Gamers with Jobs' eulogy for BIS

Brother None

This ghoul has seen it all
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Kazcor of VDHP informed me of a eulogy for Black Isle Studios on Gamers with jobs. The author, while saddened by BIS' dissapearences, seems to be of the opinion that it is better for Fallout 3 that BIS dissapeared:

<blockquote>What it all comes down to is this: Fallout 3, if it is to be produced, deserves the full attention of a confident developer with a cohesive team and the well funded backing of a supportive publisher. As it stood when the axe finally fell, Black Isle Studios had none of those things.

I didn't just want to play Fallout 3. I wanted to play a great game that followed in the traditions of the previous two Fallouts. I don't know that Black Isle was capable of producing that. </blockquote>

(insert flame here)

Link: article on GwJ
 
Wonder why BIS wasn't healthy and "dominating" since PS:T? Cancelled Torn, helping BGs, forced to create IWD for Interplay's pockets, cancelled Jefferson, cancelled VB.

without the benefit of former Fallout designers Feargus Urquhart or Tim Cain, both now departed from BIS, I’d be skeptical about the results

So they're the brainboxes for FO series? even FO1 and FO2 had numerous changes in staff.

but possibly never recovering from events as far back as November 2001 when the company found itself partnered with BioWare to develop the next big CRPG.

Someone please tell me how that ever knocked BIS back a few miles down the progress bar.

If o­ne can point a finger at the defining moment when the foundation of Black Isle Studios first cracked beyond repair, it was probably November 29, 2001

So first Bioware fucked BIS up, now BIS is fucked up as Bioware leaves? Okay..

On their way out, BioWare took the Neverwinter franchise and, as would later become apparent, the rights to publish Dungeons and Dragons brand games with them.

Icewind Dale, you crackheaded moron.

The demise of Jefferson - rumored to be Baldur’s Gate 3, though that rumor remains officially denied

So in march 2004, when Interplay denies they've gone bankrupt, its not true?

Black Isle ended the summer with one remaining chance for redemption. Lionheart, developled by Reflexive Entertainment and produced by Black Isle ...

The only flop BIS ever did was IWD2, which was made for money and without heart. Reflexive entertainment, you say? Developped by Reflexive Entertainment? Idiot. Just proves that every game BIS made with passion was great, and FO3 and BG3 were games made with a sort of passion you wouldn't find elsewhere.
 
I didn’t just want to play Fallout 3. I wanted to play a great game that followed in the traditions of the previous two Fallouts. I don’t know that Black Isle was capable of producing that.

:shock:

Didn't this mofo see any of the screenshots or read any of the posts Sawyer and the rest made? It's a goddamn shame that freedom of speech is interpreted so broadly by so many. Some people should just keep their mouths shut, n'est-ce pas?
 
Kharn said:
Doubtlessely, you would've inserted a lot more snide remarks


No offense Kharn, but Odin proa bly wouldve had better remarks.


andon topic



WTF BIS up til the pink slips consisted of the greatest concentration of FO makers in any company.
 
Tigranes said:
Wonder why BIS wasn't healthy and "dominating" since PS:T? Cancelled Torn, helping BGs, forced to create IWD for Interplay's pockets, cancelled Jefferson, cancelled VB.

They were only forced in to making IWD2. IWD was their idea.

TORN(all caps, because it's extreme or something) was about the closest thing they came to an original game, and they just couldn't get it to gel. BIS seems to only make something decent when they're spoon fed a setting, character system, and engine that's got most of the work done for them. All the games BIS ever released followed that formula.

Fallout 2 had the character system, combat system, engine, and setting done for them when they started making it. Of course, even then, they managed to bork the setting in several areas.

PS:T they had the 2E character system from BG, the combat system, engine, and so on. They just made a good game out of it - borrowing a few mechanics from Fallout along the way.

IWD and IWD2.. Well.. How much more cookie cutter can you get? Make some maps, make a few awful puzzles, and load them all up with monsters. Yay!

