"It felt like a robbery,... like we'd been raided ourselves..."
Stejně tak, jako jsem sdílela příspěvek od Lara Croft (Core Design universe) na FB, tak to zmiňuji i zde. Kdo si chce přečíst, jak to bylo s Eidosem a Core Design a proč "nemiluju" automaticky vše, co má nálepku "Tomb Raider".
Následují útržky z článku, přečtěte si ho ale celý. Odkaz je pod útržky.
| ""Tomb Raider visionary Toby Gard-the animator who created Lara Croft and came up with the initial concept for the game-was unhappy. "The idea was to create a female character who was a heroine, you know, cool, collected, in control, that sort of thing," he told Gamasutra in 1998. But Eidos emphasized Lara's sex appeal in marketing, putting her in provocative poses and revealing outfits on posters and advertisements. She went beyond a simple comic-book-style caricature of an attractive woman to appear something more carnal and sleazy.
Gard's idea for Lara, which he wanted to get across in movie-style posters and slick marketing material, was more sophisticated. "He presented these ideas to Eidos, and the Eidos marketing guys basically went, 'What? Go away, little man,'" says Rummery. "'We're not interested. What are you doing here? This is our job.' And he was so pissed off about that. He couldn't let that go."
"Marketing was seen as this invisible bunch of imbeciles that always kept asking these idiotic requests that we couldn't fulfill," recalls Sandham. "I don't think we ever met anybody from marketing. Marketing was this invisible thing that would just be there to irritate us when we were in the middle of a crunch."
"...a team of Tomb Raider veterans at Core set about remaking the original game in the new engine. It was going well, Rummery recalls-both looking and playing great. But Crystal Dynamics didn't want Core back in the picture, and the American studio built a rival demo.
"They convinced whatever the politics in SCi was like that it made more sense to just keep it all in one studio," says Rummery. "Keep the franchise in one place. And so ours was killed, and you'd have never heard if it hadn't been leaked by someone."
Aggressive release schedules across multiple platforms are damaging to both developers and brands. If Core had been given room to breathe, Tomb Raider III would have been a PlayStation 2 exclusive launched alongside the system, and Tomb Raider VI would have likely not emerged until early in the PlayStation 3 era. Would it have kept Lara exciting and relevant, perhaps taking the wind out of Nathan Drake's sails? We'll never know because Eidos, much as the likes of Activision and Ubisoft are doing today, prioritized short-term profits over long-term resilience. Annualized sequels may seem safe, but Tomb Raider-or, if we look to Hollywood, the multitudes of Marvel/DC Comics films and Michael Bay's Transformers-is proof that they could be risky in the extreme.
"I think that's the problem: greed. It may not be one person's greed, but that's what started happening with Tomb Raider. Effectively we were pandering to deadlines that were based around hitting marketing milestones."" |
Útržky z článku, celý článek zde, napsal Richard Moss 3/31/2015.
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