|
Bilson became known as "one of the chief creative guys -- for an hour a month when he would hand out mandates on high and then disappear," according to one source. Employees even coined a sarcastic term internally for Bilson's brief but reverberating check-ins: Getting Bils0wned.
Part of the problem, an ex-staffer says, is that as a "Hollywood guy", Bilson's creative approach didn't necessarily lend itself to game development. "We can see the stuff he was really good at, which was helping guide the story, create hype... if you look at the marketing for this game, aside from the story, it was one of the best marketing campaigns in games," says one staffer, adding that Bilson "excelled" at directorial elements like motion capture shoots and voice-over recording, where he was often present in person.
"On the other hand he's not qualified to talk about game mechanics," the source continues. For example, if Bilson didn't like a gameplay sequence, he'd ask developers why they couldn't "just shoot it from another angle." That made lists of bulleted feedback frustrating.
Another staffer says Bilson's feedback wasn't necessarily harmful to the game, but his public statements were often upsetting to the team. For example, Bilson announced plans for Homefront 2 long before Kaos was near finishing Homefront -- and without giving them a heads up. And when anonymous complaints about intense crunch on Homefront leaked to the media, Bilson's suggestion that long hours were not only ingrained in the studio's culture but also to be expected upset many.
One source tells us the minimal expectations for all members of the studio were six months of 12-hour shifts, six to seven days per week. But actually, according to the ex-staffer, most of the studio was clocking 14 to 16 hour days, seven days a week, during that six-month window. Some worked that schedule for 14 months, and jobs were at risk if the time quota wasn't met.
The staffer describes "inhuman, combative" leadership and labor under a system of fear. Many employees say their health and family relationships suffered -- and hearing THQ execs tell the media that crunch was reasonable and expected felt like a slap in the face, as the crunch came from poor management and an unhealthy environment, not because the work ethic dictated it.
Yet many ex-staffers seem to generally like Bilson: "I think Danny's being crucified a lot and I think that's unfair," one says. "He wasn't necessarily the problem. He had a way of doing things, and he burned a lot of bridges because he was a ballbuster, but if you look at the core games he's done, that's the only thing keeping THQ in business right now."
Bilson also came up with much of the high-level story ideas for the game. Although Red Dawn scribe John Milius is credited with writing the script, multiple staffers tell Gamasutra he ultimately wrote not a word of it, despite the game containing at least 20,000 lines of dialog. Most former employees credit Kaos writer C.J. Kershner with Homefront's script.
This failure to appropriately credit contributors was something of a final insult to many ex-employees once the game was out, as many staffers who left for more secure work found themselves relegated to a "special thanks" section. One former employee who left the project late even says his child was left out of the credits' list of "production babies," a petty slight.
In the studio's last days, the team felt worked half to death and wrung dry, and there was a prevailing sense that there was no way a publisher THQ could keep a studio like Kaos open after Homefront, even though the publisher -- and Bilson in particular -- vouched for the team's talent till the end.
At the point, GM Dave Votypka "had one foot out the door," says a staffer whose opinion is that the final nail for Kaos came when THQ learned Votypka was seeking a better job -- because "there was nobody internally that was going to step up."
THQ brass informed Kaos that its future would depend on Homefront's sales and critical reception. As of the time the studio closed, the game had sold 2.6 million units and had a 71 Metacritic aggregate. "Call me cynical, but I think the plan was was to close the studio regardless," one source says.
But many say they knew the writing was on the wall when THQ began publicizing its new Montreal studio to the press, about six months before Homefront's ship date. Kaos employees watched the studio tour videos online, gazing enviously at a state-of-the-art facility in which the publisher had clearly invested heavily.
"Montreal, which THQ had been hyping for some time, had the potential to become a multi-project development center with a rockstar creative team and the Quebec government offered great tax incentives; Kaos, by comparison, was a one project studio in the most expensive city on the planet," reflects the source.
And Kaos' own studio was rife with facility problems. Employees describe an "absolute dump" where, by the end, some staffers had desks beneath stairs. One men's room urinal sprung a leak, and someone's idea of repair was to stick a trashcan underneath it with a warning sign. One ex-employee estimates the urinal went un-repaired for some seven months, and that the "Urinal Bucket" became something of a symbol for the hopelessness and irrelevance the team felt when compared to THQ's shiny new Canada studio -- the one THQ would soon announce was taking over Kaos' franchise (before ultimately signing Crytek for the sequel.)
The entire triple-A studio, gutted by layoffs and talent drain, found itself with nothing to do but support the game it already launched. It was clear to everyone then what was going to happen next.
"We cost a lot, and we did not meet [THQ's] expectations for quality," one says.
