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Super Adventure Boxing
(07-26-2012, 03:42 AM)
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Irrational hiring design manager w/ metacritic req, [Up: Irrational removes req]
#1
I haven't made a job posting based thread in a while, but when I saw GAF's favorite topics combined into one I thought people would want to have a discussion.
Originally Posted by Gamasutra:
So, now for the questions: 1.) Do you think it's a good idea to hire with a metacritic requirement? 2.) So, their multiplayer component is sounding larger than originally expected (or it's very large in their next title). Any thoughts on what it is? |
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Member
(07-26-2012, 03:45 AM)
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#2
I would guess that the Multiplayer is going to be bigger, at least more so then I hoped it would have.
As for the Metacritiq, I don't know if it's a good thing or a bad thing. I know it makes me sad, becaues there are some fucking amazing designers and hard workers that might be coming up, or been stuck on some liscened shit and were forced to drop them before they were ready. Either way, I do think that this limits the talent pool and could make it so studios could miss out on some great people |
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Will Suck Cock While GDGF Watches
(07-26-2012, 03:45 AM)
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#3
Quote:
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Member
(07-26-2012, 03:45 AM)
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#4
Quote:
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Member
(07-26-2012, 03:46 AM)
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#5
Considering the vast difference between several reviewers' opinions and the multitude of gamers out there, no. I think it's a terrible idea.
However, given that I'm sure that Irrational is in the money-making business, and not all gamers are apt to think for themselves when making a game purchase, from a business standpoint, it makes sense. |
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Super Adventure Boxing
(07-26-2012, 03:47 AM)
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#7
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Member
(07-26-2012, 03:49 AM)
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#9
there's no guarantee a high score means more sales, nor a low score poor sales. Wii Play, one of the best selling games ever, has a 60 metascore. And yet Sin and Punishment has a metascore of 87 and bombed
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Member
(07-26-2012, 03:49 AM)
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#10
I love that not only is the Metacritic element a requirement, it's the only fucking requirement. Everything else is of course put on the table for evaluation.
Edit - Nevermind, the quote has a bunch of shit removed. Still, this shouldn't be on the requirements list at all.
Last edited by Wallach; 07-26-2012 at 03:51 AM.
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Super Adventure Boxing
(07-26-2012, 03:50 AM)
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#12
Quote:
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Member
(07-26-2012, 03:53 AM)
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#15
True, but I'd say that some people are loathe to purchase a game with a low metascore, and more inclined to a high one. A high not absolutely indicative of a sale, but it certainly doesn't hurt.
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Zen Studios Creative Dir.
(07-26-2012, 03:56 AM)
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#19
Just further proof that most developers have no clue how to judge a game designer's ability. It's like businesses that hire based on diplomas. They need some sort of credential, no matter how little correlation it has to someone's ability to perform in a given position.
Last edited by Open Source; 07-26-2012 at 03:59 AM.
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Member
(07-26-2012, 04:00 AM)
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#21
Does metacritic let you filter by score and FPS? If someone has an account there they should try to run a filter and then we can see the truth. I'm just guessing that the list will be dominated by Call of Duty and Halo. It would be nice to have a spreadsheet to confirm.
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Member
(07-26-2012, 04:00 AM)
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#23
Should Jan Balej hire animators with blockbuster experience to make a feature-length The Little Fish Girl? No, because he has grants and a focus on creating art. Should Pixar? Sure. They push product that needs to meet financial expectations. Nirolak, as you yourself pointed out, it's likely that the score is not meant to validate how good the game was. Taken in context, it's likely code for, "has managed the sort of blockbuster title that receives high review scores all of the time." That said, those hiring practices are an unfortunate comment on an artform I really adore. I wish they wouldn't. |
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extra source of jiggaflops
(07-26-2012, 04:03 AM)
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#24
Jackob Minkoff's previous work before Naughty Dog was being the lead designer on Damnation which currently stands at 36 on Metacritic. And he is responsible for my favorite levels in Uncharted 2 and some very good parts of Uncharted 3. I'm only citing him because he is a person that has detailed what exactly he has done via his portfolio, there are probably countless of other examples of people that used to work on bad projects that weren't bad due to them being bad at their job, but due to other factors out of their control. I think studios with well received games are full of people that worked on bad games before that.
Last edited by benny_a; 07-26-2012 at 04:06 AM.
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Member
(07-26-2012, 04:03 AM)
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#26
Quote:
Part of Tropico 4's low score stems from the fact that when you play it, it seems identical to Tropico 3, but if you go back to Tropico 3, you see just how drastically different it really is. Tropico 4 is like the Age of Empires II of Caribbean dictator simulators. The people who worked on that were awesome. Should a metascore affect their reception? No! Then you've got AAA games. Fallout: New Vegas, for instance, is simultaneously better and worse than Fallout 3. While it gets the RPG stuff a lot better, it completely fails to pick up on the fact that Bethesda's games are all immersive sims in nature, so it's got this dead, dry world with predictable enemy spawns and excessive amounts of flatness (and anyone who says that the "real place" is flat can fuck right off--fire-breathing, giant ants aren't real critters). The game was simply boring to traverse and explore, despite having more interesting characters and quests. So it got an 84. New Vegas, in other words, had a massive success and a massive failing. A game developer should want to hire the person who worked on the good parts of game, but not the bad parts. Oh, and then you've got bugs and things that are the result of bad engines and a lack of good QC. Those can negatively impact an otherwise great game.
