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Area 51's Lead Designer Admits Project Was 'F'd Up'
Posted by
Zonk
on Thu Nov 29, 2007 02:50 PM
from the startling-honesty dept.
from the startling-honesty dept.
Wired has up an interview with Blacksite: Area 51's lead designer Harvey Smith. Smith is well known for his work on great games like Deus Ex and System Shock, but his latest title is getting a lot of negative press. In the interview, Smith as much as admits the team failed in their quest to make a great game. "'We got hammered so hard [by reviewers], and we deserved it ... Everyone was forced to share tech. It took eight months to get one thing working.' He wouldn't specify what that one thing was, but did note that technical problems set the team back, time and time again. Another of Smith's complaints was 'the fact that we had four days to Orange Box something,' meaning to fix and polish a level. Smith called this 'completely reprehensible.'" Kind of shocking to see this kind of honesty from the games industry.
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Don't forget Deus Ex 2... (Score:5, Interesting)
Re:Don't forget Deus Ex 2... (Score:4, Insightful)
Parent
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A good manager alone... (Score:5, Insightful)
A good manager alone can't guarantee success, but a bad one alone can guarantee failure.
Not that I'm saying that's what happened in this case. I've watched a game during development and seen all its promise destroyed by a publisher's deadlines (Master of Orion 3), but I won't agree that it isn't ever possible to attribute the failure of a product to one person.
Parent
Politics + Games = ? (Score:4, Interesting)
Except that he didn't accept responsibility. (Score:2, Insightful)
Re:Except that he didn't accept responsibility. (Score:5, Interesting)
Parent
"Dude, that's so lame." (Score:2)
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Re:Politics + Games = ? (Score:5, Interesting)
Parent
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However, like a good novel, a video game sometimes has something important to say. If they've woven it artfully into the plotline (i.e. not hammered it into place or constructed a poor plotline around the idea), I find the game to be even more entertaining than when it's purely "for fun".
For instance, in the book world I loved the message from "Speaker of
Re:Politics + Games = type error (Score:3, Insightful)
This is an industry which requires a certain buy in to the concept of, "Our enemies must be killed, but only if you're having fun doing it."
Call me when a game puts you in the shoes of a poor arabic boy who kills the shit out of those Americans. A game possibly critical of western civilization? It won't sell, and not bec
A lousy FPS huh? (Score:2, Insightful)
Seriously? (Score:5, Insightful)
Really, Zonk? Nothing in this article surprises me at all. I think any project, in any industry, can suffer from the problems described... Complaining about it afterwards doesn't help though.
The Project Lead needs to stand up sometimes and say 'No, this isn't working, we need to stop and re-assess the situation'. It is entirely possible to deal with these problems - a decent Project Lead would do exactly that imho.
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For the celebrity developers who get to release the game "when it's done", yes, this is an o
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I guess that comes out of a different column on the spreadsheet though, so that's all right.
Check this out... (Score:4, Interesting)
On majority of the projects in my career, from Sony to Activision, and many smaller studios in between, four days of polish time was and continues to be about as likely as the company buying every employee a new house for all their hard work.
This is the norm for us, folks. We usually ship our games out around an alpha stage, every single time. The people who have the money in this industry and who make the overall decisions have the sole goal of making money. Polish, Gameplay, and anything else that would result in a quality product are pushed to the back as long as other elements of the equasion, such as marketting and brand recognition, can be used to hide it.
As well as being a developer I am also a gamer, having grown up with the industry since it's infancy, and I hate the situation the medium is currently in. Right now we're most likely witnessing the turning point for interactive media. As it grows and becomes adopted as the new popular media of choice, it also becomes more and more diluted to appeal to the wider audiences, and what were essentially going to be left with in 10 years is television all over again. Hundereds of games (channels) and nothing is on worth watching.
Parent
Hi hopes (Score:2)
Look at me, I'm subversive (Score:4, Insightful)
The quote above strikes me as greatly amusing. Ham fisted satire is not exactly what I'd call subversive. This kind of statement seems like something an attention seeking high school student would come up with. It seems like something more subtle would also be more effective.
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"Share Tech" (Score:2)
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Sharing of common technology between studios. [gamespot.com]
Re:"Share Tech" (Score:5, Interesting)
The problem was that we had to share code (tech) with the other Midway teams developing in Unreal3 (we also had to wait for quite a few code drops from Epic). Systems such as AI would be developed by one team on a completely different timeline than us, and then we were forced to adapt it into our project for political reasons even though the integration took more effort than it was worth or there were better systems available that were already working. I guess it made management happy though to be reusing code...
Perhaps it will pay off in the long run, but the forced sharing in this game amounted to a whole lot of overhead.
Parent
True game companies (Score:2)
See also: Starcraft II, Metroid Prime 3.
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Cue all the Nintendo and Blizzard references ("the game won't ship until it's ready to ship").
See also: Starcraft II, Metroid Prime 3.
Even diablo ii. almost 8 years later I picked up a third copy (lost 2 others) last week. Still fun. And it likely has as much to do with blizzard proper as it does with blizzard north as hellsagate wasn't as much fun. The developers of hellsgate are almost the same as the core team for D ii. I think the extra things Blizzard demanded of them made D ii a much more enduring game.
Harvey Smith, Peter Molyneux -- Persona Non Grata (Score:2)
Then there are some developers, who once made a name for themselves but have completely destroyed any credibility they once had and I will NEVER buy another of their games again. Harvey Smith, demonstrating his complete and utter incompetence in developing DX:
Re:Harvey Smith, Peter Molyneux -- Persona Non Gra (Score:2)
But he made you his bitch, doesn't that count for something?
And he's not the first to have a public Mea Culpa (Score:2)
Birds of a feather, yadda yadda.
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F*ck-ups come in many forms. While developers can be to blame, so are architects, team leads and management. I have worked for a company where there was no process, or the process was that bad, development was done on production machines and developers were given bad information. I tried to improve things, but sometimes some companies
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Re:Technical Problems (Score:5, Funny)
"I think this guy should move over this way..."
"Whoa, dude. We should like, totally use that sound effect from the last level..."
"You mean this one?" *bleeerp*
"Yeah, man!" (high fives)
Parent
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Srsly though (Score:2)
Entry level grunt coders and junior level designers. Implementers, not lead innovators.
Fresh game design grads should be implementing someone else's innovations until the cream of that junior designer crop rises and their idea actually bears fruit and does not just stink like fertilizer the likes of which cannot be abided(sp?).
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Re:Technical Problems (Score:5, Insightful)
The impetus for this complaint is that the linked Metacritic site to illustrate how the game's been getting "hammered by reviewers" shows a 65, or "Mixed or average reviews." This only seems to fly as "getting hammered" in a world where the scale is hoplessly skewed. It's like the media-stereotype "Asian parent" grading scale: anything below an A is an abject failure.
Parent
Check out Ars Technica. (Score:2)
That being said, I've seen several people bitch about the lack of a rating number on the forums. So you can't please everyone...
--LordPixie
Re:Nevada? (Score:4, Funny)
Parent
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Speaking of which, does anyone know of a good USB light gun with linux support for MAME?
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It was designed by an intellectual carrot...
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Maybe ask teh intarweb? (Score:2)
So Orange Box here doesn't refer to Valve; who knows? Maybe that's why Valve called it the "Orange Box" (along with the "Black Box"): it reifies their next phase of data mining; every "Orange Box" continuously records gameplay data for analysis back at HQ. In a software engineering sense, every "Orange Box" is an or