Greg Miller
๐ค SpeakerAppearances Over Time
Podcast Appearances
So to see them come out here and launch something new is interesting, especially bringing in the guy who was one of the co-founders here of Deviation, right? Not any shade to Deviation, but it was another one, right? That didn't get a chance to release his debut project, an original IP set to be on PlayStation platform. It's interesting that...
PlayStation is still engaging this way, and it really does speak to whatever this studio is pitching and whatever they're working on and making the case for making a new thing. So, I mean, hats off to them. I think it's an interesting one. You can go a lot of different ways with this one.
PlayStation is still engaging this way, and it really does speak to whatever this studio is pitching and whatever they're working on and making the case for making a new thing. So, I mean, hats off to them. I think it's an interesting one. You can go a lot of different ways with this one.
If we wanted to be negative, negative, you could be, but more jobs in the video game industry are always good, so them doing this is good, even though, yes, we've seen PlayStation close other studios, but again... If that studio is not making the thing you want and that isn't the team to make those things, I can't really fault them for that with the exception of this live service push.
If we wanted to be negative, negative, you could be, but more jobs in the video game industry are always good, so them doing this is good, even though, yes, we've seen PlayStation close other studios, but again... If that studio is not making the thing you want and that isn't the team to make those things, I can't really fault them for that with the exception of this live service push.
We get into the weeds and we start really having to have a conversation.
We get into the weeds and we start really having to have a conversation.
That's a great question. No, I don't think so. You throw a rock and talk to a developer. You throw a rock at GDC right now, you'll hit three people who worked on Call of Duty. We had people here yesterday making indie games that have obviously nothing to do with Call of Duty or first-person shooting, and they worked on Call of Duty at some point.
That's a great question. No, I don't think so. You throw a rock and talk to a developer. You throw a rock at GDC right now, you'll hit three people who worked on Call of Duty. We had people here yesterday making indie games that have obviously nothing to do with Call of Duty or first-person shooting, and they worked on Call of Duty at some point.
So I don't read into that and go, oh, it's going to be a first-person shooter, oh, it's going to be a zombie gamer, anything like that. I think it's just that... Call of Duty seems to be attached to so many different people.
So I don't read into that and go, oh, it's going to be a first-person shooter, oh, it's going to be a zombie gamer, anything like that. I think it's just that... Call of Duty seems to be attached to so many different people.
And I'd imagine that that gives you such a great working relationship with teams and a project that big to then take the, the hope would be, of course, at least for me and all the studios we've seen fail, is that you've been a part of a giant team before. So let's take those giant team ideas of how we talk to each other and work and make a smaller project, a much smaller project, right?
And I'd imagine that that gives you such a great working relationship with teams and a project that big to then take the, the hope would be, of course, at least for me and all the studios we've seen fail, is that you've been a part of a giant team before. So let's take those giant team ideas of how we talk to each other and work and make a smaller project, a much smaller project, right?
I think if we wanted to go, man, maybe PlayStation learn some lessons here or not even learn lessons. Herman's in charge and he's doing this and that's what he wants. He wants studios focused on making a double a sized game with a triple a style pedigree or something like that. You know what I mean? Whatever tacky or where do you want to tack onto it? Right.
I think if we wanted to go, man, maybe PlayStation learn some lessons here or not even learn lessons. Herman's in charge and he's doing this and that's what he wants. He wants studios focused on making a double a sized game with a triple a style pedigree or something like that. You know what I mean? Whatever tacky or where do you want to tack onto it? Right.
I think that could be the case of, yeah, we had zombies and look at how big that mode got. Right. So now we are going to go and make, this game X that is a smaller idea, infinitely replayable, because that's what everybody wants, right? In terms of video game people, right? And we're going to go through and churn it and it'll be fast.
I think that could be the case of, yeah, we had zombies and look at how big that mode got. Right. So now we are going to go and make, this game X that is a smaller idea, infinitely replayable, because that's what everybody wants, right? In terms of video game people, right? And we're going to go through and churn it and it'll be fast.
That'd be the biggest thing is I think you're going to see this quickly. Shockingly, I'm going to tell you right now, you're going to see a game from them before you see a Haven Studios game. Bam, bam, bam. And I mean out.
That'd be the biggest thing is I think you're going to see this quickly. Shockingly, I'm going to tell you right now, you're going to see a game from them before you see a Haven Studios game. Bam, bam, bam. And I mean out.
Oh, Shryer.