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Speaking With the Devs Behind a 7-Year Game Mod Project

Posted by Soulskill on Sun May 03, 2009 09:31 PM
from the i-don't-even-remember-where-i-lived-7-years-ago dept.
Gamasutra has an interview with members of Off Topic Productions, the team behind the recent completion of The Nameless Mod, a Deus Ex modification that was in development for seven years. They talk about how they stayed interested in such a lengthy, unpaid project, and also how their vision for the mod shifted over the years as a result of experience and feedback. "We estimate that we recreated everything we did during the first 2 or so years because we got better. The plot went through 4 revisions in the first year and was continually tweaked, expanded, and revised. Most of it also simply came about as we experimented with the game and the engine and grew familiar with what we could do — originally we were planning something even more open and free-form than we ended up with, but when we realized how fundamentally the game was built for a completely different type of structure, we reigned ourselves in and adjusted our design. ... Also, I don't know if you ever go back and read what you wrote 6-7 years ago, but in my experience that's a great way to embarrass yourself — I spent a lot of time rewriting old dialogue to be less embarrassing."
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  • Marathon Too (Score:5, Informative)

    by adavies42 (746183) on Sunday May 03 2009, @09:33PM (#27811729)
    There have been a couple Marathon mods that took about that long--Eternal comes to mind.
  • by Anonymous Coward on Sunday May 03 2009, @09:40PM (#27811779)

    I plan to release it seven years after it's been released, which will be in... Oh damn, Slashdot comments aren't long enough to fit in the year, but it'll be a while.

  • by sootman (158191) on Sunday May 03 2009, @09:41PM (#27811793) Journal

    ... they can move over to the DNF team. Though these guys might be a little fast-paced for that crew...

    • There will be no Duke Nukem Forever - 3D Realms has abandonned the project a long time ago, but keeps releasing teasers as a form of viral marketing to keep themselves in the mainstream media awareness long enough not to go bankrupt until Max Payne 3 is released.

  • Moss grows fat on a rolling stone, but that's not how it used to be.

    Think about this. Demolition Man [imdb.com] was released 16 years ago. As much as I liked the movie, and as much as it remains as topical and entertaining as ever, in the meantime so many other good movies were produced that to simply focus on one good movie over the years is to miss out on everything else.

    Bye bye, Miss American Pie.

  • Congrats to The Nameless Mod team, the mod (well, now a full retail game in development) I'm really looking forward to is Alien Swarm: Infested - been in development since 2005 - http://www.blackcatgames.com/swarm/ [blackcatgames.com] - I played the UT2004 total conversion mod back in the day and it was AWESOME.

    Bring it on! (also DNF)

  • Ditto (Score:5, Interesting)

    by thedrx (1139811) on Sunday May 03 2009, @10:01PM (#27811923)
    Also, I don't know if you ever go back and read what you wrote 6-7 years ago, but in my experience that's a great way to embarrass yourself â" I spent a lot of time rewriting old dialogue to be less embarrassing

    This is very true for me. Whenever I come back to very old code, writings, forum/newsgroup posts, emails or the like, I always can't help but feel bad. Sometimes I'll happen upon a piece of code, think to myself 'what was this idiot thinking' and then discovering it's my own code :P

    It's good I guess, means I'm changing over time (here's hoping it's change for the better).
    • Re:Ditto (Score:5, Insightful)

      by hedwards (940851) on Sunday May 03 2009, @10:34PM (#27812113)

      Yes, but unless you're maintaining the code you really shouldn't be thinking about a current project that way. There are some projects where it's legitimate to still be coding on it after years, but if you have to rewrite the project from scratch more than once, you've botched something and really ought to sit down and plan it out.

      A project conceived and executed in that fashion is going to be a serious pain in the ass to maintain later on, assuming that it does get finished. And further assuming that anybody still cares about it at that point. There's something to be said for somewhat less than perfect featurewise but finished.

      • Re:Ditto (Score:5, Insightful)

        by Hurricane78 (562437) <navid.zamani@NOspaM.googlemail.com> on Sunday May 03 2009, @11:25PM (#27812401)

        [B]ut if you have to rewrite the project from scratch more than once, you've botched something and really ought to sit down and plan it out.

        Not if it's by design. I found it to be the only way that makes sense, to work trough prototyping. Especially for games and other large projects. I define the things I want to clarify, and then build a throwaway-prototype to answer as many of them with as little work as possible. Then I repeat this process, until I am happy with it.
        Over a specific project size, top-down-modeling and bottom-up-coding alone do not do it anymore. And in creative processes it's sometimes even impossible.

        • [B]ut if you have to rewrite the project from scratch more than once, you've botched something and really ought to sit down and plan it out.

          Not if it's by design. I found it to be the only way that makes sense, to work trough prototyping. Especially for games and other large projects. I define the things I want to clarify, and then build a throwaway-prototype...

          Have you ever shown these prototypes to the "powers that be"? I have found that doing stuff like that leads to expectation warps in management's brains - they start to expect that you can make miracles in a week or two and begin to plan how to use this.... their later collisions with reality aren't pretty.

    • Sometimes I'll happen upon a piece of code, think to myself 'what was this idiot thinking' and then discovering it's my own code :P

      Sometimes I go back to my old code, think to myself, "that's odd, how does that work?", get sidetracked on other things for a few hours, then think, "Hey, that's pretty neat. I might use that for what I'm doing now."

      Rare occasions, but it's nice when it happens.

