The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

EA Offensive: Former Retro Heads/Metroid Prime devs ink deal with EA.

SheepSheep Registered User, __BANNED USERS regular
edited October 2008 in Games and Technology
So...

BioWare.

Valve.

Pandemic.

And now a part of Retro?

If you were warming up to EA recently (and who could blame you?), there's even more incentive to give them a second (or third... or fourth) chance into warming our cold, clamy, nerdy, gamer hearts with their gaming intentions.

Some backstory... Months ago, several Retro big wigs were unceremoniously escorted from the premises.. There was a big hooplah about it. Tons of speculation. Etc etc.

Now we have INFORMATION.

From Kotaku:
Three of the key developers behind Nintendo's popular Metroid Prime series recently jumped ship to form a new development studio that will be dedicated to creating games for all three platforms under a publishing deal with Electronic Arts, the publisher announced today.

All three consoles, you say?
Armature Studio, located in Austin, Texas, is headed by Mark Pacini, Todd Keller and Jack Mathews, the former Game Director, Art Director and Principal Technology Engineer of the Nintendo franchise.

In a recent interview with Kotaku, Pacini said that the trio formed the new company some time in April and signed their exclusive publishing deal with EA two to three months later.

"EA approached us with this really interesting business model of creating a small studio that is only comprised of industry veterans," Pacini said. "The goal is to create new IP with a very, very small team and to produce a game without having to grow that team."

New IP, you say?
The deal with Electronic Arts is an experiment of sorts, Pacini said. Under the agreement, the studio will report to EA General Manager Lou Castle as part of EA's secretive Blueprint Division. Castle is acting Executive Producer of the Armature Studio games. Instead of operating like typical game development studios, the core team at Armature Studio will work on game prototypes. Once a game is ready for development a bulk of that work would be shifted to an external team or another studio, while the Armature people would follow the project as directors.

So, basically, crank out the ideas, let someone else do the grunt work, and make sure it comes out clean? I can dig that.
"EA has been very very supportive of all of our efforts."



http://kotaku.com/5049329/metroid-prime-devs-eye-360-ps3-for-future-games

Sheep on
«1

Posts

  • bloodyroarxxbloodyroarxx Casa GrandeRegistered User regular
    edited September 2008
    Next gen First person adventure game NOW!

    God Metroid Prime's art director with next gen tech = SEX

    bloodyroarxx on
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited September 2008
    So basically they're forming a new studio like most people on game making forums make games?

    "I haz ideas but you need to do all the work?"

    This is going to fail. Hard. Glad Nintendo fucking fired their asses.

    FyreWulff on
  • APZonerunnerAPZonerunner Registered User regular
    edited September 2008
    Generally offshoot developers from a famous dev go on to not be as successful as the 'original' studio, so let's see what happens.

    The only exception of that rule I can think of is Free Radical - and judging Haze - oh how the mighty have fallen - while Rare seem to be on the rise once more.

    APZonerunner on
    APZonerunner | RPG Site | UFFSite | The Gaming Vault
    XBL/PSN/Steam: APZonerunner
  • AoiAoi Registered User regular
    edited September 2008
    Hmm, this doesn't sound like that odd of an idea. I know at least a few studios that do this (Factor 5 with DQ9 is the first thought, Lost Odyssey, another). So it doesn't sound like something that would go too bad.

    And um... is my sarcasm meter off? Or is Fyre jumping headfirst into the troll pit?

    Aoi on
  • CouscousCouscous Registered User regular
    edited September 2008
    I'm not sure if they are creative enough to make this work.

    Couscous on
  • WillybubbaWillybubba Registered User regular
    edited September 2008
    Not really sure about that though. They can just concentrate on ideas and concepts while others can work out the technical stuff... Kind of, like, creative consultants of sorts I guess.

    Doesn't Miyamoto work this way as well? As in, make stuff up and let others work it out while just checking in and wiping the table clean once in a while?

    Willybubba on
  • cloudeaglecloudeagle Registered User regular
    edited September 2008
    This could go either way. On the one hand these guys have done great work in the past, on the other hand there's Flagship and Hellgate: London.

