Quote:Original post by xdj1nn
I am not THAT talented into art, and I will repeat myself, I hate artwork or programming, simple scripting is okay, like a quest scripting or similar, but I still dont like it.
Why to you think I have changed to Marketing? My best talent is creation and:
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From the list above I should just exclude the Level Design, I have no patience to train it for no reason, would only dedicate my time on that if I had a shot to kick in or just being inside already...
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Publicity ends up into creation areas, just like Games, and equally, you need to get your hands dirt first, but getting the hands dirt is way more interesting and less boring for me then programming or art or whatever, and that is the main reason for my life choices, I wont fuck myself up just because some bureaucratic shit, still I have my incomplete GDDs here, the one I have quoted before almost complete, a small portfolio and some experience within Game Development, just wanted to try a shot.
All I was saying is that places aren't going to hire you unless you make yourself look like an expert at
something.
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Wish ti was that easy, have you ever tried to get yourself a open visa to work specially if you come from Brazil? Besides, with their reasons(I really agree with them at most), many people just treat Brazilians as crap, and I wont get my head down for no reason...
Yeah. Exactly. I worked with someone who got to our company through a work visa from Australia. It was a pain in the ass for him, and us. He eventually quit and went to work someplace else, but the work visa got invalidated in the process, and he couldn't actually work. It helps to just be a citizen of the country where you are trying to get the job. If you can't find something in Brazil, you're going to either have to get the work visa, or move and get citizenship somewhere else.
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Testing games isnt something you must be at the company to do, and I am looking for a half-time job so I can keep studying...
Almost totally incorrect. Any console game is going to have to be tested on site, or at the publisher's testing facilities. The test kits for the games are owned by the different console manufactures and their associated publisher, testing facilities, and licensed developers. As far as a PC game, you'd have a slightly better chance cause anyone could run the game, but you would still likely have the same restrictions due to legal paperwork. Companies protect their IPs, and thus the software will be restricted to only the people who need to run it. That again means only the publisher, publisher's testers, and the game company itself. Some PC games do release their games on open beta testing and the like, but you aren't likely to get payed for that.
Quote:I understand your point, but I have heard all this bullshit before, and I see that even trying to ask for help isnt a functional path, specially trying to talk some reason into Game Companies, most Mainstream Games released on the past few years are a freaking crap, those does not worth the money that players are spending on them
Doesn't really matter. The only way you can speak out is to not purchase the games. For every purchase they get, it validates that they went down the right path.
Quote:many companies started to get this DLC policy to explore even more the consumers, and I am afraid that, and I hope it does not happen, the game industry is going into a hole...
Could be, but DLC is a huge market. People would rather spend 2$ here, and 4$ there for a total of 200$ a month than make a single 60$ purchase on a new title. It just comes down to the perception of value for the customer. I know tones of people who've spent more money on Rock Band dlc in the past two years than they have on regular music in the past ten years.
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Probably the main reason for all these bad games are the QAs and those expert programmers/artists GDs that are incompetent to create good games...
That's harsh! Sure, QA could be to blame for the massive number of bugs some games have. But look at console titles. Even with all their new-fangled patching the original releases are still 99% working because the QA on a console game requires it to be. As to the incompetence, there are an equally large number of skilled people in all those fields producing AAA tiles every year.
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Getting the job done way of choosing employees isnt what you need to get a good end product,
That goes for any field. But legendary experts are out of most company price ranges, as are just experts. But a few novices can pump out a lot of decent to good work on the cheap.
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and worse, the great majority of games are being released before they are even finished, I mean, what the fuck?
I just want to drag some attention into this: If they are releasing unfinished games, how the hell you have to balls to tell me that they only hire people who can get the job done? It isnt a job done, it is a incomplete job, and a crap end product... Think about it.
First off, what EXACTLY do you mean by "incomplete". One of the hardest jobs a game developer (or service/application/widget/etc. creator) has to face is figuring out how someone else will view their product. You may put something in the game only to find out that everyone outside the company finds it too hard / easy / confusing / objectionable. You may put stuff in the game you think is complete, but it leaves others with the feeling that you didn't quite put enough work into it. As far as "buggy" games, I'd agree, most games feature too many things to do and not enough testing of all the interactions the player might choose, leading to bugs and crashes.
Secondly, games are often released before they are finished because that is the only choice. You only have specific windows to release the game in. There are only a few places like Blizzard that can afford to release a game like Starcraft 2 whenever they feel like it. Most places get the choice to release just before christmas or have their company fold. So they polish up what they can and release their game in the best condition they can get it in the time they have.
Thirdly, the best condition you can release a game in isn't always the game you started out to make. There is a lot of iteration on what makes your game fun, challenging, and rewarding. And sometimes, you get the feedback for that really late in the process, leaving your precious little time to redo things to make it work.