I'm not saying BG3 and FO3 couldn't have worked or even been decent, though judging by the story stuff from FO3 - ugh. What I am saying is that BIS has been on a pedastal much too high for them based on what they managed to release.

So they're the brainboxes for FO series? even FO1 and FO2 had numerous changes in staff.

They never surpassed Fallout in terms of introducing new ideas to the genre, did they?

but possibly never recovering from events as far back as November 2001 when the company found itself partnered with BioWare to develop the next big CRPG.

Someone please tell me how that ever knocked BIS back a few miles down the progress bar.

Simple, BioWare was sucking money like crazy from Interplay/BIS. Hell, the game took over five years to release, and four of those years were under BIS funding. On top of that, BioWare had as high as 75 people working on NWN just in their studio alone. Figure an average of 60 people at BioWare making the low, low salary of $35,000 per year for four years is still $8,400,000.

If one can point a finger at the defining moment when the foundation of Black Isle Studios first cracked beyond repair, it was probably November 29, 2001

So first Bioware fucked BIS up, now BIS is fucked up as Bioware leaves? Okay..

BIS had been living on BioWare's teet since 1998. How many titles did BIS make using BioWare's infinity engine? All of them except Fallout 2. PS:T, IWD, IWD:HoW, and IWD2 were all IE games.

On their way out, BioWare took the Neverwinter franchise and, as would later become apparent, the rights to publish Dungeons and Dragons brand games with them.

Icewind Dale, you crackheaded moron.

IWD came before NWN. IWD2 didn't, but that's only because Interplay had a limited contract to make D&D games. BIS replied way, way too much on the D&D license, and failed to produce new franchises to build on from 1998 to present.

That said, Atari owned the license to D&D outright because they snagged Hasbro.

The demise of Jefferson - rumored to be Baldur?s Gate 3, though that rumor remains officially denied

So in march 2004, when Interplay denies they've gone bankrupt, its not true?

They're already banckrupt. They just haven't filed for protection yet.

Black Isle ended the summer with one remaining chance for redemption. Lionheart, developled by Reflexive Entertainment and produced by Black Isle ...

The only flop BIS ever did was IWD2, which was made for money and without heart. Reflexive entertainment, you say? Developped by Reflexive Entertainment? Idiot. Just proves that every game BIS made with passion was great, and FO3 and BG3 were games made with a sort of passion you wouldn't find elsewhere.

Uh? What? What about IWD:HoW? Even most of the BIS fanboys agreed it sucked. PS:T was the last decent thing they did for everyone else.
 
They were only forced in to making IWD2. IWD was their idea.

Typo there, you're right.

TORN(all caps, because it's extreme or something) was about the closest thing they came to an original game, and they just couldn't get it to gel. BIS seems to only make something decent when they're spoon fed a setting, character system, and engine that's got most of the work done for them. All the games BIS ever released followed that formula.

A big factor was that they kept screwing themselves with the LithTech engine. Do you know if the design documents or the game idea in itself was seriously flawed? I had believed torn would have been complete if they stuck to, say, IE (not that IE is god.)

What I am saying is that BIS has been on a pedastal much too high for them based on what they managed to release.

Perhaps, yet you cannot deny they have had bad luck and bad events thrown at them since PS:T.

They never surpassed Fallout in terms of introducing new ideas to the genre, did they?

If you mean FO2, many people like FO better, others like FO2 better, but I don't think the general opinion is that FO2 was a failure or nothing new.

Simple, BioWare was sucking money like crazy from Interplay/BIS. Hell, the game took over five years to release, and four of those years were under BIS funding.

Time to eat my words bout this, then.

BIS had been living on BioWare's teet since 1998. How many titles did BIS make using BioWare's infinity engine? All of them except Fallout 2. PS:T, IWD, IWD:HoW, and IWD2 were all IE games.

The thing is, first he says Bioware drained BIS/Interplay, now they're saying BIS got screwed when Bioware left.