    Make prototypes and then ship them off for external development? Interesting. It could work and could spark some actual innovation in a biz that sorely needs it, but it may depend on how much magic pixie dust they can sprinkle on the project after someone else gets their grubby hands on it. A good idea can get trounced by lousy execution.

    cloudeagle on
    Switch: 3947-4890-9293
  • bloodyroarxxbloodyroarxx Casa GrandeRegistered User regular
    edited September 2008
    FyreWulff wrote: »
    So basically they're forming a new studio like most people on game making forums make games?

    "I haz ideas but you need to do all the work?"

    This is going to fail. Hard. Glad Nintendo fucking fired their asses.

    Actually it sounds alot like the way Japan works, with TOSE and a couple other outsourcing companies that make quite a few games you have heard of. this is a very abbreviated list :
    * Bases Loaded — (June 26, 1987), (NES)
    * Bases Loaded II: Second Season — (October 8, 1988), (NES)
    * Racket Attack — (September, 1991), (NES)
    * Bases Loaded 3 — (September, 1991), (NES)
    * Game & Watch Gallery 2 — (November, 1998), (Game Boy Color)
    * Dragon Warrior Monsters — (September 25, 1998), (Game Boy Color)
    * Game & Watch Gallery 3 — (April 8, 1999), (Game Boy Color)
    * Metal Gear: Ghost Babel - (April 27, 2000), (Game Boy Color)
    * Densetsu no Stafy — (September 6, 2002), (Game Boy Advance)
    * Game & Watch Gallery 4 — (October 25, 2002), (Game Boy Advance)
    * Shrek: Hassle at the Castle — (October 10, 2002), (Game Boy Advance)
    * The King of Route 66 — (co-developed with Sega-AM2), (March 18, 2003), (PlayStation 2)
    * Densetsu no Stafy 2 - (September 5, 2003), (Game Boy Advance)
    * Densetsu no Stafy 3 - (August 5, 2004), (Game Boy Advance)
    * The Nightmare Before Christmas: The Pumpkin King — (October 7, 2005), (Game Boy Advance)
    * Super Princess Peach — (October 20, 2005), (Nintendo DS)
    * Dragon Quest Heroes: Rocket Slime — (December 1, 2005), (Nintendo DS)
    * Sega Casino — (November 15, 2005), (Nintendo DS)
    * Densetsu no Stafy 4 - (April 13, 2006), (Nintendo DS)
    * Avatar: The Last Airbender - (October 10, 2006), (Nintendo DS)
    * Dragon Quest Monsters: Joker - (December 28, 2006), (Nintendo DS)
    * Densetsu no Stafy Taiketsu! - ([July 2008]), (Nintendo DS)
    * Crash: Mind Over Mutant - (October 2008), (Nintendo DS)
    * WWE SmackDown vs. Raw 2009 - (Fall 2008), (Nintendo DS)

    Here is a great article on them

    http://www.1up.com/do/feature?cId=3156447

    bloodyroarxx on
  • VothVoth Registered User regular
    edited September 2008
    It sounds very promising, though it's a very early announcement. I'd like to hear more about this project once they come up with ... y'a know, screen shots or concepts.

    Voth on
    reverbnation -- last.fm -- facebook -- twitter -- bandcamp --youtube -- PSN: audapostrophe -- XBL: audapostrophe -- NNID: audapostrophe -- Myspace
  • cloudeaglecloudeagle Registered User regular
    edited September 2008
    Yeah, supposedly TOSE did most of the heavy lifting on the original Kid Icarus. They're a fascinating company, though their output is all over the map. I guess it just comes down to how well they're managed, and that'll probably be the key factor in whether the prototypes turn into something fun.

    At least this shows that EA is pretty goddamn serious about actually creating new IPs and game types rather than just recycling the same old licenses/shit.

    cloudeagle on
    Switch: 3947-4890-9293
  • BeckBeck Registered User regular
    edited September 2008
    I've never loved how Metroid Prime games play, but I always enjoyed how they looked. Really excited to see what they're up to, even if I'm not that interested in playing it, it should be great to look at.

