I assume this is what happens to game programmers who weren't good enough to get on the Diablo team.

I assume this is what happens to game programmers who weren't good enough to get on the Diablo team.

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  1. 8 months ago
    Anonymous

    You can sense the rage in his eyes.
    He's got the bloodlust.

    • 8 months ago
      Anonymous

      >t.

      • 8 months ago
        Anonymous

        right is hotter

        • 8 months ago
          Anonymous

          She has too much makeup.

    • 8 months ago
      Anonymous

      Do these guys hang out?

  2. 8 months ago
    Anonymous

    Is it an Action RPG? More fun than Diablo IV I'd wager

    • 8 months ago
      Anonymous

      Licensed kiddy games aren't exciting, but work is work, you get paid and you get the added experience and another title to put on your resume. That is, if that's where you started, working yourself upwards.

      The guy who headed the ill fated Splatterhouse reboot now works at Amazon's game studio, which is where the arrogant prick belongs.

      Doesn't seem like a tall order.

      • 8 months ago
        Anonymous

        >The guy who headed the ill fated Splatterhouse reboot now works at Amazon's game studio, which is where the arrogant prick belongs.
        I am still not fricking mad about how that played out. Nope. Not mad that the guy running West Mansion up and left the site to someone else after he tried to help turn that game around. Not mad about the missing Jen final chapter DLC. Not heartbroken a classic franchise got aborted.

        • 8 months ago
          Anonymous

          Anyone wanna redpill me on what the guy did and how he changed the game to frick it up?

          • 8 months ago
            Anonymous

            ?si=iobseKSQSXJfi_8T

        • 8 months ago
          Anonymous

          >Not mad that the guy running West Mansion up and left the site to someone else after he tried to help turn that game around.
          It's still the same guy running that site.

      • 8 months ago
        Anonymous

        >Licensed kiddy games aren't exciting, but work is work, you get paid and you get the added experience and another title to put on your resume. That is, if that's where you started, working yourself upwards.
        Hell sometimes it's not even that. Tim Schafer took on one with Double Fine basically because "yeah why not, I'll make a Sesame Street game, I loved it as a kid", and from what I hear it's actually one of the best Sesame Street games out there. Not retro though, came out in 2011.

        • 8 months ago
          Anonymous

          I can't imagine these games for kids are solely worked on by people who just see it as work. If the product doesn't come out completely soulless I have to imagine they put some passion into it, after all some of them are most likely parents themselves and would want to make a game their kid can play. Like said, Schafer willingly signed on to make one.

          • 8 months ago
            Anonymous

            If you make something for literal babies and don't try hard, then you have to be a piece of shit at some level.

            • 8 months ago
              Anonymous

              Not even specifically trying hard, but at least putting in the effort. Something you have 0 shame with putting on your resume down the line

            • 8 months ago
              Anonymous

              Not even specifically trying hard, but at least putting in the effort. Something you have 0 shame with putting on your resume down the line

              You can choose not to buy the game. If the budget doesn't allow for something good, it doesn't allow it. If they tell you you will get paid $5000 and you can spend as much time on it and you have rent to pay, you will try to get it out of the door ASAP. That's how it was in the Atari age. They got paid PER product, not for fiddling around for hours.

          • 8 months ago
            Anonymous

            Toys for babies tend to have a lot of passion into them because the designers are usually parents themselves and have a pretty good idea of how babies think and interact with shit. It's when you start working on shit for 8 year olds that the generation gap and jadedness with the kind of dumb shit modern kids are into starts creeping in. But babies are pretty uncomplicated and have been the same way forever.

            • 8 months ago
              Anonymous

              Yeah, I don't have any kids, but I'm the second-oldest of 7 kids that weren't 1 year after the other so I have a pretty good idea of how babies think from spending time with them. It's not just bright colors, there are specific things that stimulate a toddler's brain (like an overall calm but friendly atmosphere) and once you understand that, it's not hard to entertain them. But if you don't understand that, you probably won't make a good product.
              Also, stacking shit, kids love when they can stack shit.

