Kris Graft
Brandon Sheffield
Christian Nutt
Mike Rose
Frank Cifaldi
Eric Caoili
Leigh Alexander
Patrick Miller
Tom Curtis| Ted Spence |
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Part of the lesson is, "The requirements section in a job listing is completely negotiable."
A candidate who knows someone at the company will be considered even if their qualifications do not match an arbitrary number. A candidate who submits their resume blindly to HR will be included or excluded based on the HR manager's mood, a perfunctory reading of the cover letter, and matching the "requirements" section of the job. |
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| E Zachary Knight |
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No offense to all the rest, but Patrick Miller's contribution was my personal favorite. Thanks for clearly putting this insane requirement into perspective.
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| Jack Everitt |
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Ha, for wines it's 90 pts. No one will buy an 89 pt wine.
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| Robert Boyd |
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Looks like Eric Chahi (Another World/Out of this World, Heart of Darkness, From Dust) can't apply.
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| Michael Joseph |
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85 is just stupid.
But 80... 80 is clearly a reasonable requirement. Seriously though, I think somebody at Irrational was just trying to send the message of "please don't waste our time." Of course you can start reading between the lines for meaning that may not be there and conclude "it's a trick! they're trying to weed out people who lack confidence in their own abilities." Mike Rose would've passed that test by ignoring the requirement altogether. |
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| Robert Boyd |
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"You worked on the original Xbox 360 version of Castle Crashers (82 Metacritic)? Sorry, that's not good enough."
"You ported Castle Crashers to the PS3 (85 Metacritic)? Welcome aboard!" |
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| David Phan |
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This incident gives me flashbacks of the short-lived Metacritic Developer score if anyone remembers that.
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| marty howe |
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Could just change the wording? Applicants with a game of 85+ considered favourably, then short-list all the applicants etc.
A game company can define its our own hiring rules (they obviously want good people) if you don't like it, don't apply (and work somewhere else instead) *shrug* |
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| Daniel Gooding |
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The original release of Ultima On-line got a 59
Several of the "official" review sites don't even exist anymore. |
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| Dave Smith |
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I don't mind it. I've never looked at requirements as much more than preferences. I doubt they turn away anyone with an 84 that was later considered great. its not really about hiring someone responsible for an 85+ game, but someone who at least saw an 85+ team in action. Besides, its probably just hr babble anyway. Going through hr is always a crap shoot.
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| Meor Hizmin |
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I'm not a developer so I'm looking at this from an outsider's perspective, but if they're looking for a Design Manager, wouldn't it make sense to hire a developer who has _managed_ the _design_ of a game that ended up well-regarded on Metacritic?
I'm assuming the design manager is in charge of the overall direction of the game design though, so I might be wrong. For example, I wouldn't want a manager that would manage the game's development poorly, and while Metacritic may not be a very accurate way to judge a game, I can at least trust that the VERY BAD games tend to get lower scores and the VERY GOOD games tend to get higher scores. I don't think it's unreasonable to high-level designers who have designed popular games (there's a reason they're popular, for good or bad). The Metacritic requirement might become less important as you go further down the corporate ladder (a programmer might be really good, but their skill was committed to a bad design, etc.), but in this case I don't see it as extremely unreasonable. |
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| Craig Wilson |
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I did a big graphy analysis on the hollowness of Metacritic Scores last year: http://www.split-screen.net/features/metacritique-ratings-the-inner-circle
In so far as the ad is concerned my first reaction was to ask if 84+ could be interpreted another way. Obviously Metacritic is not a measure of quality of a game or developer (scores are a popularity hot/not list). So could 84+ be a descriptor of a certain type of game? Is there an 84+ audience for 84+ games? Of course not, don't be daft. Instead let's use one line in a job ad to resurrect a tired discussion of review scores because it's been a few months since last we wagged our chins in essentially the same way as before. |
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| Jacek Wesolowski |
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Ah, nothing like a good excuse for an outrage.
