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Anyone else shocked this game is still going?

13

Comments

  • SkyJackalSkyJackal Member Posts: 390

    Just as a side note, Rare was a QA early on in development, by the time of release he was already one of the game's mission designers.

    Just another example of one deluding oneself to something being fact when in truth, you simply don't know any of the facts.

  • SeanDavisSeanDavis Member Posts: 412

    I'm not here to prove things to you. = You're here to make assumptions and voice your opinion.

    You will never get absolute proof in life about anything.



    The line you draw is between "proof" and "reason to proceed from", because even non-absolute proofs are comparable in reliability.



    There wasn't 60+ people working on MXO after release. There was under 20.



    So basically you're making assumptions. Nice to know where we stand.

    I've told you , the project managment has told you. The rest is up to you.



    Those quotes you pasted were about the 20 LET members, not the entire team. Is that all you've got? Lol then.

    You can go on believeing that a beta tester knows more about it if you like. It's your call.



    He's someone who has been and is there and works on the game, you're just a random guy who places a too high value on his estimations, and has failed embarassingly several times without realizing it. I've made my choice, thanks.









  • SeanDavisSeanDavis Member Posts: 412
    Originally posted by SkyJackal


    Just as a side note, Rare was a QA early on in development, by the time of release he was already one of the game's mission designers.
    Just another example of one deluding oneself to something being fact when in truth, you simply don't know any of the facts.
    Lol. You read that? He claimed totally ridiculous stuff about the philosophers on the DVD, like they didn't exist, were only movie actors, and were sold by the company as experts. After being proven wrong, he couldn't find any more excuses and smartly avoided commenting on this faux pas since then.



    This is just one of the cases.



    Then, he'll tell you that what you give him as conterproof isn't "all that interesting", that he won't let you prove him anything, and nothing's a proof anyway. And then use his age or experience as a shield.

    In the end, you might have said nothing aswell.
  • freiheitfreiheit Member Posts: 264
    Originally posted by baff


    I'm not here to prove things to you.
    You will never get absolute proof in life about anything.
     
    That's where common sense kicks in. You have to learn what sounds believeable and what doesn't.
    Do yourself a favour. Investigate some other projects that you deem comparable. Give yourself a few benchmarks to compare things with.
     
    There wasn't 60+ people working on MXO after release. There was under 20.
    I've told you, the project managment has told you. The rest is up to you.
     
    You can go on believeing that a beta tester knows more about it if you like. It's your call. 



    Anyone who's ever had a job or been involved with a project like this in any industry knows you're right. I don't think he really understands how much work 60 people would get done. 60 people is a lot of workers for any project.  Do you know how productive a team of 60 peopl would be? It's pretty obvious MXO hasn't had any more than a handful of people working on it for a long, long, time.

     

    Regardless, it's obvious to anyone who isn't trying to sell the game that there is hardly anyone working on the game NOW and that not a lot of work went into it in the first place.

  • freiheitfreiheit Member Posts: 264
    Originally posted by SeanDavis


    I'm not here to prove things to you. = You're here to make assumptions and voice your opinion.
    You will never get absolute proof in life about anything.



    The line you draw is between "proof" and "reason to proceed from", because even non-absolute proofs are comparable in reliability.



    There wasn't 60+ people working on MXO after release. There was under 20.



    So basically you're making assumptions. Nice to know where we stand.
    I've told you , the project managment has told you. The rest is up to you.



    Those quotes you pasted were about the 20 LET members, not the entire team. Is that all you've got? Lol then.
    You can go on believeing that a beta tester knows more about it if you like. It's your call.



    He's someone who has been and is there and works on the game, you're just a random guy who places a too high value on his estimations, and has failed embarassingly several times without realizing it. I've made my choice, thanks.










    Rarebit is also selling the Brooklyn bridge, really, he told me. Either you're extremely naive or just being disingenuous. Read what he said a bit more objectively please. If you think  there were 60 people working on this after launch why is the game barren?
  • freiheitfreiheit Member Posts: 264
    Originally posted by SkyJackal


    Just as a side note, Rare was a QA early on in development, by the time of release he was already one of the game's mission designers.
    Just another example of one deluding oneself to something being fact when in truth, you simply don't know any of the facts.
    Well if he isn't right, which he is, MXO has the worst development staff in the business.
  • DjarudDjarud Member Posts: 6
     I am not at all surprised the game is still going.  Yes it lacks some certain elements but it has done something that m any miss right off the bat.  It established a loyal following that has stayed true to date.  Granted, as I stated the game has it's lacks but if  you go into it for mainly the social aspect, the game really does have times where/when it shines.  Also it still to date has the best combat scenes of any game out..   Heck I would likely still be in it from time to time if my old comp had not blown and I was not stuck using an outdated one.



