game.
Which still wasn't enough because Sega didn't have enough money to fund both Alpha Protocol and Aliens: Crucible. Internally, at the time it was the universal agreement of anyone that A:C was better than AP. But AP had a release window that Sega could maybe survive with (they needed cash flow) whereas A:C wasn't coming out for another two years.
Sega basically cancelled any project that they didn't think would come out in 2009 or early 2010. (Every project as far as I am aware).
The Aliens: Crucible video people saw leaked bore very little resemblance to the actual game intended made because: 1) it was a year old; 2) it was made while the global economy collapsed and layoffs were rampant; 3) it was still at a prototype stage, it was 10% into the process. Sega and 20th Century Fox (and RSA) they had three Aliens projects in pre-production / concept or full production.
All this being said, if it's not your thing, that's great. There's more games in the world than people can play in a lifetime. The game design document linked above is very specific and clear -- I recommend reading that (even though it's 87 pages) if you want a sense of what we are actually doing.
Maybe that would change that would be great.
The following is way more accurrate than saying "AN is what we wanted A:C to be":
A lot of the basic mechanics in Apocalypse Now are things we felt needed to be corrected from Aliens: Crucible (first person instead of close third person for example). S.T.A.L.K.E.R., Metro, Fallout, VTMB are all just as big influences on the game than Aliens: Crucible. Many other games are too. Hitman, Splinter Cell, Arma, PayDay 2 even. Great games draw from a huge array of sources of inspiration.
I disagree with the idea that Aliens: Crucible should have been cancelled. Sega was in terrible financial shape, they had to pick one or the other.
Alien: Isolation is a better game, but it gets repetitive, but it does succeed in being authentic to the world, focusing on the right things and horror gameplay, so there are a lot of great things about it. But that's years later.
In Space On Codex no one can hear you scream.
Where do the RP of G come into the picture, I wonder. It sounds like it will be as much an RPG as Stalker or Far Cry series are, meaning not really one.
Apocalypse Now game design document:
DocDroid
http://docdro.id/shdCynh
I think the main GDD answers this question fairly comprehensively. I'll elaborate on any specific areas. The most fundamental things that make the game fall strongly on the side of the RPG spectrum is that your character's build and skills have more impact on the game than your ability to move a mouse quickly and a very large emphasis is placed on an interactive narrative in which player choice is almost always the deciding factor.
I'm an accountant. Same word to me.
Buy a dictionary.
https://www.amazon.com/Merriam-Webster-Dictionary-New-2016/dp/087779295X/ref=sr_1_1?ie=UTF8&qid=1505410376&sr=8-1&keywords=dictionary
But on a more genteel note, I'm not mad bro. My advice is point your frustration at:
http://www.bioware.com/en/ first and foremost. I'm on the side of making game great again. I'm not opposed to what we all want. I'm a part of this community since before I knew you could get paid to make a video game. I'm not your enemy. The enemy is not here. They do not post here, at least openly. I do post here openly. My username is my real name. MLMarkland. I'm not hiding behind an alias.
I want great games to exist. I work in a system where I do not see this happening ever to any significant degree. 1960s Hollywood movies were TERRIBLE for the most part. No one wanted them. Then New Hollywood came on the scene in the 1970s and made a bunch of awesome stuff.
The wheel will turn. It won't turn because of me. It will turn because of hundreds of thousands of individual game players rejecting nonsense and embracing greatness. I'm an individual game player first and a game developer second.