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Where do games go wrong? Article

Article by Tom Bramwell

24 June, 2002

Obviously nobody sets out to develop a bad game, but somehow dozens of them still find their way on to shelves each year. Explaining why bad games get made requires a long and very arduous chinwag though, if you actually want to emerge from the conversation with anything of consequence. In fact, you could theorise about it for weeks, but unless you're talking to the people directly involved, it would be difficult to come up with anything of substance. Which is why we spoke to a number of developers both in the UK and overseas about their experiences across the years to find out exactly what makes a game turn out bad.

Although our sources prefer to remain anonymous, we can reveal that their collective CVs include seminal titles such as Syndicate and Grand Theft Auto, and we'd like to thank all of the contributors for taking the time to help in the preparation of this article.

Designer

During the process of making a game, a lot of things can go wrong. You could write a book about the potential pitfalls of game production (evidenced by the fact that some people do), but for me it all boils down to one crucial component: the designer. How many times have you seen interviews with designers who talk about a committee mentality and inviting input from everybody on the team? Now consider some of the world's most famous game designers, people like Shigeru Miyamoto, Yu Suzuki and Shinji Mikami. Their visions are singular and unquestioned, and the results are a reflection on their respective imaginations.

The job of the game designer is, obviously, to design the game. "That's not to say it is all cast in stone - far from it", according to one of our correspondents, who we'll call Dungeon Keeper (a sneaky hint at his past). "The designer should be prepared to make sweeping changes during the course of the project if that is what's required. Everyone can make a valid contribution but, at the end of the day, the designer is the one who has to collate and ultimately decide which ideas to implement."

The quality of the designer is a concern shared by another of our correspondents, erstwhile Brit-in-exile Bubby. "Designers deliver worlds where rooms are needed, novels where two lines of text are needed", he says, the painful memories piercing his subconscious. Designers make or break the game before anyone else does. You can build up one of the most intelligent and experienced development teams in the world, but if you give them the job of creating what is effectively a Tetris clone, nothing good will come of it. Come up with something original, potentially enjoyable and just plain exciting, and the team will respond. Entertainment breeds entertainment. Strong team morale and a design from somebody who knows and plays games is critical, and a good game is one dictated by gamers throughout.

Project Management

Even if you employ a good designer though, his work can easily be scuppered before it gets anywhere near retail. Fundamentally, as Bubby puts it, "it all comes down to poor management of the team and poor decision making". Bubby's scapegoating of poor project management is also the focus of another member of our panel, young Digit, who knows from experience that it pays for the designer to be the strongest and most experienced member of the team.

"Planning is tantamount to a game's production, and if that isn't handled by someone trained in project management the whole thing will go tits up", he explains. The most important component of project management is scheduling. "You need to slot together what people produce, be it design, art or programming, and ensure that when designer A needs artwork X, it's actually there and not scheduled to be produced three months down the line."

Dungeon Keeper agrees. "One of the hardest things in a game's development is guessing how long things are going to take. With ever increasing demands by publishers to deliver the goods on time, developers might find themselves having to compromise their final product to meet the deadlines. This is either in the form of refusing to alter a flawed design or changing the design but taking too long and missing the deadline. Talk about your all-time rock and a hard place situation."

"The whole production cycle needs to be scoped correctly", Digit adds. "If someone starts assuming that there will be time down the line for something to happen, rather than ensuring there actually is, you run into problems". There is a solution though, as Dungeon Keeper reminds us. "This can only be avoided by building in sufficient 'tweaking' time at the start of the project. Most developers tend to massively underestimate how much time they will actually need for this process", effectively signing their own death warrant.

Individuals and inflexibility

Laying the entire problem on the doorsteps of one or two people is a mistake though, as Bubby explains. "Programmers promise to deliver the latest, greatest features, then deliver a half-baked half working bodge that gets past the latest milestone but fails to provide a solid system to build a full game on. Artists deliver models and environments that are completely unrealistic for the technical requirements." Management is still to blame for employing these people to begin with, but by failing to do themselves justice, they let the entire team down.

