Jeffool

joined 2 years ago
MODERATOR OF
[–] Jeffool@lemmy.world 5 points 1 day ago* (last edited 1 day ago)

The allegation is that the publisher (Krafton) delayed the game to make it more difficult for the studio (Unknown Worlds) to hit their bonus goals, at which the publisher would have to pay the developer an extra $250M. UW's leadership was recently ousted by Krafton. Subnautica's director made a post on reddit about his departure: https://www.reddit.com/r/subnautica/comments/1lryw9o/what_is_a_wave_but_a_thousand_drops/

 

cross-posted from: https://lemmy.world/post/32718426

https://bsky.app/profile/jasonschreier.bsky.social/post/3ltkfdr437s2m

Jason Schreier: BREAKING: Krafton has delayed the highly anticipated game Subnautica 2 to 2026, potentially costing the development team a $250 million bonus.

The studio's leadership had wanted to release the game this year but were ousted by Krafton last week.

Krafton responds in a fullpage note on their homepage:

To Our 12 Million Fellow Subnauts, — Inevitable Leadership Change Driven by Project Abandonment–Despite Holding 90% of Earnout for Themselves

First and foremost, we sincerely thank you for your continued support, passion, and unwavering dedication to Subnautica. We wish to provide clarity on the recent leadership changes at Unknown Worlds, a creative studio under KRAFTON.

Background of Leadership Change

KRAFTON deeply values Subnautica’s unique creativity and immersive world-building. To provide fans with even better gaming experiences, we acquired Unknown Worlds, fully committed to supporting Subnautica’s future success. We collaborated closely with the studio’s leadership, who were central to the creation of the original Subnautica, to foster the optimal environment for a successful Subnautica 2.

Specifically, in addition to the initial $500 million purchase price, we allocated approximately 90% of the up to $250 million earn-out compensation to the three former executives, with the expectation that they would demonstrate leadership and active involvement in the development of Subnautica 2.

However, regrettably, the former leadership abandoned the responsibilities entrusted to them. Subnautica 2 was originally planned for an Early Access launch in early 2024, but the timeline has since been significantly delayed. KRAFTON made multiple requests to Charlie and Max to resume their roles as Game Director and Technical Director, respectively, but both declined to do so. In particular, following the failure of Moonbreaker, KRAFTON asked Charlie to devote himself to the development of Subnautica 2. However, instead of participating in the game development, he chose to focus on a personal film project.

KRAFTON believes that the absence of core leadership has resulted in repeated confusion in direction and significant delays in the overall project schedule. The current Early Access version also falls short in terms of content volume. We are deeply disappointed by the former leadership’s conduct, and above all, we feel a profound sense of betrayal by their failure to honor the trust placed in them by our fans.

KRAFTON’s Full Support for the Dedicated Development Team

To uphold our commitment to provide you with the best possible gaming experience, we made the difficult yet necessary decision to change the executive leadership. Subnautica 2 has been and continues to be actively developed by a dedicated core team who share genuine passion, accountability, and commitment to the game. We deeply respect their expertise and creativity and will continue to provide full and unwavering support, enabling them to focus solely on delivering the exceptional game you deserve.

KRAFTON’s Commitment to its Promises in Rewarding Employees

Additionally, KRAFTON has committed to fair and equitable compensation for all remaining Unknown Worlds employees who have continuously and tirelessly contributed to Subnautica 2’s development. We believe that the dedication and effort of this team are at the very heart of Subnautica’s ongoing evolution, and we reaffirm our commitment to provide the rewards they were promised.

Fans will always remain at the center of every decision we make at KRAFTON. Moving forward, we promise transparent communication and continued efforts to sustainably develop and expand the beloved Subnautica universe.

Honoring your trust and expectations is a core tenet at KRAFTON. We are committed to repaying your patience with an even more refined and exceptional gaming experience.

 

https://bsky.app/profile/jasonschreier.bsky.social/post/3ltkfdr437s2m

Jason Schreier: BREAKING: Krafton has delayed the highly anticipated game Subnautica 2 to 2026, potentially costing the development team a $250 million bonus.

The studio's leadership had wanted to release the game this year but were ousted by Krafton last week.

[–] Jeffool@lemmy.world 1 points 4 days ago

This is exactly why I said:

But I think it's worth communicating that we all understand new government regulation is likely going to be a pain in the ass. We just think it's worth the pain/money.

[–] Jeffool@lemmy.world 2 points 4 days ago

I posted elsewhere, but I'll repeat it here: Game Pass obviously and absolutely affects game sales. At the same time this conversation only happens because we're comparing "the industry with Game Pass" to "games at face value". That second one only lasted 10-15-ish years. Before that, there was "the industry with game rentals". Blockbuster was also absolutely eating up some sales.

