New studio Maverick Games from Ex-Playground Devs Formed

Dabaus

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Let's see what their role was in the FH series:

Producer in Forza Horizon 2, 3, 4 and 5.


Chief Engineer in Forza Horizon 1, 2, 3, 4 and 5.


Technical Artist in FH 1 and 2, lead technical artist in FH3, Technical Artist Director in FH4 and FH5.


Audio designer in FH2 and 3, senior audio designer in FH4, Lead Audio Designer in FH5.


Associate art director in FH1, art director in FH2, FH3, FH4, FH5 (left to work as the art director of Vampire: The Masquerade - Bloodhunt during development, didn't complete FH5)


Game designer in FH2 and FH3, principal game designer in FH4, creative director in FH5. Also writer in FH3, FH4, FH5.
Not a big deal really. Just fear mongering!
 
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Gediminas

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Let's see what their role was in the FH series:

Producer in Forza Horizon 2, 3, 4 and 5.


Chief Engineer in Forza Horizon 1, 2, 3, 4 and 5.


Technical Artist in FH 1 and 2, lead technical artist in FH3, Technical Artist Director in FH4 and FH5.


Audio designer in FH2 and 3, senior audio designer in FH4, Lead Audio Designer in FH5.


Associate art director in FH1, art director in FH2, FH3, FH4, FH5 (left to work as the art director of Vampire: The Masquerade - Bloodhunt during development, didn't complete FH5)


Game designer in FH2 and FH3, principal game designer in FH4, creative director in FH5. Also writer in FH3, FH4, FH5.


See above, I listed where they did work before. They are basically the key people of the Forza Horizon series team, who leave PlayGround to create their own studio (different than the Fable one). I understand they could have moved some FH staff to the Fable team, but I highly doubt that they'd move most of their top staff to the Fable team.

I assume many other talented will remain there who could replace them, and if not they'll hire other talented people capable of doing that job.


I thought the same, but seeing they are working on an open world game they left because are tired of making racing games during so many years.

Also, if Sony is interested on a Gran Turismo arcade game, Firesprite has a ton of key former staff from Evolution, Bizarre Creations and Liverpool Studio.

So I wouldn't bet on it.
because they are more like arcade guys, Driveclub 2 would be proper use of their talend. add guys from firesprite and you have solid ground. of course, this is just theoretical :D
 
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It has a similar pattern to The Initiative.

Assemble a team > put them on a game they may not want to > production issues come up > co-studio is roped in > key people leave.
  • The Initiative > Perfect Dark > production issues and delay > Crystal Dynamics joins as co-developer > 50% of The Initiative leaves.
  • Playground Games > Fable > production issues and delay > Eidos Montreal joins as co-developer > 6 department heads from PG leave.

Well let's hope things work out better for Maverick than they did for The Initiative. Maverick forming outside of Microsoft's purview may actually be a hidden benefit.



Interesting. Usually with Xbox these days where there's smoke, there's fire (even if it's a small fire).

I would hope the engine switch, if it's real after all, doesn't result in assets made needing to be redone, or game mechanics needing to be significantly redesigned due to limitations or feature quirks of UE5 vs. the modified Forzatech engine. It would just generally suck if this is a 2025 or a 2026 release.

@Yurinka I get that these are all people primarily on the FH games, but don't you think they would have been contributing in some capacity to the Fable project given FH5 just released in 2021, and any planning or scoping they'd need for FH6 would have been minimized due to not needing engine redesigns? I think they could have been at least been contributing to helping with customizations to the Forzatech engine for the Fable team to use on their project, which would have been significant involvement in its own way.

Well anyway, I think we'll have an indication how true the Fable rumors are depending on if we see it again this year and get a release window.
 

Yurinka

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Well let's hope things work out better for Maverick than they did for The Initiative. Maverick forming outside of Microsoft's purview may actually be a hidden benefit.



Interesting. Usually with Xbox these days where there's smoke, there's fire (even if it's a small fire).

I would hope the engine switch, if it's real after all, doesn't result in assets made needing to be redone, or game mechanics needing to be significantly redesigned due to limitations or feature quirks of UE5 vs. the modified Forzatech engine. It would just generally suck if this is a 2025 or a 2026 release.

@Yurinka I get that these are all people primarily on the FH games, but don't you think they would have been contributing in some capacity to the Fable project given FH5 just released in 2021, and any planning or scoping they'd need for FH6 would have been minimized due to not needing engine redesigns? I think they could have been at least been contributing to helping with customizations to the Forzatech engine for the Fable team to use on their project, which would have been significant involvement in its own way.