    Beck on
    Lucas's Franklin Badge reflected the lightning back!
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited September 2008
    Aoi wrote: »
    Hmm, this doesn't sound like that odd of an idea. I know at least a few studios that do this (Factor 5 with DQ9 is the first thought, Lost Odyssey, another). So it doesn't sound like something that would go too bad.

    And um... is my sarcasm meter off? Or is Fyre jumping headfirst into the troll pit?

    This isn't outsourcing development to another studio like some Japanese companies do. This is just being a thinktank and then distantly telling a developer what to do.

    The first game from this venture is going to be very uncohesive.

    FyreWulff on
  • zilozilo Registered User regular
    edited September 2008
    What? How the hell do you know the depth or extent of the preproduction work these guys will be doing?

    zilo on
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited September 2008
    Because it says it right there?
    Instead of operating like typical game development studios, the core team at Armature Studio will work on game prototypes. Once a game is ready for development a bulk of that work would be shifted to an external team or another studio, while the Armature people would follow the project as directors.

    They would save time just letting the people they're going to outsource it to just read a design doc and make the prototype themselves.

    FyreWulff on
  • zilozilo Registered User regular
    edited September 2008
    That's the exact formula used for outsourcing expansion packs, except with a prototype instead of a shipped game as the starting point.

    It's just a dedicated prepro group. Seems like a fine idea to me.

    zilo on
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited September 2008
    Then I'd rather just they be.. managers or something at EA.

    This setup just screams 'pointless middleman' to me.

    FyreWulff on
  • devolvedevolve Registered User regular
    edited September 2008
    FyreWulff wrote: »
    Because it says it right there?
    Instead of operating like typical game development studios, the core team at Armature Studio will work on game prototypes. Once a game is ready for development a bulk of that work would be shifted to an external team or another studio, while the Armature people would follow the project as directors.

    They would save time just letting the people they're going to outsource it to just read a design doc and make the prototype themselves.


    Umm, no.

    they'll be developing the prototypes, and then acting as directors. It says NOTHING about them being hands off once the prototype is finished. And I can say this, because they wrote "the armature people would follow the project as directors."

    See what they did there? they spelled it out for you.

    the beauty of this is that previously these guys acted as the directors from the beginning and had grunts doing the prototyping. Now they get to focus on the prototyping and THEN move into the director role, which should actually keep things at least as focused if they were previously, if not more so.

    devolve on
    detriot.png
  • zilozilo Registered User regular
    edited September 2008
    That's probably how they justify not making them relocate. They're not exactly EA employees, apparently- just contractors. Sort of.

    zilo on
  • DarlanDarlan Registered User regular
    edited September 2008
    This is great. I was really disappointed when I realized Metroid Prime 3 would be severely handicapped by it's hardware, and hearing that some of that team is moving on up is music to my ears.

    (Not that the Wii sucks at everything, but when the main draw of a series is the beautiful environments, well, it is a bit of a handicap.)

    Darlan on
  • atat23atat23 Registered User regular
    edited September 2008
    Yeah I like that EA are mixing it up a little to invent new franchises, with all this talent they are sucking up they will hopefully come up with something that's pleasantly unexpected.

    It is EA though so role on the many iterations of these new franchises as well.

    atat23 on
  • SheepSheep Registered User, __BANNED USERS regular
    edited September 2008
    Darlan wrote: »
    This is great. I was really disappointed when I realized Metroid Prime 3 would be severely handicapped by it's hardware, and hearing that some of that team is moving on up is music to my ears.

    (Not that the Wii sucks at everything, but when the main draw of a series is the beautiful environments, well, it is a bit of a handicap.)

    MP3 looked great, regardless of the fact that it was on the Wii. Art direction goes a very long way.

    Sheep on
  • darleysamdarleysam On my way to UKRegistered User regular
    edited September 2008
    Sounds like Dead Space was made in largely the same kind of way.

