Sam Hyde

I'm sorry, 10 to 15 years of a development cycle? It really sounds like Sam has no idea what he's talking about if that's genuinely what he thinks that's the kind of commitment game development requires. I could see maybe 3-5 years for someone who's learning dev tools as they go, and only doing it on the side, or a little bit past that if it's some bloated AAA game.

Either way you need some kind of framework of what type of game you're making to jump off of, which, based off of that pitch document, he has no fucking clue. A rich story based RPG with 10-20 playable characters, that's also a pixel-art, top-down shooter with an extensive skill-tree? Is this some kind of joke lol?
 
I'm sorry, 10 to 15 years of a development cycle? It really sounds like Sam has no idea what he's talking about if that's genuinely what he thinks that's the kind of commitment game development requires. I could see maybe 3-5 years for someone who's learning dev tools as they go, and only doing it on the side, or a little bit past that if it's some bloated AAA game.

Either way you need some kind of framework of what type of game you're making to jump off of, which, based off of that pitch document, he has no fucking clue. A rich story based RPG with 10-20 playable characters, that's also a pixel-art, top-down shooter with an extensive skill-tree? Is this some kind of joke lol?
It's not going to be 10-15 years spent entirely on development. He isn't going to to devote his full attention to it for about 10 more years, or at least that was the plan before the renewal of World Peace. He's also described it as being a very ambitious and large project with a big world, and tons of lore. It sounds like he went into it and realized that if he wanted to do it correctly it would take a lot more money and time than he had available so he put it on the back burner until he was ready. He said it's what he wants to work on full time as an "old man." For as much shit as people give him, people have to remember that he is an artist with a very clear vision and passion. He's milking his paypigs with low effort content to fund the shit that he actually cares about. The post from the obscure and bald DnB producer is a reminder that at the end of the day he just wants to make cool shit.

Oh yeah and I just remembered that the Mondo Megabits NFTs are inspired by the Joyride Universe world and feature a lot of lore and characters from the extended universe. I don't know what happened to the MM project or if it flopped or not, but those cards are a perfect example of the amount of effort and detail Sam puts into a project when he cares about something.
 
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It's not going to be 10-15 years spent entirely on development. He isn't going to to devote his full attention to it for about 10 more years, or at least that was the plan before the renewal of World Peace. He's also described it as being a very ambitious and large project with a big world, and tons of lore. It sounds like he went into it and realized that if he wanted to do it correctly it would take a lot more money and time than he had available so he put it on the back burner until he was ready. He said it's what he wants to work on full time as an "old man."
Yah I gathered all that from your post, it just sounds like a lot of cope from him. I'm sure this is some discount David Goggins advice Sam has given before, but don't let the perfect be the enemy of the good. It's fine to have an ambitious, avante-garde idea for a project, especially for a video game, but it's also a medium that's the hardest to pull something like that off in because your audience has to engage with it much more actively than other types of media.

Like any other self-indulgent indie slop, his pitch is 90% story, setting, atmosphere, and 10% describing the gameplay, and if I'm being honest neither the story or gameplay sound that earthshattering or innovative (or good even lol), certainly not enough for it to take as long as he has, assuming he actually has been working on it part-time, which I honestly doubt.
 
He's also described it as being a very ambitious and large project with a big world, and tons of lore.
you dont do that for your first game unless you want to colossally fuck it up... heres a hint: he would be the game director (the single most important role - his word is the last and everyone on the team has to conform to it) with zero game dev experience
It sounds like he went into it and realized that if he wanted to do it correctly it would take a lot more money and time than he had available so he put it on the back burner until he was ready.
yeah, you do that with your first ever project. then you forget about it for a decade or two if you dont have the funds and work on smaller games to build up capital and experience. judging by everything he's only building up the former. making 3d models does not equate to game design experience
recipe for disaster
For as much shit as people give him, people have to remember that he is an artist with a very clear vision and passion.
art experience != game design experience and having a clear vision in one field does not always translate 1:1 in another field
i worked with an incredibly talented pixel artist, and i cant understate this, he is AMAZING at pixel art, but he is absolute shit at game design, while huffing his own farts thinking his ideas are great - theyre not.
he was impossible to work with because of this, so we're just on talking terms, no interest of working with him again

he has not yet put out a single game in the last 4 years since ive known him, and last i talked to him about the game he said he and the team put off from looking for a publisher because the game was just shit and boring (his words)

what im seeing with sam is parallels to this situation, so dont bet much on the game being made or being good if its made
Oh yeah and I just remembered that the Mondo Megabits NFTs are inspired by the Joyride Universe world and feature a lot of lore and characters from the extended universe.
thats great, but means fuck all in the context of an actual game
most people dont give a shit about art when it comes to games, only about how the game plays and how fun it is to play
sam has made zero (0) games. let that be an indicator of what to expect
 