Well anyway, I think we'll have an indication how true the Fable rumors are depending on if we see it again this year and get a release window.
Pretty likely the assets are made using standard file types, normal images for textures, and for the models and scene types from the popular 3D modeling apps like Maya, Blender etc. And the music or sound effects using the typical file types from audio designing apps.

Consider that most of the assets are made by outsourcing companies, who pretty likely are familiar with these 3D apps and also engines like Unreal or Unity but pretty likely not with their in-house engine.

So the assets could be reused if desired, pretty likely already are compatible. And if not, any programmer may make a conversion tool to adapt them to another engine. Moving to an engine like UE5 makes easier to work with outsourcing companies, and also to hire people because a ton of devs are familiar with it so don't need an adaptation period. I don't think that to move to Unreal Engine may cause any important issue.

Also, these are top guys who I don't think work with engines, their roles are more about doing management stuff like managing their teams, decide where the project goes in their areas, etc. Only the techical director may use it, or decide which engine they'll use. UE5 adds several huge paradigm shifts that are going to be difficult to replicate in-house in the short term and makes easier the life of many people of the team, so I understand many AAA people may want to move to UE.

The technical director is the only one I see could be more attached to their own engine, so also the one who may get angry if forced to use other engine. But also the one who can see all the benefits that UE may bring them and also all the headaches that they would avoid now (at the cost of not having full control about everything even if UE provides the source engine and support to change anything they want).
 
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Bryank75

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Looks like the Fable project isn't going over well. When your top dogs jump ship like this, something is very wrong.

I bet they never even wanted to make Fable, MS just mismanaging resources as usual.

Sony should acquire these guys and put them on a Gran Turismo arcade racer spinoff!

I'd love a touring style racing game..... just take a region and put some of the best roads in there and have huge races and then you could have shorter races along stretches of the roads.

Route selection and planning. Although it might sound boring to some. Gran Turismo Touring ?

I assume they are aiming to be a multiplatform team?
 
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Lord Mittens

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I think you want to start the thread title with" New studio Maverick Games from Ex-Playground Devs Formed? Just a thought.

Nice thread bud.

I had no clue that many leads left Playground, and all of them Forza Horizon which were some of the main Fable people. Sounds like Engine change talk was make or break for a lot of people?

This sucks, this game is not coming anytime soon.

Yeah it was quite late when I made it lol
@TubzGaming could one of you kind sirs update the thread title please?

New studio Maverick Games from Ex-Playground Devs Formed
 

ksdixon

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-Brown also hints that the game will react to how players are consuming entertainment these days, partially driven by the rise in subscription services
WTF does this even mean?

Is he talking about releasing story chapters on a steady flow, like RE Revelations 2 or Life Is Strange?
 

anonpuffs

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Wow, that was one of Xbox studios' most reliable teams, I wonder what happened. Guess they wanted to explore fresh ideas, looking forward to what they put together since they are clearly pretty competent
 

Dr Bass

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Definitely doesn't seem like positive news. I mean it could be positive in that the industry could be getting a new IP that will be available everywhere, but it ain't positive for MS.
 

Hezekiah

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Wow, that was one of Xbox studios' most reliable teams, I wonder what happened. Guess they wanted to explore fresh ideas, looking forward to what they put together since they are clearly pretty competent
I've heard people say Playground pitched the Fable idea to MS seniors execs. I wonder if there was a plot internally about future direction?
 

Dick Jones

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I've said it before and it bears repeating, Xbox Division is top heavy with deadwood. Gut that deadwood and get the senior players in the successful first party studios (Coalition/Playground) promoted to oversee the underperformed studios and fix what's wrong. They may have left this too late for Playground (losing such talent so soon that they may need time to rebuild) but maybe look now to The Coalition to steady the overall management ship.
 

Bryank75

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They should really make a great racer, since they have the talent and background.

We need more great independent racing game specialists after EA bought Codemasters.
 
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peter42O

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No biggie whatsoever. First, those who worked on Forza Horizon are not the same people who are currently working on Fable as they're two separate development studios. Second, people leave development studios all the time.
 

Shmunter

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I've said it before and it bears repeating, Xbox Division is top heavy with deadwood. Gut that deadwood and get the senior players in the successful first party studios (Coalition/Playground) promoted to oversee the underperformed studios and fix what's wrong. They may have left this too late for Playground (losing such talent so soon that they may need time to rebuild) but maybe look now to The Coalition to steady the overall management ship.
True. All the soft soft and unionisation ultimately ends with bloat and dead wood you cannot trim. Only way for the talented to progress is to reset elsewhere.
 