    "We have a neat new idea, give us a short amount of time to knock up a prototype"

    "Here is our prototype, can we have more mans to make this game?"

    That seems to be working out alright so far.

    darleysam on
    forumsig.png
  • SheepSheep Registered User, __BANNED USERS regular
    edited September 2008
    darleysam wrote: »
    Sounds like Dead Space was made in largely the same kind of way.

    "We have a neat new idea, give us a short amount of time to knock up a prototype"

    "Here is our prototype, can we have more mans to make this game?"

    That seems to be working out alright so far.

    Should probably wait and play it first.

    :)

    Sheep on
  • CymoroCymoro Registered User regular
    edited September 2008
    I really wanted another Metroid Prime game that wasn't one color like 2 or 3. 2 was purple purple purple, 3 was blue blue BLUE. 1 had that perfect balance, and it felt like a real world rather than an over-stylized location.

    Cymoro on
    i am perpetual, i make the country clean
  • The_ScarabThe_Scarab Registered User regular
    edited September 2008
    FyreWulff wrote: »
    So basically they're forming a new studio like most people on game making forums make games?

    "I haz ideas but you need to do all the work?"

    This is going to fail. Hard. Glad Nintendo fucking fired their asses.

    A: They quit. 'Escorted from the premises' is such a misnomer that we had an entire thread on it. They left on their own devices IIRC. Also, if you ever work at a big corporation it is usually policy for someone to escort you out when you leave. Insurance purposes for one, policy for another.

    B: These guys made Metroid Prime. They have impeccable design credentials and the funding to do something without any restrictions. They can blue sky something and then get huge gruntwork backing from EA once something has come together. financially it works out great for both parties.

    How can you be so wrong in one post Fyre? You're usually so apt on these things.

    The_Scarab on
  • darleysamdarleysam On my way to UKRegistered User regular
    edited September 2008
    Sheep wrote: »
    darleysam wrote: »
    Sounds like Dead Space was made in largely the same kind of way.

    "We have a neat new idea, give us a short amount of time to knock up a prototype"

    "Here is our prototype, can we have more mans to make this game?"

    That seems to be working out alright so far.

    Should probably wait and play it first.

    :)

    Well true, it could be a completely different game to the one being shown all along.

    Seriously though, Dead Space looks like it's going to be pretty damned awesome, and if this works in the same kind of way (come up with new ideas, produce a prototype, take it to full production) then I'm fine with that.

    darleysam on
    forumsig.png
  • SheepSheep Registered User, __BANNED USERS regular
    edited September 2008
    darleysam wrote: »
    Seriously though, Dead Space looks like it's going to be pretty damned awesome

    I will never know personally. I'm a gigantic pussy when it comes to survival horror games.

    What a delicious little dose of irony it will be if EA generates praise for the funding of new IPs... and then sequalizes the hell out of them.

    Sheep on
  • zilozilo Registered User regular
    edited September 2008
    Sheep wrote: »
    darleysam wrote: »
    Seriously though, Dead Space looks like it's going to be pretty damned awesome

    I will never know personally. I'm a gigantic pussy when it comes to survival horror games.

    What a delicious little dose of irony it will be if EA generates praise for the funding of new IPs... and then sequalizes the hell out of them.

    I'd love a whole truckload of Dead Space sequels done well. The setting is ever so much cooler than Resident Evil.

    zilo on
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited September 2008
    The_Scarab wrote: »
    FyreWulff wrote: »
    So basically they're forming a new studio like most people on game making forums make games?

    "I haz ideas but you need to do all the work?"

    This is going to fail. Hard. Glad Nintendo fucking fired their asses.

    A: They quit. 'Escorted from the premises' is such a misnomer that we had an entire thread on it. They left on their own devices IIRC. Also, if you ever work at a big corporation it is usually policy for someone to escort you out when you leave. Insurance purposes for one, policy for another.

    B: These guys made Metroid Prime. They have impeccable design credentials and the funding to do something without any restrictions. They can blue sky something and then get huge gruntwork backing from EA once something has come together. financially it works out great for both parties.

