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	<title>The Website of Doom &#187; Bioshock</title>
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		<title>The &#8220;Irrational&#8221; Game</title>
		<link>https://www.thewebsiteofdoom.com/articles/the-irrational-game/</link>
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		<pubDate>Thu, 20 Feb 2014 15:38:22 +0000</pubDate>
		<dc:creator><![CDATA[Steven Kilpatrick]]></dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[The Mad Spin]]></category>
		<category><![CDATA[@themadspin]]></category>
		<category><![CDATA[Bioshock]]></category>
		<category><![CDATA[Irrational Games]]></category>
		<category><![CDATA[Ken Levine]]></category>
		<category><![CDATA[Steven Kilpatrick]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://www.thewebsiteofdoom.com/?p=10440</guid>
		<description><![CDATA[&#160; If Ken Levine ever heard the adage that you bury bad news in a busy cycle, he certainly didn’t adhere to it this week. Maybe you didn’t notice, but February isn’t a hotbed month for videogames. The big titles get pushed out the door for the holiday season, and companies ride that wave through [&#038;hellip]]></description>
				<content:encoded><![CDATA[<p>&nbsp;</p>
<p>If<strong> Ken Levine</strong> ever heard the adage that you bury bad news in a busy cycle, he certainly didn’t adhere to it this week. Maybe you didn’t notice, but February isn’t a hotbed month for videogames. The big titles get pushed out the door for the holiday season, and companies ride that wave through January, as new systems get populated with new games. Then, in February, we crunch the numbers, lick our wounds, and wait.</p>
<p>In case you’re counting, the biggest titles of February so far are a graphically upgraded <strong>Tomb Raider</strong> title, a graphically upgraded <strong>Fable</strong> title, and a handful of <strong>DLC</strong> and episodic content. I’ll grant you, the new<strong> Thief</strong> game (a series with Ken&#8217;s influence all over it, by the way) hits shelves on February 25<sup>th</sup>, but it’s so close to March that any responsible human being (so I don’t count) won’t have time to dig in until the weekend anyway—which, you guessed it, puts us in March.</p>
<p><b>Quick aside:</b></p>
<p><b></b>Some might argue that the biggest game of February wasn’t a full release at all, but instead the Beta for <strong>Respawn Entertainment</strong>’s <i>Titanfall</i>. In fact, I’m planning an entire article on that Beta in a few days, so I’ll say only this: The demand for the <strong><i>Titanfall</i></strong> beta was so high that keys were going for 35-40 dollars on eBay.</p>
<p style="text-align: center;"><img class="aligncenter  wp-image-10442" alt="Titanfall_wallpaper" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/Titanfall_wallpaper2560x1440-300x168.jpg" width="270" height="151" /></p>
<p>Which brings us back to the top. <strong>Ken Levine</strong>, with what is only perfect timing if you’re going for a pratfall, <a href="http://irrationalgames.com/new-featured/a-message-from-ken-levine-2/">announced the dissolution of <strong>Irrational Games</strong>, “as [we] know it.”</a> You can read the press release, but the basic premise is simple: Most of the 110-120 staff members at Irrational are out of a job, the reins to the Bioshock franchise are in the hands of <strong>2K Games</strong>, and Ken is creatively huddling with about 15-20 hand-picked staffers to do something smaller, and more meaningful.</p>
<p style="text-align: center;"><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/iglogo.jpg"><img class="aligncenter  wp-image-10441" alt="iglogo" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/iglogo-300x202.jpg" width="240" height="162" /></a></p>
<p>This is exactly what many critics have been calling for from our luminaries for years. A creative mind who’s willing to step back from the AAA development cycle and deliver something a little less flashy, but a little more substantive. Obviously, we don’t know for sure that Ken’s new adventure is going to turn into success—but neither were we sure about Bioshock: Infinite after years of delays, and that turned out pretty well.</p>
<p>In fact, some of the surprise of this announcement is that Bioshock: Infinite, rightly or not, is carting home award after award from the gaming press. Even people who have quibbles about the game’s narrative, or its ludonarrative dissonance, tend to heap <i>mostly</i> praise on what has turned into, perhaps ironically, a swan song.</p>
<p style="text-align: center;"><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/VetruvianSongbird.jpg"><img class="aligncenter  wp-image-10443" alt="VetruvianSongbird" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/VetruvianSongbird-300x196.jpg" width="270" height="176" /></a></p>
<p>I spoke with an industry friend yesterday, and there is some perception of Levine as &#8220;Ken the control freak&#8221;, unwilling to leave his masterpiece in the hands of others, so he tore it down like one of the characters in his universe (I’m embellishing some). However, in his goodbye letter, he says clearly that <strong>Bioshock</strong> is going to continue in the hands of 2K Games—so control freak or not, I don’t see him white-knuckling his baby on the way out. In fact, Irrational belongs to 2K Games, and they—not Ken—write the paychecks.</p>