     You have to realize that SoE does allot of things, and allot of things wrong.  I feel that right now they are in a bind with all they have taken onto their plate and with all the competition, also with the recent problems that Sony has been having with their absolutely phenominal yet highly overpriced PS3...  What Sony needs to do is give/sell licensing of MxO over to another company.  Funcom or Turbine could do wonders with MxO.  If either of those two companies got their hands on this game, it would have every sci-fi geek (myself included) glowing green at night .
  • vingvegavingvega Member Posts: 577
    I am.  I can't believe it's still being played.  The first movie was good, the rest STUNK.  The game was a total flop.  Not enjoyable whatsoever.  Another, "Let's fill our pockets and create a crap game" scenario.  I would rather play Pogo games than installing this on my computer.
  • SeanDavisSeanDavis Member Posts: 412
    I don't exclude he's right, dood.



    I'm just saying what the guy working on the game and having been in the team since the beginning says. He assumes.



    None of this is 100% sure, but I'm waiting for someting more definite than "uh, well, I'm experienced in this and 60 people were never working on this, and he was a tech support guy anyway". That's all.



    Am I right that Monolith was inexperienced with MMOs? What if those 60 people were... unable? Not competent enough? Worked in numbers and still released the game like this?



    Tell me, how does this sell the game? How does "we fucked up" sell the game (oh I forgot, he was just a tech support guy - spare me, or present arguments man)? How does admitting the lack of people current working on the game sell the game, or admitting one's own lack of support and ability?



    You guys are so obsessed with corporates lying for their money, but maybe you should first think about how anything of this would sell the game, and how much the particular corporate guy doesn't admit demerits.



    I have the quote, and something that seems "common sense" to me to make me think this quote is honest. That's all there is to it.
  • severiusseverius Member UncommonPosts: 1,516
    Sony is most likely contractually obligated to keep MXO limping along.  The only reason why they bought it up was to get the contract for the DC Comics IP.  If MXO were to shut down tomorrow I would imagine Warner could take their DC Comics and everything else to a another publisher/developer.
  • TetraClericTetraCleric Member Posts: 20
    PoBS doesnt even have 30 people working for them.  And they are in pre production.  Granted Flying Labs is a smaller company than Monolith, it doesnt take away the fact that MxO could not have had 60+ people working on it.
  • SeanDavisSeanDavis Member Posts: 412
    I thought it was 60-20=40?
  • TetraClericTetraCleric Member Posts: 20
    you best not be replying to me those simplistic math skills....
  • SeanDavisSeanDavis Member Posts: 412
    It wasn't bragging with my math skills (which are soo much grander than this =p), I asked a question.



    If the 60 people included the 20 people LET, 40 people were working on the game itself, and thus it would be more believable. So am I right, or what?
  • TetraClericTetraCleric Member Posts: 20
    Right about what?
  • SeanDavisSeanDavis Member Posts: 412

    I thought I had expressed myself sufficiently clear.

  • freako969freako969 Member Posts: 105

    MxO is turning a profit, barely any subscribers, barely any developers...so %%% wise they are probably on par with the rest of SOE's games just the figures on both sides are a lot lower.

    plus lots of ppl LOVE to play MxO on the side with their Station Access pass.

  • baffbaff Member Posts: 9,457
    Originally posted by SeanDavis


    I thought I had expressed myself sufficiently clear.



    Yes but what are you right about? Lol!

     

    And I agree with Freak. Matrix is making money for Sony. Not  alot, but then it didn't cost very much. Time Warner on the other hand, must have made a whopping loss.

  • freiheitfreiheit Member Posts: 264

     

    MXO is free money. The acquired it for nothing and spend nothing on it. It's not much money but if someone handed you $5 for free you'd take it.

  • killerwigkillerwig Member UncommonPosts: 236

    Known by you only.
    There have never been 60+ devs supporting this game anywhere except in your imagination.
    Frankly I have a hard time believing they even had half that number in the production phase, given the amount of results they achieved.