    How can you be so wrong in one post Fyre? You're usually so apt on these things.

    They were fired for headhunting on company time. They didn't quit of their own choice.

    FyreWulff on
  • elkataselkatas Registered User regular
    edited September 2008
    The_Scarab wrote: »
    B: These guys made Metroid Prime.

    Plus 40 or so other Retro members and 23 Nintendo EAD members. We can't really know how well these guys can work without guidance of Nintendo's producers, but if history tells something, probably not that well*. But we will see.

    * Rare, Left Field, Silicon Knights, Factor 5.

    elkatas on
    Hypnotically inclined.
  • AntihippyAntihippy Registered User regular
    edited September 2008
    As far as I know the Penny Arcade game was made in pretty much the same way.

    And we all know how that turned out.
    Well I don't since I haven't played it but I heard that it's pretty cool!

    Antihippy on
    10454_nujabes2.pngPSN: Antiwhippy
  • major_tommajor_tom Registered User regular
    edited September 2008
    Cymoro wrote: »
    I really wanted another Metroid Prime game that wasn't one color like 2 or 3. 2 was purple purple purple, 3 was blue blue BLUE. 1 had that perfect balance, and it felt like a real world rather than an over-stylized location.

    Uh...what. I think you might have the colour settings on your TV a teeny bit misaligned if you think areas like Elysia and the Space Pirate homeworld (that make up massive parts of the game) are blue. :P

    I'm with you on 2 though, it had a very muted colour palette. Mostly browns and dark purples as you say.

    One thing the uniform colour palette did for 2 was make it feel much more organic though, rather than MP1's sharp visual distinction between the environments. I mean, if you want to break it down, Prime 1 was essentially made up of classic videogame staples like the Ice World, Fire World, Forest World, Temple World and Mechanical/Tech world.

    Don't get me wrong, i'm not hating on MP1's environments by any means (if anything, they gave it charm), but saying it wasn't over-stylised is just flat-out wrong.

    major_tom on
    This is what i get for caring about gamercards...
  • PolagoPolago Registered User regular
    edited September 2008
    elkatas wrote: »
    The_Scarab wrote: »
    B: These guys made Metroid Prime.

    Plus 40 or so other Retro members and 23 Nintendo EAD members. We can't really know how well these guys can work without guidance of Nintendo's producers, but if history tells something, probably not that well*. But we will see.

    * Rare, Left Field, Silicon Knights, Factor 5.

    Wasn't metroid prime originally a third person shooter that felt like tomb raider (the tank ones) at E3...2002 I want to say? That was Retro's own design if I recall correctly until they were told to sharpen the fuck up and do it right.

    It's not everything or possibly even anything, but it says something about needing a little guidance along the way.

    Polago on
  • CouscousCouscous Registered User regular
    edited September 2008
    I just remember that Nintendo came up with the scanning idea.
    Metroid Prime was developed as a collaboration between Retro Studios and important Nintendo EAD and R&D1 members. Retro Studios was created in 1998, by an alliance between Nintendo and former Iguana Entertainment founder Jeff Spangenberg. After establishing its offices in Austin, Texas in 1999, Retro received five game ideas for the future GameCube, among them a new Metroid,[22] despite not even having development kits.[23] Nintendo members, such as Shigeru Miyamoto, Kensuke Tanabe and Kenji Miki, as well as Metroid designer Yoshio Sakamoto, communicated with the Texas-based studio through emails, monthly phone conferences and personal gatherings. The game was originally envisioned as having third-person perspective gameplay, but this was changed to a first-person perspective after Miyamoto intervened, causing almost everything already developed to be scrapped. Among the reasons for leaving the third-person perspective were Rare's trouble with the camera in Jet Force Gemini, shooting in third-person "not being very intuitive" and exploration being easier using first-person.[23] Director Miyamoto has also professed a fondness for games to be in the first person perspective in an interview with Satoru Iwata. He then said he even wanted Ocarina of Time to take place in the first person perspective.[24] Mark Pacini said Retro tried to make the game so that the only difficult parts would be boss battles, so players would not be "afraid to explore", because "the challenge of the game was finding your way around".[25]

    Couscous on
  • LaPuzzaLaPuzza Registered User regular
    edited September 2008
    Why would I give these guys the benefit of the doubt?
    The_Scarab wrote: »
    These guys made Metroid Prime.