"A better lead programmer would have delivered a realistic polygon/memory budget early on for the art team to work around, and a better artist would have demanded a poly budget to begin with", Bubby adds. "Developers consistently wait too long to fix (painfully obvious to outsiders) core problems with their technology and design, leaving it to the point where only 'quick fixes' can be applied to flaws in the game design or code."

Comparing videogame production to that of a movie is a total mismatch, and it always has been. Take for example the problems that a viewer may perceive with a Hollywood blockbuster. One might criticize bad plots, hammy acting, continuity errors, bad make-up, poor choice of costumes, anti-climactic visual effects, bad camera angles and a poor script for a start. These problems are the result of poor writing, acting, casting, editing, camera work, research and design decisions, and inadequate budgets - problems which stretch throughout the development and production cycle of your average movie and yet barely scrape the top layer from a barrelful of potential problems.

Apply the above pitfalls to the process of making a videogame. As a developer you not only face perceived problems with your game at the end of the road, but preconceptions and desires from punters which could thwart your plans right from the outset, and it's a combination of individual failure and inflexibility which is responsible. "The game should be played as often as possible as it is only through playing of the game that you will find out whether it's any good or not", Dungeon Keeper believes. "If elements of the design prove to be less fun than originally anticipated, then they should be taken out, or at least altered to be more fun. A problem that is sometimes encountered here is the programmer or artist stating that 'well, that's how it was originally supposed to work' and either not wanting or not having time to change the item in question."

External Pressures

As if all this weren't enough, developers are under constant pressure from publishers and license owners to adjust their vision. This messes with the whole carefully oiled dynamic by injecting confusion and last-minute problems into the already frantic maelstrom of development. Digit's experience with previous employers has taught him a thing or two about external pressure, and he sighs wistfully as he thinks of how it might work.

"You should have a clear project proposal okayed by the money people (publishers) from the off, which will define very clearly what you are going to do", he says, stroking his chin. "That makes it harder for them to change their minds about fundamental aspects of the game well into development without them bearing the cost of the change and accepting the project timeline will have to be adapted." Publishers ignorant about the realities of game design? Surely not!

"There will always be niggles that crop up and annoy developers passed on from nameless people with a vested interest in the game elsewhere", he says, stifling a cough which sounded an awful lot like the word 'marketing'. "You have to put up with those, but they will often turn what might have been a great section of the game into something totally indifferent based on one person's ill-informed opinion sat in an office miles from anywhere, and also probably not fully appreciative of what is trying to be achieved." Okay chap, steady on. Digit's right though - how often have you looked with a sense of complete disbelief at something in a finished game, pondering just how and why the people responsible came to this particular conclusion? For me, it's a day-to-day occurrence.

Game development also faces the machinations of a minority. "There is also the fact that some people will request changes purely so it looks like they're doing their job", Digit adds. "Those situations are hard to swallow. Sometimes, mostly with licensed games, if you look at the list of people credited in the back of a game manual it will be three or four times as long as the actual number of people who physically worked on producing the game itself. All those other people need their say in the way the game is made at some intangible level."

Conclusion

So what makes a bad game? Too many Chiefs and not enough Indians. The problem with game development at the moment is that everybody has a hand. In the 1980's the whole thing could come down to one or two people working together on each other's side of the project as much as their own. Those games had problems too, but they were problems born of technological dissonance, budget issues, real-life work commitments and unpredictable consumer interests. Fast forward to the present day and we have developers and publishers slipping and sliding all over the stock market, folding and ejecting staff. An enormous amount of money is anticipated and required by those on every side of the projects that do see the green light. Perhaps if we moved back to smaller teams with an array of people doing exactly as they were told, things would be a lot more entertaining and blame a lot more assignable if things were to go wrong.

The key to this creative freedom is for producers and publishers to stop hassling the developer and let them get on with their work. Don't rush your games, chaps. If you want to hit a particular release date then plan ahead and don't go blaming the developer when a finished product is completely unobtainable a week prior to its delivery date. The key to a good game is a well-staffed developer with a good design document left to its own devices. If you don't know this by now, then you should.