IWD came before NWN. IWD2 didn't, but that's only because Interplay had a limited contract to make D&D games. BIS replied way, way too much on the D&D license, and failed to produce new franchises to build on from 1998 to present.

That said, Atari owned the license to D&D outright because they snagged Hasbro.

I know about the current situation of the D&D license for CRPGs. However, his statement was as if BIS could no longer produce D&D CRPGs; they could, until BG3 was taken from them, and that's fairly recent.

Uh? What? What about IWD:HoW? Even most of the BIS fanboys agreed it sucked. PS:T was the last decent thing they did for everyone else.

Crap, well there seems to be some gaping holes in my argument aren't there? I'll readily admit that, though I stand by the rest of my points. Yes, HoW was a flop.
 
Tigranes said:
A big factor was that they kept screwing themselves with the LithTech engine. Do you know if the design documents or the game idea in itself was seriously flawed? I had believed torn would have been complete if they stuck to, say, IE (not that IE is god.)

I'll give a hint of a reason why it also wasn't going well.

SPECIAL!

Perhaps, yet you cannot deny they have had bad luck and bad events thrown at them since PS:T.

About the only work of BIS' that I consider anywhere near quality is PS:T. That was a truly good game and many CRPG players adore it for such. It had some amazing creativity put behind it, but it also had its own flaws. It is unfortunate that they had to use the IE for it, as the combat capability would have been very sweet in a TB system, where you can add extremely exotic attack methods if you wish and not run into a synch problem. It's Sigil for fuck's sake! :) It's also bad that IPLY really didn't support this game like the others, mainly because their inbred marketing people have no clue how to sell a game unless it has "trendy copycat" written all over it.

There was say...Fallout 2, which was chock full of bugs and stupid easter eggs, not to mention entire cities that didn't fit into the Fallout universe, thus leading to entire sections of the Fallout Bileball where Avellone forgot to take his meds. I'm fairly confident that none of them really looked at the first game and instead did a mod and called it Fallout 2 judging on some design docs that Tim Cain and the rest did before they left, and the images. The feel of the game was way off from Fallout 1.

Did I mention that this was before PS:T?

Then there's IWD, the snoresville of H&S games as it almost plays it for you and it's pretty much just trudging through the same ...rest ....fight ....rest ...fight ....rest, and you get the picture. It felt dull and tedius compared to Diablo, and Diablo didn't have much of a storyline. Where they missed out with IWD is the fun factor. People bought the first game expecting BIS goodness (read the FAQ if you need to for the claims), and then were let down and didn't bite for the SLAM DUNK! hook of the sequel (it also didn't help that Diablo 2 came out around the same time as IWD). Especially not after HoW. How the hell that got out the door in the state it did...HOLY FUCK!

If you mean FO2, many people like FO better, others like FO2 better, but I don't think the general opinion is that FO2 was a failure or nothing new.

The difference is that the bugs in the first one number almost nil.

The bugs in the second one, if you printed them all out in 12 point text and in a stacked list, you couldn't piss that far without being above a second story.

The easter eggs were done with style in Fallout 1.

The easter eggs were pretty much the entire fucking game in number 2, to the point where people have given up trying to catalog them all. Yeah, that would be me. Feck off! :twisted:

The setting in Fallout was dismal, dark, bleak. I love that word. Bleak. It sums up the feeling of the Fallout universe to a word that can easily be applied to nearly all of the elements.

The setting in Fallout 2...well, heh, see above about easter eggs.

I understand that many do prefer Fallout 2, but I tend to look at it from a design standpoint because that's where I want the attention of developers. Not some little kid's mental ejaculation onto the forum for morte guns, with their only experience in gaming is on the drooling end of a console controller. That led to most of the problems with Fallout 2 to begin with.

BIS had been living on BioWare's teet since 1998. How many titles did BIS make using BioWare's infinity engine? All of them except Fallout 2. PS:T, IWD, IWD:HoW, and IWD2 were all IE games.

The thing is, first he says Bioware drained BIS/Interplay, now they're saying BIS got screwed when Bioware left.

