Warren Spector Leaving Ion Storm
Gamespot has the story that after months in limbo, Warren Spector has left his role as Studio Director at Ion Storm. Despite his disconnection from Ion Storm, he will apparently still have ties to Eidos. From the Article: "Warren has chosen to pursue personal interests outside the company, but he will continue to work for Eidos as an IP consultant."
"The "new role" mentioned by Edios' rep will likely be his further advice on the upcoming Tomb Raider game, the development for which he was reportedly overseeing at another Edios-owned studio, Crystal Dynamics. The new Tomb Raider, the seventh in the series, is due out next summer."
I dunno whether that's a good thing or a bad thing as I'm not really a big Tomb Raider fan. I always felt like it cashed in on horny gamers.
Bad: he might be "selling out."
Good: he could make that franchise into something truly great.
For the "who is this guy and why should I care" crowd, Warren Spector has worked on Deus Ex, System Shock, Thief, Ultima Underworld and Ultima VII part II. If that isn't a hell of a gaming resume I don't know what is.
Hopefully he'll move on to great things wherever he goes.
I am wondering if it was mainly Ion Austin's last 2 games' inability to really break through on the consoles (Xbox and to a lesser extent PS2) that really sealed it.
Deus Ex was ported to PS2, and I STILL see copies of it around in the bargain bin. Warren talked about how he had learned lessons on interface design because of the more limited controls of consoles and that they would implement these in future games. Certainly Deus Ex: Invisible War had a much less complicated interface. It also didn't have a tenth of the creativity, functionality or story of the original. And it didn't sell at all on the Xbox. Designing around the limits of the Xbox (32 MB RAM) meant tiny, tiny levels that didn't go over well at all with the PC crowd (the crowd that made Deus Ex a massive hit). Tom Hall was lead designer on DX: IW and he left shortly after it flopped.
Next Thief 3 had hype built up for it. It was designed, like DX: IW for an engine made for the xbox and then ported to PC. I didn't suffer nearly as much as DX: IW did from technical limitations. It got very good reviews. And sold only moderately well. DX: IW and Thief 3 both still did ok on the PC. But it seems obvious to me that Eidos was pushing them to put the games on the consoles (where the big numbers tend to be, as the number of hits in the PC market keep shrinking to a very few that sell very well). I really would have liked to have seen how good DX: IW and Thief 3 might have been if they had designed it for the PC first... maybe this wouldn't have happened and I could've looked forward to a DX 3 that did justice to the original. Sigh...
"But I trust in the people's capacity for reflection, rage and rebellion." -Oscar Olivera