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Et de deux : après C&C Renegade 2 annulé en 2002, Tiberium est le deuxième FPS Command & Conquer à être mis à la poubelle par Electronic Arts. Selon Kotaku, qui s'est procuré un mémo interne, c'est parce que le jeu «ne respectait pas les critères de qualité fixés». Une façon polie pour dire que c'était du caca.

La mauvaise nouvelle : une partie des développeurs (chez EA Los Angeles) a été virée. Annoncé en décembre dernier et très vite repoussé à fin 2009 voire 2010, Tiberium n'aura pas fait long feu.

Lire toute la news sur Nofrag.com...
Tiens c'est rigolo ça parce qu'on avait vu quelques vidéos de gameplay et tout.

C'était clairement pas terrible mais pas vraiment pire que d'autres.

Remarque EA avaient dit qu'ils abandonnaient totalement les C&C, que C&C 3 était annulé et qu'ils en feraient jamais (pour exactement les mêmes raisons) jusqu'au beau jour où ils l'ont ressorti de leur chapeau quasi fini après des années de non-com.
Et C&C 3 n'est pas,selon moi,un mauvais RTS,il est même très bien.
Bah les C&C sont juste des RTS sans quasiment aucune innovation, qui misent sur un jeu vif, le second degré et l'arrière-garde des joueurs qui a débuté sur les premiers C&C.

Maintenant l'intérêt d'en faire un FPS a toujours très limité selon moi, il n'y a qu'à voir Blizzard qui a aussi remisé un projet similaire.

Les FPS sont déjà légion et c'est, je pense, un tout autre métier de concevoir ce type de jeu quand on fait des RTS. Donc tenter de placer son pion dans un marché un peu saturé, et qui plus est par des pointures, c'est quand même ultra casse-gueule.
Même si ce jeu ne m'intéresse pas, dommage qu'ils n'aient pas mis disponible au téléchargement leur ébauche. C'était le cas de Wolfenstein : Enemy Territory il me semble.
Enfin si c'est si nul, ça leur aurait desservi plus qu'autre chose c'est vrai.



Oui il y avait même des vidéos de gameplay... il était encore plus avancé que Operation Flashpoint 2 maintenant aha !
Oh putain les commentaires sur gamasutra ça taille méchamment.

Morceaux choisis:

oh, I called it! Here it is in a nutshell, the next couple of moves for both EA and ATVI

Tiberium woes:
A Designer who had originally built only 1 mission on Halo was promoted by then manager John Batter, who had a hard on for Hollywoodesque big talent. John poured milliions into James Bond over Medal of Honor. This mean that less experienced personal got bigger salaries than the MOH teams. The designer "Dan Orzlak" experience on 1 mission in Halo was quickly used to calm DANJAQ's butterflies. He was promoted to Design Director. Although very personable, he only understood Halo's systems superficially. Why? Beause he was never a system's designer. Boom, fast forward to the next project.

The Producer pretty boy from marketing (insert his name) and Dan came up with a game called "vertical" that never saw the light of day. Neil young then moved them to Tiberium. While Neil squashed the old guard and created his own kingdom, FEAR fell upon all those working on Tiberuim. In other words no one wanted to make a design decision.

5 years later, Dan and team had changed the weapons 5 times. Hired a myriad of clown hack jr designers, all who wanted to be the "AI designer!" Dan was let go, and in came Tim Coolidge, who left after 2 weeks.

The company tried to hire experienced designers instead they hired a couple of more less than jr designers to save the project, one was let go after 1 week (please post why) I believe they came from now soon defunct Spark Unlimited.

The new lead designer Andre Garcia was left at the helm with 1 month to save the a doomed project full of hacks. BTW Andre was probably the only real working experienced dev on the team.

At the same time, MOH's creative director Jon Paquette who never wanted to be a designer in the first place, left to his long wishes of becoming a wannabe writer. The MOH team for the first time ever, used the same technology to create a prototype. You see every previous MOH game the engineer felt compelled to "refactor" and "redo" the entire engine, those rooks!

So the MOH demo rocked making Tiberuim team look like they've had their amateur thumbs up their nice asses. What are the execs and stock holders to think? James bond gone to ATVI because of a misplaced design director and now millions lost because of a jr team?!

In other news, ATVI is literally violently working on their newest Call of Duty which from what I heard is going to be the most VIOLENT game ever! Not a surprise that HBO wanted the same thing for Band of Brothers Pacific, which was canned.

Will COH PAcific ship at the same time as Speilberg's new BAnd of Brothers Pacific (Which happens to be super violent as well?)

YOU BETCHA!

Will we see cannabilism and toasted people?

YOU BETCHA!

This goes to show you as my predictions said.
-EALA will shut down, the RTS team is great but only sells 1mill units, hardly enough to stay in business for EA
-Tiberuim shuts down, lays off jrs, moves experienced to MOH
-MOH team is moved to Pandemic, keeps same GM as Exec Prod. on new IP.
-EA Casual, which has now hired a horrible ex Brasher SR Prod Trujillo, will also move to Pandemic.

All in all the house that MOH built has fallen to horrible hands of horrible Producers and every worst hiring practices. Hey EA next time check mobygames on the resumes!
Un autre

Having worked on 3 MOH's and with most of the people mentioned here...I can say that 80% of what's being called out here in true with regards to how things were run. Calling out people individually at any level below EP or Senior Producer isn't really necessary. Calling out how teams are organized is totally call for. Managers upon Manager upon Managers fill the cubes at EALA and I'm sure many other EA studios. There would literally be charts printing on the massive plotter printer with a full on flow chart of who was managed by who. I'm not joking. Combine that with putting creative control in the hands of movie directors, business men and ass clowns in general and I don't see how we ever even shipped a game. Spinning our wheels on one level for months showing it to people through the studio and the company desperately waiting for approval. Kind of like a kid making his first turkey hand drawing picture in kindergarten. Demo after demo after demo. Process after process after process. Then after we wasted all of our time doing that and the come to jesus "we need to get this done by X date to hit our numbers" we'd have about 5 months to make a game. Show me any company with any level of experience that could build a good game in 5 months.