Brendan McNamara: "I'd rather people just ring me up and tell me to f*** off"
The controversial L.A. Noire developer faces the music in this frank new interview.
Brendan McNamara begins his Bradford Animation Festival 2011 presentation with a story. His first visit to Yorkshire was to Huddersfield as a much younger man, playing for a north London cricket team. He batted first - not McNamara's speciality, as he's more of a bowling man. As the bowler ran in, he put his foot forward to the pitch of the ball and tried to whack it as hard as he could, just as he'd been taught as a schoolboy.
He missed the ball completely and smashed his big toe. The slip, who caught the ball behind as Brendan hopped around holding his foot, appealed. The umpire, who had a grim look on his face, said to McNamara, "get out of there you cheating Aussie ****".
The anecdote is apt. McNamara, the brains behind L.A. Noire, is public enemy number one. The high profile, shocking allegations of horrendous working conditions at Team Bondi during the development of L.A. Noire, as well as the emergence online of personal insults directed squarely at McNamara himself (he's been called a "bully" by former colleagues) paint a picture of a nightmare of a man.
Here, in his first interview since the collapse of his company and the scandal that dogged the developer, we get a different side to the story. McNamara calls out those who attacked him anonymously, defends his management style and reveals the truth of Team Bondi's closure.
L.A. Noire spoilers follow.
Eurogamer: It's always sad when a game developer closes.
Brendan McNamara: It is. Film productions, anyone you want to name... when we were over shooting motion capture for L.A. Noire they were closing down the shoot for Avatar and there were 500 people running around inside this big hanger, which is actually the hanger that The Spruce Goose is in in the game. It's still there. You see everybody and it's sad. They've all been working on it for four or five years or longer. It is sad, and it's sad to see people scattered to the winds. But it's been a difficult time for games developers in Australia. Our dollar's worth a lot of money now. It didn't use to be.
Eurogamer: Why did Team Bondi close down?
Brendan McNamara: We hadn't signed another project in the time we needed to.
Eurogamer: Why didn't that happen?
Brendan McNamara: Mainly, I'd say because we got a lot of bad press about what it was like to work with us and our conditions. That, obviously, didn't come at the right time. To do a deal for a major video game probably takes about a year. We didn't start running around doing that stuff until well after the game was finished. That's the problem when a game is all consuming and you need to get out there and do whatever you need to do to get people to know it and interested. They would probably be the two main things, I'd say.
Eurogamer: Were Rockstar not interested in a sequel then?
Brendan McNamara: Rockstar own the property, so I don't know what they'll do with the sequel.
Eurogamer: I mean, doing a sequel with you?
Brendan McNamara: We're all pretty volatile. We had our ups and downs in the making of it. But we're all big boys. We were all trying to make something that was financially risky. I've known Sam [Houser, co-founder and president of Rockstar Games] for maybe fifteen years. We go a long way. We still talk when we need to. Anything that was part of the process is all water under the bridge to me.
Eurogamer: So what's Rockstar's problem?
Brendan McNamara: I think their real problem is when they're coming to the end of things, the whole company has to focus on that game. We had lots of help from Rockstar in Leeds. We had QA, the whole world, in different parts of Rockstar, working on the game. We had the whole PR team. The main creative guys like Sam and Dan [Houser, vice president of creativity for Rockstar Games] and Les [Benzies, Rockstar North producer] and Jeronimo [Barrera], they have to come down and get involved and try and help with the process.
That's a difficult thing for them to do across many projects. I'm probably speaking for them when I shouldn't be. And now they're finishing Max [Payne 3] and about to start the end run for GTA 5. I presume everybody in the whole of Rockstar is working on that thing because it is a behemoth. All of the rest of this year and all of the rest of next year, we wouldn't have got any bandwidth out of them at all.
Eurogamer: Will you have mixed feelings when they get someone else to do L.A. Noire 2? It is your baby.
Brendan McNamara: I don't know. Yes in some ways because of the writing part of it. But in other ways no. Remedy did the first couple of Max Paynes and they were great. Rockstar is doing the new one. From what I saw of that game, it looked great to me.
Eurogamer: But they had the opportunity to make two, and that's very important, because I understand when developers make a new IP, the sequel is always the one they wish they'd made the first time around.