    The Matrix Online (IBM PC Compatible) Credits:

    Directed By: The Wachowski Brothers



    Produced By: Joel Silver



    Music Composer: Don Davis



    Recording Engineer: Larry Ma



    Voice of - Morpheus: Laurence Fishburne



    Voice of - the Oracle: Mary Alice



    Voice of - Sati: Tanveer Atwal



    Voice of - Persephone: Monica Bellucci



    Voice of - Seraph: Collin Chou



    Voice of - Zee: Nona Gaye



    Voice of - Lock: Harry Lennix



    Voice of - Link: Harold Perrineau Jr.



    Voice of - Niobe: Gina Torres



    Voice of - the Merovingian: Lambert Wilson



    Voice of - the General: Jim Gall



    Voice of - Tyndall: Kit Harris



    Voice of - Shimada: Kit Harris



    Voice of - Agent Gray: John Patrick Lowrie



    Additional Voices: Jessie Badami, Nick Eldredge, Matt Reidy, Cynthia Weintraub, David White



    Motion Capture Actress: Alesia Glidewell



    Company 1: Monolith Productions



    Director of Audio: James Ackley



    Art Lead, Animation: Daryl Affleck



    Senior Artist: Cory Allemeier



    Game Designer: Anthony Arpin



    Game Object Intern: Anthony Arpin



    World Designer: Marcus Bailie



    Producer, Live Team: Ellen Beeman



    Artist and Animator: Steven Bender



    Quality Assurance Analyst: Brett Blair, Brian Blechschmidt, Josh Bobillot



    World Designer: Shawn Bomers



    Game Designer and Writer: Brannon Boren



    Game Designer: Adam D. Bormann



    Artist: Brice Broaddus



    Quality Assurance Analyst: Seth Broman



    World Designer: Mark Brown



    Game Designer: Erik J. Caponi



    Missions Intern: Erik J. Caponi



    Quality Assurance Analyst: Julie Carpenter



    Game Designer: Benchamberlain



    Missions: Ben Chamberlain



    Quality Assurance Analyst: Conan Chamberlain



    Game Designer: Euene Cheng



    Intern: Eugene Cheng



    Artist: Won Choi



    Quality Assurance Analyst: Wendy Church



    Software Engineer: Taylor Clark



    Game System Tools: Taylor Clark



    Quality Assurance Engineer: Nathaniel Cleveland



    Software Engineer: Michael Copley



    World and Graphics: Michael Copley



    Senior Software Engineer: Erik De Bonte



    Server Systems and Infrastructure: Erik De Bonte



    Associate Producer: Brian De Mar



    Quality Assurance Analyst: Nathan Edson



    Senior Software Engineer: Mark Emmert



    Database and Game Systems: Mark Emmert



    Senior Software Engineer: Jeff Evertt



    Graphics and Client Systems: Jeff Evertt



    Software Engineer: Terry Franguiadakis



    Game System: Terry Franguiadaki



    Senior Software Engineer: Jeremy Friesen



    Mission and Server Systems: Jeremy Friesen



    Quality Assurance Engineer: Eric Friesen



    Quality Assurance Analyst: Aaron Giddings



    Senior Software Engineer: Toby Gladwell



    Tools and Client Systems: Toby Gladwell



    Game Designer: Brandii R. Grace



    Missions Intern: Brandii R. Grace



    Composer: Nathan Grigg



    Music Coordinator: Nathan Grigg



    Game Designer: Bruce Harlick



    Artist: Ben Harrison, Ron Harvey



    Animator: Ron Harvey



    Quality Assurance Analyst: Bert Harvey



    Lead World Designer: Nathan Hendrickson



    Senior Software Engineer: Peter Higley



    Game Systems: Peter Higley



    Client Systems: Peter Higley



    Artist: Blake Hirsch



    Art Director: Andy Hoyos



    Lead Software Engineer: Andrew Kaplan



    Tools: Andrew Kaplan



    Installer: Andrew Kaplan



    Client Systems: Andrew Kaplan



    Art Lead: Kevin Kilstrom



    Senior Artist: Seiko Kobayashi



    Game Designer: Justin LaLone



    Game Objects Intern: Justin LaLone



    Director of Online Technology: Rick Lambright



    Lead Software Engineer: Rick Lambright



    Server Systems Engineering: Rick Lambright



    Architecture: Rick Lambright



    Artist: Gene Lang



    Game Designer: Brad Lansford



    Missions: Brad Lansford



    Artist: Eric Lawson, Chun Lu, James Ma



    Quality Assurance Analyst: Justin Maloney



    Senior Software Engineer: Andrew Mattingly



    Tools: Andrew Mattingly