<p>If 2K is keeping the franchise, why in the world would they fire the team most comfortable and familiar with its moving pieces? There’s been an outcry, especially in the hipsterverse of the gaming community, that Ken gets to keep doing what he loves at the expense of a lot of people he cast aside. These are the same people, by the way, that ridicule Ubisoft for releasing an annual Assassin’s Creed game, or moan about HD Remakes. You know, the kinds of games that turn a quicker profit, keep people employed, gamers happy, and the industry afloat?</p>
<p>We can’t have it both ways.</p>
<p>Either we push for an auteur driven medium and recognize that an auteur driven medium naturally recedes in scope, or we push for a place where all 50,000 game industry professionals get to keep building modular corridors to pay their bills. I imagine we can have a little of both—but we have to stop setting up each side as the straw-man in our news cycles.</p>
<p>This industry, ladies and gentlemen, is a madhouse. There are journalists out there acting like social watchdogs, trying to keep the big-bad game developer in check, when those developers probably make less money to build games than many pundits do to critique them.</p>
<p><b>Bioshock: Infinite</b> was relatively successful, selling around 4 million units, but that doesn’t take into consideration that it hit shelves in 2013—six years after Irrational Game’s last title, the original Bioshock—which sold about 3 million copies. Bioshock was revealed in 2004 and launched in 2007. That means Irrational Games shipped 7 million units during its last 6 or 7 years of development.</p>
<p>Beyond that, they struggled to get <b>Bioshock: Infinite</b> out the door at all. They lost director <b>Tim Gerritsen</b>, eventually replaced him with a mercenary job from Epic’s <b>Rod Fergusson</b>, and then spent a full year after release struggling to push out two pieces of relatively tiny DLC.</p>
<p>Financially, this isn’t a company that could afford to sit around, 120 people strong, and wait for Ken to come up with something to do. I’ll admit that’s disappointing. I’ll admit that I’d rather every person in development keep their jobs, and that more jobs opened up for rookies like me. But, the secret concussion problem of the game dev world is that almost no one is safe.</p>
<p>We poke our heads up and lament firings at companies like <strong>38 Studios</strong>, or <strong>LucasArts</strong>—but we tend to ignore the brutality of most of the industry. We forcefeed readers cynical narratives when a company with great intentions and ideas, like DoubleFine, slip a deadline, or try to get creative with revenue streams.</p>
<p>There is a segment of our community that seems to revel in the Schadenfreude of a failed <b>Kickstarter</b> project. The joy of writing or reading a snarky review has somehow replaced the solidarity of enjoying something together. Ken Levine has  never produced a flop.  Even when he was still at <b>Looking Glass</b> he was making great games.</p>
<p>Still, the voices rolled out during the long development cycle to tell us that <strong>Bioshock: Infinite</strong> was sure to fail. Wrong again. But, it doesn’t change the underlying issues of the industry. It’s hard to keep a  120 person machine rolling. It’s harder when you don’t have a giant project full of set pieces for those people to put together. When you add the no-win pressure of impatient fans and critics, there’s little incentive at all to open your arms to that grind over and over again.</p>
<p>This industry chews people up. Spits them out. There are no unions to protect all the people who got fired this week. That’s the problem. Not that one guy wanted to step away and make games on his own terms again. Not that we have people with the clout to make AAA titles who are willing to, instead, take a shot at true artistry. The problem is an industry that perpetuates the NEED for cold-blooded severance.</p>
<p>It’s got to be a pretty slow news cycle to take the story of Ken Levine taking a small team off into the proverbial woods to make great content, and twist it into a tale of a man so beset with hubris that he fired 100 people to get his way. If he’d walked away from <strong>EA</strong> this industry would call him a hero. If he’d announced a new<strong> Bioshock</strong> title too quickly, we’d have called him lazy, and out of ideas. Then we’d have questioned whether we need another Bioshock game so soon after the last one.</p>
<p>There’s plenty of hubris in our industry. I’m just not sure we ought to pin it all on Ken Levine—even if his timing is terrible.</p>
<p><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/Only_men.jpg"><img class="aligncenter size-medium wp-image-10445" alt="Only_men" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2014/02/Only_men-300x121.jpg" /></a></p>
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		<title>Leave Luck to Heaven #19: Sony Overcomes Networking @ E3</title>
		<link>https://www.thewebsiteofdoom.com/articles/leave-luck-to-heaven-19-sony-overcomes-networking-e3/</link>
		<comments>https://www.thewebsiteofdoom.com/articles/leave-luck-to-heaven-19-sony-overcomes-networking-e3/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 15:18:44 +0000</pubDate>
