DBPaul

DBPaul



22 Jan

Comment

Originally posted by grenadeshark

You think some day we will understand how much money it actually takes to run this game? I have spent thousands of dollars and I realize that it barely funds a coder for a week or two.

Live games die when they can't cover their overhead. So many companies will shortsightedly have small or skeleton teams to maintain the game while still trying to develop new features to grow or at least attenuate player loss. It's a self-fulfilling prophecy since they will never invest in a team that will actually grow the game . At least that's been my experience with Garena / Heroes of Newerth and Daybreak / PlanetSide 2.

PlanetSide 2 was UNCONTESTED in it's market. It's a F2P PVP FPS with Massive Scale. No one else does it. The game's potential is so high. I wish the current team the best of luck, but they're playing against a stacked deck until they can get a publisher to actually fund them.

Comment

Originally posted by ALN-Isolator

Can you give us the REAL tale of PS:A’s development?

We all have our theories of mismanagement, but what actually happened?

Near as I can tell it was pretty much what I said in my tweet:

game designs were dictated from on high and we were forced to work on a BR clone that had literally zero marketing.

It was never a dialogue. It was always "we're doing Feature X now" despite there being significant dissent from the team.

As an illustration of the mentality we were dealing with: After the second round of layoffs we asked them what they learned from H1Z1 and the answer from Ji was something to the effect of "If we have a BattlePass at $10 players won't spend more than that". Like that's what he learned. Nothing about Production structure, feature targeting, contracting external companies, communication, or understanding what players want/need... it was "our battlepass had too much value".

Comment

Originally posted by RoyAwesome

no, that was Drew. Paul got laid off but from talking to him he saw the writing on the wall and was already looking for the exit.

Can confirm. I had just come back from a 2 week vacation to discover that I hated my job and realized nothing was going to change. That and I saw how PS:A's launch was handled and knew I had to move on. A week later we got laid off.

Fortunately I had reached out to David Mendelsohn and am now working with him and Ben Jones at ZeniMax Online. Drew Matte works here too, though he is on a different project.

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Originally posted by tuthmes

Dude lasted what? 6 months?

About 3.5 years all told. For about a year I was the only active programmer on the team.

I'm happy they have more resources on PS2 post-PS:A, but I'm sad at how much potential was lost due to lack of resources.


24 Oct

Comment

Originally posted by TrooperNoH4x

Targeting? Explain. Like what they're targeting their layoffs to help improve?

Yeah who execs decided to let go and who got to stay. In the first layoff they ended up rehiring like 7 people they let go, and laid off an HR person who had been there for like 15 years or something.


14 Oct

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Originally posted by RunningOnCaffeine

So I guess one big question is on the surface it looks like there’s been some serious brain drain in terms of people with the engine knowledge to fix any deep underlying issues that crop up. Is that needless gloom and doom or an actual possibility?

Honestly it depends on where they focus the remaining resources. PS2 has been resource starved for so long that it may actually gain development power out of all of this.

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Originally posted by Raapnaap

Sadly I don't think it can happen unless DBG sells everything else related to the engine to the same buyer due to various licencing issues related to the engine, but I might be incorrect here?

But yeah, if PS2 could get a proper caretaker, there could still be many years of life left in this game, as even after all this time, there is no game out there that does what PS2 can do.

Splitting the company into sub-studios by franchise will certainly make that much easier. And they already know how to navigate selling a game and an engine, as they have already gone through it with NantG and H1Z1

Comment

Originally posted by RunningOnCaffeine

Appreciate it. I didn't make a big deal out of it because I didn't feel as connected as some of the other devs

You’re still one of us Paul.

<3

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Originally posted by Luckytiger1990

WOAH CRACKS IN THE DEV TEAM HAD FORMED. I'M GONNA READ INTO THIS COMMENT WAY TOO MUCH.

/S

Nah nothing of the sort. Burness was part of the regular lunch crew (or rather, I joined their crew on occasion). He was a great guy to work with and I really enjoyed our discussions about design and industry :)

Comment

Originally posted by M1kst3r1

What was the most difficult thing you worked on in Planetside 2? I got the impression that you fixed a lot of the not so visible but important systems that made the game a lot more enjoyable.