But game rentals were often seen as a "try before you buy" case to many, as you may want to play a game more than 3-5 days. So maybe the answer is don't lease your game to Game Pass for a year at a time. Just offer it for a month or three. (Also make an easy way for the non-technical to export/import saves.) This also would let Microsoft make more deals for more games in their rotation. Seems like a shorter time helps everyone out.

[–] Jeffool@lemmy.world 10 points 4 days ago* (last edited 4 days ago) (2 children)

Game Pass obviously and absolutely affects game sales. At the same time this conversation only happens because we're comparing "the industry with Game Pass" to "games at face value". That second one only lasted 10-15-ish years. Before that, there was "the industry with game rentals". Blockbuster was also absolutely eating up some sales.

But game rentals were often seen as a "try before you buy" case to many, as you may want to play a game more than 3-5 days. So maybe the answer is don't lease your game to Game Pass for a year at a time. Just offer it for a month or three. (Also make an easy way for the non-technical to export/import saves.) This also would let Microsoft make more deals for more games in their rotation. Seems like a shorter time helps everyone out.

[–] Jeffool@lemmy.world 5 points 6 days ago

I want to add another post giving you the same advice to drive the importance of it home. Make shit.

I got interested in gamedev 20 years ago and never released anything despite still tinkering sometimes. The old saying is "fail early, fail often," because that's what learning is. Make shit.

[–] Jeffool@lemmy.world 1 points 6 days ago

Meanwhile I'm still over here dorfing life away.

 

Layoffs are happening at least inRare, King, and Bethesda, as part of larger layoffs at Microsoft that are affecting an estimated 9,000 workers. This is after layoffs of about 6,000 in May at Microsoft.

[–] Jeffool@lemmy.world 2 points 2 weeks ago* (last edited 2 weeks ago)

In the quotes pulled from the original interview, he talks about how, thanks to early career specialization, “there is no fertile ground for these types of all-rounder game directors to grow.” It makes sense to me. With hundreds of people developing a game, and everyone starting at "ground level," there are so many levels to rise through before you get to lead a game, and even begin to grow in that role.

Compare that to a few decades ago. Carmack, Romero, and most of the Doom team were in their 20s when they made Doom. Or look at Chrono Trigger. Kazuhiko Aoki was the producer, and it was his 7th game at the age of 34. It was designer Hironobu Sakaguchi's 17th game at 33.

[–] Jeffool@lemmy.world 2 points 2 weeks ago (1 children)

I get you! I was bigger into copyright some 20-30 years ago myself when we would've all been on Slashdot.

To that end, I was WRONG in my post, I think I was conflating two things, and for that, I'm sorry. I was certainly thinking in part about Universal City Studios, Inc. v. Corley (2001). That was the case that decided that the software DeCSS was illegal, and you could distribute the software. I was thinking that while the court did agree with Universal over the software, that it did not find that breaking DRM on a product you owned was inherently illegal. (I legit think this was a "take" at the time. Probably wouldn't hold up in court these days, sadly.) And I did find that years later the Library of Congress offered exemptions for breaking DRM on some hardware (vehicles, medical devices,) but I believe even those were temporary and have since lapsed.

Sorry I spoke so surely about something I was wrong about.

[–] Jeffool@lemmy.world 6 points 2 weeks ago* (last edited 2 weeks ago) (3 children)

/edit: I was WRONG. This is my memory failing me. I explain it further below, and apologize for wasting any time.

~~After the DMCA passed there was a case of a judge finding it legal to bypass DRM to make backup copies, but illegal to distribute the software used to do so. I have no idea if there was ever further clarification or new law about this. That was like 20 years ago. It was part of a case going after the company who was making the software, but the name slips my mind. I'll try to look it up if anyone cares enough and wants to look for something more than hearsay on a forum.~~

[–] Jeffool@lemmy.world 2 points 2 weeks ago* (last edited 2 weeks ago)

His comment at 7:07 about how "it makes it look like these objects can't be perceived" is exactly the context that struck me. It begs for a Cthulhu-esque encounter of some type. Remedy could make masterful use of this in the next Control game, for instance.

Neat about the first music videos to do it, too. I only remembered seeing it in OKGO and Watsy videos.

/edit: Of course he goes on to mention Control. It's a good fit.

[–] Jeffool@lemmy.world 2 points 2 weeks ago (1 children)

It's what Steam calls parts of the art assets a game displays in the store. I'm assuming they meant the header image. Here's some more info: https://partner.steamgames.com/doc/store/assets/standard

view more: next ›