		<dc:creator><![CDATA[Jasmine]]></dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Leave Luck to Heaven]]></category>
		<category><![CDATA[Bioshock]]></category>
		<category><![CDATA[Bioshock Infinite]]></category>
		<category><![CDATA[Playstation Vita]]></category>
		<category><![CDATA[Playstation3]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Resistance 3]]></category>
		<category><![CDATA[Sony]]></category>

		<guid isPermaLink="false">http://www.thewebsiteofdoom.com/?p=2699</guid>
		<description><![CDATA[For a company that should have been focused on apologies for their network Sony still came to E3 strong. Nintendo seems to have taken a large focus this year (especially when fans are writing the articles *cough*) but Sony also came to the show with new hardware and interesting game choices. The game choices seem [&#038;hellip]]></description>
				<content:encoded><![CDATA[<p>For a company that should have been focused on apologies for their network Sony still came to E3 strong. Nintendo seems to have taken a large focus this year (especially when fans are writing the articles *cough*) but Sony also came to the show with new hardware and interesting game choices.</p>
<p><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2011/06/5011540383_360b02e7c2.jpg"><img class="alignright size-medium wp-image-2700"  src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2011/06/5011540383_360b02e7c2-300x168.jpg" alt="" width="300" height="168" /></a>The game choices seem interesting to me because two of the biggest, Bioshock Infinite and Resistance 3, have no Move support.  In fairness this is still up in the air for Resistance 3 but Bioshock 3 will absolutely not support Move.  This seems weird because they make the claim that their motion control is somehow more mature than others.  At the same time maybe Sony is right not to push this since porting to the Wii for third-party games would become much easier. The big game that will feature support for Move will be NBA 2K12, which from what I understand is a basketball game.</p>
<p>The more targeted innovation for games was a push for 3D TVs. Once again this will be great for Sony, since their current push seems to be their 3D TVs. A lot of games showed up on the floor with this, but once again Bioshock Infinite opted out on this feature. This is probably because it is also on the PC and Xbox 360, which aren’t slated to pick up 3D games till much later in the year.</p>
<p><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2011/06/Sony-Playstation-Vita-2.jpg"><img class="alignleft size-medium wp-image-2703"  src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2011/06/Sony-Playstation-Vita-2-266x300.jpg" alt="" width="266" height="300" /></a>Now for new hardware, the big thing was the Playstation Vita. This is Sony’s answer to the 3DS. The big news for this is the price point of $299 US. This is only $50 more than Nintendo’s 3DS. Functionality wise the system is on par with the 3DS but with better graphics minus the 3D.  The system itself is also sleeker by comparison and most likely, based on Nintendo’s past, probably supports the online play in a much cleaner way. Although as I say that I am reminded of the current network issues, but still no online is as bad as Nintendo’s friend codes.</p>
<p>While the Playstation Vita was the big hardware announcement, Sony also had a Playstation branded 24” television on display. The screen is 1080p which is pretty pointless since the human eye cannot perceive the 1080p at this size.  This was geared toward college students and came with two pairs of glasses. Let me cover what this TV isn’t. First it doesn’t have the PS3 built into it, it is just designed with the system in mind in close quarters like dorm rooms. The glasses do not have to be worn but the glasses aren’t just for the upcoming 3D games.  Instead the glasses are utilized for two player games, at least two player games that support 3D in one-player mode.  The glasses are specific to the player and rather than splitting the screen between players, the glasses filter out a portion of the displayed image giving the players individual screens on one TV. <a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2011/06/playstation-tv-split-screen.jpg"><img class="alignright size-medium wp-image-2701"  src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2011/06/playstation-tv-split-screen-300x156.jpg" alt="" width="300" height="156" /></a>If you’re not wearing the glasses the screen looks like two images on top of each other and potentially just a huge blur.  This still strikes me as a fantastic idea and one the other systems can hopefully embrace in some way. The only thing that I haven’t been able to figure out is the angles required from the players.  The setup for this TV was a mock dorm so players were seated close to the screen making it hard to tell what angle is required.</p>
<p>Overall, Playstation came to the show strong and probably prepared to come under criticism about the network hiccup.  If anyone was still focused on that after the show, they might be blind to the fact that Sony is also moving into new technologies.</p>
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