IPLY Meeting today!

Odin

Carbon Dated and Proud
Admin
According to our sources today is the day the employes of Interplay find out if IPLY can pay them or not, which would of course mean keeping them or not.

We'll keep an ear/eye out for any news what's happening in that meeting and what the outcome is.
 
Briosafreak said:
The cheque the devs got last week was of...$275 dollars...

That's 825 40MM white ping pong balls, if anyone's buying.

Yeah, $275 is bullshit considering the CEO just spent $450,000 buying up 9M shares of stock. That's one thing I hate about corporationalism, the fact the CEOs aren't responsible for the debts of the company.

At least the health insurance thing is paid up now, though.
 
"The cheque the devs got last week was of...$275 dollars... "

At least it got some money in the employees' pockets.

It also gave Herve another week to come up with more cash (ie selling IPs or selling Interplay itself) and kept the workers from filing with EDD in the 23rd.

Right now, Herve can't afford to layoff the staff because he would then have to pay them all within 72 hours of being let go. :twisted:
 
Eragon2004 said:
At least it got some money in the employees' pockets.

Too bad it's considered shit money compared to bartending.

I also wonder how Seanboy must feel knowing he's been working as the lead for a bullshit project. Maybe he'll get a more respectful tone about BIS having been dead for months, Jefferson, and Van Buren, knowing how much it really hurts to have your creative process raped by a dirty Frenchman.
 
"I also wonder how Seanboy must feel knowing he's been working as the lead for a bullshit project. ... knowing how much it really hurts to have your creative process raped by a dirty Frenchman."
Sean is a short timer compared to the others that worked on Fallout 3.

Chris Avellone periodically worked on Fallout 3 for almost 3 years. Josh took over after Chris left and revamped the storyline to his vision (which was different from Chris').

If you really want to talk about seeing your work get raped, then try to answer this question:

"Who really created the World of Fallout?"
 
$275??? If they got that each week for an entire month, it still isn't enough to pay the rent. And then figure in food, gas, utilities, etc and they may as well be homeless. You have to realize where the company is located and what the cost of living is in Southern Cali.
 
DOn't they have something like 80,000 square feet of space?

And are using how much??

That's got to be insanely priced. How much would something like that run a month?
 
Pope_Viper said:
DOn't they have something like 80,000 square feet of space?

And are using how much??

Leftover space: Ping-Pong tournaments :lol:

Eragon2004 said:
Chris Avellone periodically worked on Fallout 3 for almost 3 years. Josh took over after Chris left and revamped the storyline to his vision (which was different from Chris').
Tru dat, I still want to know how MCA saw Fo3....
 
I think they could very easily make more money on the professional ping pong circuit. Hope all that practice paid off...
 
Eragon2004 said:
Chris Avellone periodically worked on Fallout 3 for almost 3 years. Josh took over after Chris left and revamped the storyline to his vision (which was different from Chris')
No, I didn't. While Chris was still at Black Isle, I helped take the one zillion potential elements of his Van Buren story and turn them into one story with a central plot. I had absolutely no intention of or desire to be "re-envisioning" his ideas for the story. There were a few characters and an organization that I took a fair amount of ownership in -- and those things I did re-envision. However, neither were plot-central and neither were things that were established in a "historical body" of knowledge about the game world. After Chris left, very little in the story changed.

Keep in mind that I never really wanted to work on the VB story very much. It wasn't because I disliked working on story elements, but because I was so drained from working on Jefferson. I wanted to focus on technical elements: game system, interfaces, data structures, and editors. I was happy with what I had designed before I left.
 
J.E. Sawyer said:
Saint_Proverbius said:
MYSTARY: WHO CHANGED THE PRISON TRAIN?
What?

Someone (Puuk?) mentioned about the prison train that it had been snipped out of the storyline, despite being in the leaked demo menu. Lemme see...

Puuk said:
Saint_Proverbius said:
kumquatq3 said:
Then why is the prison on a train?

its not.

The train cars seen on the menu screen are not the prison cells being talked about.

Yes, the prison was originally on a train. Whether or not that was changed later, I don't know, but that was the original idea.

You're right, originally it was, but it got changed.

http://www.nma-fallout.com/forum/viewtopic.php?t=4472&postdays=0&postorder=asc
 
I do not believe that Chris expected our engine to be capable of rendering a gargantuan prison being pulled by three massive trains across a desert landscape. There were prisons. There were trains. The trains were not prison cells. The movement of the prison was not really an element of the computer game's story. The movement of the trains was. Both the trains and the prison stayed in the story between the pen and paper game and the computer game and both were used for close to their "original" purposes.
 
Er not sniped, changed a bit.
The prison in the beginning was supposed to be the
tutorial level as well as be the equivalent of a
Vault. You're not locked in your room all day, so you
can wander around and talk to other prisoners. I really
didn't like it in BG2 or Lionheart how someone else
came in to save my pansy ass. I'm the player,
therefore I get to be the hero.

However, just before your own plan is complete, the
prison is attacked by the mysterious NCR-looking guys.
This is not a "Unknown force rushes in to miraculously
save the PC" situation. You *already* had things in
hand; it's just that these dudes happened to interfere
with *you*. Furthermore, these dudes don't
specifically care about you.

Once the attack has occurred, the PC's free to leave
or stay. Unlike in BG2 or Lionheart, no powerful force
chasing you for nefarious purposes. The prison's
mainframe will eventually self-repair and start
sending out retrieval bots to go grab any prisoners
who wandered off, but it's not a life-or-death
situation. Most PCs will deal with the prison
supercomputer just to get it off their backs. Of
course, in doing so, they'll find out more about
what's going on.

The prison was also intended to be a town-like area
the PC could build up. After all, it's a pretty safe
place in the wasteland, and many of the prisoners
don't *want* to go anywhere else. There's food and
water and big thick walls all around. We were thinking
the PC could use his skills to bring in supplies and
make improvements and basically turn the prison into
its own town.

Thanks to K. about the info, if something is wrong it`s not my fault, i didn`t play the game.

And i had the idea that Sawyer streamlined the story, more than change it, and just brought a few things new, not many, but i don`t know, again i didn`t play the game and never saw MCAs notes.
 
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