It's not going to be 10-15 years spent entirely on development. He isn't going to to devote his full attention to it for about 10 more years, or at least that was the plan before the renewal of World Peace. He's also described it as being a very ambitious and large project with a big world, and tons of lore. It sounds like he went into it and realized that if he wanted to do it correctly it would take a lot more money and time than he had available so he put it on the back burner until he was ready. He said it's what he wants to work on full time as an "old man." For as much shit as people give him, people have to remember that he is an artist with a very clear vision and passion. He's milking his paypigs with low effort content to fund the shit that he actually cares about. The post from the obscure and bald DnB producer is a reminder that at the end of the day he just wants to make cool shit.
Least gullible Sam Hyde fanboy. The game is never coming out. Sam has no clue what he actually wants to do with the game or how to get it done. You can screenshot this post and hang it on your wall.
 
Least gullible Sam Hyde fanboy. The game is never coming out. Sam has no clue what he actually wants to do with the game or how to get it done. You can screenshot this post and hang it on your wall.
What about that post makes me seem gullible? I'm literally just posting actual facts about the history of the game from his mouth. It doesn't really matter what I think about it or what the results of the game will end up being. I'm just correcting the record before it spirals out of control with nonsense. I have never played a PC game once in my life and I'm definitely not going to start now or in 40 years when the game comes out. I haven't ever spent a single dollar on any of Sam's content other than the book which was like 8 years ago. Also I don't own a printer so how can I print that out? Check and mate.
 
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@cumster, couldn't have said it better myself. Looking at this in the most charitable light, Sam is a pretty talented artist that thinks his (incredibly overdone and boring btw) stylistic take on a cyberbunk world is going to make up for the fact that he has no idea what makes games fun, or even what kind of game he wants to make based off that pitch document. If his game ever does come out, fully realized and in the form he describes in that pdf, it'll probably be a very flashy MDE-graphics esque stylized game with really bland and unfun gameplay.
 
I'm going to be honest. There is nothing I care about less in life than angry commentary and speculation about a video game that isn't even out yet and most likely never will be. I hate video games. The only reason I posted about it was to clear up baseless speculation about it for the next dozen pages.
i too dont care and hate video games when i go to remind skeptical people of how good a creator is at making something in a field he has no experience in by equating it to experience in a different field

get real
 
Sam has been working on this project since 2016 and the only real progress I've seen is a few 3D models and artwork. I'd love to see an MDE video game I just personally don't think it will ever be finished. Who knows I could be wrong but video games are significantly harder and more time consuming then making videos. It doesn't seem like Sam even really knows what he wants to do with it either. That's all I'm saying.
 
Sam has been working on this project since 2016 and the only real progress I've seen is a few 3D models and artwork.
this is the only part that should matter to anyone wondering whether the game would be good
making models does not make you a good game designer

sams fanboys would rather believe that someone who has never made a game has a chance at making a good game - its going to be development hell, baby
once they add some feature and revisit it a year later (or in 6 months, if they have enough self-awareness) they'll go "what the fuck were we thinking", scrap it, and redo it; repeat ad infinitum - the curse of amateur game devs not knowing what theyre doing
 
The game pitch pdf document looks like a bad student project someone would make in their first semester of game dev classes at a community college. There is zero cohesion or technical explination of what kind of game it actually is outside of vague hints of different styles of gameplay he wants to combine from other games lol. "Artists" like sam are so fucking dumb. Why are their literal pages of "inspiration" images of other peoples work. He might has well have made a Pinterest. I seriously doubt he even has an actual dev working on this project after nearly 8-10 years of bragging about how good it is going to be.
 