Brendan McNamara: Probably. But I took three years to make The Getaway and everybody said that was ridiculously long. We took just over six years to make this one. After six years of it, am I more interested in writing... I can write more things in six years than one game, right? So from my point of view, can I write more stuff or can I write L.A. Noire 2? It's probably more interesting for me, right now, to be working on the new one rather than spending another three or four years on another one.
Cole Phelps is dead and Jack Kelso could continue on. We had ideas. I've got no problem with them [Rockstar]. They've got great writers there from Dan down. I'm sure they can turn it into something amazing. I'm looking forward to see what they do next with Red Dead Redemption. I'm sure they'll do something pretty amazing, right? It's very much in safe hands there.
"I'm perfectly happy for people to say they don't like working with me or I'm a bully or I'm this or whatever. The part that annoys me is people do it anonymously. I'd rather they just ring me up and tell me to f**k off."
Eurogamer: You don't come across as someone angered by having their creation taken away from them. Are you moving on?
Brendan McNamara: I don't really feel like that. I feel like they were as much a part of it as we were and they hung in there for a long time when it wasn't going anywhere. It was never Duke Nukem, but there were periods when it was slow. When you're in the middle of making games it's like watching paint dry. You can write as much script as you want but then the actual process is a bit like watching paint dry.
I'm not bitter about that at all. They really hung in there with this and we made something great and we made something great together. Hopefully it will stand the test of time. Why would you be bitter about the opportunity? Not many people get to make that kind of game.
Eurogamer: Are you misunderstood, Brendan?
Brendan McNamara: You'll have to ask my wife.
Eurogamer: You're a very direct person. You say what you think, I can tell that.
Brendan McNamara: Yeah. I do. I always have. I was talking about being in Yorkshire and people saying what they think. So yeah, I do.
Maybe that's not the best way to make games. Probably, it should be more divorced between my directness and the people I work with. But having said that, when I read about Steve Jobs - I don't know if you're reading the book - I've never said anything like that to people. And I'm the bully of the games business.
Eurogamer: Are you?
Brendan McNamara: Well, I don't think so. I've got people who've worked with me for sixteen years.
Eurogamer: So where has all this come from?
Brendan McNamara: It's come from people who didn't enjoy the process of making the game. And that's fair enough. Everybody has their own opinion. The way I look at it now is that people can say whatever they like, and they will. So I might as well just wear it. That's where it's at.
Eurogamer: But you struggled to get another project off the ground because of some of the bad press. That has a tangible effect on you doing your job. It affects the company and your reputation as a game developer.
Brendan McNamara: It affects the company, yeah, definitely. It affects my reputation. But it also affects people's opportunities in Australia. Australia, whether you like it or not, the games business out there hasn't been doing very well lately. We're the cause célèbre of that, but lots of other developers have gone out of business out there as well. It makes it diminishing returns.
People are entitled to their opinion. I'm perfectly happy for people to say they don't like working with me or I'm a bully or I'm this or whatever. The part that annoys me is people do it anonymously. I'd rather they just ring me up and tell me to f**k off, right? Or people want to print your company emails on the internet. I'm like, what is that about? That could happen to any company in the business.
I remember just before E3, Naughty Dog, there was a story in the LA Times about people working there three days straight, and they were walking around like drunks in the office and people were screaming at each other. When you've been up for three days you do that. Nobody stayed up for three days making L.A. Noire. I don't even think there was an all-nighter on it. I'm not saying that stuff is good and people should do it anyway. But they were doing that, and they said it was going to be like that crunch until the end of the game. In America, people expect you to work hard to see results.
I'm not justifying crunch for video games. If there's a smarter way of doing it we should all do it a smarter way. But the backlash to us compared to the backlash to other people was pretty remarkable, I thought. I don't know what you thought.
"I'm not justifying crunch for video games. If there's a smarter way of doing it we should all do it a smarter way. But the backlash to us compared to the backlash to other people was pretty remarkable."
Eurogamer: It was certainly unprecedented, I'll give you that. I wonder why?
Brendan McNamara: Vicky, who runs our studio, says, I'm like Vegemite. People either love you or hate you. And there's a lot of people who don't like Vegemite.