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Comments: 1-50 of 138 in total | next 50 »

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bionutz
24/06/02 @ 15:43
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Didn't read the article yet but I'm sure it tackles something I'm very interested in... I am steadily loosing my interest in games... and I'm wondering if everything is allright with me or if there is something wrong with them (I'm 27)
mouse [staff]
24/06/02 @ 15:48
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It's a subject I've chatted about time and again with mates. Certainly, the PlayStation might have one of the largest gaming back-catalogues ever, but exactly how much of that is quality gaming? A bafflingly low percentage.

PC gaming in particular has seen a sharp decline in quality and production values, I feel, with only a handful of real contenders actually trying; games like Republic and Deus Ex 2 spring to mind, coming from developers that appear mindful of the precautions and measures that need to be taken before setting out on a project that could make or break both their wallets and reputations.
bionutz
24/06/02 @ 15:48
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mmmm not, I was deceived by the title... well planning is one of the main keys in any program design (I'm a developer)... especially those with economic significance (management/administration/payroll).
Super Stu
24/06/02 @ 15:49
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I'm a developer

Not of games, I hope?
bionutz
24/06/02 @ 15:57
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Nope... I wanted of course at one moment... but it wasn't worth the effort. Programming in business pays much better - stresswise at least.
otto [mod]
24/06/02 @ 16:01
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Thought provoking article, I must say I agree with Tom here:

for me it all boils down to one crucial component: the designer

As with any creative venture, design by committee is pretty much doomed to failure from the start. How many good novels do you see with more than a single author? Also, list your top ten favourite films off the top of your head. Then go back and see how many of them are the 'brainchild' of a single person, usually the director. It may be a huge risk to entrust a massive budget to a single creative type, but if you keep second-guessing the 'artist' by sending in studio execs/publishing suits to fiddle with his concept then you're guaranteed to end up with something mediocre at best.
DocX
24/06/02 @ 16:14
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Good article. I've had first hand experience with all the problems listed. There are now so many people involved in creating a game that you have to depend on everyone to do their job right. When someone doesn't, especially if its a lead or someone else with power over what happens, everything can easily go to pot. Design by committee - You have a designer who has to cater to the most uninformed ideas, often from people who never play games. Publisher interference can have a good or bad effect - sometimes it can save a game, other times it can screw it royally. I wouldn't say leaving developers alone was neccessarily a good idea though - otherwise you can end up with another Daikatana. Publishers need to step softly, but know immediately if & when their input is needed. The worst thing is when you have a publisher pulling one way & a licence holder pulling the other & the developer is stuck in the middle, trying to please both. You end up with a complete mess.
Errol
24/06/02 @ 16:21
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It may be a huge risk to entrust a massive budget to a single creative type

It certainly is; look at what happened to John Romero (and consequently EIDOS) for example.
Edited 1 times, most recently on 24/06/02 @ 16:44
otto [mod]
24/06/02 @ 16:38
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Errol - well yes exactly - I'm not surprised that publishers prefer to go the safe route, given the risks involved, god knows I'd probably meddle like nobody's business if I were the publisher. For every Miyamoto you're just as likely to get a Romero. Thing is, Romero had proven himself as a level designer but not as a lead designer, whereas Miyamoto (Spector, Sid Meier, etc) have earned themselves the right to do things on their own by matching their creativity with good management skills and business sense. I think it's a really similar process to film-making, architecture, other creative industries which are also profit-driven and competitive. The creative type (Spielberg, Richard Rogers, Tarantino, whoever) makes his name not only by producing a masterpiece but also by bringing it in on or under budget. The danger is when the hype creates expectations which exceed the artist's capabilities (I'm thinking Romero, Orson Welles, etc).
Killerbee
24/06/02 @ 16:39
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Surely with so many rubbish games being released all the time, someone on each of these development teams must have realised that they're producing a turkey, irrespective of where the blame lies (poor design, flawed implementation, etc). So how come so many of these games actually make it all the way through to retail? Are publishers afraid to pull the plug on the basis that poor sales are better than no sales at all?

Also, IMO some of the worst games tend to be the movie tie-ins, promoted entirely off the back of the film they are accompanying. The article's comments about executive interference and teams having to meet time deadlines instead of development objectives (ie the game must be ready for the film's release) pretty much explains why.

