Okay, so Ron didn't make any good games in the past 10 years, and then when he works on DeathSpank he leaves the company before it's even done... AGAIN I might add (3 times even? I lost count).
Am I the only one who thinks that's more than stupid, and he shouldn't be hired by TTG?
I mean, I know Curse fans on these forums really want to vilify Ron Gilbert for some reason, but this is at the very least a stretch.
Really? I've heard hardly any bad words said against Ron Gilbert. I'm a huge Curse fan and I think he's brilliant.
Leaving Hothead at this point shows huge integrity, in my opinion. He's committed solely to making sure that his game is perfect rather than being committed to the company he works for or a pay-cheque. I wish more designers could be that way.
Puppies are just furry cholesterol, you know. Anyway, I'd rather Ron started up his own company, so we'd have yet another awesome game company.
But then it wouldn't be super awesome running, part of the magic that was 1990's LucasArts was that they had all these awesome people under one roof making brilliant games, then they all split up. A good example of this would be Bill Tiller and Autumn Moon, I find the games he's come out with are rather lacking in the story department and feel quite, rushed, the acting stiff, etc, but the art direction and character designs are brilliant!
What about Double Fine and Telltale? They both make really good games, and they're conveniently near where I live most of the time. All I need is for Ron to start up a company in Berkeley, and I'll have a triumvirate of awesome!
Actually, I'm not sure if Ron joining Telltale would be such a good idea. He seems to want to move on to bigger and better things (i.e., games that aren't exclusively adventure games) and Telltale definitely isn't a company that makes platformers or whatever.
But Ron still clings to Monkey Island and wants to be associated with it. His blog is described as "Personal page of Ron Gilbert, designer of Secret of Monkey Island." Deathspank is described as "Monkey Island meets Diablo." Personally, I would like to see what else he can do. I mean, Deathspank looks like a fun action-RPG, but let's be honest, Monkey Island is getting more attention right now than it did a year ago or than it may get ever again. I believe he's going to show up at LucasArts or Telltale for one more crack at his beloved franchise. (Telltale seems like the smart choice and LucasArts the risky one). Perhaps it all depends on who's got the deepest pockets? Developing games are a business after all, and Ron's got his mouth to feed.
What about Double Fine and Telltale? They both make really good games, and they're conveniently near where I live most of the time. All I need is for Ron to start up a company in Berkeley, and I'll have a triumvirate of awesome!
Double Fine are doing fine (YYYYYEEEEEAAAAAAAHHHHHH), Brutal Legend had the hype behind it but sold quite average to bad, once people found out it was an RTS type game it put a lot of them off from what they thought would be this awesome Heavy Metal Game where you go around slaughtering everything whilst kick ass music plays. TellTale are obviously ok to, I consider them the best landed out of the lot, the only complaints I have have been heard before, main one being the bland character design in Tales, which I still think is the Wii's fault, look at Sam & Max Season 3, the amount of detail in that is rather good but I still yearn for a game with a proper music score (Land done an amazing job with what he was sadly restricted to), each character having an awesome design and being unique, etc, I mean, they did consult Ron on a few things anyway with Tales.
Tales had a decent score in my opinion. I hope that if they make another Monkey Island game, Michael Land is locked in a shed on a mountain for eight months with a locker full of miscellaneous drugs and a room full of instruments and they use every second of what he comes up with. I think that's what was missing from Tales' score. Mountains and drugs.
"Okay guys, how does it taste?"
"The sandwich tastes good, damnit. It's the same sandwich every day!"
"Thanks!"
"Can we make cutscenes now? It's been two month..."
"No."
"Okay guys, how does it taste?"
"The sandwich tastes good, damnit. It's the same sandwich every day!"
"Thanks!"
"Can we make cutscenes now? It's been two month..."
"No."
"Ok someone sent homemade brownies, here taste these"
"How are they?"
"Ugh" ~Chokes~
"OK everyone don't eat the brownies"
"The brownies came with a note: The first one's free. Huh, what does that ... ?"
Majus, "Hee hee hee. Maaaaaan guys, we should really go get some pizza!"
I applied for testing today. I'm not professionally experienced, but have sloughed my way through enough games that I'm used to monotonous tasks, just to test my own weird theories on the game's exploits here and there, and I'm fairly good at communicating.
I've taken a class on game testing too and submitted more bug reports than I'd like to admit. Mostly because I have a strange ability to crash almost any game I play in repeatable ways.
What other skills should I sharpen to make sure I'm ready for interview?
When I was doing testing, they interviewed me by showing me two different pictures and then asking if you can see the difference between the two pictures.
They also asked me to write a small list of instructions for a task.
They are basically looking to see if your observational skills are up to par and whether or not you are capable of writing reports that make sense.
Heh, reminds me of one of my fixlistings of a fan-made patch for a mod;
* Prevented the door's to Raving's Weapon shop and the Fan Fiction shop from locking with a 0% lockpick strength after being lockpicked after being closed for violence (following me here?), but still requiring a lockpick. It will now remain unlocked. Also closed Phasmatis door and the Weapon shop door when they are locked, as it looked a little weird to find a locked, yet open door..
Hehe... was pretty difficult to explain what the issue was, as you can see/read .
Prevented the door's to Raving's Weapon shop and the Fan Fiction shop from locking with a 0% lockpick strength after being lockpicked after being closed for violence (following me here?), but still requiring a lockpick. It will now remain unlocked. Also closed Phasmatis door and the Weapon shop door when they are locked, as it looked a little weird to find a locked, yet open door..
Here's how I might reword that to make a bit more sense.