I think it helps if you remember a job interview isn't really an exam. It's more like a casting. Your potential employer isn't simply looking for someone who can do their job well, because, frankly, everybody does that, unless they're specifically interested in hiring interns. Employers look for people who fit certain images. You could rephrase this sentence as: "employers look for people who share their values", although in my experience it's never been this simple, because most people don't realize what their values are. Hence the question: does the criteron "Metascore 85+" stand for a particular image or value? I think it does. It's not about playability, though. While games with higher Metascore generally tend to be better, this is definitely a statistical, rather than deterministic relationship. The correlation between Metascore and playability isn't strong enough to form a reliable criterion. So, is there something else Metascore may correlate with? I think there is. Two things, in fact. One is production values: games with higher Metascore tend to be executed at a higher level of graphic fidelity and detail, using more sophisticated technology. It is my impression that two games of roughly the same playability will typically differ by ten points, if one of them is a 2D indie platformer with simplistic art direction, and the other is a 3D FPS blockbuster. The other thing is publicity effort (not just marketing, though, it's more complex than that). High Metascore games are the ones people talk about. I believe many of them have high Metascore precisely because there's been a lot of fuss about them. Conversely, Metascore appears to punish games with narrowly defined target audiences. In other words, in order to maximise your chance of achieving at least one Metactiric 85+ score (let alone an average), you need to get involved in big budget projects and value reliability higher than creativity. It also really helps to keep this in context. There are other criteria listed. One of them says: "shipped a minimum of three games from pre-production through ship." They're looking for someone who sticks around. More precisely, they're looking for someone who sticks around at big budget projects that value reliability higher than creativity. In short, Irrational is looking for a worker bee who won't take risks or try and impose a groundbreaking vision upon others, but who will know how to manage publicity, big budget, and high tech. Maybe it's because they're going to develop something low-risk. Or maybe it's because the job they're looking to fill is for someone who will follow someone else's instructions, rather than making their own decisions. I think this is just fine. I also think it will be mutually beneficial for me and Irrational if I never apply for a job with them. And I don't mean this particular job; I mean any job at all. Their values are clearly very different from mine. |
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| Rasmus Gunnarsson |
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To me this reeks of publisher lubrication. Developers in bed with dreamy AAA tattoed publisher soon learn all the small tricks and mannerisms that really get them honking.
To get good reviews is something a designer can anticipate. Will people get this game when they review it? How will they approach the reviewing process and how can we make it super clear what we tried to do and make that good? I think this mindset is the worst thing ever but I can see how a publisher counting greens might quietly and with a smile just stamp and approve it. |
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| Ariel Gross |
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Lots of people seem quick to point at HR about this, but at Volition, I write the audio job posts. HR just makes sure I don't discriminate and stuff like that. They review it but they don't change it, at least not without me agreeing to it.
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| Harlan Sumgui |
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Ok, I'm going to defend the job posting. the metacritic requirement [i]along with[/i] the other requirements is rational. Why? because Irrational wants to make a game that will get an 85% or greater score because 85 = more money, and that is what staying in business is all about. What is the best criteria to use to help ensure that they will get that rating? Track record.
Now, I believe that part of the reason for the sales malaise is the shitty and sometimes corrupt world of games journalism, which has helped has turned gamers into one of the most cynical and pissed off demos a marketer will ever have to deal with (eg. dragon age II: "best rpg for the decade"). But that doesn't alter the fact that getting that 85 is pretty damn important for sales. And why is it important? Because many gamers fire up metacritic, sort games on their chosen platform by year and score, and use that list prioritize purchases. I wish that there was a Rotten Tomatoes type site for videogames, because that system is much better, but whatever. We have to deal with the world as it is, not sit around moaning about how it should be. |
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| Maria Jayne |
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I actually like this requirement, It's rare you get a company which actively promotes why you wouldn't want to apply to work for them.
If you're hiring based on metacritic, who do you think would be first out the door if that average ever drops a point? |
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| TC Weidner |
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It's not unlike an NFL team is looking for a new WR, and stating unless you have played for a conference championship team, ummm dont even bother contacting us... yeah that makes a lot of sense..
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| Dave Goodrich |
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Another thing to consider about Metacritic is that it is extremely inaccurate. For example there are several games I have worked on that have a score in the mid 80's that Metacritic didn't have under my profile.
To make matters worse there are several games that I am accredited with that I never worked on and those games have scores in the 40's. Until Metacritic is 100% accurate or even 90% accurate it is a worthless tool to measure developers by, and even then it is still dubious given the team factor people have mentioned. |
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| Tom Cadwell |
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I think this is not really an ideal job post pre-modification, but it's not really newsworthy, and honestly, pretty average as a JD.
