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Thread: Irrational Games isi inchide portile

  1. #1 SP
    OEE
    VIP Member OEE's Avatar

    Irrational Games isi inchide portile

    Astazi este o zi trista pentru gaming. In urma unei postari aparuta pe site-ul oficial al studioului, Ken Levine a anuntat inchiderea acestuia. Din acest studio vor mai ramane doar 15 angajati care impreuna cu Ken vor fonda un nou proiect care se va focusa pe proiecte mai mici punand accent pe relatia directa cu gamerii. Irrational Games a fost fondat in 1997 de catre trei fost angajati ai Looking Glass Studios: Ken Levine, Jonathan Chey si Robert Fermier. Printre cele mai importante titluri create de catre studio putem enumera: System Shock 2, Freedom Force, Tribes: Vengeance, Freedom Force vs the 3rd Reich, SWAT 4, BioShock, BioShock Infinite, DLC-urile Burial at Sea. Eu personal am ramas fara cuvinte si inchei acest articol cu scrisorea originala publicata de catre Ken Levine.
    A Message From Ken Levine

    When Jon Chey, Rob Fermier and I founded Irrational Games seventeen years ago, our mission was to make visually unique worlds and populate them with singular characters.
    We built Rapture and Columbia, the Von Braun and The Rickenbacker, the Freedom Fortress and some of the nastiest basements a SWAT team ever set foot into. We created Booker and Elizabeth, the Big Daddy and the Little Sister, MidWives and ManBot. In that time, Irrational has grown larger and more successful than we could have conceived when we began our three-person studio in a living room in Cambridge, MA. It’s been the defining project of my professional life.

    Now Irrational Games is about to roll out the last DLC for BioShock Infinite and people are understandably asking: What’s next?

    Seventeen years is a long time to do any job, even the best one. And working with the incredible team at Irrational Games is indeed the best job I’ve ever had. While I’m deeply proud of what we’ve accomplished together, my passion has turned to making a different kind of game than we’ve done before. To meet the challenge ahead, I need to refocus my energy on a smaller team with a flatter structure and a more direct relationship with gamers. In many ways, it will be a return to how we started: a small team making games for the core gaming audience.

    I am winding down Irrational Games as you know it. I’ll be starting a smaller, more entrepreneurial endeavor at Take-Two. That is going to mean parting ways with all but about fifteen members of the Irrational team. There’s no great way to lay people off, and our first concern is to make sure that the people who are leaving have as much support as we can give them during this transition.

    Besides financial support, the staff will have access to the studio for a period of time to say their goodbyes and put together their portfolios. Other Take-Two studios will be on hand to discuss opportunities within the company, and we’ll be hosting a recruiting day where we’ll be giving 3rd party studios and publishers a chance to hold interviews with departing Irrational staff.*

    What’s next?

    In time we will announce a new endeavor with a new goal: To make narrative-driven games for the core gamer that are highly replayable. To foster the most direct relationship with our fans possible, we will focus exclusively on content delivered digitally.

    When I first contemplated what I wanted to do, it became very clear to me that we were going to need a long period of design. Initially, I thought the only way to build this venture was with a classical startup model, a risk I was prepared to take. But when I talked to Take-Two about the idea, they convinced me that there was no better place to pursue this new chapter than within their walls. After all, they’re the ones who believed in and supported BioShock in the first place.

    Thanks to Irrational and 2K’s passion in developing the games, and the fans who believe in it, BioShock has generated retail revenues of over a half billion dollars and secured an iconic place in gaming. I’m handing the reins of our creation, the BioShock universe, to 2K so our new venture can focus entirely on replayable narrative. If we’re lucky, we’ll build something half as memorable as BioShock.

    We do our best to update an FAQ in this space as questions come in.
    -Ken Levine
    @iglevine
    Attached Images Attached Images maxresdefault.jpg levine.jpg