That is quite true. BIS really had nothing truly theirs to work with. They may had a few engines to use (but from older Interplay games), but nothing more convenient for the execs than the IE. When the IE started to become really outdated, previous it's own release in a time-honored fashion of BioWare's, then BIS was left with "What do we work with now?" So with their money drained and nothing of their own to really fall back upon, they were pretty much screwed.

Unfortunately, they got stuck in the method of some idiot's preference to nickel and dime games out for a full price tag. That also raised a number of other people's ire. It led to many people, including myself, who started to wonder if all the creativity was squeezed out into PS:T or if the Interplay execs forgot to put the chemicals into the water when the designs were written up by BIS.

Either that, or they found someone's stash bag. :twisted:
 
Tigranes said:
A big factor was that they kept screwing themselves with the LithTech engine. Do you know if the design documents or the game idea in itself was seriously flawed? I had believed torn would have been complete if they stuck to, say, IE (not that IE is god.)

That was one factor. They way they wrote TORN was in a manner that they were making lot of edits to the engine source itself, so every time they got a new version of the engine, they had to go back and slap all that stuff back in.

However, Feargus himself as well as other developers on the project said the game itself just wasn't "coming together". Six months before it was to be released, they just didn't know where to go with it, so they cut their losses.

They also had a problem with art content in that their artists weren't used to low polygon modelling and map design.

Perhaps, yet you cannot deny they have had bad luck and bad events thrown at them since PS:T.

A lot of it was their own making. TORN is a prime example of that.

They never surpassed Fallout in terms of introducing new ideas to the genre, did they?

If you mean FO2, many people like FO better, others like FO2 better, but I don't think the general opinion is that FO2 was a failure or nothing new.

What was "new" in Fallout 2?

Simple, BioWare was sucking money like crazy from Interplay/BIS. Hell, the game took over five years to release, and four of those years were under BIS funding.

Time to eat my words bout this, then.

BIS had been living on BioWare's teet since 1998. How many titles did BIS make using BioWare's infinity engine? All of them except Fallout 2. PS:T, IWD, IWD:HoW, and IWD2 were all IE games.

The thing is, first he says Bioware drained BIS/Interplay, now they're saying BIS got screwed when Bioware left.

I'm not saying that at all. I'm saying BIS shouldn't have relied on BioWare as much as they did. They had all their eggs in one basket, and that basket was bleeding them for every egg they had.

Furthermore, they also relied on a license they didn't own, the D&D license. That was a big mistake on their part as well. Other than Fallout 2, every game they made was a D&D licensed game, and at some point they could lose that license. Well, they lost it.

So, to sum up, they relied way too much on others without having a solid foundation for themselves.

I know about the current situation of the D&D license for CRPGs. However, his statement was as if BIS could no longer produce D&D CRPGs; they could, until BG3 was taken from them, and that's fairly recent.

Yes and no. They could, but they'd have to be a game with Baldur's Gate or Icewind Dale in the title. Plus they'd have to keep paying royalties while they were developing those games.
 
Saint_Proverbius said:
That was one factor. They way they wrote TORN was in a manner that they were making lot of edits to the engine source itself, so every time they got a new version of the engine, they had to go back and slap all that stuff back in.

However, Feargus himself as well as other developers on the project said the game itself just wasn't "coming together". Six months before it was to be released, they just didn't know where to go with it, so they cut their losses.

They also had a problem with art content in that their artists weren't used to low polygon modelling and map design.

Very true. For some more on Torn, try Gamespot's TORN (extreme! :wink:) PC Gaming Graveyard section of the game.
 
That, and it was billed as "Everything Fallout fans have been waiting for since Fallout 2."

Needlessly to say, that really didn't go over too well.
 
There's a certain bit of irony there. After all everything FO fans were waiting for after FO2, was FO3. Basically TORN was the example of what would happen with FO3 in the future. In the end, everything FO fans were waiting for turned out to be the termination of the game.
 
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