Alexander

Add friend
Sign in to Goodreads to learn more about Alexander.


Pax Romana: War, ...
Rate this book
Clear rating

 
Europe since 1989...
Rate this book
Clear rating

 
Press Reset: Ruin...
Rate this book
Clear rating

 
See all 4 books that Alexander is reading…
Loading...
John Staats
“Gameplay trumps everything, and finding fun is more important than conventional wisdom, licensing trends, publicity, analytics, innovation, monetization, or any other facet of the entertainment business. If fun was expensive to find then so be it.”
John Staats, The World of Warcraft Diary: A Journal of Computer Game Development

John Staats
“Mark and Shane, the team leads, were very conscious of not burning everyone out because of their experience on StarCraft. They had both been associate producers on the project and vowed to avoid pushing Team 2 as hard as the StarCraft devs were pushed. StarCraft’s dev cycle was nightmarish in that the goal posts were always moving. Whenever they crossed the finish line, Allen Adham found room for improvement, saying the game wasn’t polished enough, and asked everyone if they could hunker down for a few weeks longer. Whenever the next deadline was reached, another issue would arise and it was extended again, prolonging the crunch of late hours. The light at the end of the StarCraft tunnel always turned out to be a mirage. Each “final” sprint collided directly into another. And then another. Fans camped out in Blizzard’s parking lot and counted the cars, reporting on websites how many people were working at night. StarCraft’s drop-dead due dates were missed again and again until it was over a year later. Shane reminisced how people slept in sleeping bags on the floor. Showers and meals were skipped. To this day, few people who served on the StarCraft team play the game. Both Shane and Mark agreed that people weren’t as productive when exhausted and it just wasn’t worth it. Allen Adham’s nerves had been so worn out he left the company he founded until Blizzard convinced him to help out on WoW years later. In the wake of StarCraft’s quality-of-life costs, Shane and Mark vowed they’d never push a team like that, and their solution was to start the late nights early.”
John Staats, The World of Warcraft Diary: A Journal of Computer Game Development

John Staats
“The list of intended features was long and seemingly unrealistic for a team so fatigued by the past years’ effort—but they all sounded like good ideas. The producer’s schedule was a bit ambitious, but the September 15 deadline was the first hard date the team had ever discussed…however, we still couldn’t tell if we were near the top of the mountain or if there was yet another rise over the ridge. One thing was true: We were exhausted and sick of WoW. We worked on it all day, played the test on weekends, and talked about it over every lunch and dinner. When we talked to someone outside the company, it was often the only topic of conversation they were interested in. It was decided for the last two weeks of February the team would work only forty hours a week—late nights would return again in March. But some were working those hours anyway. For the most part, morale was low among half of the employees. Some were doubting that our workload would subside after shipping, because there would be so many bugs to fix and pressure to create more content. With the game still unfinished, and with the imminent expansions and live updates ahead, we were beginning to wonder if we were ever going to reach a conclusion. The team’s spirits were somewhat buoyed by the enthusiasm of the design staff, who were coming in to work on weekends. But even the designers agreed that they never wanted to work on another MMO. They were just too hard and too risky, and took too much time and effort to make.”
John Staats, The World of Warcraft Diary: A Journal of Computer Game Development

John Staats
“Another marketing myth Blizzard dispelled after Diablo II was released was the danger of missing holiday sales. When Diablo II slipped into the next year, our sales were still as strong as we had predicted for Christmas. After that Blizzard stopped bending over backwards trying to ship before the end of the year.”
John Staats, The World of Warcraft Diary: A Journal of Computer Game Development

John Staats
“These were the horror stories I’d heard from job candidates coming from other companies. I interviewed veterans who’d worked for eight years in top studios and never shipped a game because of cancellations and changes from marketing. Some publishers didn’t allow their developers to play games, even after-hours (this was especially strange to us, since Blizzard encouraged this, stocking its hallway game cabinets with free copies of games for people to check out on a first-come, first-served basis). Yet some studios considered familiarity with other games bad for morale and prevented their employees from hanging posters from other projects or properties (including movies) because they didn’t reinforce “team spirit.” Many studios were highly structured, politically driven machines where argument was frowned upon and decisions were made by a small number of people. But the most common flaw in the industry at the time was its shortsighted nature—treating employees as temporary or easily replaced assets. Dev teams were often rebooted between projects, wiped before they ever established a rhythm or voice of their own. It was no wonder Blizzard retained its employees longer than other companies.”
John Staats, The World of Warcraft Diary: A Journal of Computer Game Development

year in books
Olena P...
32 books | 20 friends


Anite Pi
1 book | 3 friends

Віталій...
1 book | 44 friends

Yaroslav
1,149 books | 50 friends

Nastya ...
73 books | 5 friends

Alex Ba...
176 books | 37 friends

Nastya ...
318 books | 336 friends

More friends…



Polls voted on by Alexander

Lists liked by Alexander