Jason
chasing a bee
<strong>[ Update ]</strong>
By now, many of you have read Brad Wardell's <a href="http://forums.elementalgame.com/394855/page/2/#2753014" target="_blank">mea culpa</a> about <a href="http://www.elementalgame.com/" target="_blank"><strong>Elemental: War of Magic</strong></a>.
<blockquote>I don't think people yet fully realize the completeness of Stardock's fail on Elementa's launch.
I'm going to write more about this but not only did we think v1.05 was ready for everyone but we felt v1.0 was too. That's the level of disconnect/poor judgment on our part we're talking about.
If the game had come out in February, it would still have been a disastrous launch because lack of time wasn't the issue. It was blindness, sheer blindness. We felt the game was finished. And I speak of v1.0, not v1.05. Blindness.
There will be massive consequences for Stardock's game studio. I'll be talking more about this when I get back. But the game wasn't released early. The game was released poorly. Head in the sand syndrome imo. I've read the reviews as much as possible given my hideous internet access up here and I agree with them. We just didn't see what they were talking about. We thought any complaints would be about polish points or something.
The point is, the issue here is far far worse than many of you think it is. I wish it was an issue of the game being released too early. That's an easy thing for a company to "fix". Elemental's launch is the result of catastrophic poor judgment on my part.
EVERY competent software developer knows that the programmer must never be the one deciding whether the program is done. Yet, my love of Elemental broke my self discipline and I began coding on the game itself in vast amounts and lost any sense of objectivity on where the game's state was. I normally only program the AI on our games so I can keep a level of distance from the game itself to determine whether it's "Ready". On Elemental, I was in love with the world and the game and lost my impartiality.
We'll do better.
</blockquote>He's since gone further and announced that some folks are <a href="http://forums.elementalgame.com/395168" target="_blank">being laid off</a> due to the situation.
<blockquote>Elemental's revenue was anticipated to provide the revenue both for our main games team's next project as well as a second team. Unfortunately, that is unlikely to happen so we've had to start laying people off.
No one is being fired. None of these people did anything wrong. Stardock is a small company and each person here is truly amongst the best and brightest. So you can imagine how much it sucks for all of us to lay off anyone. We haven't had to lay anyone off since our migration from the OS/2 market in 1998. It would be great if we can bring as many of these people back over time if the studio can afford it.
No one involved on the core components of Elemental is affected.
Elemental's rocky launch can be summed up (IMO) as follows: Our QA process was insufficient to handle a brand new platform (Elemental = Kumquat 1.0 versus say Galactic Civilizations II was using Pear which was the same engine, modified, from 1997's Entrepreneur) + my own catastrophic poor judgment in not objectively evaluating the core game play components.</blockquote>
By now, many of you have read Brad Wardell's <a href="http://forums.elementalgame.com/394855/page/2/#2753014" target="_blank">mea culpa</a> about <a href="http://www.elementalgame.com/" target="_blank"><strong>Elemental: War of Magic</strong></a>.
<blockquote>I don't think people yet fully realize the completeness of Stardock's fail on Elementa's launch.
I'm going to write more about this but not only did we think v1.05 was ready for everyone but we felt v1.0 was too. That's the level of disconnect/poor judgment on our part we're talking about.
If the game had come out in February, it would still have been a disastrous launch because lack of time wasn't the issue. It was blindness, sheer blindness. We felt the game was finished. And I speak of v1.0, not v1.05. Blindness.
There will be massive consequences for Stardock's game studio. I'll be talking more about this when I get back. But the game wasn't released early. The game was released poorly. Head in the sand syndrome imo. I've read the reviews as much as possible given my hideous internet access up here and I agree with them. We just didn't see what they were talking about. We thought any complaints would be about polish points or something.
The point is, the issue here is far far worse than many of you think it is. I wish it was an issue of the game being released too early. That's an easy thing for a company to "fix". Elemental's launch is the result of catastrophic poor judgment on my part.
EVERY competent software developer knows that the programmer must never be the one deciding whether the program is done. Yet, my love of Elemental broke my self discipline and I began coding on the game itself in vast amounts and lost any sense of objectivity on where the game's state was. I normally only program the AI on our games so I can keep a level of distance from the game itself to determine whether it's "Ready". On Elemental, I was in love with the world and the game and lost my impartiality.
We'll do better.
</blockquote>He's since gone further and announced that some folks are <a href="http://forums.elementalgame.com/395168" target="_blank">being laid off</a> due to the situation.
<blockquote>Elemental's revenue was anticipated to provide the revenue both for our main games team's next project as well as a second team. Unfortunately, that is unlikely to happen so we've had to start laying people off.
No one is being fired. None of these people did anything wrong. Stardock is a small company and each person here is truly amongst the best and brightest. So you can imagine how much it sucks for all of us to lay off anyone. We haven't had to lay anyone off since our migration from the OS/2 market in 1998. It would be great if we can bring as many of these people back over time if the studio can afford it.
No one involved on the core components of Elemental is affected.
Elemental's rocky launch can be summed up (IMO) as follows: Our QA process was insufficient to handle a brand new platform (Elemental = Kumquat 1.0 versus say Galactic Civilizations II was using Pear which was the same engine, modified, from 1997's Entrepreneur) + my own catastrophic poor judgment in not objectively evaluating the core game play components.</blockquote>