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Tycho


Links 2004 is much, much better than I expected - and I expected it to drift lightly into my apartment, placed in the CD tray by a glowing angel.  Really, the only things we would add are:

a)  The ability to talk only to your teammate.  This is mostly for Gabe, who knows more about this sport than I know about anything.  Even though it’s Golf, not UC or Wolf or something, if you can play it as a team you need the ability to talk to your teammate.  It doesn’t make any difference why. 

b)  They really do need to add a “Scramble” gametype.  Without investing too much time in it, “Scramble” is essentially Golf co-op.  You both hit, find out who had the best shot, then you both hit from there, and so on.  It has a mode already called “Best Ball,” where you take the best score for your team, and also an “Alt” gametype, where you take turns hitting - so it’s not that they lack for variety, it would just be a great addition to an already ridiculously complete experience.     

A friend and I took down the last seven hours of Prince of Persia in a sitting, completing the game at five o’clock in the morn’ and unlocking the original game.  The Sands of Time, like a Snickers bar, is comprised entirely of good things, densely packed - a coalition of complimentary flavors.  If there is a God in heaven who observes and occasionally adjusts the course of human events, they are already working on a sequel up there.  My satisfaction with the game is without blemish, it is absolutely complete.   

Masters Of Doom is a great book, if you haven’t read it - at only three hundred pages, you could finish it in a day if you really wanted to.  It includes details that many of us know already or could obtain from other sources, but it compresses a great deal of gaming history - like the first consumer-level 3D accelerators, John Carmack’s .plan files, and early floppy-disk subscription services - into a single physical object, which is very convenient.  The book also served to humanize people like John Romero, who by some combination of personal desire and media focus became id’s avatar.  He certainly wasn’t the first “name” to be created by gaming, Sierra On-Line put designers like Jane Jensen, Al Lowe, and Roberta Williams right on the cover for everybody to see - but he actively gripped the mechanism of fame and appeared to enjoy its velocity.  Nice work, if you can get it.   

The dissolution of something like Ion Storm is distressing to any idealist, proof somehow of dire truths that creative people constantly work to suspend or rescind.  It was also predictable.  The book covers - with a level of veracity I can’t verify - an earlier period in gaming history, where the right mixture of people under the right conditions became id Software and then the thing virtually disintegrated.  As I said, I don’t know how accurate the narrative is from the perspective of John Carmack and John Romero, but I found the dissolution of their creative relationship heartbreaking.  It’s certainly not without precedent.  Is that some inviolable law?  How many years do you get to work with a friend before you hate each other? 

(CW)TB out.

kris parker’s a quick talker

Gabe

I beat Prince of Persia this morning. My total time ended up being right around 10 hours even. I was trying to figure out how to describe how amazing the ending is. Tycho called me after he beat it and told me it was “masterful”. I think that’s probably the best word for it.

Tycho forgot one of the other things we think Links 2004 should have. It really should be Live aware. In fact I am of the opinion that all games from now on should be Live aware. It’s just really awesome to be playing PoP and then get a request to play some golf or just be able to look and see what my friends are playing.

Speaking of Links, I’d like to send out our best wishes to all the people who helped make Links, Amped 2 and Top Spin and who now don’t have jobs. The guys down in Salt Lake were rewarded for shipping three games in one month with shiny new pink slips. Firing half your development team after they ship a game is nothing new but it still sucks to hear about. Lucky for them, all three of their games rock pretty hard. They hopefully won’t have too much trouble picking up new jobs in the industry. If you have positions available and you would like to get in contact with these guys please let me know. I’ll be happy to pass any information along to them.

Brad asked me to mention that there was a little hiccup in our store software. We are still receiving all the orders that come in so don’t worry if you recently purchased something. However, due to this little glitch some orders might be a bit late getting sent out. If you are having a problem with your order, feel free to contact Brad.

-Gabe out

Gabe

Here is a quote from Matt Smith, the Microsoft Game Studio developer responsible for the ball physics in Links 2004. This is from the Xbox forums:

No, the team didn’t get whacked, but yes, some people who worked on 2004 were let go.

It wasn’t a product based decision. It was a studio-wide business decision.

Overall, the Links team lost very few people, although everyone on the team had a big hand in getting this project out the door and those people are going to be difficult to replace.

For those of you who have followed Links for a long time, I think it would be interesting to know that a large number of people who worked on Links 2004 worked on Links under Access Software. I firmly believe that’s part of the reason the game is as good as it is.

Some of you may also know the Game Designer from way back in the day: Mark McArthur. He has been with Access Software/Links since the dawn of time it seems. He was given the huge task of re-inventing Links on the XBox, and I really believe he did a fantastic job.

Anyway, just thought I’d let you know that the future of Links is still alive and kicking. The core of the team is still here and we’re all excited about the way 2004 turned out and are eagerly looking forward to the next version of Links.

Null (aka Matt Smith)

Here is a follow up quote from Daryl Welsh, group program manager on all three games I mentioned above:

To follow-up on Matt’s (Null’s) response and to correct the misinformation from penny-arcade, we did not let half the studio go. There were other internal projects that were cancelled during the year that did not lose the people assigned right away. We kept them on board to help supplement the folks already working on Amped, Links and Top Spin.

We have great people on our projects going forward. People that are passionate about delivering much further on these great games then we did this time around.

Our studio in Salt Lake does not do the Football game (it is done in Redmond), so I can’t speak to the issue of people there.

You always hear something different from the people who have jobs and the people who don’t have jobs anymore. I certainly did not mean to imply that the future of these franchises was in jeopardy. In fact I was told that these three titles will be the focus of the studio going forward. Since they are concentrating on just a few titles they didn’t need as many people. The fact of the matter is those people that got let go still need jobs and my post was intended to help them out.

On a side note, I think this is the first time anyone has ever used the word “misinformation” when talking about something we posted here. I find it very exciting to think that I am spreading misinformation. I may move up to half-truths next and then eventually onto wild speculation.

-Gabe out

Tycho

I won’t be satisfied until we graduate to “Shady Dealings.”

(CW)TB

Tycho

Happy Anniversary to Penny Arcade.  We turned five today.

(CW)TB

Gabe

Wow that’s right, it has been five years. Not bad for a couple of guys who don’t even know Frank Cho.

So do you have any big plans for year six Tycho?

-Gabe out