Everyone knows irrational is an exceptional company, and I'm sure that an exceptional candidate is going to get noticed and talked to there in any case, even if they lack an 85 metacritic game. Employers often set requirements on the higher side of what they require, because people who are under-qualified vs the ad will apply. Setting higher requirements in general just helps you filter a bit better. At a certain point though, it's pretty hard to use the job ad to filter. I personally believe that setting quals on the low side, and coaching your recruiters on how to filter and prioritize works best. Realistically, with this list of quals, irrational can probably directly approach everyone that might be a fit because it's pretty easy to determine who might be a fit. It's the borderline cases that might come in via resume drop, and that's why I think looser requirements on those are better. |
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| Timothy Ryan |
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This lazy form of applicant filtering has always occurred and for sure still occurs at Irrational even if they removed it from their job ad.
Metacritic has just made it easier to be lazy. One would hope that employers would look deeper at the reviews. Metacritic scoring is flawed and loses the details that might help make a more informed decision. |
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| Ken Williamson |
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This is re-invention of a nasty old chestnut of corporate mis-thinking originally proposed by Ex-Monolith CEO Jason Hall when he joined Warner Bros: http://www.planetcrap.com/topics/925/
(Original link down, but this includes a quote from the article and some discussion on it). Honestly, if these guys had any inkling of how real reviewing and games journalism works (which they should of course), they would be embarrassed at even considering this. But as has been said already, a company that uses this sort of "metric" may not be the one you want to work for anyway. |
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| Jonathan Murphy |
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Another reason I went indie. A lot of companies still don't hire properly. Take your time testing them. Be prepared to train them. Make sure they work well with others. If they have talent, experience or education, and the desire to learn almost anyone can do that job. Hire them even if they live half way across the planet. Done and done.
At one point I was that guy who kept getting hired to work on MMOs. Was my talent looked at? Sure. But I worked on MMOs. I GOT FIRST DIBS! As they say in Pokemon. Use the back door, "It's super effective." |
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| Gil Salvado |
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I've worked with a bunch people which got A+ certificates, recommendations from who-knows-who and references from the top edge ... it just doesn't matter. Years of experience may count for nothing. It all comes down to your skills, and those can only be proven by practice.
You need a problem solver? Send your candidates a task you need solved, and if their solution doesn't suit you - no matter their track record - you got the wrong person for the job. Doing so is a little more effort to get your new staff member, but in the end you'll find the one who suits you the best. Instead of being disappointed by someone who looked to be so promising judging by his records. |
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| A S |
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More interesting to me - this sounds like Ken Levine's role. That makes me think he's going to be doing new things inside Irrational. Wonder what he's up to =D
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| Babak Kaveh |
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At the risk of never being able to get a job in the industry again :P, I'll say: Many HR people in game companies (and in many other industries) are not qualified for their jobs, and the style of the job postings (I am not talking about the "core requirement", e.g. "Know C++ or Java well") and the extra B.S. they attach to job postings (85+ metascore, great interpersonal skills, dedication to their team, and other unquantifiable measures) should be a good indicator of that.
The fact that most HR people nowadays have started to post jobs on their own personal twitter accounts (to get the news out to their friends and followers) is another indication. And finally, the number of technically and emotionally underdeveloped people I have had to work with in many industries proves that someone in HR is not doing their job right. Add to that the huge turn-over rate in the game industry - the blame lies partially with HR again. The 85+ score requirement is just another funny story I will file away for when i want to argue just how incompetent HR people have become, especially in relation to the amount of power they wield over the future of projects and companies. There are a few interesting questions being discussed here: 1. Can the quality of a game be judged by its metacritic score? I suggest that the user score does have a positive correlation with the tastes of the core gamer market - not so much the critic score which is often purchased. http://www.metacritic.com/feature/game-critic-scores-vs-user-reviews shows that the critic score simply isn't working, hence the metacritic overall score, though a weak indicator of market tastes, is not very relevant. 2. Can a team be judged by the sales of their project? Again I don't believe this is true. Sometimes the time for a product has not come, or the market is saturated with similar games of less quality. I think having a "Best Game No One Played" category on many gaming websites and forums proves this point. 3. Can any one developer be judged by the product of his/her team? No. Most developer's opinions don't really count on a 200-man team. Lead designers and PMs on the other hand, do have a lot of influence. I wrote a piece on why so many projects fail to deliver what their developers set out to do here: http://www.gamedesignideas.com/video-games/this-game-is-not-playable-why-major-s tudios-keep-releasing-half-baked-games.html , and it covers many of the reasons why you cannot judge a developer in a large company by their game. So there we have it: one weak link and two broken links to get from a high metascore to a good developer. Who would think it's a good idea to base their employee selection on such a weak criteria? Incompetent HR! |
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| Daniel Martinez |
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This is sure to produce only the highest quality candidates for any position...
