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The Rise And Fall of Ion Storm

fakeamerican writes: "Here's a lengthy article in Salon about Ion Storm's rise and fall, written by a former employee and lifelong friend of John Romero." Shows what goofing off in class can getcha.

39 of 377 comments (clear)

  1. To summarize by Lothar+0 · · Score: 4, Funny

    Here's a nice way to demonstrate the fall of Ion Storm.

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  2. Let me summarize the story for you... by jjohnson · · Score: 5, Funny

    "Yeah, we were as badly run as all our critics said, and it really was a huge waste of money, time and energy, but Goddamn, it was fun. I miss it. Won't someone give me a job doing the same thing?"

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    1. Re:Let me summarize the story for you... by Lemmy+Caution · · Score: 3, Insightful

      Dead on. The story is laughable, and sad. Supposedly he's defending Ion Storm against the critics, but all his defenses amount to are saying "oh, yes, it was like that, but it was cool!" The wastefulness of that kind of culture came from having a bunch of young fanboys who were so impervious to criticism, so sure that they couldn't do anything wrong, that they squandered every break they got and won few friends along the way. The fact that a childhood friend of Romero's had to right this content-free apologia is an indication of how hopeless they really were.

    2. Re:Let me summarize the story for you... by Rogerborg · · Score: 4, Interesting
      • Won't someone give me a job doing the same thing?

      And by the way, I'm not even a level designer, I'm a "writer", so none of the shit that came out of there is my fault, it was all those other bitches, because while they were obviously slacking by playing other people's games, I was slacking more subtly by working on my Great American Novel, or bidding on Call of Cthulhu rulebooks on eBay.

      It's been said before and I'll say it again. Shit never, ever sticks to the "creative" guys. By the way, when a games person says they worked on a title "briefly" (Deus Ex in this case), it means they walked past a room when the producers were being lied to about it a couple of times. Believe me, I know.

      Let me recall an anecdote about Daikatana. A games magazine was invited to view it a couple of months before release (I don't know which "release" that referred to). The mag flack played for a bit then asked "Where's the sniper rifle?"

      "Sniper rifle?" asked the Ion Storm "creatives".

      The mag flack explained it, pointing out that every FPS had one. It was a genre convention. The answer from the Ion Storm guys:

      "Wow, that sounds cool. We'd better put one in."

      Jesus H Breakdancing Christ. Ill informed, incompetent, and unprincipled. They could at least have stuck to their guns (literally) rather than throwing yet another new challenge at the programming team with a deadline looming. It really is astonishing that it turned out as good (ahem) as it did.

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    3. Re:Let me summarize the story for you... by John_Booty · · Score: 3, Interesting

      Dead on. The story is laughable, and sad. Supposedly he's defending Ion Storm against the critics, but all his defenses amount to are saying "oh, yes, it was like that, but it was cool!"

      He's not saying they were right; he freely admits to the mistaks they made. However, that's not the point. He's saying they were a bunch of people who genuinely had their hearts in the right place who were trying to create something special, a really great game that pushed the boundaries.

      They failed of course, and he readily admits that too, but the point is that the public beating they took was way out of line with what they are. I mean, the public tore into them with a wrath usually reserved for child molesters and genocidal dictators. He makes some interesting points about how the public and media like to build people up only to destroy them, and notes the ways in which Ion Storm fueled the media frenzy (the "make you his bitch" ads, marketing outpacing development, etc).

      Think about it, lots of companies make shitty games, outlandish advertising promises ("this game will kick your ass", etc) and have lots of petty infighting. The question is: why was this such a big deal with Ion Storm? The difference lies mostly in the public's opinions, expectations and attitudes, rather than any actual fault of Romero or Ion Storm's own.

      I met John Romero at E3 '98. He was very friendly and was eager to show us the cool new robot-infested levels they'd made for Daikatana... and they did look pretty cool, I admit (for the time). He was a nice guy and although Daikatana wound up sucking (although it probably would have been cool if it wasn't late), he didn't really deserve the public beating he took.

      Also, note that during all the public sniping, John never took the oppurtunity to trash anyone or fire back (to my knowledge). You have to give him credit for that. Most people, probably myself included, would have been hard-pressed to take the high road in that situation like he did.