Eurogamer: That's like Marmite, right?
Brendan McNamara: Yeah, exactly the same. You either like it or you don't.
Eurogamer: Are you a free agent now?
Brendan McNamara: At the moment, yeah.
Eurogamer: You're not attached to a company?
Brendan McNamara: No I'm not, right now.
Eurogamer: You can do what you want, then?
Brendan McNamara: Yeah I can. I just had a big holiday, which is great. I spent some time with my wife and kids, which was great. We hadn't had much time to do that because we were trying to finish this epic project and you just can't walk away from it because you're trying to get it done. So that was great. Kids were really happy. I spent some time sailing. It was good.
Eurogamer: Are you with KMM [Happy Feet production studio] now?
Brendan McNamara: A lot of people who were working on L.A. Noire have gone across to KMM, some of them to be working on some of the film projects. A lot of the art and animation guys went across. Some of the people have gone to work in different Rockstar studios. I'm personally just writing some new stuff now, which I've been pitching around for the last couple of weeks. Hopefully I'll have something to announce on that pretty soon.
Eurogamer: A video game?
Brendan McNamara: Yeah.
Eurogamer: What can you tell us about it?
Brendan McNamara: I can't tell you right now, but hopefully I can tell you in a couple of weeks time.
Eurogamer: So someone's interested?
Brendan McNamara: There are a few people interested, yeah. I've still got to do the paperwork.
Eurogamer: Are we talking about a video game in the same vein as L.A. Noire, like a big budget console game, or a smaller, mobile game?
Brendan McNamara: A console game. I don't know how to make iOS games yet. We think the evolution from The Getaway to L.A. Noire and learning the lessons we did on the way, and some of the stuff about emerging storytelling, is definitely an avenue to pursue.
Eurogamer: Is MotionScan part of it? Are you still involved with Depth Analysis?
Brendan McNamara: I own some of the shares, and some other people own some of the shares. It's a limited company, and there are some other investors in that, too.
"We had a TV show in Australia, which was showing people who used to work on L.A. Noire with their faces blacked out and their voices changed. I was sitting there thinking, hang on, this isn't the IRA."
Eurogamer: So you have access to MotionScan for your next game?
Brendan McNamara: Yeah, I do. Hopefully towards the end of that we'll have the full body stuff up and running. That could be pretty interesting, too.
Eurogamer: When is it set? The present? The future? The past?
Brendan McNamara: It's pretty interesting. It's one of the great untold stories of the twentieth century. So I think it'll be good.
Eurogamer: Is there more to life than video games?
Brendan McNamara: Yeah, there is. That's one of the things that's remarkable. We had a TV show in Australia, which was showing people who used to work on L.A. Noire with their faces blacked out and their voices changed. I was sitting there thinking, hang on, this isn't the IRA. They didn't enjoy working at the place and they don't like me as their boss. Okay, but we made a video game. I think we made a great video game. It was a difficult and terrible process, but nobody died making it. No-one's career ended making it either. They'll happily go on to do bigger and better things, and I'm totally fine with that.
So I thought that was kind of.... where does this end, you know? What we did was make a video game, and you black out your face and change your voice? If you want to have your five minutes on TV and show your face, I'm cool about it. You can say whatever you like about me.
Eurogamer: 110 hour weeks, though. That's tough. How do you justify that?
Brendan McNamara: Yeah, 110 hour weeks are tough. But not many people worked 110 hour weeks making L.A. Noire, I can tell you that. And it wasn't mandatory. It was just, yeah, it was hard, and it was brutal, but I would say, most of those triple-A games, when you aren't sure of what the technology is, and you aren't sure what the process is, it's going to be pretty difficult. Time's a finite thing. You can't extend it forever. We certainly had plenty of time.
Eurogamer: Meeting you, the impression I get is of someone who has had some time to think about the L.A. Noire project and reflect on things.
Brendan McNamara: Yeah. That's definitely the case.
Eurogamer: Was there a point when you were raw about it?
Brendan McNamara: I was raw during the process of making the game. It's a pressure cooker situation.
It's the nature of the internet, too. People are anonymous and they can just go on a forum. I remember reading on one of them that I was a murderer and a rapist. They'd read that thing, and then the next comment was, yeah, I know him, he's a murderer and a rapist.