A LOT of the core systems are adapted from existing systems which were adapted from existing systems and so on an so forth. I don't know if it was the most difficult thing, but early on I remember doing the groundwork for the Implant Revamp and having to navigate the item / item line / item line set / skill / skill line / skill line set paradigm. Oh also Implants weren't of Item Type "implant" that was something else; they were of Item Type "boost". Unraveling all of that was kind of a frustrating mess.


13 Oct

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Originally posted by 3punkt1415

the whaat?

When the money was good they bought licenses for two VERY high profile IPs, but never had a team or pitches to build the games tied to them. That coupled with really frantic decisions from on high, rapid expansion with no structure in place, and trying to force an esport used up a lot of the $

edit: Apparently the comment was in reference to a project that existed before I came onboard (and before H1Z1). My comment is still applicable tho.

Comment

Originally posted by 2dozen22s

We still have a junior programer + who ever was modeling sanctuary. I think the UI guy is still here as well. Along with wrel and paul. So 5 devs at the very best.

But that's just going off of confirmed layoffs and prior knowledge, so may be too optimistic...

Edit: nvm ;-;

Negative. I can confirm that I am not there anymore. Just didn't really speak up about it.

Comment

Originally posted by DAxVSDerp

Yall should've just made planetside 3 but i get it battleroyal is where the money at atm.

I don't think there is a single person that touched PS2/PSA that wouldn't have loved to work on a PlanetSide 3. We would often joke about having a PlanetSide 3 "swear jar" for any time someone mentioned it :)

Comment

Originally posted by 4wry_reddit

Man this is heartbreaking. The PS2 crew deserves better.

I know Arena might not have landed as expected, but why Planetside 2? Didn't DBG cash in ~$2Million from livetime memberships not too long ago?

I hope those affected land on their feet and eventually in places where they can continue their passion!

Man when H1Z1 took a major hit they also cut from HR and EQ2. In the 4 layoffs I've been at DBG for none of their targeting has made sense.

Comment

Originally posted by LEGzPred

Just sell the Planetside franchise already..

To the devs: Thank you for your hard work, I wish you all the best.

Just sell the Planetside franchise already..

It would be the best thing for the game in all honesty

Comment

Originally posted by RoyAwesome

I want to respect people's privacy. If they want to confirm that they've been laid off, they are free to do so, but I am not going to out them.

Appreciate it. I didn't make a big deal out of it because I didn't feel as connected as some of the other devs, but I didn't survive this one. 4th time's the charm I guess.

We did what we could with the resources that we were given. I'm super proud of the work we were able to do. The team was as small as 3 people for a certain time and I'm really proud of how that team was able to pull together and make magic happen. I wish everyone who will be working on the games the best of luck, and hope that the relationship with those making decisions changes for the better.

It's been a pleasure PlanetSide 2

o7

Comment

Originally posted by Luckytiger1990

Please select the choice that most closely resembles the number of devs who spend the majority of their time on Planetside 2. Round down until N+2 and round up on N+3. Multiple answers may be correct; Choose the best one.

A. 0

B. 5

C. 10

D. 15

E. 20

F. Enough to have the potential to do some cool stuff, but not as much as anyone who ever touched the game would really want to be on there.

Comment

Originally posted by BBurness

To be fair I wasn't the only one, though arguably the loudest :P

In my experience most game devs who just want to make good games despise P2W mechanics; it (and loot crates) is viewed as a cancer in the industry.

Unfortunately, it has a history of working (people buy the stuff).

Your volume was a very helpful thing at key times. Just gotta make sure it's well grounded first ;)

Comment

Go easy on A_Sites going forward, he is a great guy and cares a great deal about the people work under him. Imo, none of the problems that plague Daybreak games/Planetside stem with him or anyone below him; he has a tough job and often requires him to be the punching bag between multiple unrelenting forces. He wouldn’t say this himself so I’ll say it for him; he is an asset to Planetside and any future Planetside project would be better off to have him involved.

Wrel; He’s smart, he’s driven, and he cares a great deal about Planetside; things are likely to get very stressful for him in the coming months. I personally believe that as a result of the layoffs there are going to be some “interesting” changes coming to PS2 in the coming months; believe me, Wrel will be fighting the good fight behind the scenes and what we all end up seeing will be the least damaging iteration of it possible. So please go easy on Wrel as well.

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We did the best we could with what we had. Can't really do more than that. I loved working on the game with our team, just wish we could have done more and that those making decisions would have listened to those on the ground floor.