      --

      OtakuBooty.com: Smart, funny, sexy nerds.
    4. Re:Let me summarize the story for you... by discogravy · · Score: 3, Funny


      but the point is that the public beating they took was way out of line with what they are. I mean, the public tore into them with a wrath usually reserved for child molesters and genocidal dictators


      Dude, have you played Daikatana?

  3. Crappy Bot AI killed Ion Storm... by Bonker · · Score: 4, Insightful

    Well, it's almost that simple. The 'team' you're given in Daikatana is probably the reason the game does so badly. IIRC, you couldn't let any member of the team die... you couldn't shoot through them, ala 'No Friendly Fire' in most FPS arenas today... you had to make allowances for the idiot AI behind your team members... you frequently got stuck because your 'teammates' couldn't get out of your way.

    More than anything else, reviews of the crappy team system killed Daikatana's sales, and with Daikatana, Ion Storm failed as well.

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  4. stupid ads.. by juju2112 · · Score: 3, Informative

    For those junkbuster users out there, like me, that get nothing but a blank page when clicking on that link, this link willget you past the ad:

    http://www.salon.com/tech/feature/2002/01/02/ion_s torm/index.html?x

  5. Re:Wait a minute.... by ImaLamer · · Score: 3, Funny

    Yeah, remember before they actually did anything.

    The gaming mags jumped all over them and said they were the second coming... goes to show what they know about things.

  6. I read through the article. by Henry+V+.009 · · Score: 3, Interesting

    The article took five pages without going into much relevant detail.

    At the end, he tells us that Daikatana flopped and Deus Ex was awesome, but fails to say why.

    Deus Ex was an awesome game. I think that the first person shooter has a tremendous amount of potential to surpass its origins, and Deus Ex is a glimpse into the beginnings of that future.

  7. They should have called it "meiken." by Rank+Amateur · · Score: 4, Informative

    What's most ironic about the Daikatana fiasco, the millions spent, egos dissolved, and promises broken, is that the game's title is an *egregious* mistranslation of a Japanese word.

    Basically, the designers erroneously believed that the characters for "big" (dai) and "sword" (katana), when slapped together, are pronounced "Daikatana." That's lunacy: this combination would be pronounced "Ogatana," (with an elongated "o.")

    It gets worse. Daikatana, or Ogatana, don't exist as accepted descriptions of famous swords in Japanese. The best translation would be Tachi (using the characters for "fat' and 'sword,') but a preferred way of referring to a famous sword is just that: "Meiken," or famous sword.

    If the Daikatana team had looked in the history books, or consulted a Japanese expert, they could have avoided this travesty, and dumped the tongue-twisting word "Daikatana" in the rubbish heap. A small investment for quality. But I suppose that hubris had already instilled itself in their minds.

    Hubris. That's a Greek word, by the way. As in "classical Greek." Its roots are . . . (continue ad infinitum).

    1. Re:They should have called it "meiken." by MrResistor · · Score: 4, Informative
      Whether it's a real japanese word or not, it's been floating around in gaming circles for a long time, from D&D to Daggerfall to the game in question, and undoubtably many stops in between. In every case it has meant, simply, "big sword", sort of a Claymore Katana, rather than some specific sword of legend as you seem to suggest it should.

      The meanings of characters when slapped together, is largely dependent on context, though, so I'd say you've got a bit of hubris yourself declaring the word invalid, at least by the somewhat fractured arguements you present. I won't argue pronunciation since I don't speak Japanese, but my wife's boss is Japanese and she's frequently approached by people who want Kanji Tattoos. She says it's tricky business weighing all the possible alternate meanings against the intended one and picking the combination that is best overall.

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  8. Ion Storm IS alive... by FortKnox · · Score: 3, Insightful

    FYI, Warren Spector's (*humble bow*) Austin branch of Ion Storm is alive and well. So don't fear, Deus Ex 2 is still churning.
    Deus Ex, of course, is the reason Ion Storm Austin is in business. I'm sure you know why the other branch is closed.

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  9. To summarise by Violet+Null · · Score: 5, Insightful

    The article says, in summary, "Ion Storm was a great place to work, and everything was good, until people started attacking them, and then it all went to crap."

