Today it was announced that SOE, who just last week changed to Daybreak Game Company was hit with layoffs. Unlike previous layoffs this one has hit high level employees and designers alike.
Last week we announced that we were acquired and are now operating independently as Daybreak Game Company. To better position our newly independent studio for future growth opportunities and to deliver on our legacy of making top online games, we have had to make some tough choices including realignment of resources.
Unfortunately, this realignment means adjusting staffing as well. We announced today that we will eliminate positions in our San Diego and Austin studios. We deeply value our employees and never take these decisions lightly so we’ve done our best to do what’s right for the people affected.
Read more here. As mentioned above several well known members of Daybreak were affected including Linda "Brasse" Carlson and Dave "SmokeJumper" Georgeson who many here remember from PlanetSide 1 but more recently director of the EQ Franchise. Also hit from the PlantSide 2 team were Producer David Carey, Designer Xander Clauss, Designer Taylor Dowell, Designer and Vehicle Extraordinaire Kevin "Kevmo0" Moyer and Programmer Katharine Anderson. We will post more as we become aware of them. On behalf of the community we wish them all good luck on their future endeavors and we will miss them all greatly.
Update: David Carey made a post on Reddit asking for calm and posting some of his thoughts.
I came on to say goodbye to you guys (at least in my current role, prepare for lurking), but after scanning the front page I wanted to change the flavor of the post a bit.
Columbus Nova deserves no hate in all this. They are more like white knights than negative forces here. SOE needed a shake up/new direction, and CN provided that. They have done nothing but been gracious in their new ownership, and they went out of their way to make sure that Devs and support teams that got laid off were taken care of. Right now things seem shitty, and of course for the folks that were let go, today was rough, but CN and DB were both very open about the need for restructuring. This wasn't a surprise to folks in the company.
Gaming is a tough industry, and not for everyone. I've seen lots of people come and go, both good and otherwise. The fact is, there are no (or at least, extremely few) permanent gaming jobs. If you want to have just one job in your career, don't pick gaming, or even computer software. It's just the nature of the beast in such a pioneering industry. But the flip side is that there is always a new opportunity awaiting, it just may require a move to a new location or some other sacrifice.
Also for a full list of known layoffs hit up this page.
2015-03-10 12:36 PM | ||
Muldoon |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns
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2015-03-11 05:52 PM | ||
Calista |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns
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2015-03-12 12:38 PM | ||
Hamma |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns Sadly Community Council was never really utilized by Development Teams it was 98% focused on Community related stuff. |
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2015-03-14 05:39 PM | ||
Mordelicius |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns
But I have my reservations whether those are sufficient in remedying Planetside 2's systemic problem. What do I mean by that? It simply meant that PS2 deficiency in player experience is that much deeper than being covered with a band-aid like solutions (and again, that doesn't mean PS2 Devs' attempts at helping newbies is not welcome). But to elaborate, Planetside 2 has: - Four full continents (and the incoming newbie area Koltyr). - up to 100 bases in each continent - these bases are intricately connected by a lattice system - these bases varying in size and difficulty in capture If one is to tell that to any gamer not familiar with PS2, the impression will be is game is well thought-out and planned. But upon actual downloading and playing the game. Here's what they are met with: Lattice system is pointless - What determines if one is to take an A-B path, instead of A-C or A-D? Answer: Whatever is good for the farm. There is no logic to the lanes. In addition to that, the redeploy system allows players to jump around to capture empty bases. The game degenerates into whether redeploying enmasse will stop 48+ attackers from trying to ninja an empty bases. Bases are meaningless - What determines which base to capture? What determines which bases to save? What determines which bases to prioritize? Answer: Whatever is good for the farm. After all the objectives have been taken and battle won. What is value of this facility? Practically nothing unless it is good for The Farm. The Resource System is moot - MMOs like PS2 are supposed to emulate tribal warfare in their fight for territory and resources. This whole concept flies over the PS2 Devs heads. What is the function of PS2's Flat Resource System? To allow chain-pulling heretofore/used-to-be Resource limited units (Maxes, Tanks, Aircrafts etc.). Answer: Whatever is good for the farm. The old PS2 Resource system was designed as rate-limiting to force-multipliers. The new resource system made it all moot since everything can now be chain-pulled. In conclusion, what is Planetside 2? A gun/gear/weapon levelling pvp. What drives Planetside gameplay? Answer: Whatever is good for the farm. That's what I meant by a systemic problem not going to be solved by telling players to take an objective or a battle rank unlock mechanics. 