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.
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.
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.
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?
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.
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 .
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.
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.
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.
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.
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.
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.
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
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
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!
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.
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.
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.
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.
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.
Comments
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.
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.
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.
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.
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 .
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.
http://www.speedtest.net/result/7300033012
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?
I thought I had expressed myself sufficiently clear.
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.
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.
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.
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
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Just to clear some things up. Everyone involved with the development of this game is ^^ up there. Have a nice day!
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.
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.
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.
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.