You can look on the funny side of it, but it's pretty over the top stuff for somebody who just makes games, right?
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Comments (83) Latest comment 6 months ago
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Fuck off.
A rather sycophantic interview, especially when Eg starts boo-hooing about the tangible ffects on his job. Considering EG was one of the primary outlets publishing the stories of his work abuses and attitude, then his relative financial success when lots of people lost their jobs, it is rather hypocritical.
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What. a. cock.
Is it just me who imagined him speaking through gritted teeth in this review, constantly wiping stress sweat from his brow???
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Ps - maybe put a spoiler warning at the top there EG, some people who haven't played la noire might not know the thing about the man....
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I contrast it with Realtime Worlds. RTW failed too, and for different reasons (reasons which, like Team Bondi, were largely down to decisions taken by the company management). But you don't hear anyone laying into Dave Jones anonymously, at least not for anything other than the decisions he took.
That's because he's a genuinely nice man, and everyone who worked for him enjoyed working at RTW. People had plenty to say about the things that went wrong, but there was far less personal bitching. And loads of us would work for him again in a heartbeat.
Again though, I have some sympathy with his view that it all got blown out of proportion. If I was in his position sitting watching a TV program in front of my family, with ex-employees lining up to put the boot in (anonymously), I'd be fucking angry. But if he's to learn from the experience he needs to step back from that and think about why this happened.
I just don't think it's necessary to be even a tiny bit of a cunt to people in order to make games, it's just not. It's necessary to work hard, sometimes too hard, but you can always do it with a smile on your face and making every effort to keep people on-side, which Brendan clearly failed to do, and shrugging his shoulders and saying 'the industry is just like this' is failing to learn any man-management lessons from the development of The Getaway or LA Noire, which is a shame, because he clearly has a talent for getting innovative game visions off the ground.
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Yet some people seem to reserve a special kind of hate for McNamara. I understand how you might not approve of his management - I don't think I'd work anywhere that regularly wanted me for 110 hours a week - but I don't see what makes this story so different from all the other stories of creative people who are a bit of a nightmare to work with.
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I'm not saying this sort of thing is right or that it shouldn't change, but McNamarra seems to have come off far worse than anyone else involved, and not by going through a process of law that might have made him change.
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It is a fair point though, his reputation has been damaged by the crying of his employees. Regardless of whether it was justified. I would rather the 'underlings' who lost their jobs find employment before he does but as a developer, I'm programmed to hate management types
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There is nothing in the article about ND employees working 3 days straight without interruption, people walking like drunk and screaming to each other, or ND forcing people to work 24/7 till the completion of the game.
The article is all about ND preparing for E3 and the great deal of pressure that doing that comports!
Don't trust McNamara!
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Brendan McNamara: At the moment, yeah.
Eurogamer: You're not attached to a company?
Brendan McNamara: No I'm not, right now.
Eurogamer: You can do what you want, then?
Brendan McNamara: Yeah I can.
So is he employed or not?!
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Naughty Dog is a good example of a team that produces top AAA titles, but does a lot of crunch. The difference is that everyone at ND is encouraged to work hard for the good of the final product, rather than being forced or threatened to do it.
I do feel that a lot of programmers that join the industry today do see it as a 9-5 job, where you produce what you can within the time, but no more. When I joined the industry, there was a tangible exitement around producing games that your friends would end up playing, and that motivated you to work longer hours, to try and hone and finesse whatever it was that you were doing. For me, that culture doesn't really exist to the same level anymore.
Getting back to Brendan though, I thought he was a good bloke, certainly forthright in his opinions, but I didn't feel he was the megalomaniac that he's portrayed as in the media.
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To some people he's lovely, but to those he doesn't like for whatever reason, he treats them like complete shit.
Even in this sickeningly sycophantic interview, reading some of the replies it's clear he's blase about the effects on other people's jobs and how he 'allegedly' treated them (he never denied any of it, in fact he pretty much acknowledges it).
Good for you that you were able to have a nice holiday! Now how about all those that you treated like crap and who have lost their jobs eh?
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Usually the people who complain about someone like that are those who are used to getting their own way through manipulating people's emotions rather than doing hard work and earning it through respect. This is impossible with someone like him, or Stve Jobs for that matter, as they're just not interested in wasting time with mind games.