I suppose at the end of the day, the one-man show designers work best because they have a lot of personal pride - and their reputation - riding on their games. In design / development by committee it's far too easy to point the finger of blame somewhere else, so why bother putting in any overtime?
Nick [staff]
24/06/02 @ 16:40
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Never thought I'd hear John Romero and Orson Welles mentioned in the same sentence!
otto [mod]
24/06/02 @ 16:44
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Never thought I'd hear John Romero and Orson Welles mentioned in the same sentence!

lol! Expect John Romero in thirty years' time to be bloated and obese doing voiceovers for pantyliner adverts.

Nah to be fair to poor old Orson he did some quality stuff before it all went pear-shaped. Literally.
Edited 1 times, most recently on 24/06/02 @ 16:46
DocX
24/06/02 @ 16:49
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"Are publishers afraid to pull the plug on the basis that poor sales are better than no sales at all?"

Yes, that can often be the case.
skalmanxl
24/06/02 @ 16:51
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It's a subject I've chatted about time and again with mates. Certainly, the PlayStation might have one of the largest gaming back-catalogues ever, but exactly how much of that is quality gaming? A bafflingly low percentage.

Spot on, on the other side, if there had been no PSX. The market for consoles would NOT be what we see today.
Blerk
24/06/02 @ 16:52
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someone on each of these development teams must have realised that they're producing a turkey, irrespective of where the blame lies

Unfortunately I think the blame in many case lies directly with the publisher. They see a successful game and immediately commission a hastily-put-together 'clone' game, because they know it'll shift bucketloads on the back of the original. The reason so many games are rubbish these days is because they're not being invented by the people who play them - they're being designed by PR and Marketing suits who only think in 'units sold'.
skalmanxl
24/06/02 @ 16:54
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some people actually like bad games.... Fifa anyone??

Well, everything is relative, not everyone knows the options.
Tyronne
24/06/02 @ 16:56
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thing is ..bad games can actually end up being funny ...that is as long as you dont actually buy them but borrow them of a mate or use the 10 day return policy and buy something else later at EB...
Thamuhacha
24/06/02 @ 17:01
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"The key to this creative freedom is for producers and publishers to stop hassling the developer and let them get on with their work."

Oh dear ... I am afraid that just won't work.

You see the longer a game is in development the more it costs. And the less likely it is to look new and shiny. And therefore sell badly. And lose money.

What the article sort of misses out on is that most of the greatest games are not the best selling ones. Publishers make money on the Harry Potter cack that is churned out yearly, not on the decent stuff that people on sites like this wait years to play.

So Publishers will always have a say. Just like Tim Burton's Superman film biting the dust when we all know it would have been great. Sad but true.
Edited 1 times, most recently on 24/06/02 @ 17:02
Nick [staff]
24/06/02 @ 17:53
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It's true. Then again, everything Tim Burton does is great so I guess we haven't lost anything as long as they still let him make films.
Errol
24/06/02 @ 18:05
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Then again, everything Tim Burton does is great

Whats your definition of great ?
Jesus: Action Figure
24/06/02 @ 18:06
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"Too many Chefs"

I cannot agree enough.

Gestalt
24/06/02 @ 18:27
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"everything Tim Burton does is great"

I have four words for you - Planet Of The Apes. Ok, it was a decent check-your-brain-at-the-door summer blockbuster, but hardly a great movie by any stretch of the imagination, and certainly no comparison to stuff like Edward Scissorhands, Ed Wood and Mars Attacks.
Edited 1 times, most recently on 24/06/02 @ 18:28
Nick [staff]
24/06/02 @ 18:56
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Sorry, I forgot about that one-- it did suck arse. And Sleepy Hollow was maybe a bit weaker than his usual fare too. Can we blame Holllywood for these then I wonder?
skalmanxl
24/06/02 @ 18:59
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POTA was awful, horrible over the top acting all over the place. I'd rather watch the older movies.
st3ph3n
24/06/02 @ 20:29
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Good article Mugwum, I'd love to see the big games websites write this without furiously wanking over some rent-a-quote EA press man who is giving them freebies for good things to be said.

