Game developers open up about the “worst” games they’ve worked on

Last week, Daedalic Entertainment, developers of the hidden object adventure video game JRR Tolkien The Lord of the Rings: GollumHe apologized for the game’s failure to “live up to the expectations” of players and developers alike. despite of Gollum Being one of the worst rated games of 2023 on Metacritic, it’s hard to stand the L, it’s a gameD to a very helpful Twitter thread where a group of game developers shared testimonials about the lessons they learned while having fun working on their “worst” games.

The conversation between the game developers started via a tweet from God of War: Ragnarok Senior Environment Artist Danny Carlon. In retweeting a quote from a Video Games Chronicle article about GollumAnd Carlone shared a screenshot of Sonic Boom: Lyric RiseMetacritic review score of 32 In solidarity with the developers at Daedalic Entertainment.

Read more: The Lord of the Rings: Gollum Studio apologizes for ‘scary experience’

“Games are hard to make. No matter the outcome, every project has positives/lessons learned. I offer Game Lowest Score because I’m proud of the time I’ve spent working with some of my favorite people in the industry,” Carlon wrote in a tweet. “Some things are out of your hands. Be nice to each other.”

BonusXP environmental artist Ashley Rochelle quickly retweeted Carlone along with a screenshot of Exotic marine coloniesaverage score of 43 on Metacritic – a poorly reviewed project I worked on – and encouraged other game developers to share what they love about working on their “least reviewed game”.

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Read more: Gotham Knights Six months later: better, but still average

The resulting thread, which features confessions from developers who have worked on games ranging from Gotham Knights to obscurity such as a friends trivia game for playstation 2, Full of useful lessons for developers from many different companies and disciplines learned while working on games that critics and gamers haven’t quite caught up with.

talk with Kotakusaid Rochelle Kotaku It was really nice to hear so many people who appreciated the good parts of me Colonial Marines—especially the multiplayer mode — “although it’s been universally panned.” She said that Carlone’s message for developers to “be nice to each other” resonated with her because “being a part of an eclectic game as a developer is soul-crushing”.

“Especially as fellow developers, we should all be kind. I felt some solidarity in sharing my experience with the Hated game.” There are a lot of us that have been there, Rochelle said. “I wanted to show that it’s okay to work on something that doesn’t go well. There are positives there. Whether it’s a new skill you’ve learned or even people you’ve worked with. There will be other projects. We learn from mistakes and failures and move on to making better and better games.”

Read more: Exotic marine colonies: the Kotaku review

Nick McConnell– Who was a member of Final Fantasy XIVSquare Enix’s English localization team returned before completely revamping it to make it a decent game — he said that while he was “fully aware of the issues,” widely cited in the MMORPG’s troubled launch, he and his fellow QA team members did their best their effort to make the game better by having “english dialogue” and “[imbuing] With some additional features.

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“For me, it helped partition — I wasn’t the admin of the game, so I couldn’t claim ownership of the state of the game,” he said. “I was so proud of the work we did on the QA site. Some funny dialogue, clean scripts, etc. Also the camaraderie of being together on the highs of poorly received success – we had a lot of inside jokes and a lot of us still are Connection until today. We wanted to contribute to something cool that people would love, and it’s nice to know that launch day wasn’t the end of the whole thing.”

Square Enix

According to McConnell, he and the rest of the QA team have been removed from FFXIVcredits when Square Enix “righted the ship” with the release of their revamp, A world reborn. Unfortunately, this It happens a lot to people who work in quality assurance. Despite the departure of the Arabization team released A world rebornMcConnell says the work he and his team put into the game’s initial release in 2010 helped “pave the way” for its 2013 relaunch.

You can find more stories from the development trenches in our ongoing Twitter conversation. Here’s a roundup of some of our current and favorite responses.

While Twitter is an echo chamber for people playing games they don’t like, it’s nice to see the people behind these games come together to share great stories and transform what might otherwise be an otherwise unproductive gamer striving into a productive and healthy online discussion.

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