    Oh, right. I know they didn't make it themselves, but it was a great game. I'm also a big fan of anyone that spent time working with Shiggy on anything - I even tried Too Human.

    I don't care if they said they were making a game about painting the wings on pixies, I'd give it a rent based on their track record.

    LaPuzza on
  • SheepSheep Registered User, __BANNED USERS regular
    edited September 2008
    Polago wrote: »
    elkatas wrote: »
    The_Scarab wrote: »
    B: These guys made Metroid Prime.

    Plus 40 or so other Retro members and 23 Nintendo EAD members. We can't really know how well these guys can work without guidance of Nintendo's producers, but if history tells something, probably not that well*. But we will see.

    * Rare, Left Field, Silicon Knights, Factor 5.

    Wasn't metroid prime originally a third person shooter that felt like tomb raider (the tank ones) at E3...2002 I want to say? That was Retro's own design if I recall correctly until they were told to sharpen the fuck up and do it right.

    It's not everything or possibly even anything, but it says something about needing a little guidance along the way.

    There are some early screenshots out there on the net as well.

    Sheep on
  • The_ScarabThe_Scarab Registered User regular
    edited September 2008
    elkatas wrote: »
    The_Scarab wrote: »
    B: These guys made Metroid Prime.

    Plus 40 or so other Retro members and 23 Nintendo EAD members. We can't really know how well these guys can work without guidance of Nintendo's producers, but if history tells something, probably not that well*. But we will see.

    * Rare, Left Field, Silicon Knights, Factor 5.

    These three members made Metroid Prime in the same way Will Wright made Spore.

    Lead designers are always far more integral to the design of a game than the 40 grunts beneath them.



    Seems that there is a whole load of negativity here, as though they will fail without Nintendo. Why is that? Because Metroid Prime is one of the best games ever made by Nintendo and they had a minor influence on the game themselves? Why wouldn't you want the same guys to bring a game to a wider audience?

    The_Scarab on
  • elkataselkatas Registered User regular
    edited September 2008
    The_Scarab wrote: »
    ....and they had a minor influence on the game themselves?

    Minor? I wouldn't call scrapping development three times, replacing most of the development team, changing game's perspective, deciding how game would control, and introducing major elements like scanning "minor influence". Not to mention that Pacini didn't even direct first game. His first directing job was MP2.

    elkatas on
    Hypnotically inclined.
  • The_ScarabThe_Scarab Registered User regular
    edited September 2008
    elkatas wrote: »
    The_Scarab wrote: »
    ....and they had a minor influence on the game themselves?

    Minor? I wouldn't call scrapping development three times, replacing most of the team, changing game's perspective, deciding how game would control, and introducing major elements like scanning "minor influence".

    Only one of those changes is attributed directly to Nintendo. Miyamoto pushing for first person perspective. Scanning was always part of the design but the way it was implemented was changed last minute. I think for the worse because 2 and 3 both have vastly superior scanning methods than the first in which scanning is kind of a chore.

    The_Scarab on
  • wasted pixelswasted pixels Registered User regular
    edited September 2008
    elkatas wrote: »
    The_Scarab wrote: »
    ....and they had a minor influence on the game themselves?

    Minor? I wouldn't call scrapping development three times, replacing most of the development team, changing game's perspective, deciding how game would control, and introducing major elements like scanning "minor influence". Not to mention that Pacini didn't even direct first game. His first directing job was MP2.

    So... what you're driving at is that Nintendo had a core design idea for the game, found the right development team, then oversaw the development of the game in a directorial role, and that was the key to Metroid Prime's success?

    I love it when a thread comes full circle.

    wasted pixels on
Sign In or Register to comment.