    • Happens to me all the time when I search through newsgroups I used to post too. Then I read a post and think "Holy shit, this moron needs a fucking clue" then look at the author and "Oh shit that was me in 2005!".
  • by syousef (465911) on Sunday May 03 2009, @10:15PM (#27811993) Journal

    ....to release version 1 rather than ditch it and start all over, then go for another game with their improved idea? Reading between the lines I'm guessing they realized the engine wouldn't let them do version 1 properly, so they had to rework it.

    It really sounds to me like a case of being scattered at the start, not designing well, then realizing that you can't do what you intended waaaay later than they should have. That's fine. They're doing it for free after all, but it should not be hailed as a triumph when a talented team only produces one thing in 7 years due to having to rework things.

    Anyway don't know if I'll ever play it but thanks for the game - we could use more and more good mods. It's one thing that makes PC gaming so much richer than consoles. (Yes I know consoles can have mods but it's no where near as easy).

    • I'm not going to lie. I read the summary, I watched the trailer. This mod looks stupid. I'm sure it's very "deep" and whatnot, but it looks to be not worth my time in the least. It may have taken 7 years, but that doesn't mean you produced anything of worthwhile quality. If you've got 7 years to make a trailer to hook me (a lover of Deus Ex) into playing it, and you've failed, doesn't that say something?
      • Yes.

        It reiterates the principle that every time anyone produces something like this, for every 1 person who enjoys it--you know, the target audience--there are 100 people who don't like it and just sit around bashing the project, despite never having gotten one off before.

        • there are 100 people who don't like it and just sit around bashing the project, despite never having gotten one off before.

          Knowing what is quality and producing something that is quality are completely unrelated skills.

        • I've never made a motion picture before, but I still feel qualified to give my opinion that the Hannah Montana movie sucks ass.
      • by syousef (465911) on Monday May 04 2009, @02:04AM (#27813049) Journal

        If you create something and it isn't as good as you think you are capable of, you don't want to release it. Why would they release something they aren't happy with if they don't have a publisher ready to fire them all?

        Perhaps because nothing you create will ever be perfect and if you release early your work isn't wasted if you're hit by a bus? Not saying you should release garbage, but if you managed to make something knowing you could do better, sitting on it doesn't benefit anyone. In the years it takes you to make version 2, even if nothing bad happens to you, the platform may have died, the style of game may have gone out of vogue etc.

  • by VGPowerlord (621254) on Sunday May 03 2009, @10:42PM (#27812143) Homepage

    I've heard of other game mods that have taken that long. For instance, I'm fairly sure my copy of Half-Life: Game of the Year Edition came with an advertisement for the then-in-development Team Fortress 2 (and a copy of Team Fortress Classic in the box). In 1999.

    The same Team Fortress 2 that came out using a different game engine (Source) and art style in 2007.

  • Maybe not seven years, but it's been in development for a while now. That's what I thought this article was about at first.
    • Exactly what I was thinking.

      The sad thing is, by the time these long-term total conversions are done, the hype has moved on, and the engine is usually so outdated that hardly anyone cares. Black Mesa Source does have an out in this case, since the Source engine is constantly receiving updates, but even with this the result will be outdated before it is released.

      I was excited about Black Mesa Source for a couple years after the release of HL2, but now that SIX years have passed, I just don't care anymore.

  • The Doom mod Mordeth [wikia.com] has been in development for over 12 years.

    • These guys actually finished though and gave an interview.

      Join the Mordeth team if you're not on it, finish it, release it, and give an interview about it, THEN that will top this.

      But you're right, that is interesting. Is it still being actively worked on or is it more likely a mod that is dead? I could say I've had a marathon mod in development for about that long, but really all I did was open the map editor up once about 12 years ago.

      • I did work on another project, Plutonia 2 [wikia.com], that was released a few months ago. My first contribution was in mid-2001, IIRC, which makes 7.5 years.

        In fact, I did join the Mordeth team a couple of years ago, but quit...

  • They talk about how they stayed interested in such a lengthy, unpaid project

    Really? I would have thought they would want to maintain interest, rather than trying to stop it. I also love the question the interviewer asks about half-way through TFA: -

    Now that the game is released, do you feel vilified?

    Seems like an odd thing to ask the poor guys after seven years of work. Perhaps he meant vindicated?

    • It says staying interested not staying interest, which should be your first clue that your pedantic interpretation is wrong.
  • Way to Go! (Score:4, Funny)

    by micromuncher (171881) on Monday May 04 2009, @11:38AM (#27817205)

    Sounds like an Agile success story.

    • by mrchaotica (681592) * on Sunday May 03 2009, @10:34PM (#27812111)

      And the rain in Spain falls mainly on the plane.

      I think you mean "plain [wiktionary.org]," unless you think Spain is covered in aircraft or woodworking tools. Hoisted by your own petard, eh?

      • by Miseph (979059) on Sunday May 03 2009, @10:56PM (#27812231) Journal

        No, he just recognizes that Spain is part of a separate plane of existence from ours.

        • nonono
          it sounds like this

          "And the rain in Spain falls mainly on the brane"

          "No, he just recognizes that Spain is part of a separate plane of existence from ours."

          no need for informal mysticism, string theoury is there for that!

      • And the rain in Spain falls mainly on the plane.

        I think you mean "plain [wiktionary.org]," unless you think Spain is covered in aircraft or woodworking tools. Hoisted by your own petard, eh?

        Perhaps the GP was referring to a flat unbounded surface defined by a point and a normal vector? (Not that I've actually seen one of those in Spain, you understand...)

      • If you create something and it isn't as good as you think you are capable of, you don't want to release it. Why would they release something they aren't happy with if they don't have a publisher ready to fire them all?

        I think you mean "plain ," unless you think Spain is covered in aircraft or woodworking tools. Hoisted by your own petard, eh? ...and here I thought it meant vaguely ugly people...