Though many of the former team members we spoke to are disillusioned and seem like they'd be happy never to work together again, there's still a core group of friends sharing positive energy, who say they hope to form a startup together in the near future. "The fact that Kaos was still chugging along, and the fact that it even still had a chance despite all these stupid things that happened, is a testament to how good that core team is," one says. "That team could have gone on to do some great stuff."
|
If anyone wants to play, Im on! and still hold hopes for Homefront 2, will it be as good as Homefront, one can only hope. cheers to Kaos
A first person shooter with a Red Dawn concept.
Wow.
Even if everything had gone according to plan, I'm not all that certain that the game would warrant success in the first place.
I'll save my tears for projects like Trico and teams like Team ICO.
When those concepts and technological achievements get bogged down (precedent set by ICO and SotC), that's a damn, DAMN shame.
That a Hollywood wannabe blockbuster that attempted to copy another more popular game hasn't panned out, be still my heart, I can't say I give much of a damn.
When the entire team learned that what they were doing was working on a Red Dawn FPS, they should've all quit the company and applied for jobs somewhere else.
Another example of too many resources being in the hands of people without ideas.
"I only work on things I *am fortunate enough to be employed to work on,* and I am proud of the work I do. I don't work on projects that I feel like are a waste of my time or skills *because my unique combination of skills and luck have afforded me this luxury*. Life is too short to work on projects you aren't proud to be a part of *as long as life events don't occur that force you to work on projects that you don't like in order to survive or provide for your family.*
Fixed that for you <3
Everyone who worked on that project thankfully got paid, and it's good that they were paid because there sure as hell isn't any other redeeming quality about working on a project that's sole goal are sales pursuits manifested by poorly copying what the industry competition is doing.
Whether or not people should or can hold down jobs was never a point of debate.
The quality and merits of the work done by the people who made Homefront are.
I agree on this point. It was a textbook example of throwing good money and talent at bad, ill-advised or outdated ideas.
What happened to the producers?
What lessons should people running their own studio take from kaos mistakes?
I now realize he wasn't upset with my dissent - he was most likely upset because he agreed with me and couldn't say so.
I read a lot of emails at the time along the lines of "Damnit...this is hurting the game and we can't say anything!".
It's unbelievably frustrating to care so much about the concept, watch upper management tear it to bits in response to fleeting market trends and know that if you say anything you might lose your job for it.
I was actually surprised to read a number of positive things about the game when it came out. I had assumed it would be garbage. It sounds like they had talent, the studio just did not have much leadership and vision.
With the collapse of the Soviet Union there aren't many potentially threatening earth based antagonists that can fill that role easily. You have to do some narrative gymnastics to create a plausible scenario that, while maybe not very likely, does enough to suspend people's disbelief while playing the game. North Korea as the invader is just too far outside of reality to be taken seriously in a game that is trying to be a gritty down to earth take on an occupied US. Anyone just looking at map and seeing the size of North Korea and the US would find the concept preposterous. Honestly I would buy Canada taking over the US before I would North Korea.
Edit: Had to confirm, and yes, the size of their army is only behind China, India, and the U.S. It's even slightly bigger than Russia's.
@ Dominik - ever hear of Pearl Harbor? Red Dawn had a plausible world set in Cold War 80s because Russia at that time had capacity to launch nuclear strikes and invasions (along with their Cuban allies, ha!). The DPRK can't even manage to fire off an ICBM, so the probability of them conquering America with current capacity is extremely low. China is a more realistic threat in terms of sheer numbers, air power and deep water naval capacity to pull off the logistics.
So it looks like studios die when there is:
1. Poor management
2. Too little direction / OR moving targets
3. Poor ethics on the management's part
Got it. As for the story, it was a Red Dawn clone that failed, when Red Dawn came out the red menace of Russia was very real. Now, are we really supposed to be afraid of communists? Let alone North Korea?
Come on.
Cooooooome oooooooooooonnn.
So, like most studios in the industry. Got it.
2.5 million sales seems like a lot for such an average game. I wonder what sales number could have actually saved the studio.
Salesmen and Marketers should never be given any control over the design and development of games. Ever.
I've only worked for small indie studios so far and only recently got a taste (by short-term contract) of where the big money lies for what I do. *hint: it isn't in the video game industry, sadly. I WANT to make games, but the big ones that can afford to pay me enough to pay off my massive student loan debt appear to me to be places I absolutely do not want to work under any circumstances. Micromanaging, while appearing productive, takes its toll in morale, and morale greatly affects creativity. This is all from my experience and opinion, so take it with a grain of salt.
I hope better things for all of the people that were part of this sad situation.