Harvey Smith, Ex-ION Storm Staffer, Profiled 14
obchrisj writes "Harvey Smith, formerly of ION Storm and now Creative Director at Midway Austin, gets his trials and tribulations profiled in FileFront's latest F! True Gamer Story. Here's a clip: "The hours were long, sometimes putting in as many as one hundred hours a week, and he stayed in QA for a year before moving into development. From there he has worked on a variety of games since 1993, including Deus Ex: Invisible War, Deus Ex, CyberMage, and System Shock. Over the years, he has seen a lot, and believes the emphasis in graphics may finally be slowing down. 'We might be moving beyond the graphical arms race soon, focusing more on player-driven experience,' he said.""
Re:Fist Sport! (Score:1)
Amazing. (Score:5, Insightful)
I certainly goddamned hope so. When companies churn out exceptionally-graphicked games that play like crap, they're still crap. But if you have a good game, then it doesn't matter what the hell it looks like (within the realms of reason).
It's the same reasoning in the movie industry, which has paralells to the gaming people. If you look at very, very pretty movies, Final Fantasy: The Spirits Within for example, most people will tell you it's neat looking. Once you delve into the story, it's widely regarded as total junk. It failed as a storytelling device for most people.
This is absolutely no different in video games. I sincerely hope that the industry finally realizes this.
Re:Amazing. (Score:1)
Re:Amazing. (Score:2, Interesting)
The downside is that people will pass it up because it isn't pixel shaded with 4.5d gfx running on the newest and greatest thingamahooie.
Re:Amazing. (Score:1)
Graphics engines don't really need to become any better than the UT2 / Doom 3 / Crytek
Re:Amazing. (Score:3, Interesting)
From a graphics point of view, the Half-Life 2 engine is actually fairly basic beyond its (admittedly pretty) shaders. It doesn't appear able to do volume-specific fog (as could Quake 3), there's no LOD on non-model geometry, and lighting for model geometry itself is derived from a single point, whatever the siz
This man ruined DX: IW (Score:5, Insightful)
Re:This man ruined DX: IW (Score:2)
Re:This man ruined DX: IW (Score:3, Insightful)
One thing I find in games of this type that as soon as "you can go anywhere and do anything", it also means that it no longer really matters where you go or what you do. In that sense I prefer a strong story-driven a
Re:This man ruined DX: IW (Score:1, Insightful)
Things went wrong in the development of Invisible War, as Smith and other developers has admitted, and blaming it on only one person is unfair. I'd say the main problems were the new engine they developed and Eidos, the publisher. Invisible War clearly wasn't given the resources or time it needed.
Re:This man ruined DX: IW (Score:1)
War Without End (Score:1)
Rotsa Ruck, Dude. That may occur at some mythical company that doesn't compete for investor dollars, publisher access, store shelf space, or floor space in an arcade. The phrase "We focus on game play" translates in the minds of investors, publishers, and buyers as "Looks like ass. Small cult following. Thank you, drive through." Why? Most of the decision-makers in this group aren't gamers, or they wan