    Sound Designer: Kristofor Mellroth



    Quality Assurance Analyst: Matthew Metke, Ed Miller



    Art Lead: Jeffrey Miller



    Characters: Jeffrey Miller



    World Designer: Daniel Miller, Angella Mooney



    Intern: Angella Mooney



    Quality Assurance Analyst: Collin Moore



    Art Director: Michael Nicholson



    Software Engineer: Ryan O Rourke



    Server: Ryan O Rourke



    Distributed Object System: Ryan O Rourke



    Sound Designer: Brian Pamintuan



    Assisting: Brian Pamintuan



    Composer: Brian Pamintuan



    Lead Quality Assurance Analyst: Matthew Pantaleoni



    Software Engineer: Dylan Paris



    Game Objects: Dylan Paris



    Artist: John Piel



    Animator: John Piel



    Technical Art Lead: David Plunkett



    Sound Designer: Kristen Quebe



    Assisting: Kristen Quebe



    Online Creative Director: Toby Ragaini



    Lead Game Designer: Toby Ragaini



    Quality Assurance Engineer: Timreeves



    Software Engineer: Jeffrey Reitman



    Animation: Jeffrey Reitman



    Tools: Jeffrey Reitman



    Quality Assurance Engineer: Timothy Royal



    Associate Producer: Tanya Royer



    Lead Quality Assurance Engineer: David Satnik



    Software Engineer: Adam Schaeffer



    UI: Adam Schaeffer



    Client Systems: Adam Schaeffer



    Designer: Andy Seavy



    Mission Intern: Andy Seavy



    Lead Software Engineer: Mark Seminatore



    UI: Mark Seminatore



    Game and Client Systems: Mark Seminatore



    Database Administrator: Maruti Sharma



    World Designer: Benjamin Shirley



    Intern: Benjamin Shirley



    Software Engineer: Daniel Swadling



    AI: Daniel Swadling



    Game Systems Engineering: Daniel Swadling



    Senior Graphic Designer: Shane Thompson



    Sound Designer: Cassano Trhuston



    Assistant: Cassano Trhuston



    Senior Software Engineer: Matthew Titelbaum



    AI: Matthew Titelbaum



    Game Systems: Matthew Titelbaum



    Quality Assurance Analyst: G. Kelly Toyama



    Software Engineer: Dan Valerius



    Game Systems: Dan Valerius



    Software Engineer: Adam M. Vandenberg



    Mission Tools: Adam M. Vandenberg



    Senior World Designer: William Vandervoort



    Senior Artist: Brian Waite



    Senior Animator: Brian Waite



    Artist: Maegan Walling, Theodore Warnock



    Animator: Theodore Warnock



    Quality Assurance Analyst: Scott Warr



    Software Engineer: Doug Warren



    Mission: Doug Warren



    Game Systems: Doug Warren



    Senior Software Engineer: David Wenger



    AI: David Wenger



    Game Systems: David Wenger



    Director of Online Development: William Westwater



    Producer of the Matrix Online: William Westwater



    Software Engineer: Shane Whitfield



    Game Systems: Shane Whitfield



    Lead Motion Capture Engineer: Simon Wong



    Quality Assurance Engineer: Richard Yeager



    Game Designer: Brian Yeung, Geoffrey Zatkin



    Game Master: David Ashton



    Technical Operations Analyst: Anesly Alvear Bravo



    Production Assistant: Kristine Bryan



    Technical Operations Analyst: Michael Calhoun



    Game Master: Dan Callan, Richard Covi Jr., Rachel David



    Technical Operations Lead: Colin Du Pre



    Game Master: Howard Englehart



    Associate Producer: Josh Fleming



    Technical Operations Analyst: Lorien Freeman



    Game Master: John Gayness



    Technical Operations Analyst: Michael Gilbert



    Production Assistant: Michael Goncalves



    Intern: Michael Goncalves



    Game Master: Jared Guthmiller, Richard Hagar, Troy Hewitt, Kjell Jacobson



    Senior Game Master: David Kidney



    Technical Operations Analyst: Mike Kohary



    Online Content Lead: Chris Mancil



    Game Master: Ian Metke



    Online Community Lead: Daniel Myers



    Game Master: Gene O'Dell



    Associate Producer: John Petrick



    Game Master: James Phillips, Benjamin Phongluangtham



    Content Specialist: Kevin Salcedo



    Game Master: Christopher Sands, Timothy Sandvik, Ben Saurer



    Technical Specialist: Paul Schumacher



    Producer: Troy Skinner



