Archief - (cancelled) Star Wars: Project Ragtag / Orca

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Goldrusher

Legacy Member
Heel lang en interessant artikel op Kotaku over de development hell van deze game.

tl;dr: There kinda was no game.

Everyone I asked about Ragtag’s story was unanimous about one thing: They all thought it was awesome. The lead protagonist was Dodger, described as a “cracked mirror version” of Han Solo, and over the course of the game he’d battle alongside a band of fellow misfits like Robie, a gunslinger and Dodger’s partner in crime; Oona, the daughter of a mob boss; and Buck, the veteran leader and mentor of the crew. Set between the original Star Wars and The Empire Strikes Back, Ragtag would focus on the impact of Alderaan’s destruction and tell a story about criminal families, scoundrels, and action-packed heists. “This was the coolest shit I’ve ever seen,” said one person who saw the story. “[Hennig] had total buy-in from the start on that. Everybody was buzzing.”

In order to distinguish Ragtag from Uncharted, a point that EA’s executives felt strongly about, Hennig and her team came up with some lofty ideas for gameplay. You’d play as multiple members of the team, and each would have their own AI minds and abilities when you weren’t controlling them. There were no Jedi powers, but one big theme was “sabotage”—you’d be able to manipulate the environment to distract and divert enemies in non-violent ways.


https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152

Cosmonaut

Legacy Member
Zeer interessant artikel dat weer de vinger op de pols legt over hoe ingewikkelde de game industrie kan zijn.

- Veel te ambitieus in scope ... = constant moeten inboeten, herwerken, ... in plaats van met het eerste spel een sterke basis te leggen om op verder te bouwen
- ... gekoppeld aan onrealistische verwachtingen van een AAA game in de huidige markt (first party studio's leggen de lat enorm hoog op sommige vlakken)
- Tech demo die een totaal verkeerd beeld schept over de staat van het spel en verbloemt waar de studio mee te worstelen heeft
- Frostbite engine niet geschikt voor third person = veel tijd verloren (zie ook ME: Andromeda)
- Team gesplitst over verschillende projecten = moraal aangetast van werknemers
- Management verliep heel stroef (veel stakeholders en meningen) = geen concrete visie
- Maken van een AAA game is veel te duur, mede puur door de locatie waar sommige studio's zich bevinden = een groter probleem in deze sector

Jersy

Legacy Member
daar zit hennig dan te blinken bij ea
ben benieuwd wat die nu gaat doen ... met hangende pootjes terug naar naughty dog?

Goldrusher

Legacy Member
Nieuwe details.

Jade Raymond did an interview with Game Informer where she talked about Motive's four games.

  • Being helmed by Motive Vancouver with assistance from Motive Montreal.
  • Motive Vancouver was originally co-developing the game with Visceral back when Visceral was leading it.
  • Motive Vancouver has staff comes from two backgrounds. The first background is that there are a bunch of people from Black Box who made games like NFS, Skate, an unnamed open world game that was presumably Gunhead, and Plants vs. Zombies: Garden Warfare (as "PopCap Seattle"). The second is that they hired a ton of staff who worked on Prototype/Hulk Ultimate Destruction (Radical Entertainment) and Sleeping Dogs (United Front Games), since both of those studios imploded, but had a bunch of open world staff who needed new jobs.
  • Amy Hennig's game had 3 terabytes worth of high end Star Wars art assets that they intend to reuse. They had stated this previously.
  • Jade Raymond also notes that they really love the characters Amy Hennig came up with, and intend to keep them in the new game. Amy Hennig was noting that a lot of the work she did on Uncharted 4 pre-reboot was reused, and she was hoping the same would happen here, and it seems that will at least be the case for the cast.
  • In case the above didn't make it clear, the game is now open world instead of linear.
  • They seem pretty unsure on when this game is actually coming out, so slot it in as a next-gen title for now, and be surprised if it ships earlier.

https://www.resetera.com/threads/ea...hat-they-kept-from-amy-hennigs-project.53709/



Jersy zei:
daar zit hennig dan te blinken bij ea
ben benieuwd wat die nu gaat doen ... met hangende pootjes terug naar naughty dog?


Die is intussen weg bij EA.