Dr Bass

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No biggie whatsoever. First, those who worked on Forza Horizon are not the same people who are currently working on Fable as they're two separate development studios. Second, people leave development studios all the time.
Yeah thats not entirely true. "Brain drain," as it is called, is a real thing. You can't just replace top people that easily, if at all. This many leaving at once to do their own thing seems bad.
 
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So, uh, this is interesting....

“What [subscription] does for us as game makers, it causes a real fight for the attention of players. Because their commitment to you is only so much as clicking download. They didn't have to drive to a shop or pay extra... or when I was a kid and had to save for three months to buy an N64 game.

“Even with games in the Steam Sale... you can buy games so cheap and try it out and you've only paid £1.50, so you can jump straight to the next game. All this means games really need to be built in a way that sells themselves in the first few seconds.

“Beyond the opening of the game, which needs to be spectacular, you need to [keep doing it] every single time they play. Because you are always in that fight for that attention.”

Brown says that games need to be built with a view to how “people expect to be entertained today”.

“I saw a stat that the average time spent watching a TikTok video is three seconds. It's hard to build a game for an attention span of three seconds. It's probably impossible. But that access to entertainment, that access to fun that people have… games need to compete. So we need to build our games where we are always addressing every player, always giving them something to do, never letting them to get to that bit in a game where it's just going to repeat for 15 hours until you get to the credits.”

I think a lot of what he's referring to here is actually very much a worry many of us have with sub-based gaming models attempting to grow in popularity in gaming. And, we can actually see this reflected quite a bit in certain Game Pass user stats for example, where games like Pentiment have a completion rate of less than 1%, and who knows how many people actually bothered to download the game on the service.

It really just shows how no matter how cheap you make something, you ultimately can't get people to spend too much of their time on something they either don't want to play, or feel they can't put much time into due to so much choice for cheap content on the service they may feel needs to at least be played a bit to make the sub worth the cost. It's a problem all sub services run into but gaming ones face more potently because the content is interactive. And while it's only a modest issue with older games in sub services, it's probably a significantly larger one for new releases because those naturally ask for time commitments by the player so that they can actually develop a connection with the game in the first place.

I also personally think that games feeling they have to be designed for subscription services, they just run a risk of diluting game complexity and depth. If people only want bite-sized pieces to occupy a few minutes of their time, then you either go with dumbed-down game depth/scope/complexity and make stuff like a Temple Rush, Subway Surfers or Angry Birds (TBH I think Subway Surfers is a fun series for what it is, but still), or you have those more complex games, just designed as MP-centric titles. Meaning there are going to be things WRT art design, level design, storytelling etc. you simply can't do like you can with single-player style games.

I'm trying to figure if Mike Brown is giving a personal perspective of games development being services-driven and expressing some disdain for it (which given his work on FH5 and how that was being designed with "snackables" in mind, could give some indication as to a reason they've left to start a new group), or is speaking of this in a way to suggest what way they want games from their new Maverick studio to be developed. Given the game they're said to be working on, though, and what feels like their mission statement, maybe it's fair to detect a bit of criticism from Brown towards the services-orientated game development model, given their experience with it.
 
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The technical director is the only one I see could be more attached to their own engine, so also the one who may get angry if forced to use other engine. But also the one who can see all the benefits that UE may bring them and also all the headaches that they would avoid now (at the cost of not having full control about everything even if UE provides the source engine and support to change anything they want).

Thanks for the detailed explanations as always.

Do you think maybe the Technical Director might've become acclimated to peculiarities with ForzaTech, to the point where switching to something like UE5 would feel alien to concepts and ways of doing things in ForzaTech they'd become accustomed to?

Might be something to consider here.

I'd love a touring style racing game..... just take a region and put some of the best roads in there and have huge races and then you could have shorter races along stretches of the roads.

Route selection and planning. Although it might sound boring to some. Gran Turismo Touring ?

I assume they are aiming to be a multiplatform team?

Sounds like Outrun mixed with Football Manager mixed with B-Spec mode.

Could be interesting.

WTF does this even mean?

Is he talking about releasing story chapters on a steady flow, like RE Revelations 2 or Life Is Strange?

I think it's some of the themes they want to explore with their new game. Honestly it would be interesting to see how they could thematically explore it (with subtle meta commentary) in whatever story they are doing with their open-world AAA game, if it's going to be narratively driven.
 
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