Ryan, is that you?
âContinueâ
I thought Mayles was leading a different team that wasnt working on Sea of thieves or Everwild guess that is someone else?
Itâs worth considering that with the kind of weird and wacky games Rare likes to make I doubt theyâll ever have a really solid release cadence.
If they were making SOT2 that might not be the case. But then they wouldnât be Rare. Think about how long reboots and new IPs take these days. Rare goes through this process every time they make a game, and rarely have anyone else doing something they can draw on for lessons or inspiration.
Correct. More studios more leeway. This reboot could have remained internal and the consumer facing wait could have been more palatable had they waited until the foundation was complete to reveal it.
Damn, that is a long time to wait. That is Rare for you
So instead of spending time making Banjo or Conker theyâve wasted time rebooting a game that obviously they thought was going to fail.
Great.
Rare have been saying for several years that they want to make new IP. If this is what they want, so be it.
No indication they thought it was going to fail lol. Creative director of the original game left and during development they couldnât find a complimentary gameplay for it that worked.
Thatâs not at all what this means, and for the 1000th time: Rare doesnât want to make a game they donât want to make, and Phil/Matt arenât driving their studios to make anything other than what they want. The bones of Everwild are clearly fascinating enough to drive the excitement that it has among the community, even without any gameplay; itâs a financially stupid decision to abandon that. But Iâll be sure to pass on the armchair analysis the next time I touch base with PhilâŚ
âSo instead of making a game they clearly donât want to make theyâre wasting time rebooting a game they clearly think will work which is why theyâre spending so much time making itâ
Iâm just saying theyâve spent 20 Years with MS and what do they have to show for it?
A mediocre Perfect Dark game an ok Banjo game and a very divisive arbiet improved online game in Sea of thievesâŚand a bunch of awful Kinect games
Iâm very nostalgic for Rare.
Its great people love Sea of Thieves. I donât. I played it at launch and didnât like it at all. I played it again a few months ago and still canât get into a multiplayer game like that. In fact I havenât enjoyed a Rare game since Conker Remake for Xbox. And thats a remake of an N64 game(a brilliant one at that)
This was my number 1 fav dev back in the day. Its just frustrating they donât make more games. They wasted 5 years making awful kinect games.
Maybe this game will be great. Weâll see. Its just frustrating. They can do so much more. MS definitely misused them for decades now.
Give Rare the Quake IP you cowards.
You sound like an IGN employeeâŚ
This is a textbook case of how buying studios/publishers affords Xbox the ability to make some of their games even better.
The Bethesda purchase alone afforded Microsoft the ability to delay Halo Infinite and Everwild. The last couple days weâve seen what that delay for Infinite has done.
Thatâs just bit of a side point, the question I have about Everwild is whether this game will now be a next gen exclusive. It doesnât really make sense to release an Xbox One game in 2024.
I hope so! What weâve seen of the game so far has incredibly detailed animations, Pixar-level stuff that takes up a lot of memory but with SSDs can be loaded in when you need them.
This reporting seems to be like a game of telephone gone wrong and lacks context wrt how Rare designs their games. Iâve personally had a conversation with someone high up at Rare related to their design process and this game appears to be following that well thought out process, just as SoT did before it.
IIRC, Greg was working with the incubation team and it was always expected he would take over at some stage on Everwild. Just as Mike Chapman changed roles on SoT to become more of a supervisor than an active design lead (he promoted the Prestons to take over those duties on SoT). They see their jobs more as stewards for the projects through the various design/production phases which is rather different than most studios, who have a single creative director (for instance) that stays on the entire time in that same role from start to finish despite the phase of dev changing a lot in that interim.
In the incubation stage, the gameâs most fundamental design elements (i.e. addressing questions like âwhat emotions will players feelâ or âhow should systems be integrated if at allâ) are set forth and some hard fast rules decided on that serve as guides for what the game design needs to adhere to. This happens before types of mechanics are thought up, before aesthetic themes are chosen, before even genres are chosen. THEN after all that stuff is falling into place pre-production begins and different leads take over in more prominent roles since that is what the project calls for at that time. Then at some stage they move to full production where again different ppl in different roles are emphasized and moved around. Similarly for post production stuff.
So what this sounds like to me is less of a reboot and more like Simon was hitting a wall wrt trying to line up his designs with the stage 1 guidelines, so Gregg came in to take that role on himself. The whole thing about âthey dunno what he game is aboutâ is nonsense that stems from misunderstanding something Louise OâConnor said in an interview where she was really just saying they are still playing with game mechanics (hint: SoT is still playing game mechanics too!). Their design process is just different than most teams (in a good way) so the impressions ppl get is skewed due to missing context.
I think this is one of the tough things about announcing games too early. For example the Phantom Dust teaser was shown way too early and the game ended up being cancelled due to it not meeting certain demands. I think going forward Microsoft just needs to not announce stuff way too early that doesnât have a concrete timeline set or way too early in development. Anyways, I think having so many studios and gamepass deals allow Rare and other Microsoft devs to take their time and release when ready. Also I believe Rare deserves the benefit of the doubt to deliver a product after creating the most successful new IP of last gen.
Yeah âStarting from scratchâ is a daft claim, I donât doubt there is a ton of stuff ready to be tweaked or iterated on.
Indeed. I am even more happy than I was after listening to Louise talking about the game that there was a mandate for âno violenceâ and if it takes them a little longer to perfect a compelling loop around that mandate so much the better. We deserve a developer/publisher who are prepared to try something a little different. I would love the game that Louise OâConnor was describing earlier this year.
Beautifully said Tavish.
I learnt a while ago that the media dont understand how Rare work