Ryuu96 said:
I don't think it's a dislike of Microsoft, the dude is just a prick, Lol. He did not "Direct" World of Warcraft, he is listed as "Team Lead" The Director was Chris Metzen. He was also not the "Head Producer" on Diablo 2, he was a Producer (alongside Kenneth Williams) the "Lead Producers" were Matthew Householder, Bill Roper and Michael Morhaime. Mark E. Kern - Video Game Credits - MobyGames This dude really can't talk about "Activision" destroying the culture of Blizzard when you look at this shit. Mark ain't angry. I didn't actually know he was still working on a game, now I know why he's being such a prick on Twitter every chance he gets, because he's grifting to get attention for his dying game. The dude is worried about monetisation? He has $40 to $1,500 packages for his game AND a subscription plan, Lmao. He is just as greedy. |
My understanding is that Metzen was the creative director while Kern was the game director (just with a different title of team lead). On some games those are a shared role, on others, they are separate. On games where it is split, the creative director handles the more creative aspects of development, such as designing the game world, while the game director is a more managerial position, Kern's job would have been keeping the team on task, keeping development on schedule, keeping the overall dev machine running smoothly. That is a big part of why he left Blizzard in 2006, when he first heard that there were Activision buyout discussions taking place (the buyout would eventually close 2 years later in 2008). He knew that the work culture at Blizzard would be damaged, he knew that they would grow too large to properly manage, those were both predictions that turned out accurate.
For instance we recently learned that over 8,600 people worked on Diablo 4 in some capacity between the core team (of over 1200 I believe) and localization teams and QA teams and voice casts in each language and contract workers and such (making it the game with the largest dev team of all-time if I'm not mistaken, beating out RDR2 with 4,100 people who worked on the game in 2nd place), compared to the Vanilla WoW team that Kern lead being just 40 developers for about 80% of it's dev cycle, growing to 80 developers as launch neared and more devs were needed for crunch. Mark knew that when a team grows to a huge size it becomes horribly inefficient, it's the same issue that Ubisoft has had with growing too big, when you grow that big you are wasting a ton of money on extra payroll for developers who are only operating at like 20% of the efficiency of developers on a smaller team. It's because Blizzard has grown to that unmanageable size of over 6,000 employees that they now have to inject monetization into everything just to make back their huge budgets
EM8ER is a crowdfunded space game much like Star Citizen, he is selling those expensive ships and such for the game to cover the development costs because he doesn't want to go to a large publisher for funding. I'm personally not a fan of that monetization model for indie games, but Star Citizen proved that it can work, and any form of crowdfunding always has risks (just ask the people that crowdfunded those Peter Molyneux games xD).
Last edited by shikamaru317 - on 20 August 2023