    Which is, well, debatable. I mean, Daikatana didn't get bad reviews because people wanted to slam Ion Storm; it got bad reviews because it bit. If it had been good, it would've gotten good reviews, regardless of people's like or dislike of Ion Storm. They overreached and failed, end of story.

    Of course, my personal dislike of Ion Storm comes from the (admittedly irrational) belief that the money Eidos gave for Daikatana would've been much better spent on Looking Glass Studios.

  10. Hmmm. by sulli · · Score: 3, Funny
    The immediacy of online raving and ranting encouraged a perpetual, streaming critique of Ion Storm. Flame Thrower and Bitch-X were the most nasty and vociferous gossips, running daily doses of rumor, innuendo and even fact. It's a typical media paradigm: put somebody on a pedestal and then kick it away. Their venom made the news irrelevant; the point was to bring down Ion. Everybody at work read these critics, argued or agreed (or perversely sent them the inside scoop), and the attacks didn't contribute to an optimistic environment.

    I was disturbed by the hate and bitterness on the message boards.

    Doesn't read Slashdot, does he?

    --

    sulli
    RTFJ.
  11. A Word of Support for John by coupland · · Score: 5, Insightful

    One thing the article alludes to that I can definitely corroborate is that John Romero has always been tremendously approachable and friendly to fellow gamers. He has never failed to respond to an e-mail I've sent him and will cc: just about anyone in the game industry to answer a question if he doesn't have one. He's sent me copies of his old Apple games on request and provided all kinds of info on old games, history, trivia. When he says "I'll check my old diskettes and send you an e-mail when I get home from work" he does, no exceptions. I'm not even in the media -- I just like games!

    In some ways the Ion Storm / John Romero situation reminds me a bit of the Microsoft / Bill Gates situation. While many people hate Microsoft and make Bill Gates the butt of every joke, very few people who know him ever call his character into question. While the very mention of Ion Storm and John Romero make some people hopping mad, very few people who have met John hold him in such disregard. Maybe people need to make a better distinction between a "company" and a "person." They aren't the same thing.

    1. Re:A Word of Support for John by tswinzig · · Score: 5, Funny

      While many people hate Microsoft and make Bill Gates the butt of every joke, very few people who know him ever call his character into question.

      Uhhh yeah dude, maybe because they are scared of his power? Why burn a bridge with BG if you want to do well in the industry?

      As for Romero, I agree. When they were working on Quake, and all the hype going with it, I decided one night to try a 'talk jromero@idsoftware.com' (or whatever his address was at the time). A few seconds later I was chatting with him at work. I think the conversation went something like this:

      JR: Hello
      Me: Whoa! Are you the real John Romero?
      JR: Yes
      Me: What are you doing at the office this late?
      JR: Dude, I just got in to work.
      Me: Cool.

      Ahh yes, those were the days.

      --

      "And like that ... he's gone."
    2. Re:A Word of Support for John by coupland · · Score: 3, Interesting

      Speaking of which, Brian Goble and Jason Hall of Monolith were equally as nice. I e-mailed them to ask how they first got involved with Microsoft and they told me it was by sending them a demo CD of their work. Then they asked for my address and mailed a copy of the CD directly to my home. WOW...

    3. Re:A Word of Support for John by Hard_Code · · Score: 3, Funny

      Nope, John is probably just getting what is coming to him for selling his soul to the devil for that wife of his.

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  12. No Sympathy by .milfox · · Score: 3, Interesting

    Sorry - The company that got the funding that could have gone to Looking Glass - Which made the *BEST* ever first person shooter, 'Thief', deserves none.

    But that's a nice long torrid soap opera in itself. And yes, they got the money because one team had a 'superstar', and the other dev team didn't.

    I perfer the one that actually shipped some incredible games which pushed the FPS genre to its limits, thanks.

  13. Re:Romero left after Quake2? by Judas96' · · Score: 4, Informative

    Yes he did leave after the original Quake. The lead designer for Quake II was Kevin Cloud I believe. He is an artist along with Adrian Carmack. The two of them made founded id software with John Romero and John Carmack.