Anyway, just one thing to note - Too many Chiefs and not enough Indians - I believe you are supposed to say - Too many Chiefs and not enough native Americans.
Gestalt
24/06/02 @ 21:05
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It is fairly similar to a movie, in that everyone has a say in a particular aspect of the production, but the director has to be ultimately responsible for the overall vision and the producers for the management of the project. Just as you wouldn't expect the costume designer to have a major impact on the overall direction of a movie, should a modeller or artist have a big say in the design of a game? I guess there's a balance to be found between letting everyone chip in with their own suggestions so they feel a part of the design process, and having a strong leader to solidify the design and make sure everyone sticks to it.

Make sense?
otto [mod]
24/06/02 @ 21:38
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having a strong leader to solidify the design and make sure everyone sticks to it.

Make sense?


Definitely. Someone strong enough not only to put the fear of God into all the artists and coders and all the other monkeys that go into making the damn thing, but also strong enough to scare away the suits from central office who want him to do this or that with his overall vision to make it more palatable 'to the market' (or if not scare them away, then at least ignore them).
Toby
24/06/02 @ 22:55
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Nah to be fair to poor old Orson he did some quality stuff before it all went pear-shaped.

The Transformers movie. Nuff said.
Polymath
24/06/02 @ 23:27
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I agree with Gestalt.

I would add one thing. From an administrative perspective, accountability/ responsibility is essential to getting a quality product that a publishing house wants.

On the creative end, the commitment to the overarching vision is essential.

To follow with the Movie analogy, the director is responsible and gives feedback to cameramen, editting teams, actors etc. The publishing houses give feedback to the director. The cameramen etc. tweak and add art to their respective parts, but the director keeps it cohesive. A good publishing house knows when the director isn't getting the job done.

Good innovation requires fast failures. I wish publishers understood that better. Kill bad projects before they waste everyone's resources...

Gestalt
24/06/02 @ 23:33
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I think that's got to be the next question - why do publishers put out this crap? :) Don't they realise they've got a bad game on their hands, or is there a point at which it makes more sense to shove it out the door and hope some poor sap buys it than to just cancel it outright and save the marketing spend?
Mr Sleep
24/06/02 @ 23:52
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I think that's got to be the next question - why do publishers put out this crap? :)

I think it quite often comes down to the consumer, there are many people out there that just buy games because of their "big name" like Die Hard for instance. The publisher assumes he can make more from a lame and cheap title being bought by the occasional gamer, than paying out the extra for an exceptional title that is not guaranteed to sell more than the crappy title.

Anything by Looking Glass proves that, they were given praise on a consistent basis but their sales were poor. An interesting and engaging game doesn't mean sales :(
Max Diablos
25/06/02 @ 00:08
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Perhaps if we moved back to smaller teams with an array of people doing exactly as they were told, things would be a lot more entertaining and blame a lot more assignable if things were to go wrong.

Presto!
[Alt][F4]
25/06/02 @ 02:50
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Originality doesn't make it a hit; hell by the rule of thumb its just the opposite most of the time.


Tyronne
25/06/02 @ 08:41
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I think the biggest problem of all is that when you look back at gaming (if ya have been around long enough) is that the men in grey have taken over.Theres no room for originality anymore as anything remotely original doesnt sell as well as something with some bozo`s name attached to it and we gotta try to make the most for our share holders.Theres no flair for the bizarre anymore where you could try some outlandish game for about 2-3 quid a pop if ya went for something by firebird or mastertronic,where as now you have to spend about 30 or 40 quid.When you look at the gaming scene you realise that more has been lost than has been gained as all the previews are for things we have either already played i.e sequels or the same game types i.e fps or rts`s...gaming truly has lost some of its shine and something needs to change or there is gonna be a huge tumble like there was way back in the 80`s...shame really but there ya are.
bionutz
25/06/02 @ 09:10
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the "suits" are über alles!!! (thanks Wolfenstein for renewing my German baggage of words).
It's just that games are simply as someone put it earlier as complex as movie making: you need actors, nice scenery and good scenarist (designers). Also it is very well known that no project should go over one year - people get bored after so much time... A game is a complex project nowadays, that's why it is a bit risky to make any game... unless you are good.