I once working with two people and a boss just like this:
One said "He's a nightmare to get around. He hounds you and hounds you."
The other said, "No he isn't, you just have to be straight up with him, tell him the truth and get one with it."
People who complain about someone like McNamara don't actually have a problem with long hours or anything like that, they have a problem with standing up to him.
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I agree with him that LA Noire is a great game. I think he can be proud of that. I think it says a lot that so far he's not signed on to anything else, Rockstar didn't want them to do the sequel, and their company collapsed. For a game that good, that shouldn't happen unless there's something else going on - which there clearly was.
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Ideally that'd be the case but how can that kind of atmosphere really exist with the super high budgeted games that come out today? The industry you talk of is really no more, that kind of laissez-faire (done when it's done) working style, an arthouse style approach to games making and deadlines, is incredibly rare, at least outside of the indie scene.
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Best comment.
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In the movie industry, if you complain about mistreatment from a director or studio, fine. Hell, you may even get a settlement. But every director and studio will close ranks, and your career in the industry will be over - you have committed the cardinal sin of taking on the big boys with big money, and now they've cut you out of their party.
This is why a lot of whistleblowers ARE anonymous. It's not just the games industry, nor the movie industry, it's practically any industry where there is big money floating around. You'll never get references if you've complained. You will get things out there, but at the expense of your own career. Anonymity at least carries with it some protection, although the problem then is making sure that the facts are not disputable - making sure that despite the anonymity, you are making a serious case and not just mindlessly bitching about it.
Of course, making very personal accusations and insults isn't the way to go. But people will continue to complain anonymously unless we as a society stop punishing them for bringing these things to our attention - by protecting them, and their honesty, instead of leaving them to the rabid wolves as is usual.
That doesn't mean everyone has to join in with the kicking though. It's a difficult situation, that sometimes the internet and it's anonymous trolls can make a meal out of.
That said, if you act like a cock - prepare to be called a cock.
Some of us have had years to learn that lesson...
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RED ARROW FEST! COMMENCE! XD
edit; PLUSSES?! Are you serious? Not looking for plusses on this one...
edit 2; There we go. It's finally sinking in.
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To me it just sounds like he was critical of peoples work during the project, and people whining about that. Like if you see some crap work or someone isnt doing work fast enough, your gonna tell them maybe it can be said more polite, but a lot of artists cant take the slightest of critic or hassle of their work and get all butt hurt over it when really they could learn to be far more accepting.
110 hours a week of work sounds pretty insane that would be grinding. But when I was at uni for animation I did like 16-18 hours of work a day a week which is 112 hours of work and it was because it takes so long to do some stuff and I wasnt paid for that so people could belt up. So many people on the course just moaned and whined about how long stuff took and just didnt seem to register animation takes a LONG time.
It wasnt pleasant but undoubtable it was unavoidable even with good management of my time.
But unpaid wages would be a ball ache, but again after being unpaid for more hours a week of work at uni I wouldnt get so annoyed that I just be a bitch.
I agree that frankly if anyone has problem with you they shouldnt be such cowards and blacked out and voice changing (as he said he didnt kill anyone).
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Seriously, the last few weeks there have been quite a few big spoilers in news stories and headlines, can't you guys put up warning?
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It must have been a real effort to make this interview boring. He could have press him on the more controversial issues and still made him look good.
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I was put through a period of suicidal depression working with someone like him.
I have no sympathy.
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'I do feel that a lot of programmers that join the industry today do see it as a 9-5 job'
As a (non-games) developer I'd have a tough time accepting that - I've never held a development role (either permanent or contract) where 9-5 was considered acceptable working hours - Overtime comes with the job (whatever field you are developing for).
I've often heard though, that kids are often hired straight out of college for games development - I'd guess so they can pay them less and push them around a little more? - which may explain the frustration over working hours - but having never worked in the industry I don't know if it's true in any way.
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It's for those reasons that I have no worries about the quality of a Rockstar-only L.A. Noire sequel as I suspect it'll be an even better game, taking everything that made the first game good, the atmosphere, the amazing tech and crime solving, but adding that extra Rockstar magic that makes their games so memorable and bloody brilliant to play. If they're involved right from the start then I feel that only benefit the sequel in a big way.