    Game Master: David Triunfo



    Database Administrator: Saravanan Vallinayagam



    Senior Artist: Matthew Allen



    Writer: Patrick E. Bradley



    Story Writer: Paul Chadwick



    Artist: Paul Chadwick, Mark Duncan



    Software Engineer: Benjamin Ellinger



    Artist: Courtney Evans



    Senior Software Engineer: Peter Heinrich



    Tools: Peter Heinrich



    Senior Artist: Geoff Kaimmer



    Software Engineer: David LeCompte



    Game Systems: David LeCompte



    Senior Software Engineer: Brian Long



    Game Systems: Brian Long



    Game Designer: Michael Pondsmith



    Writer: W. D. Robinson



    Senior Artist: Sasha Runnels



    Software Engineer: Mark Spadoni



    Server Systems: Mark Spadoni



    Artist: Dan Thibadeau



    Martial Arts Reference: Zerogravity



    Consultant: Kerry Wong, Lateef Crowder, Larry Leong, Darian Vorlick



    Company 2: Sega Of America



    President & COO: Hide Irie



    Director of Product Development: Osamu Shibamiya



    Quality Assurance Project Manager: David Wood



    Quality Assurance Assistant Lead: Justin Pace, Beejey Enriquez



    Quality Assurance: Jason Bianchi, Curtis Chiu, Kevin Connolly, Chester Lee, Cesar Lemus, David Leighton, Scott Matt, Kai Nagai-Rithe, Michael Shamsid-Deen, Davidson Talag, Jeremy Wheat



    Vice President Entertainment Marketing: Scott A. Steinberg



    Product Marketing Manager: Mark J. Polcyn



    Associate Product Marketing Manager: Teri Higgins



    Creative Services: Chris Mowry



    Public Relations: Bret Blount, Ethan Einhorn, Access Communications



    Web Team: Chris Olson, Bridget Oates, Matt Lawrence



    Company 3: Warner Bros. Online



    Vice President, Engineering & Technology: Khalid Oreif



    Development Team: Kim-Min Lau, Essam Mahmoud, John Ma, Kim Vu, Lisette Osterloh, Jeff Cheng, Sonam Parikh, Robert Leyva, Ling Tu, Jongwook Woo, Andrew Rapo, Eman Abohebeish



    Systems Team: Chuck McDaniels, Eric Dennis, Jerome Daroya, Kris Feldmann, Mike Kuriger, Will Heitritter, Reid Whitsett, Bret Boivin, Selam Wang



    Support Team: James Tong, Michael Bradshaw, Biran Warner, Jeff Jones, John Kao, Francisco Chamorro



    Company 4: Warner Bros. Interactive Entertainment



    Senior Vice President: Jason Hall



    Vice President, Business and Legal Affairs: Debra Baker



    Vice President, Finance: Steve Chalk



    Director of Business Development: Jeff Junge



    Senior Producer: Joe Ybarra, Travis Williams



    Associate Producer: Angel Sisson



    Manager, Games Marketing: Leo Olebe



    Public Relations Manager: Remi Sklar



    Attorney: Michael Steurwald



    Company 5: Incan Monkey God Studios



    Lead Documentation Writer: Chris McCubbin



    Coordinator: David Ladyman ~ Keith Adams, All Game Guide

    --------------------------------

    Just to clear some things up. Everyone involved with the development of this game is ^^ up there. Have a nice day!

  • freiheitfreiheit Member Posts: 264

     

    The legal team and ceo woot. You showed him. One thing I noticed was that the design jobs were taken up by a few people whose names just kept popping up. Either way, it's irrelevant, the game is, what it is, which is, a piece of shit.


    Glad I could clear that up for you.

  • killerwigkillerwig Member UncommonPosts: 236
    Originally posted by freiheit


     
    The legal team and ceo woot. You showed him. One thing I noticed was that the design jobs were taken up by a few people whose names just kept popping up. Either way, it's irrelevant, the game is, what it is, which is, a piece of shit.
     
    Glad I could clear that up for you.

    Minus the legal team, repetitions, and ceo's etc - and just the people from Monolith - there was still over 130 people on the development team; coders, artists, world builders, skinners, testers, writers etc. I stopped counting them after 130. Counting is such a great skill, don't you agree? But I find it interesting that you obviously don't think a CEO and legal team have a role to play in the development of a game - I take it that's what your attempt at sarcasm implied, anyway.