Bug B: The doors to 'Raving's Weapon Shop' and the 'Fan Fiction Shop' are prevented from locking with a 0% lockpick strength once a lockpicking attempt has been made after the shop event violence closes the shop. It now remains locked and you need a lockpick to automatically open it.
Bug C: Also, the 'Phasmatis door' and the 'Weapon Shop' doors, when open can still be locked. The doors are in the open position while the lock is still active.
Suggested Fix: Have a conditional statement 'If door open, door = unlocked' placed on all doors.
Here's how I might reword that to make a bit more sense.
Well, it wasn't as much a bugreport as a note in the readme stating what I have fixed. Apparently I wasn't really clear though since the way you rewrote it is almost the opposite of what the bug was .
Bug B: The doors to 'Raving's Weapon Shop' and the 'Fan Fiction Shop' are prevented from locking with a 0% lockpick strength once a lockpicking attempt has been made after the shop event violence closes the shop. It now remains locked and you need a lockpick to automatically open it.
Yeah, kind of the opposite of what I was trying to get across. They *were* locked with a 0% strength, instead of remaining unlocked... and now that has been fixed.
Was I that unclear?
The doors are in the open position while the lock is still active.
Atleast I got that across .
Suggested Fix: Have a conditional statement 'If door open, door = unlocked' placed on all doors.
Although I fixed it by just closing the door if open when locking it .
From what I was told, they typically outsource their voice acting duties to another company. If you're interested in getting into voice acting there is a video series I've linked below that has some tips.
This is in the middle of the series but you can find the rest pretty easily from there. The basic keys are excellent grammar, clear pronunciation, and having a good setup. Practice should probably go without saying... but I said it anyway.
For the "Tester" position, would i need to live in CA, or is it possible to do it remotely? i currently do testing, so this would be a good fit for me.
Comments
Am I the only one who thinks that's more than stupid, and he shouldn't be hired by TTG?
I mean, I know Curse fans on these forums really want to vilify Ron Gilbert for some reason, but this is at the very least a stretch.
...oops?
Really? I've heard hardly any bad words said against Ron Gilbert. I'm a huge Curse fan and I think he's brilliant.
Leaving Hothead at this point shows huge integrity, in my opinion. He's committed solely to making sure that his game is perfect rather than being committed to the company he works for or a pay-cheque. I wish more designers could be that way.
Though anyone who does a good job and is happy being in the company would be a good addition, I suppose.
LOL!
Yeah, Tim's probably safe...for now.
Seriously though, if Ron does show up for work at TTG, they're going to have one hell of a stacked adventure game company.
That's just a vicious rumour.
It's more like a mid-morning snack.
But then it wouldn't be super awesome running, part of the magic that was 1990's LucasArts was that they had all these awesome people under one roof making brilliant games, then they all split up. A good example of this would be Bill Tiller and Autumn Moon, I find the games he's come out with are rather lacking in the story department and feel quite, rushed, the acting stiff, etc, but the art direction and character designs are brilliant!
Double Fine are doing fine (YYYYYEEEEEAAAAAAAHHHHHH), Brutal Legend had the hype behind it but sold quite average to bad, once people found out it was an RTS type game it put a lot of them off from what they thought would be this awesome Heavy Metal Game where you go around slaughtering everything whilst kick ass music plays. TellTale are obviously ok to, I consider them the best landed out of the lot, the only complaints I have have been heard before, main one being the bland character design in Tales, which I still think is the Wii's fault, look at Sam & Max Season 3, the amount of detail in that is rather good but I still yearn for a game with a proper music score (Land done an amazing job with what he was sadly restricted to), each character having an awesome design and being unique, etc, I mean, they did consult Ron on a few things anyway with Tales.
*Monkey Island game
**New Monkey Island Game incase you try and get around the previous comment
"The sandwich tastes good, damnit. It's the same sandwich every day!"
"Thanks!"
"Can we make cutscenes now? It's been two month..."
"No."
"Ok someone sent homemade brownies, here taste these"
"How are they?"
"Ugh" ~Chokes~
"OK everyone don't eat the brownies"
Majus, "Hee hee hee. Maaaaaan guys, we should really go get some pizza!"
Aaah ... so that's why he grew the Shaggy beard!
*fills out resume
*realizes he's about as artistic as snail snot
*sends it out anyways
I've taken a class on game testing too and submitted more bug reports than I'd like to admit. Mostly because I have a strange ability to crash almost any game I play in repeatable ways.
What other skills should I sharpen to make sure I'm ready for interview?
They also asked me to write a small list of instructions for a task.
They are basically looking to see if your observational skills are up to par and whether or not you are capable of writing reports that make sense.
Here's how I might reword that to make a bit more sense.
Bug B: The doors to 'Raving's Weapon Shop' and the 'Fan Fiction Shop' are prevented from locking with a 0% lockpick strength once a lockpicking attempt has been made after the shop event violence closes the shop. It now remains locked and you need a lockpick to automatically open it.
Bug C: Also, the 'Phasmatis door' and the 'Weapon Shop' doors, when open can still be locked. The doors are in the open position while the lock is still active.
Suggested Fix: Have a conditional statement 'If door open, door = unlocked' placed on all doors.
My brownies will not make you die. I promise this.
Was I that unclear? Atleast I got that across . Although I fixed it by just closing the door if open when locking it .
http://thatguywiththeglasses.com/videolinks/ir/tfstar/masavox/19183-the-techniques
This is in the middle of the series but you can find the rest pretty easily from there. The basic keys are excellent grammar, clear pronunciation, and having a good setup. Practice should probably go without saying... but I said it anyway.