  14. Hmmm... by Raymond+Luxury+Yacht · · Score: 4, Funny

    From the looks of Stevie "KillCreek" Case, she's been working in *cough* silicon valley quite a bit since hooking up with Romero...

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  15. Yet more self-serving revisionism by Doktor+Memory · · Score: 3, Funny

    Ah, once more with the same tune: "everybody who was talking trash about Ion Storm just wishes they could have worked there!!!"

    No.

    I suggest that anybody who is actually interested in the reasons why Ion Storm became an industry synonym for mismanagement and failure dig up the original articles by BitchX and Flamethrower that started off the whole public meltdown. Ion Storm did not fail because people were jealous of how well John Romero treated his friends. Ion Storm failed because Romero, Porter and Hall were incompetant managers who treated their talented employees like dirt, and focussed on creating a cult of personality rather than actually completing a game.

    Unfortunatly, as revisionist screeds like Divine's article prove, that cult of personality is Ion Storm Dallas' most lasting legacy, long out-living their forgettable games.

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  16. I want my 10 minutes back by ellem · · Score: 5, Funny

    Reading that self-serving tripe was not anyfun; it was neither fun, not funny.

    Let me summarize all 5 useless pages.

    I knew Romero. He gave me a job. Everything you read was true but it was fun. Despite our best websurfing Ion Storm went under. I love John. I need a job.

    I want my ten minuutes back.

    --
    This .sig is fake but accurate.
  17. Some good lessons learned by Ooblek · · Score: 5, Insightful
    I believe Gamespot had an article come out right after Daikatana was released that chronicled what was going on at id and Ion Storm up to the release. I believe the lessons learned at Ion Storm are actually quite valuable, especially when someone is thinking about starting up *ANY* type of software company.

    I believe it was Carmack that made the observation that, "I can write software on a computer set on a cheap desk just as well as one set on an expensive desk." (I'm sure its not an exact quote, but the this is the gist of what he said.) As I have been going through negotiations to spin off a product from my current employer into another company run by a few of us employees, this type of wisdom was really needed. All the engineers are for renting a hole-in-the-wall and putting banquet tables in the cubicles, and the marketing person wants to rent a posh execuive office suite. Nevermind that our clients would never come to visit us or that we can't afford to employee anyone at a market wage. I'm sure she didn't read the story, even though I sent the URL.

    I think the bottom line is that software's largest cost is labor, and it should remain the largest cost. Making the company support the lifestyle of the employees or the partners is a mistake.

  18. Re:Why not call it "Daikatana"?? by sammy+baby · · Score: 3, Funny
    "meiken" sounds like a shitty name for a videogame.
    Right, whereas "Tekken" just screams "ass-kicking action" to the casual listener.
  19. Snoooze by The+Panther! · · Score: 4, Interesting

    I kept reading, waiting for anything insightful in the five pages worth of descriptive melodrama, and came up empty.

    As a programmer in the game industry, I've had many friends work at Ion Austin over the years and all of them think very, very highly of Warren Spector. I'm really glad they have proven to be capable under his leadership.

    What I really disliked about Ion Dallas and John Romero's public image was the inherent cheapness. I liken it to a trailer trash lottery winner, embarassing everyone else in the industry with his grand standing. Sadly, Mr. Romero may be a fantastic designer, but all Ion Storm proved was his inability to run a company. There are some people who can do both, and he's not one of them.

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  20. Romero deserves what he's received. by Multiple+Sanchez · · Score: 3, Interesting

    As this story illustrates, Romero thought he could hire anyone who might remotely fit into the company. He wasn't interested in building a successful business: he was interested in building a company that was fun go to every day. But despite his puerile, myopic goals, he was given an outrageous amount of resources.

    In short, the existence of Ion Storm exemplifies the core philosophical flaws that led to the bursting of the "internet bubble." Companies like Eidos appropriated funds on the basis of hype rather than sound business ideas. By any objective standards, Eidos, John Romero and Ion Storm deserved to fail at every level.

  21. Comments by John+Carmack · · Score: 5, Informative

    From the article:

    >But with great success came great antipathy, not just for John, but also for many of his
    >employees.

    The employees did sort of get a raw deal by association, but to ascribe all of the antipathy towards Romero to jealousy is really missing the point.

