Scott Miller On Making Max Payne A Success 41
Thanks to an anonymous reader for pointing to 3D Realms founder Scott Miller's weblog entry discussing the reasons why Max Payne "was purposely positioned for success right from the start" . Although Miller, the man overseeing the ever-delayed Duke Nukem Forever, has now sold his share of Max Payne's IP to Take Two/Rockstar, he discusses specifics, including the choice of name ("A perfect name will convey something about the product... have good word-play possibilities for press and news headlines... and have a good short-hand version"), the hook ("The attribute Max owns is 'bullet-time,' like Volvo owns the word 'safety' and McDonalds owns 'fast'") and controversy ("Max Payne had a little, though it didn't get as much press as we thought it might.") He also reveals 3D Realms is "currently working with another developer, with a very similar relationship that we had with Remedy, to create another hit series (or so we hope!)" - an announcement is due in 2004.
Foresight (Score:3, Funny)
Oh, wait, every company does this with every product.
Re:Foresight (Score:1)
DK (Score:2, Funny)
that sounds too early for Duke Nukem Forever
Couple Observations... (Score:2)
I guess Shadow Warrior 2 [3drealms.com] is out of the question?
The game was originally titled Dark Justice, as this well describes the game's theme.
That's rather funny... Max Payne 2 had an episode of 'Dick Justice' on one of the TV's, where a fugitive cop went after the people who killed his wife. But instead of film noir style, it was like 70's.
Ownage (Score:3, Insightful)
Um, well actually I (and quite a few other people I imagine) associate 'bullet-time' with The Matrix. Max Payne just happened to use similar effects in the game, capitalizing on the slo-mo hype following the movie. I'm not 100% sure if my timeline is correct but I remember there being parallels to the movie effect when the game came out. Oh I'll grant that's the big hook of the game. That and metaphors that drag out long enough to make Raymond Chandler [levity.com] develop a nervous tic. But to say MP 'owns' bullet-time is a bit presumptuous.
Re:Ownage (Score:4, Interesting)
Re:Ownage (Score:2, Interesting)
I was about to call bullshit, but I looked it up for myself and you're right.
However, the name "bullet time" for slow motion has been associated with The Matrix since the year of it's release - 1999. If you watch the "Making Of" (which is on the DVD, and, I believe, first aired on HBO in 1999), that is exacly what the slow motion effect is called.
It is interesting to note that Apogee filed a trademark on the term (twice) in May 2001. And then Warner B
Re:Ownage (Score:2, Informative)
You seem to be forgetting that the original Max Payne was in development longer than the original Unreal, or about half as long as DNF. Most of the people following the game saw 'bullet time' demos long before the Matrix was in theaters.
Re:Ownage (Score:2)
Both games could have used some serious pruning and editing.
They both struck me the same way. Tons of potential, decent atmosphere, solid action systems
Re:Ownage (Score:1)
Does it matter? Not really. But the thing that most people seem to miss is that the innovation in the Matrix' effect for this had more to do with the ability to pan around the scene than with the ability to slow down the shot and display projectiles (which were computer generated anyway). Obviously, when it comes to video games, moving the camera aroun
Re:Ownage (Score:2)
I was just referring to the discussion about who came up with the actual name first, and who should own the tag 'Bullet-Time' as intellectual property.
I'd heard MP was really short, and honestly that's the only reason i g
Re:Ownage (Score:1)
Realistically, given the track-record of 3DRealms and intellectual property (let's co-opt Evil Dead catch-phrases in Duke Nukem and then trademark them), I wouldn't be surprised if the term was made up by someone involved with the Matrix. That being said, I never heard the term outside of Max Payne press releases until very recently.
I'd heard MP was reall
Re:Ownage (Score:1)
but that continuous attention to details... it's a microcosm of what they're doing right over there.
somewhere someone posted the cut scenes from Enter the Matrix online. there were plenty of mirrors right when people were furiously debating Reloaded and what Revolutions would be.
of course, then
Re:Ownage (Score:1)
I invented bullet time, trying to play games on my old 386SX/16MHz.
Talk about slow motion.
Re:Ownage (Score:4, Informative)
though, who they really 'own it to' must be woo(the matrix boys own it to him as well.. though he again might own it to somebody else i'm not sure where his ideas came from).
.
Re:Ownage (Score:2)
And in all fairness to Max Payne, it came out two years after the Matrix was released in theaters (Max Payne was released July 23rd, 2001, The Matrix came out in April/May of '99). You can't really say that it was timed to ride on the buzz, since any buzz from the movie would've fizzled out over a year and a half before. The Matrix's influence certainly had tak
Re:Ownage (Score:2)
You are right. There were even references to The matrix Slow-mo in Maz Payne... in the end there are a couple of bad guys talking about how "All the cool movies make the action slow down... what do they call it.. oh yeah, Bullet Time."
And worth every penny. (Score:4, Funny)
This is why Scott Miller is making the big dough. You or I would take a game we made and position it for failure, or mediocrity at best. Scott is that one guy in a million who would position his game for success. And he did it right from the start, too.
Just another feather in the cap of the man who keeps Duke Nukem For(When)ever on task and on budget.
Lawsuit (Score:1)
I'm having troubles finding out how the lawsuit ended against the makers of Max Payne (remember the ex-wrestler, who went by the name "Max Payne").
How did that lawsuit end?
Miller is my Idol (Score:2)
Re:Miller is my Idol (Score:1)
Re:Miller is my Idol (Score:1)
The 'rampant' piracy of today is a little less hidden than it was, but casual piracy hasn't changed in twenty years.
branding 101 (Score:1)
there really isnt anything world altering that hasnt been said a thousand times before, and by more humble orators.
- in a world of copycats, it helps to be unique
- be smart about your product
- keep it simple
- keep it buzzworthy
- ObPROFIT!
Re:Max Payne? (Score:2)
Nice -marketing- tips. But the game -made- itself. (Score:2)
To think Miller 'set up' Max Payne to succeed because of these marketing hallmarks, without giving credit to the solid story, voice acting, graphics, and well honed gameplay... that's just silly.
All Miller seems to be doing is hyping up marketing's importance in making video games sell better. Yes, those are all great focus points for making a game -easy-to-market-. They don't however have anything to do with the game's actual success, or whether it 'leads' or 'follows'.
It's certainly more difficult to
Scott Miller on good titles... (Score:2)
I Remember... (Score:1)