    I thought it was unfair that some people argued with sean and basically called him a liar, when he was more accurate than the people arguing with him (yourself included). That may seem a minor point to you, but I think to demonstrate truth and fact is relevant when someone is accused wrongly, no matter what the subject may be. I'm actually surprised that no one thought to Google "Matrix Online Development Credits" to check the facts for themselves (yourself included). Perhaps your response to my post was a knee-jerk reaction to you being wrong in your previous assumptions? Fact is such a wonderful tool for clearing things up.

    I think it's pretty much on topic to show how many people put work into this game from conception to completion. I agree that the game isn't all that good, and peronally I didn't enjoy it either, but I wouldn't say it was shit - it had its good points. There are still plenty of people playing it, and enough to keep it going for all this time. It's all down to personal taste, but I think Monolith catered for the niche market reasonably well. That's testament in itself to the work that Monolith put into developing this game, and how many people were involved at the time.

  • freiheitfreiheit Member Posts: 264
    Originally posted by killerwig

    Originally posted by freiheit


     
    The legal team and ceo woot. You showed him. One thing I noticed was that the design jobs were taken up by a few people whose names just kept popping up. Either way, it's irrelevant, the game is, what it is, which is, a piece of shit.
     
    Glad I could clear that up for you.

    Minus the legal team, repetitions, and ceo's etc - and just the people from Monolith - there was still over 130 people on the development team; coders, artists, world builders, skinners, testers, writers etc. I stopped counting them after 130. Counting is such a great skill, don't you agree? But I find it interesting that you obviously don't think a CEO and legal team have a role to play in the development of a game - I take it that's what your attempt at sarcasm implied, anyway.

    I thought it was unfair that some people argued with sean and basically called him a liar, when he was more accurate than the people arguing with him (yourself included). That may seem a minor point to you, but I think to demonstrate truth and fact is relevant when someone is accused wrongly, no matter what the subject may be. I'm actually surprised that no one thought to Google "Matrix Online Development Credits" to check the facts for themselves (yourself included). Perhaps your response to my post was a knee-jerk reaction to you being wrong in your previous assumptions? Fact is such a wonderful tool for clearing things up.

    I think it's pretty much on topic to show how many people put work into this game from conception to completion. I agree that the game isn't all that good, and peronally I didn't enjoy it either, but I wouldn't say it was shit - it had its good points. There are still plenty of people playing it, and enough to keep it going for all this time. It's all down to personal taste, but I think Monolith catered for the niche market reasonably well. That's testament in itself to the work that Monolith put into developing this game, and how many people were involved at the time.



      I've repeatedly said this is irrelevant as well. The game is shit, thanks to the list of people who you posted. They failed as did the game. That's a fact. A handful of hardcore matrix fans play it and the station pass keeps it alive. Post the list of people who built the titanic as an accomplishment. It sunk, it's shit.

    PS: They weren't aiming for a niche market of 1k fanboys.

  • SeanDavisSeanDavis Member Posts: 412
    Logic is a nice thing, isn't it?



    You see, I wasn't arguing that the game was great because it had 60+ people working on it; I wasn't arguing that it had 60+ great and competent people working on it; I was arguing that it had 60+ people working on it.



    Someone like you, freiheit, who apparently has a fixed idea that I post here in order to promote the game, might not get the difference, but it's there nevertheless.



    As for that list - thanks for posting it, I didn't have the idea to look it up myself. However, some rather valid arguments presented by freiheit and baff were that

    1) they were only counting the *developers*, which kind of excludes producers or game masters (I had some beef with those arguments, but nevertheless)

    2) they were talking about the people who were working on the game after the launch, and I'm pretty sure a significant number of those in the list did not work on the game after launch anymore.
  • SeanDavisSeanDavis Member Posts: 412
    By the way, something interesting



    Quoted from the Death of the Destroyer event credits on DN1:

    "Event Design and Planning: Andy S. and Ben C. (Mission Designers)"



    I think there were three or two mission designers back then. One of them was Rarebit, the other one most probably HCFrog.



    This is the above list:



    Designer: Andy Seavy

    Mission Intern: Andy Seavy



    Game Designer: Benchamberlain

    Missions: Ben Chamberlain



    Game Designer: Erik J. Caponi

    Missions Intern: Erik J. Caponi



    I think this makes it quite obvious who Rarebit was at that point (since I assume these credits go for the production phase?) - definitely a game designer, and a (subordinated, according to himself) mission designer/intern.



    So, Baff, you have officially been pwnt. I think.

    Do tell me, where the heck did you pull the story that he lied about being a game designer? I mean, apart out of the... well, you know what.
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