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Link to this?
look up vids from 2018, 2017; i specifically remember videos of him talking about how he needs money for the game while recording himself on the staircase of some office building or something like that
it was one of his hydewars rant vids i think, but he made those private on yt :/
 
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The game pitch pdf document looks like a bad student project someone would make in their first semester of game dev classes at a community college. There is zero cohesion or technical explination of what kind of game it actually is lol. "Artists" like sam are so fucking dumb. Why are their literal pages of "inspiration" images of other peoples work. He might has well have made a Pinterest. I seriously doubt he even has an actual dev working on this project after nearly 8-10 years of bragging about how good it is going to be.
The section describing the gameplay genuinely reads like if Sam was playing a parody of a Phil Fish indie snob type developer giving a speech at GDC.

Joyride will use simple 2D pixel art and a limited color pallette (like Cave Story, Nuclear Throne, Broforce) so
that we have more time/resources to build multiple gameplay modes and an expansive story. Approximately
60% of the game will be a top-down isometric shooter/beat-em-up with heavy action RPG elements, satisfying
action, and dense skill trees. There will be a meaningful level system and different ways to play effectively
 
look up vids from 2018, 2017; i specifically remember videos of him talking about how he needs money for the game while recording himself on the staircase of some office building or something like that
it was one of his hydewars rant vids i think, but he made those private on yt :/
Yes, I clearly remember what you're talking about and that's where I got some of my information from as well. The question I'm asking you is when did he brag about how good the game was going to be? You said he spent eight to ten years bragging about it so I'm looking for those videos. He talked about his vision and what he wants to do with it. He said it's going to be very difficult and expensive but it's his passion project and he doesn't care. Where did he brag about how good it was going to be??
 
Yes, I clearly remember what you're talking about and that's where I got some of my information from as well. The question I'm asking you is when did he brag about how good the game was going to be? You said he spent eight to ten years bragging about it so I'm looking for those videos. He talked about his vision and what he wants to do with it. He said it's going to be very difficult and expensive but it's his passion project and he doesn't care. Where did he brag about how good it was going to be??
lol i see what youre doing - clinging to technicalities like a little bitch and looking for a gotcha moment
good luck man, dont ride that dick too hard
The section describing the gameplay genuinely reads like if Sam was playing a parody of a Phil Fish indie snob type developer giving a speech at GDC.
to be frank theres nothing wrong with writing out a pitch that way, the whole point of a pitch is to make publishers understand what youre trying to achieve while using as little of their time as possible to give them a broad understanding of the project (theyre not going to read through hundreds of pages when they get 10s of game pitches daily)
efficient communication when getting through to publishers is crucial
i use a similar way of conveying ideas when writing up a game pitches to publishers

so pitch-wise that thing is fine, now if that was in a game design doc... thatd be another story
 
Yes, I clearly remember what you're talking about and that's where I got some of my information from as well. The question I'm asking you is when did he brag about how good the game was going to be? You said he spent eight to ten years bragging about it so I'm looking for those videos. He talked about his vision and what he wants to do with it. He said it's going to be very difficult and expensive but it's his passion project and he doesn't care. Where did he brag about how good it was going to be??
Idk about you man, but if I'd spent nearly a decade and counting working on what I've been telling people is my dream project, and magnum opus, I'd kind of hope it would come out good lol.
 
the whole point of a pitch is to make publishers understand what youre trying to achieve while using as little of their time as possible to give them a broad understanding of the project.
Let's be real here though, this game was always going to be a self-published vanity project, or at best picked up for distribution after it's already done by some shovelware publisher like 505 games. More likely than not, this is his design document for the game.
 
The section describing the gameplay genuinely reads like if Sam was playing a parody of a Phil Fish indie snob type developer giving a speech at GDC.
Joyride will use simple 2D pixel art and a limited color pallette (like Cave Story, Nuclear Throne, Broforce) so
that we have more time/resources to build multiple gameplay modes and an expansive story. Approximately
60% of the game will be a top-down isometric shooter/beat-em-up with heavy action RPG elements, satisfying
action, and dense skill trees. There will be a meaningful level system and different ways to play effectively

He may as well have written "The game will be good, and contain gameplay."

This is what happens when actors or directors try to write games. They completely forget about designing the game and just see games as a vehicle for telling a really long story without paying any actors to tell it. It's worse than if Phil Fish did it because at least Phil Fish can say something about how Fez had a novel game mechanic that hadn't been used before.

When he's thinking of something like Skyrim he's not thinking about why that game is good (the combat is whatever, the exploration is the game mechanic that sells the game) it's just one big happy smear of an experience for him. Earthbound to him is the art style or the modernity of the setting and not the tuned encounters or the tense HP mechanic.

He may as well pay an 18 year old to crap his story out in RPG maker.
 
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