    >Daikatana and Deus Ex were finally released in 2000. Predictably, Daikatana was slammed while
    >Deus Ex received many awards. Both made money for Eidos

    Deus Ex made money. Daikatana lost an immense amount of money. We followed the PC-Data sales numbers for a little while, and it was really, really grim. It might have made a comback when it went to the bargain bin, but even if it had turned into the best selling game of the year, it wouldn't have covered the sunk costs at Ion.

    My view:

    Ion storm failued due to lack of focus, which came from the top. They had some great employees (we hired some of them!), but games don't get done without someone in a position of authority forcing everything together. Romero's primary mistake was believing that abstract creative design was a primary, or even significant, part of a successful game. The "strategic creativity" in a game is less than 1% of the effort, and if you put that on a pedestal, you will deephasise where all the real work needs to be done.

    I think Romero has a chance at a comeback with his current foray into handheld games. I don't think he ever lost the enthusiasm for games, but if he can recapture the personal work ethic that he had early on, he can probably still do some pretty cool things.

    John Carmack

    1. Re:Comments by JWhitlock · · Score: 3, Interesting
      Whoa - it seems a little unfair to have John Carmack reply. Still, I'd love to see Romero's response, if he feels up to it.

      I have to admit, lack of top-down leadership seems plausible. How else can you explain Half-Life being so good, and Daikatana being so bad? Same basic engine, but one lacked the ability to pull off the added extras.

      Still, there's a great book to be written on game design theory, from concept to box. I'd love to see some insight into id, which seems to have done well from shareware like Commander Keen all the way into the present, vs. the other teams that didn't quite make it. I'd love to hear what happened at Origin after Ultima 7. Anyone else have favorite untold game design stories?

      In my line of work, the boss has a saying - There's a time to shoot the engineer and ship the thing. Maybe in game design, there's a time to shoot the designers and let the programmers get it right.

    2. Re:Comments by NelnoTheAmoeba · · Score: 4, Interesting

      >Ion storm failued due to lack of focus, which came from the top.

      As someone who knows firsthand, I just have to say that John couldn't be more correct on that point.

      After devoting nearly every waking hour of my life to Daikatana for a year and a half I found that in the end it's goes nowhere if the effort was not applied toward a consistent goal.

      Imagine a single point with hundreds of random vectors originating from it. Add them together and they essentially cancel one another out.

      That point is Daikatana and those vectors represent the effort myself and others put into it over several years.

      Direction is important.

      And to maintain direction, you need focus. And that, truly, is what Ion lacked.

      Jonathan E. Wright

  22. The real reason Ion Storm failed... by SilLumTao · · Score: 4, Funny
    --
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  23. Re:Definitions of terms by John+Carmack · · Score: 5, Insightful

    To elaborate a bit:

    Probably everyone reading this has done some "game design" while talking with friends. In an evening, you can lay out the basic character of a game -- what the player does, what the environments are like, what the obstacles are, what the tools in the game are like, what the plot is, what the style of the game is, and a few unique hooks for the game.

    There is not a hell of a lot of difference between what the best designer in the world produces, and what a quite a few reasonably clued in players would produce at this point. This is the "abstract creativity" aspect. This part just isn't all that valuable. Not worthless, but it isn't the thing to wrap a company around.

    The real value in design is the give and take during implementation and testing. It isn't the couple dozen decisions made at the start, it is the thousands of little decisions made as the product is being brought to life, and constantly modified as things evolve around it. If you took two game designs, one good and one bad, and gave them to two development teams, one good and one bad, the good dev team could make a good, fun product out of a bad design, but the bad dev team could ruin the most clever design. The focus should be on the development process, not the (initial) design.

    The games with 500 page design documents before any implementation are also kidding themselves, because you can't make all the detail decisions without actually experiencing a lot of the interactions.

    Putting creativity on a pedestal can also be an excuse for laziness. There is a lot of cultural belief that creativity comes from inspiration, and can't be rushed. Not true. Inspiration is just your subconscious putting things together, and that can be made into an active process with a little introspection.

    Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better.

    John Carmack

  24. Rise and fall? by SCHecklerX · · Score: 3, Funny

    Shouldn't that be "Fall and Sink?"