2) There must be better ways to create Cert sink and not destroy the whole idea of faction war and loyalty. The whole Black Ops thing will absolutely destroy any form of longterm faction-based warfare. Other downsides are already pointed out the official forum: - Spying. This will be used not only for spying, but also for sabotage - No Rivalries. This is has been pointed out correctly. There's supposed to be rivalry. For a game like this, it's unbelievably lacking. Each account is already allowed to access all empires so a player is induced to buy into each faction. Now, they are going to allow faction switching at a push of a button, in-game. Wow. They are literally treating this like it's some lobby, queue shooter game. Instead they can implement something that can help the overall longevity of faction warfare Example: last year I've suggested Stolen Tech Cert lines ( I can't seem to find the post...) A player can use an enemy faction's gear so long as they are certed in that particular branch AND your faction is holding the appropriate facilities Requirement: NC controls 3 Indar Biolabs + 1 Tech Plant + NC player has certed into VS Max Stolen Tech Cert tree Temporary Benefit: NC Player in Indar can pull VS Maxes (with NC color scheme) as long as the requirements are met. Requirement: NC in Indar controls 3 Tech plant + 1 Amp station + NC player certed into TR MBT Stolen Tech tree Temporary Benefit : NC player in Indar can pull NC colored Prowlers as long as the requirements are met. Many base combinations can be tied to a specific Empire-Specific Stolen Tech lines. (If the Devs wish, they can use a more complex system of allowing blueprints/components carried/installed to and from facilities). What's the value of the Stolen Tech Tree? - High level Cert sink (totally separate from owning other Empire characters) - Giving bases meaning and benefits. - Players will queue to beneficial continent so they can pull a stolen tech gear. PS2 Devs like continental queue since it gives priority to premium members. - Rewards faction loyalist. Before, all players are encouraged to use all 3 factions so SOE (DBG) can sell their gear 3x. But what about a one-empire-only players (such as myself). We can invest on the Stolen Tech cert lines. An NC loyalist can fully cert towards any Vanu or TR Stolen Tech Cert trees. This is a much better alternative to just destroying any semblance of faction identity and any faction-based warfare derived from it. In summary: Want access to enemy faction empire specific gears? Cert into Stolen Tech trees and capture pertinent bases. |
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2015-03-17 10:50 AM | ||
Figment |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns Yeah, was a huge disappointment for Hayoo and me. :/ |
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2015-03-30 06:53 AM | ||
DviddLeff |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns Makes me feel better for never being invited however |
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2015-03-30 09:14 PM | ||
Baneblade |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns Smurf's only, you knew that. |
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2015-03-31 04:22 AM | ||
Mordelicius |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns If (SOE)/Daybreak is going to utilize a 'Community Council', they have to give up a percentage of their control/decision making. I doubt they would give up even 1% of gameplay decision to the players. It's just like the old Roadmap, which they advertised as a "Reddit-like" voting. On paper, it has a 100% trapping of a pure, classical Greek Democracy, BUT with 0% teeth/implementation. Basically, players can argue, debate, reason, vote, etc. but they still hold all the cards in decision making. Essentially, they've been selling this illusion that the players have a concrete voice in the game's development. But, about 3 months after the original, comprehensive Roadmap was released, it's obvious the list they made was unrealistic. Later, I suggested they completely do away with the Roadmap (and I can't find the link..) since it's always a lose/lose scenario, but they still continued to pile on ideas 1) Unrealistic list = unrealistic expectation = tiny fraction implemented = players lose 2) Players get mad, Devs get the blame = Devs lose Nowadays, the Roadmap is so completely gutted, that it's not even worthy of the name. In short, it's now in a more apt format lol. |
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2015-04-28 04:13 AM | ||
reoiutghjk |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns one piece online |
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2015-08-23 01:20 PM | ||
SArais |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns They should cut their losses with PS2 and remake the original PS1, as it was also superior in all aspects including longetivity and probably profit. (12 years to... 3?) Give the Cave/BFR people a separate server. I'm not asking for a 1:1 copy of the original in all aspects, but it had the clearly superior gameplay. Because PS2 MAXes can't also serve as supply carriers. Because PS2 medics can't use rocket launchers and flamethrowers. Because PS2 engineers can't hijack enemy vehicles. Because PS2 infiltrators can't leave mines everywhere like an unbelievable prick. Because PS2 heavies can't revive their fallen comrades. All they would need to make it entirely F2P is a cosmetic shop. Cosmetics only. Period. As for a potential trailer, look at some of the player's tribute videos. Part of the non-retension of the game is/was the skill gap and the over-abundance of hackers. People were upset about BFRs/Caves as well, but BFR's were considerably nerfed since their inclusion, which people fail to remember. |
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2015-08-24 07:46 AM | ||
Crator |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns
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2015-08-28 02:11 PM | ||
SArais |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns
Ah well, we'll be laughing if they collapse. |
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2015-09-04 06:37 PM | ||
Crator |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns Staying away from how PS1 did things seems to have been the mission statement for PS2, aside from the empires and visual relation to PS1. Hell, we didn't even have a ground AMS when the game was first released and had to beg for one. It's most likely not going to collapse. It will just fissile out eventually. Unless they make some fairly big changes to get players back and try to do something to attract new ones as well. But getting them to do anything with PS1 mechanics is like pulling teeth almost. |
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2015-09-08 01:00 PM | ||
p0intman |
Re: Daybreak Games Hit With Layoffs, Matt Higby resigns planetside is over. planetside is dead. (except for any potential emulation to ressurect it, but that is long term) |
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2019-08-01 11:02 AM | ||
Luciav |
Mi presentación Buenas, qué tal? Me he registrado en el foro para intentar aportar cosas sobre los temas en los que mejor me defiendo. |