The answer is not simple but the lack of innovation kills a lot of gamingwill from my side (and I think I'm not the only one) and games don't get tested as much as they used to... even on the technical side (stupid scripting bugs for instance). People create software too fast these days :(.
skalmanxl
25/06/02 @ 09:39
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Where do games go wrong? when reviewers hype games and give them undeservedly high scores, thats where they start going wrong!

Ah, someone obviously doesn't have a clue about games at all.
Super Stu
25/06/02 @ 09:54
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But europe will still remain the little bitch that goes in the kitchen and makes Japan and U.S. sandwiches.


Gestalt et al:

Please ban this person for his contant racist (is that the correct term?) comments. As this is a public forum, these messages of his no doubt contravene his ISPs Acceptable Use Policy (as they would if posted to a Newsgroup, for example - I should know, I've banned enough accounts whilst working at BTinternet a year or so ago), so it would also be helpful for you to provide a timed IP address in order that I may complain formally.

While we're at it, ban his IP block. It will be a shame to discriminate against those who might also be using his ISP, but his clearly trolling comments lower the tone of this otherwise excellent website.

Thank you.
Edited 1 times, most recently on 25/06/02 @ 09:56
otto [mod]
25/06/02 @ 10:16
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I've been saying for ages that they need to start giving thought to an acceptable use policy. Sooner or later it's going to have to come up. Forum threads going to the dogs is one thing, but EG also need to cover their own backs... Oh well, no doubt they'll do the right thing ;)
skalmanxl
25/06/02 @ 10:20
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To a certain extent I'm with you guys, but resentment takes effort, ignoring takes none.
Errol
25/06/02 @ 10:24
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I agree, constant racism cannot be allowed to go unpunished.

I suggest a 3 strike warning system. Or maybe even a zero-tolerance regime.
Gestalt
25/06/02 @ 10:27
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"need to start giving thought to an acceptable use policy"

Don't worry, we're already working on one. :)
Errol
25/06/02 @ 10:36
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Try not to make it too harsh though. Its really racism and seriously offensive (and out of context) language that needs to be prevented.

After all, we don't want too many freedoms taken away, do we ?
otto [mod]
25/06/02 @ 10:39
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What he's trying to say is, don't ban him for talking about Isla Fisher.
Super Stu
25/06/02 @ 10:47
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Well quite. I mean European Scum, if indeed that is his real name, is entitled to his opinions of World+dog, including the Xbox.

However,

But europe will still remain the little bitch that goes in the kitchen and makes Japan and U.S. sandwiches.


this and other statements of his in a similar vein cross the line.
otto [mod]
25/06/02 @ 10:54
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I think racist or other abusive language or comments are yellow card offences, possibly red card depending on context, ditto personal attacks. Persistent trolling should be yellow carded then red carded, if a member of this community who goes to the trouble of registering a nick and visiting the boards on a daily basis can't to anything more constructive than pick a fight every time he's here then I don't see why he should be made welcome. Sorry but I don't see why the majority should have to put up with it.
st3ph3n
25/06/02 @ 11:02
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Otto:

Hell Yes.
Max Diablos
25/06/02 @ 11:09
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"need to start giving thought to an acceptable use policy"
Don't worry, we're already working on one. :)


Just as long as you don't make it one of those catch-all "lets protect the children" type of AUP's. I don't like seeing difficult subjects censored away because the politically correct don't like it. If something is true I'm not going to hold back just to protect someones feelings.
Super Stu
25/06/02 @ 11:12
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Max: can we please just write one which results in that cheesy bell-end being banned?

Thank you.
Errol
25/06/02 @ 11:31
#49
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Talking about Isla fisher is hardly racist or offensive. It may be annoying and off-topic; I admit that.

People may have noted that I have toned down the number of comments about the antipodean babe. Largely due to the fact that Gestalt keeps on zapping them !
Errol
25/06/02 @ 11:33
#50
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I think racist or other abusive language or comments are yellow card offences, possibly red card depending on context, ditto personal attacks. Persistent trolling should be yellow carded then red carded, if a member of this community who goes to the trouble of registering a nick and visiting the boards on a daily basis can't to anything more constructive than pick a fight every time he's here then I don't see why he should be made welcome. Sorry but I don't see why the majority should have to put up with it.

Otto for President !
Otto for President !
Otto for President !

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