[games_access] from Robert update top-secret project. Sour news.

"~:'' ありがとうございました。" j.chetwynd at btinternet.com
Tue Oct 23 02:53:13 EDT 2007


Robert,

sometimes life throws us, I've been struggling with W3C for almost a  
decade.
don't take it too much to heart.

best wishes

Jonathan Chetwynd
Accessibility Consultant on Media Literacy and the Internet



On 22 Oct 2007, at 22:49, Robert Florio wrote:

I'm sad to say that most likely I will no longer be part of the project
top-secret that David Perry, earthworm Jim shiny entertainment David  
Perry,
invited me to and 30,000 people signed up to create a game for.

A long story short everybody got too greedy, I tried to give them a risk
analysis save time, pressure, and tried to clarify my statements that  
the
handful of people left on the project compared to 30,000 people was  
not fair
to the community or the type of development team we have to go for a
three-year project.

Basically slammed the door in my face they are all getting too greedy,
calling it project Titanic because I've pointed out the icebergs coming
they're just going to wait until they see them to finally redesigned to
scale back which is needed now complete scale back of what we have  
keeping
it but no one wanted to do that instead full fledged large-scale.

So I no longer can be part of the project finishing school graduating
December 13 to concentrate on that first.  Basically they told me to go
screw myself when I can't get ahold of any of the people on the advisory
board, volunteers, basically being ignored which is a darn frustrating.

After all that time devoting seven almost 8 months of my time getting  
really
psyched up about the game design accessible part and then trying to  
point
out all of our pitfalls and gave them a risk analysis design around  
risks
and our resources which were very limited, our people, they just  
didn't want
to see the icebergs coming and I cannot be on a project that has no  
end in
sight.

Basically developers were starting to come in and say the game is way  
too
big for any developer to work on so I propose instead of developing  
this use
greedy game which is supposed to be casual gamer target, let's scale  
it back
now and create something we know developers can work with instead of  
waiting
for them to give us their solutions to what we should cut back on  
let's just
do it now.  Because the project from the start never designed around  
risks
which was the time needed to devote, the amount of people which of  
90% of
them more have dropped off, the timeline, and keeping it manageable.  So
screw them I've learned a lot about the game industry through this
experience unfortunately I'd like to start changing some of the things I
found out about it because I certainly wouldn't operate my team or with
employees the way David Perry and his right hand man Russell have  
allow the
project to turn into.

I brought up this opinion to David also basically got no response  
trying to
tell him these people are being treated like slaves and it's hard and  
wrong
and that's why everyone dropped off.  Everything I've learned about game
design in school for the past four years is completely ignored.  The  
members
tried to say it's a new kind of development team so the lessons in books
can't be followed with which is a bunch of crap.  If they would have
followed it from the beginning they would have designed around this  
risk and
we would have a developing document in production already but looks like
that's not happening soon.

Anyways anyone wants to hear more about this news let me know.  It's  
sad I
thought I'd be there until the end and it's sad for the project and  
other
people I've talked about the same reasons who had to drop out for these
reasons.  Keep in mind nobody is getting paid and the advisory board is
working 30 to 40 hours a week which is way too much for anyone.  So  
acclaim
found their slaves.  Congratulations for them.

Robert

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