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| Mitchell Fujino |
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Having spent most of my career at a developer that optimized for metacritic rating.. my opinion is that marketing has the biggest impact on the difference between an 80 and a 93 metacritic.
Given that these guys are looking for a designer, they're using the wrong criteria. |
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| Joshua Oreskovich |
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As a player, I use meta scores of the other players.
I think it's interesting how often the "professional review sites" differ with the general public. With metacritic it's hard to judge a game because you know the first 10-50 (012 or 8910) reviews are complete infighting between friends family paid employees of the game and those trying to balance the scores. hre's the bottom line thoguh if there are 50+ people giving a game a bad review that's an indication it has problems. And usually you can sift the reviews to see what is likely wrong not always by amount of complaints but by quality of the complainer. If the ratio is maybe 10 to 1 good vs bad reviews and there are over 250 reviews I feel a little more confident the game has merit. But as I try to be informed consumer I look around after that also. and still every once in a while I am led to a stinker. And then there is always you tube, this is also becoming dicey. Bugs don't show up in you tube reviews .. so I'm starting to have to grade versus common reviewers and cross examine. It's really hard to find enough material to base a judgement on. One I definitely trust is is total halibut, his tastes are a bit mainstream but hes usually consistent with what he likes .. can judge off of that .. and extra credits is almost always dead on with good games. even these both though have only a narrow selection of judgements, so have to rely on random input and roll the dice often. |
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| Megan Quinn |
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@Gabriel Swan
"I have made the most successful games of all time and barely make an average of 85." Donkey Kong Country is revered in academic circles for its technology, this garners you more respect from some people. Mention this more, mention Diablo 3 less. A developer writes the code, testers test it, gamers exploit the bugs your team didn't find like the wizard invulnerably bug. Or the unidentified items exploit. Who cares? Well with the real money auction house gold is real money, these bugs have been exploited to make money. Diablo 3 has beautiful art and personally I enjoy the game play and it felt like a slicker Diablo 2. I didn't buy the game for the great QA work, I bought it to deal the Auction House, so did all the other nerds like me that figured we could make some cash for gold. You did indeed help make this game. It did indeed sell well. The reason Blizzards games sell very well as we know that quality is a priority for Blizzard. Go over to the forums and listen to the howls of horror from fans because of the bugs your QA team didn't catch. You consult on QA. QA is what Blizzard hired you to do. QA is whats wrong with Diablo 3. Diablo 3 diminishes Blizzard reputation for quality because of these bugs. If your going to hold up your part in Diablo 3 as a crowning achievement then take some responsibility for the bad as well as the good. This is the curse of the braggart. I know this because I am also guilty of these sort of shenanigans. We are both relatively young and we can correct these personality defects... if indeed you take your own advice and listen. |
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| Jeffery Wilson |
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Having worked on more that 10 titles, all rated AAA in the last 21 years in the game industry, several of which had an 85 or greater Meta critic rating and more with very close to the 85 rating I would say the fact a game gets a high meta critic rating is based on:
1. LUCK in that the game hits a sweet spot in players psychy that resonates. 2. A single person in charge of the Game's vision, that gets the chance to fully develop their vision for the game. This can also cause the game to be really bad, even with great code, art, design and music. Other factors like good art, music, design are all related to the Creative Director's vision so they are covered in #2 above. The other component that really effects this rating you get is: Was the company forced to release due to financial issues or the company would go bankrupt? Every AAA Ive seen which had the potential to be great was hurt by this one issue. This is the reason games ship loaded with software bugs. (well except for that Disn@y Lion King game that would not install at all from the boxed CD, 0% QA). So I guess added a requirement that they wanted to hire someone who was "LUCKY". :-)) |
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