      • 8 months ago
        Anonymous

        Work is work even if you’re working on something exciting. If you’re a programmer with very little say in the game design, the game itself barely matters, and if you’re the one designing the game and calling the shots, you’ve got a chance to shine with something that has basically no expectations.

        • 8 months ago
          Anonymous

          Working on video games is truly a dream job.

          • 8 months ago
            Anonymous

            Nta but that's a tester. That being said I've never met a lazy programmer, you can't afford to be lazy because the company will work you to the bone.

  3. 8 months ago
    Anonymous

    Are you going to say more about the game, or... ?

    • 8 months ago
      Anonymous

      No. bot thread.

      • 8 months ago
        Anonymous

        meds

        Licensed kiddy games aren't exciting, but work is work, you get paid and you get the added experience and another title to put on your resume. That is, if that's where you started, working yourself upwards.

        The guy who headed the ill fated Splatterhouse reboot now works at Amazon's game studio, which is where the arrogant prick belongs.

        Doesn't seem like a tall order.

        >The guy who headed the ill fated Splatterhouse reboot now works at Amazon's game studio, which is where the arrogant prick belongs.
        or that other arrogant prick known as Yuji Naka and go to jail instead

        • 8 months ago
          Anonymous

          >bots don't exist

          meds

        • 8 months ago
          Anonymous

          True, but I think fricking your team, your studio, and your publisher (and really, the original devs and their fans) because you don't give a frick and want to exploit everyone for your own vision which nobody asked for, is a bit worse than making a shit original game nobody liked and committing insider trading.

  4. 8 months ago
    Anonymous

    Elmo really went off the rails after this game

    ?si=PmhpvDrNHmdsKtu_

  5. 8 months ago
    Anonymous

    Who cares? Both jobs suck and it pays the same either way. Might as well make something people can actually learn and benefit from.

  6. 8 months ago
    Anonymous

    OP, do you think they spent that much time on this shovelware? They must have spent like four weeks, six weeks at tops. Think pragmatically: EGM will not review this game. People who will play this game cannot even write. By the time they grow up to leave a score of ZERO on Metacritic, the studio doesn't even exist anymore. This is a quick get rich scheme: For every $1 you pay a dev, you make $2. There's a cap on how many people would buy this game, since the target audience is niche and small.

    • 8 months ago
      Anonymous

      hey I used to have Mr. Potato Head Saves Veggie Valley as a child and that was pretty cool, they actually put some effort into it.

    • 8 months ago
      Anonymous

      what's more hilarious is that guys who programmed ZX Spectrum licensed shovelware get more interviews on classic game sites while nobody knows who coded the OP game or cares to know either

    • 8 months ago
      Anonymous

      Its immoral to devote your time to producing shit.

      • 8 months ago
        Anonymous

        Devs take these projects on so they can put in their portfolio they worked on a well-known license. No one really cares: These games are made to make money first and foremost and not for artistic reason nor to build reputation for the studio. A digital trinket. A toy.

        • 8 months ago
          Anonymous

          Real people in the real world work to make money and to polish their skills so that they can make more money later.
          >noo but muh passion
          What's the point being passionate when you're 1 man in a 2000+ person production crew, your passion achieves nothing in that setting, you're just a craftsman practicing your craft. Get a hobby and be passionate about that

          • 8 months ago
            Anonymous

            A lot of these games were made by teams of 6-7 people at most.

      • 8 months ago
        Anonymous

        It's for kids. Making games for children is more worthwhile than making games for grown men. Get a grip.

        • 8 months ago
          Anonymous

          >Making games for children is more worthwhile than making games for grown men.
          Not that anon, but you just blew my mind when it comes to my own art and outlook on indie game dev. Children really don't care if the anatomy of a character is "proper" or how silly something is. It's only manchildren that give a hoot and criticize. Kids just want to have fun and pass the time.