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& You want Tim all to yourself?
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Some people respond well to being domineered, some need coaching, some need a mate. This is true of all employees, and if you can't adjust your approach then you're a bit shit.
When the only tool you have is a hammer, everything looks like a nail. And if you start by being loud and shouty, where do you go from there ?
Ah well, I'll never be an exec. But that's offset by not being a c't.
Same applies to "crunch". If you have a lot of it, it starts becoming business as usual. Which is a really really bad thing.
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110 hour works weeks are strictly a result of bad management and planning. If you're working with a new technology, there are ways of factoring it in. Crunch periods are no way to run a year-long project, not to mention a whole development studio.
I'd be happy to send him some abusive email from my personal address if you can publish it on this website. Hopefully he won't ever run a project again. Certainly Rockstar, a publisher he has a fifteen-year relationship with, have learnt that after picking up the pieces on LA Noir.
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Yeah, its almost like they expect you to be a vindictive arse.
Can't imagine where they got that idea. "Hardmen" executives piss me right off.
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I may be mistaken, but I believe that spoiler warning was added after most of us commented about it. Either they ninja edited it, or I'm a fucking idiot. I'm happy to believe either
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This place is like the interwebs of the '90s sometimes.
But with more advertising.
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Rockstar have been accused of exactly the same practices in the past. Crunch periods aren't gonna disappear even if McNamara isn't running projects any more.
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TEAM BINGI BURRA
Reason for leaving: Dismissed after telephoning boss and advising him to fuck off
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Fuck.
Sake.
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But more interestingly, at least we know now that GTA5 isn't too far away, and that Red Dead Redemption 2 is pretty much confirmed.
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Oh and fuck off.
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"Cheers for giving away the end of L.A Noire before I've finished it, EG."
"L.A. Noire spoilers follow." -Read this loud, letter by letter. Now take a deep breath and delete your comment. Kthxbye!
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I've read too many comments about how dull the game really is. Sure the city looks nice, buy this isn't enough. I'm surpized there will be an L.A. Noire 2
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Finding it hard to belive. on 110 hours you dont get any sleep at all, that just not right in any job even though i can think there probley are some dangerous jobs out there that require extreme hours.
However i am for people that enjoy there jobs and want to put in more hours , it should be a choice though.
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If staff are so demoralized by your management style that they leave en mass and post their grievances online, you fail as a manager!
If your development cycle runs over six years and bankrupts your studio, you fail as a manager!
You’d have thought after this fiasco of a development MacNamara would have shown just one iota, one scintilla of grief or self-criticism. But no, apparently it’s all the fault of anonymous trolls. Never mind that those trolls are indisputably members of the studio in question, or the fact they’re remaining anonymous in order to retain some semblance of employability in the current jobs market!
MacNamara should never work as a project lead again. He should never hold any position of responsibility again!
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Here's a direct link to the story: http://tinyurl.com/cqcnacy for anyone who'd like to watch for themselves. We offered Mr McNamara the opportunity to appear in the story but he declined.
Cheers,
Janet
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Personally I prefer to treat everyone in my crew as equally as possible and give them the carrot and reserve the stick for when people step out of line, but hey that's just me; I want people to sing my praises rather than curse my name after they've worked for me.
@Innes - Good call on the book, I'll have to give it a read myself.
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A game that took 8 years to make. A game over budget. A work practice that resulted in public condemnation of potentially illegal work practices. The destruction of a studio and a publisher relationship.
This is not a "if you want to make an ommelette you have to break some eggs" situation. This is not a "this is what it takes to get the job done" situation. LA Noire was not good enough and not profitable enough to justify McNamaras approach to game making. There are better ways to make better games. Accept your way is broken Brendan, learn the better ways that many studios around the world employ succesfully, and then lets read another interview.
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1) I wanted to read the interview. Doing so, there was no way to avoid it.
2) I didn't expect such a big spoiler - basically revealing the outcome of the game.
3) Why does the spoiler need to be in this interview?
There's no justification for 110 hour weeks for weeks / months on end. Ridiculous. No-one died but many were affected.
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Exactly, I am playing it now, and was ticked when I saw that.