http://www.sierragamers.com/aspx/templates/modern2.aspx?msgid=51295In 1996, the company was sold, and my wife, Roberta, and I decided to retire. Currently, we divide our time between Seattle, Mexico and France. Most of my days are spent playing golf, and other than this website I haven't thought about Sierra or computer games for a long time.
Agreed!Polus said:I have to admit, I did not see this twist coming
Falhawk...no shots at individuals were taken. I don't really *know* which voices contributed to the fall of Dynamix...but I know there were more than a few, and most of them thought they could do better than Dyanmix could. Whether they succeeded in their goals or not is dependent on whether you liked the game they released after Dynamix's demise, I suppose. But it was backstabbing, no matter how you slice it.
DisK...it was too long ago and I don't really remember who made that decision. I okay'ed almost every design decision though, so blame me. If I remember correctly (and I'm not sure that I do), that feature was designed to allow folks to more easily chase fast-moving targets, which was one of those "mass-appeal" changes I mentioned. Newbs to the game never had any idea where a capper went or how to chase them because they would seem to just simply vanish from one moment to the next.
I think that's the reason. It has been a loooong time since we had that discussion and I'm not sure any longer.
I would like to second these questions.Arclight said:Did Dynamix have any (even rudimentary) plans for T3 before being shut down? Were there plans for other games outside of Tribes? Basically, besides the obvious, what did the gaming community lose out on when Dynamix closed down?
It sucked that T2 got released while Sierra was being purchased by V-U so that management had little or no focus on the game and the bean counters ruled the school, insisting on ship dates rather than quality. It was obvious to everyone in Sierra and Dynamix that T2 wasn't ready to ship, but when the company says "ship it", dev teams can either quit in a huff, or ship it and try to fix it after ship. The latter is what we tried to do. We had to put a good company face on it, and try to spin it positive, but only because we were employees...not because we thought it was a good idea.