  25. Re:Overambition killed Ion Storm Dallas... by Zach+Baker · · Score: 3, Informative
    I don't think John was trying to make Daikatana a story-driven FPS. It was more like making a game that integrated RPG elements into a first-person shooter. That was really the source of the epic scope, sidekicks, leveling-up character and Daikatana attributes, save gems, time-traveling, multiple themed worlds, etc.

    And here's more about the Third Law drama (Third Law Interactive was the company they went off to start).

  26. "raping" Halo by Doktor+Memory · · Score: 3, Informative

    Tell that to Bungie who had to rape the original idea of what Halo was intended to be to fit Microsoft's plans and have it be yet another FPS game.

    For some reason this idea that Microsoft imposed by fiat radical gameplay changes on Halo keeps coming up here. At the risk of repeating myself... there's really just not a lot of evidence for the theory. Rumors of a change from 3rd-person to 1st-person perspective in Halo predated the Microsoft buyout by at least three months, and the basic storyline and gameplay mechanics of Halo appear to be largely unchanged since the E3 2000 demos. (Inasmuch as we knew what they were even then -- Bungie was smart enough to play it very close to the hip to give themselves room to work out playability issues as development progressed.)

    Obviously, internet multiplayer went out the window when Halo moved to the XBox, but Bungie apparently felt that was a reasonable sacrifice to make in return for being given several metric tons of cash and a guaranteed audience of millions for their flagship game. Can't say I blame em for that choice.

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  27. Re:Definitions of terms by John+Carmack · · Score: 4, Interesting

    > Clever design + bad dev team = Deer Hunter, so there is an argument to be made for both sides

    That is a really good example. I might quibble that that was market creativity, rather than game design creativity, but it is still a good point.

    John Carmack

  28. Re:Definitions of terms by Reality+Master+101 · · Score: 3, Insightful

    I've always been amazed by people's reaction to fame. Why was it so important for Carmack to waste his time signing your box? Why isn't it enough for you to just go up, say how much you enjoy his games, maybe shake his hand, and leave it at that? What is up with this autograph thing? Are you disappointed that you couldn't sell it or something?

    I recall a quote by a famous author, I don't remember who it was or the quote, but it was something like, "Why must they pursue the author? Why aren't my works enough?"

    Cut the guy some slack, and remember the celebrities are human.

    --
    Sometimes it's best to just let stupid people be stupid.
  29. Re:Definitions of terms by 19Buck · · Score: 3, Insightful
    No one is ever going to read this because it's buried so far down now, but here goes anyway:


    JC makes himself VERY accessible to the community. Not only in his .plan updates (which are currently far and few between, probably to try and minimize hype for "DOOM3"), but he also regularly attends conventions and LAN parties, along with also giving workshops at them as well. And also appearing at keynote speaking events, then you have interveiws, written interviews, slashdot postings, not to mention the videos and blurbs on www.armadilloaerospace.com[armadilloaerospace.com] etc. etc. etc.


    Celebrities give up a good measure of anominity and privacy, the same is true for the people that develop the games we play and lovel. I'd bet dimes on the dollar that JC (or any of the Id staff for that reason) probably can't go out to dinner without at least one person wanting to stop them to talk. It's alot of pressure to be under, so I wouldn't at all be surprised if he gets a little aggrivated now and then. Romero is known to be a very good natured, and accessible person, but do you think he doesn't get aggrivated at times and just wishes that people would leave him the heck alone? Of course he does, but him and JC are different people. They will react to different circumstances in different ways. Neither you, nor I have any qualification to say which is right or wrong until you walk the miles in their shoes


    I've never met the man myself, but you've only met him once. Don't presume that can really sum him up by one short meeting in a crowded convention hall, where there is serious pressure to give attention to as many people as possible, which could be hundreds during events like that.


    "I don't want to get locked into signing these all day"


    Perhaps you failed to consider that maybe he simply didn't feel it would be fair to sign yours for you, and then ignore other people due to simple lack of time. It was very gracious of him to sign it for you, he would probably feel a bit guilty if he didn't sign something for everyone after that as a result.


    TROLL MODE ON - in summary: Stop being a selfish and judgemental prick. You don't know anything about the guy.TROLL MODE OFF