Quote:
This goes to show how great visuals can overwhelm people and convince them that terrible games are a lot better than they really are. Naughty Dog is so bad from a gameplay perspective, but it's offset by witty banter and great visuals, so nobody really cares. That's how a lot of bad games get away with great metascores. |
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Member
(07-26-2012, 04:04 AM)
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#27
If only every publication gave the same scores for the same reasons.
Example: http://www.metacritic.com/game/xbox-...ly-premonition |
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Super Adventure Boxing
(07-26-2012, 04:04 AM)
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#28
Because both of those are below 85 on the Rotten Tomatoes score. I can understand wanting like AAA experience since that's different than an art game, but a Metacritic score seems to miss what the person actually does. |
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extra source of jiggaflops
(07-26-2012, 04:16 AM)
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#29
What is usually brought up to a counter argument to Metacritic is how much in line critics are with the game buying public. In film the known critics are informing the public about good movies, in video games the critics are aping the consumer.
Last edited by benny_a; 07-26-2012 at 04:19 AM.
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Member
(07-26-2012, 04:17 AM)
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#30
Edit: and this is assuming this is a hard requirement. Like in most instances these requirements are meant to discourage people from applying. |
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Member
(07-26-2012, 04:24 AM)
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#31
Although having it as a requirement sounds absolutely stupid in theory, I'm hopoing the people hiring are not dumb enough to turn a good potential prospect down just because it doesn't fit that specific criteria. I'm pretty sure that if they think they found the right person, that fits the company and what they expect from him/her, that "requirement" will be brushed off during the interview process. I remember Ken Levine talking in one of his podcasts about playing one of the transformers games and being absolutely amazed at the transformation process of the character models that they just looked for the dude responsible and hired him due to that. I would bet the last thing on his mind was the metacritic rating of the games he's worked on. These are smart guys; that just seems like dumb company policy that can be overlooked by people with enough common sense.
That said, Metacritic is dumb and I wish it would just go away.
Last edited by inky; 07-28-2012 at 01:44 AM.
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Member
(07-26-2012, 04:30 AM)
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#32
Great, the game got delayed so they could join the crowd and do a multi-player component that I probably won't even touch. Do developers really think that we have time to grind through all these multi-player games.
Everyone will continue to play Call of Duty & Halo and whatever is left goes to stuff like Gears of War. Come on Ken did you not see how Bioshock 2 multi-player turned out? Just stick to what you do best. |
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Member
(07-26-2012, 04:41 AM)
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#34
I think its pretty lame to have a metacritic based requirement as many great people work on games that are not well received despite being good. Hell a lot of those even sell really well!
That said, like all job posts, those details are for their IDEAL candidate. That does not mean they will not gladly take much less. I know I have gotten jobs in the industry that I totally didn't meet their posted "requirements". If you are a good candidate and know your stuff they will want you. |
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Member
(07-26-2012, 04:45 AM)
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#36
How is this new or interesting? IIRC last year Visceral Games asking for 90+ metacritic for average of 3 shipped titles.
Metacritic enables everyone to do stupid things, and I know I've had my chances reduced greatly with the opening question: "what's your metacritic score" even if I wasn't senior enough (or on the project long enough) to affect anything on a project. |
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Member
(07-26-2012, 05:07 AM)
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#40
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Member
(07-26-2012, 05:14 AM)
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#42
I find that it's very short-sighted move that totally devalues a person's worth and talent. Similar to the boom, that still exist, that you must have at least 2 or more "AAA" titles shipped. That's just for an artist position. I think I've even seen some entry level positions that had that too at one point. It's just further blocking new talents and making the industry more closed off.
Sometimes you have to start somewhere to achieve greatness. Gaining experience is what makes a person grow. It's hard to do when you don't have a team to support you or telling you that you're doing it wrong, especially with this industry where techniques are closely guarded secrets because it's very competitive. |
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(07-26-2012, 07:30 AM)
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#43
They are having to replace Design Manager Jeff McGann, who was the Creative Director at RedStorm, but recently jumped ship to join Sucker Punch. Looking at Facebook and Linkedin the design department has taken a hit the last month or so with Jeff, Ken Strickland (senior system designer/weapons) leaving, and Steven Gaynor a while before that.
I'm hoping the game turns out well, since I have lots of friends there still. The Metacritic stuff is insane IMO. |
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Member
(07-26-2012, 07:43 AM)
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#46
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(07-26-2012, 07:45 AM)
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#47
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