  2. #2 SP
    Senior Member paunstefan's Avatar

    Irrational Games se inchide

    Da, e adevarat, studio-ul care generatia trecuta a creat cunoscuta serie Bioshock, iar in trecut a lucrat la jocuri precum System Shock 2 si SWAT 4, se va inchide. Anuntul a venit chiar de la Ken Levine, cel care, in 1997 a intemeiat studio-ul. Motivul inchiderii este dorinta lui Ken Levine de a lucra intr-un studio mai mic, unde nu va fi presat de bugetul urias al unui titlu AAA. Ultimul lucru lansat de Irrational Games va fi partea a 2-a a DLC-ului BioShock Infinite: Burial at Sea.
    Levine isi doreste ca la noul studio sa lucreze la jocuri bazate pe poveste, care vor fi lansate numai digital (pentru a avea o relatie mai directa cu fanii, spune el), probabil ceva mai asemanator cu jocurile indie.
    Irrational Games este unul din ultimele studio-uri la care ma asteptam sa se inchida, din cauza succesului urias al seriei Bioshock, cand am vazut stirea am crezut ca e o gluma, dar sa speram ca din acest lucru va iesi un lucru bun.
    Mesajul lui Ken Levine:
    When Jon Chey, Rob Fermier and I founded Irrational Games seventeen years ago, our mission was to make visually unique worlds and populate them with singular characters. We built Rapture and Columbia, the Von Braun and The Rickenbacker, the Freedom Fortress and some of the nastiest basements a SWAT team ever set foot into. We created Booker and Elizabeth, the Big Daddy and the Little Sister, MidWives and ManBot. In that time, Irrational has grown larger and more successful than we could have conceived when we began our three-person studio in a living room in Cambridge, MA. It’s been the defining project of my professional life.
    Now Irrational Games is about to roll out the last DLC for BioShock Infinite and people are understandably asking: What’s next?
    Seventeen years is a long time to do any job, even the best one. And working with the incredible team at Irrational Games is indeed the best job I’ve ever had. While I’m deeply proud of what we’ve accomplished together, my passion has turned to making a different kind of game than we’ve done before. To meet the challenge ahead, I need to refocus my energy on a smaller team with a flatter structure and a more direct relationship with gamers. In many ways, it will be a return to how we started: a small team making games for the core gaming audience.
    I am winding down Irrational Games as you know it. I’ll be starting a smaller, more entrepreneurial endeavor at Take-Two. That is going to mean parting ways with all but about fifteen members of the Irrational team. There’s no great way to lay people off, and our first concern is to make sure that the people who are leaving have as much support as we can give them during this transition.
    Besides financial support, the staff will have access to the studio for a period of time to say their goodbyes and put together their portfolios. Other Take-Two studios will be on hand to discuss opportunities within the company, and we’ll be hosting a recruiting day where we’ll be giving 3rd party studios and publishers a chance to hold interviews with departing Irrational staff.*
    What’s next?
    In time we will announce a new endeavor with a new goal: To make narrative-driven games for the core gamer that are highly replayable. To foster the most direct relationship with our fans possible, we will focus exclusively on content delivered digitally.
    When I first contemplated what I wanted to do, it became very clear to me that we were going to need a long period of design. Initially, I thought the only way to build this venture was with a classical startup model, a risk I was prepared to take. But when I talked to Take-Two about the idea, they convinced me that there was no better place to pursue this new chapter than within their walls. After all, they’re the ones who believed in and supported BioShock in the first place.
    Thanks to Irrational and 2K’s passion in developing the games, and the fans who believe in it, BioShock has generated retail revenues of over a half billion dollars and secured an iconic place in gaming. I’m handing the reins of our creation, the BioShock universe, to 2K so our new venture can focus entirely on replayable narrative. If we’re lucky, we’ll build something half as memorable as BioShock.
    We do our best to update an FAQ in this space as questions come in.

    -Ken Levine
    Attached Images Attached Images levine.jpg

  3. #3 SP
    Turbo Killer RonanN1's Avatar
    A sad day today

    Andrew Ryan: We all make choices, but in the end our choices make us.
    ...

    BioShock Infinite took 5.5 years to develop and had high senior staff churn. The game didn't sell enough copies relative to its cost. There wasn't a lot of reason to believe the next one would get done much faster or be notably more profitable. As such, they canned the studio as they try to make the publisher as a whole profitable.

  4. #4 SP
    Senior Member Malach HaMavet's Avatar

  5. #5 SP
    Banned killuminati's Avatar
    Nu se inchide nimic.Ce se intampla este perfect normal si anume o remaniere a staff-ului.Acest lucru se intampla la majoritatea studio-urilor dupa un proiect major,pleaca oameni si vin altii cu idei noi.Nu stiu de unde scoateti titlurile astea.Induceti lumea in eroare.

    BioShock Dev Irrational Games Has Layoffs, Changes Focus

    What’s next for Ken Levine and company?

    "As such, Levine is “winding down Irrational Games as [we] know it. I’ll be starting a smaller, more entrepreneurial endeavor at Take-Two. That is going to mean parting ways with all but about fifteen members of the Irrational team. There’s no great way to lay people off, and our first concern is to make sure that the people who are leaving have as much support as we can give them during this transition.”

    "Later, Levine talks about the “new goal” of his trimmed studio: “To make narrative-driven games for the core gamer that are highly replayable. To foster the most direct relationship with our fans possible, we will focus exclusively on content delivered digitally.”"

  6. #6 SP
    CG Editor Dant3's Avatar
    ^Nu moare, se transforma

  7. #7 SP
    Turbo Killer RonanN1's Avatar
    Eu zic ca mai era loc de inca un episod in universul Bioshock

  8. #8 SP
    Senior Member sol1d's Avatar
    poate va mai face un joc ceva cu shock in titlu, ca doar bioshock e succesorul spiritual a lui system shock

  9. #9 SP
    Senior Member Tudoran's Avatar
    Dintre toate studio-urile....damn it! Poate ar trebui sa ne asteptam la jocuri in universul "Shock" cum a spus si sol1d, dar cu un feeling si gameplay asemanator titlurilor Telltale

  10. #10 SP
    Senior Member BizZare's Avatar
    As prefera sa se inchida EA.

  11. #11 SP
    Junior Member spooky1's Avatar
    Ba nush ce sa zic..Bioshock pt mine e una din cele mai tari serii din gaming din mai multe motive..sper sa mai scoata ceva Ken

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