        • 8 months ago
          Anonymous

          >le gaming and animation is only for Kids
          Frick off, Dr. dipshit

          • 8 months ago
            Anonymous

            Nobody said that
            Cope more

  7. 8 months ago
    Anonymous

    I looked it up out of curiosity and the company formed in 1998 and they closed down by 2005. If this game was played by a 3 year old (Rated Early Childhood) by the time they could hop online at age 13 the company was long gone.

  8. 8 months ago
    Anonymous

    The graphics and sound have no right to be as good as they are, the background looks like a van gogh painting done in 8 bit

    ?t=228

    • 8 months ago
      Anonymous

      these games were actually pretty ambitious, they used 256k MMC1 carts and digitized speech clips. for comparison the Fisher Price games on NES were cheapo CNROM carts and looked like a student's programming project.

      • 8 months ago
        Anonymous

        They kinda had to have digitized speech as the core audience was expected to not be able to read that well.

        • 8 months ago
          Anonymous

          Those childrens' Atari 2600 games that worked with audio casettes were pretty cool.

  9. 8 months ago
    Anonymous

    this game is kinda cool but I've never seen the box art and "The count talks to your child" is one of the funniest things to put on a video game box art.

  10. 8 months ago
    Anonymous

    Games for kids are like movies for kids. If you make somethng they love that adults can still like too because you didn't put out a low-effort product, that's a sign of talent.

    • 8 months ago
      Anonymous

      There's usually a line drawn with age. If the product is for 3 year olds then it's kind of hard to make it good for adults as well.

      • 8 months ago
        Anonymous

        Disney's Water Babies appeals to both 3 year olds and adults. It's absolutely possible.

        • 8 months ago
          Anonymous

          It's possible, especially with music and other shit, but you also have to think of the replay value for the kid. They'll spend alot more time with Baby Shark or a good children's toy than even most good movies at that age. Sometimes you can make something everyone loves, but not always, and one of the first rules of production and marketing is to not try to always satisfy everyone.

          homie there's a difference between "a product for 3 year olds" and "a product enjoyable by all ages", that's literally what Disney is saying. 3 year olds enjoy Mario just fine.

          Most 3 year olds can't play Mario yet or will fiddle for a few minutes. They also wont be educated. What is the argument here anyways? Grown men complaining that they make games for babies and mot everything is for them? Do you also go to Babies 'R' Us and complain the toys and pacifiers aren't for you? Do you go to the park and complain that the slide isn't complex or have enough replay value or storyline for you? This whole debate is just fricking bizarre. Sometimes babies need to learn ABC's or simple words or manners, not everything is about manchildren being entertained.

      • 8 months ago
        Anonymous

        homie there's a difference between "a product for 3 year olds" and "a product enjoyable by all ages", that's literally what Disney is saying. 3 year olds enjoy Mario just fine.

        • 8 months ago
          Anonymous

          >3 year olds enjoy Mario just fine.
          They enjoy anything flashy and full of color that you put on the screen. Not hard to do.

  11. 8 months ago
    Anonymous

    i've always wondered if games like these were the result of a shrek scenario
    "you performed poorly this week, that's it, now you start work on Elmo's Super Orgy next week"

  12. 8 months ago
    Anonymous

    >I assume this is what happens to game programmers who weren't good enough to get on the Diablo team.
    You assume wrong.

    • 8 months ago
      Anonymous

      >Good luck, Elmo is behind 7 proxies

      • 8 months ago
        Anonymous

        This is a screenshot from the beta version, which provides a glimpse of what Elmo was originally going for, before the suits at NewKidCo started interfering with is creative vision.

        • 8 months ago
          Anonymous

          >You better NOT frick up that letter kid, or Elmo's gonna chop you up REAL GOOD *tickle-me Elmo laugh*

  13. 8 months ago
    Anonymous

    tighten up the graphics on level 3

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