<strong>[Company -> Interview]</strong> - More info on <a href="http://wikipocalypse.duckandcover.cx/in ... itle=Chris Avellone">Person: Chris Avellone</a> | More info on <a href="http://wikipocalypse.duckandcover.cx/in ... title=John Morgan">Person: John Morgan</a> | More info on <a href="http://wikipocalypse.duckandcover.cx/in ... tle=Ferret Baudoin">Person: Ferret Baudoin</a> | More info on <a href="http://wikipocalypse.duckandcover.cx/in ... e=Obsidian Entertainment">Company: Obsidian Entertainment</a>
<p><a href="http://www.gamebanshee.com/interviews/n ... hts2-2.php" target="_self">There's a new interview on GameBanshee</a> with <span class="gb13"><strong>John Morgan</strong>, <strong>Ferret Baudoin</strong>, and <strong>Chris Avellone</strong> of <a href="http://www.obsidianent.com" target="_self">Obsidian</a>. It's mainly about NWN2, but there are some relevant bits to post-apocalyptic things, namely the final question:</span></p>
<blockquote><strong><em><span class="gb13"><span class="question">GB: To conclude, where would
you like to take Obsidian Entertainment over the next 5 years? Any
particular games you have on your "wish list" for the future, such as a
new Planescape RPG or maybe a new post-apocalyptic title?</span>
</span></em></strong><em>
</em></blockquote>
<blockquote><span class="gb13"><em><span class="answer">JM: Obsidian Entertainment is finding its place in
the industry and is growing at just the right pace for our tastes. I
see the company only slightly bigger in the future because when you
reach a certain size, you have to hire extra people to manage it and
keep the general bureaucracy of the company going. Where we're at now
feels like a large circle of friends where everyone knows everyone else
and we genuinely enjoy spending time with each other, both at work and
after-hours. It becomes more difficult to keep that unity going when
you reach that ambiguous size as you start to get people who rarely
interact with each other simply because they have no need to or there's
just not enough time. We'd like to avoid that and find the sweet-spot
where we are able to maintain a few projects at a time, in different
stages of development, and keep making games on our own terms without
having to worry about all that nasty game development red-tape.</span> </em>
</span></blockquote>
<p>I feel that's a fine bit of question dodging. </p>
Spotted @ <a href="http://www.rpgcodex.com">RPG Codex</a>
Obsidian interview at GameBanshee
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
S4ur0n27 wrote:Edit by Mr. Teatime: Some stupid picture that was too big
Star Pilot on Channel K wrote:The Klingon bastards flies around
always ready for some war
They don't care about any rules at all
as long as they can kill some more
Evil barbarians without discipline
unpredictable death-machine
With their cloaking device they remain invisible
until the time has come
To appear right ahead of us
and obliterate everyone
If you ever would give them a helping hand
you can be sure they'll chop of the arm
Never ever never trust a Klingon
you will always regret it
Never ever never trust a Klingon
you will never forget it
There are no 'knowns'. There are thing we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know we don't know. So when we do the best we can and we pull all this information together, and we then say well that's basically what we see as the situation, that is really only the known knowns and the known unknowns. And each year, we discover a few more of those unknown unknowns.
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