Today, at the Gamelab conference in Barcelona, Hennig revealed to Eurogamer's Rob Purchese that she had actually parted ways with EA as of January this year and was in the process of starting up her new, independent studio - but had not yet had the chance to announce the change or set the record straight.

[...]

"I'm working independently and staying independent. I just started my own small little independent studio and am consulting with some people. I'm hoping to bring some people on board, I would love to have a little company of about six to eight people, 15 at the most, and do some more projects, do some VR stuff - I'm consulting with some VR companies and doing a ton of research because I haven't played a lot to immerse myself in it."

https://www.eurogamer.net/articles/...hennig-has-departed-ea-to-set-up-indie-studio

Goldrusher

Legacy Member
En nu is ook Jade Raymond vertrokken.

Electronic Arts has a new shake-up in its Montreal studio today, as Motive studio founder Jade Raymond is leaving EA and a new executive is taking over.

Samantha Ryan, who runs EA’s mobile, Maxis, and BioWare studios, will now add responsibility for Motive in Montreal as well. She will oversee all of EA’s North American studios, with the exception of Respawn and EA Sports.

“EA Studios is focused on bringing more creative new games and content to players. Laura Miele and her team have taken several steps internally to better support our game makers in this pursuit, such as expanding Samantha Ryan’s portfolio to lead additional studios, including Motive,” said John Reseburg, head of communications at EA, in a statement. ” Samantha is known for driving creative design and supporting game teams so they can bring their visions to life. She is a deeply experienced game-maker with a gameography that spans from The Sims to Batman: Arkham City to No One Lives Forever to the highly-anticipated Anthem.”

He added, “With this change, Jade Raymond has decided to leave Electronic Arts. In her time with us, Jade helped to build great teams, and our projects underway at Motive and other studios continue unchanged. We’re appreciative of all of her efforts, and we wish Jade all the best as she moves on to her next adventure. We are driving greater creativity into everything we do across EA Studios, and we’ll look forward to sharing more in the months to come.”

https://venturebeat.com/2018/10/22/jade-raymond-leaves-ea-samantha-ryan-takes-over-montreal-studio/

de hamster

Legacy Member
Ik heb nog maar weinig uitgevers een belangrijke licentie zo zien verkloten op de manier dat EA het geflikt heeft met Star Wars.

TreVor

Legacy Member
Die hebben er tot nu toe alvast belachelijk weinig uitgehaald, al hoop ik nog altijd op een vr x-wing sim....

Goldrusher

Legacy Member
En nu helemaal cancelled.

Electronic Arts has canceled its open-world Star Wars game, according to three people familiar with goings-on at the company.

[...]

That project, code-named Ragtag, was a linear action-adventure game directed by Uncharted director Amy Hennig. EA Vancouver had been assisting on the project, and when EA closed Visceral Games on October 17, 2017, the Vancouver studio took it over.

But it wouldn’t be accurate to say that EA Vancouver’s Star Wars was the same game as Ragtag. When EA Vancouver took over, it rebooted this Star Wars project entirely, keeping some of the art assets but transforming it into an open-world game.

Now, that project is canceled, too. (EA did not immediately respond to a request for comment.)

[...]

This project, which was code-named Orca, was very early in development but would involve playing as a scoundrel or bounty hunter who could explore various open-world planets and work with different factions across the Star Wars universe.


https://kotaku.com/ea-cancels-open-world-star-wars-game-1831786371


Fallen Order is wél nog in ontwikkeling, gepland voor eind 2019; én men zou ook al werken aan een nextgen Star Wars voor 2020.

It’s not clear what EA Vancouver’s next new game will be. We’ve heard it might be a different Star Wars project. Respawn, the Los Angeles-based studio responsible for Titanfall, is also making a Star Wars game, called Jedi: Fallen Order. That game is currently scheduled for fall 2019.

When EA’s top decision-makers looked at their road map for the next few years, they decided that they needed something earlier than the planned release date for Orca, according to two people familiar with what happened. So they cancelled Orca in favor of a smaller-scale Star Wars project that’s now aimed for much sooner—likely, late 2020, which also happens to be around the time that I’ve heard next-gen consoles will launch. (Might be a bit earlier; might be a bit later. From what I’ve heard, next-gen plans are definitely still in flux.)
Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.
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