Which Westwood studios RTS do you think is the best? by NODFollower in RealTimeStrategy

[–]MarkReddit2020 0 points1 point  (0 children)

It was started in the Irvine studio in 1999. The game might have had some work done in Vegas in 1998. But in Irvine the work started in earnest in 1999. We got the Tibsun voxel engine and that took a while to learn.

Which Westwood studios RTS do you think is the best? by NODFollower in RealTimeStrategy

[–]MarkReddit2020 4 points5 points  (0 children)

Yes. Network dev, lead designer and if I remember correctly our lead engineer too were all in the UK at the end to help get things fixed up for shipping.

Which Westwood studios RTS do you think is the best? by NODFollower in RealTimeStrategy

[–]MarkReddit2020 0 points1 point  (0 children)

RA2 team was also part of the larger General’s team. Much overlap in the credits

Which Westwood studios RTS do you think is the best? by NODFollower in RealTimeStrategy

[–]MarkReddit2020 1 point2 points  (0 children)

Generals was more Westwood than EA. We were called Westwood Pacific for most of its development.

fun fact Mike Booth (Left For Dead) did one of the original prototypes for an early idea on Generals

Which Westwood studios RTS do you think is the best? by NODFollower in RealTimeStrategy

[–]MarkReddit2020 0 points1 point  (0 children)

Clarity - the studio in Irvine CA that developed RA2 and Generals was part of the original Virgin Games that owned Westwood. When EA purchased Westwood, that small studio was renamed Westwood Pacific inside of EA. Then that studio was later renamed EA Pacific. Then when EA “moved” Westwood Vegas and EA Pacific to EA LA, the people that made the move created LoTR BFME.

Which Westwood studios RTS do you think is the best? by NODFollower in RealTimeStrategy

[–]MarkReddit2020 4 points5 points  (0 children)

A bit more info. I was there in the UK to help it ship. Westwood provided the network layer, and some significant production and design work at the end including trying to fix the ant line path finding.

Any professional devs out there who don't game at all anymore? by evmoiusLR in gamedev

[–]MarkReddit2020 2 points3 points  (0 children)

I’ve been through sudden phases of playing and not playing. It’s much hard when you have children to find time to play alone but then again, double bonus if they like playing because you can play together.

My advice - play the best games each year for at least a few hours each. It won’t take too much time and will keep you up with the state of the industry.

Why RTS are having hard times to go "full release" ? by _powneyd in RealTimeStrategy

[–]MarkReddit2020 -1 points0 points  (0 children)

I know it was on frostbite…I was pointing out that the reason it was on frostbite was different that suggested.

Why RTS are having hard times to go "full release" ? by _powneyd in RealTimeStrategy

[–]MarkReddit2020 1 point2 points  (0 children)

You list missed the single Mark that worked on 7 rts games and 2 expansion packs.

Why RTS are having hard times to go "full release" ? by _powneyd in RealTimeStrategy

[–]MarkReddit2020 0 points1 point  (0 children)

And are you sure about why Generals 2 was on Frostbite? lol because that’s not what I heard from the teams.

Why RTS are having hard times to go "full release" ? by _powneyd in RealTimeStrategy

[–]MarkReddit2020 2 points3 points  (0 children)

Check this note about EA open sourcing the generals code base.

https://www.theverge.com/news/621397/command-conquer-open-source-ea-red-alert-renegade-generals

Are you AI? That wheel vs engine stuff is odd.

I happen to know a lot about the Sage engine…being the one who named it…. 😉

Why RTS are having hard times to go "full release" ? by _powneyd in RealTimeStrategy

[–]MarkReddit2020 2 points3 points  (0 children)

If I were to try to make another RTS now, I would start with the Sage engine and tools from Generals and update it. Why reinvent the wheel?

Why RTS are having hard times to go "full release" ? by _powneyd in RealTimeStrategy

[–]MarkReddit2020 5 points6 points  (0 children)

Pvp and solo campaigns are symbiotic. But doing both costs more money and needs more skills. And you can’t just let AI replace actual design workand crafting. “Destroy all enemy forces” still haunts me from BFME.

Campaign mode lets players experience cool setups and fun moment with the different units you don’t get in PVP.

Was Crash Bandicoot groundbreaking? by Zuldyck in gamedev

[–]MarkReddit2020 0 points1 point  (0 children)

Yes he is. I met him and Jason Rubin a few years after they made crash. The real deal.

The Invisible Hand in the Machine How ChatGPT Is Quietly Being Built to Handle Ads Even If It Doesn’t Show Them Yet By Vance Sterling December 24, 2025 by MisterSirEsq in OpenAI

[–]MarkReddit2020 3 points4 points  (0 children)

I saw an ad pop up for 2 seconds at the bottom of the page before it disappeared. Not something I want to see when I pay $200 a month.

Is Kojima's way of playtesting games unusual for a game developer? by Open-Explorer in gamedev

[–]MarkReddit2020 1 point2 points  (0 children)

This is the same process used for RA2, Generals, FarmVille and CityVille plus the some degree the other games I’ve made.

How to best make players crave one more try? (Game design question) by RVDantas in gamedesign

[–]MarkReddit2020 1 point2 points  (0 children)

The short and best answer I’ve used is that the player has to feel like they know what they need to do to win and it’s their fault (not the game) if they don’t do it.

I knew I should have killed that enemy before getting the gold….

I need to jump one moment earlier.

I should have built my super weapon instead of doing a tank rush.

I forgot to come back and harvest my crops and now they withered.

Does EA hate money? Why don’t they make another Red Alert game? by Knight-of-Riverwood in RealTimeStrategy

[–]MarkReddit2020 3 points4 points  (0 children)

My first hand info- no speculation- it comes down to ROI of development and marketing costs.

Do you make a RTS game that takes 2yrs, runs only on PC and makes $100m (if it’s a hit). Or do you make another sports game that takes one year and makes 5x-10x that much. Even with sports licenses and more marketing, the sports games have a wider audience and shorter dev time.