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Mikel
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Scotland
Apr 1999 time: 05:20
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Could someone who has been following the recent progress of MOO3 step forward and share a quck rundown with the rest of us.
What has been cut?
What has been changed?
A lot of posts have claimed that the heart of the design has been ripped out. That doesn't sound good. So what is really going on?
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timorange
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quote: Originally posted by moominparatrooper
QS messed up. They came back to their publisher saying they couldn't deliver on schedule. Publisher got mad and ordered sacking half the team, amongst others lead designer Alan Emrich. The rest ripped out every piece of the game not yet done and are working their tail off to ship what's left in Q3.
That's what it looks like from the outside anyway. Fasten your seatbelts, gentlemen. |
That is SO far from the truth, it's hilarious.
1) Both Infogrames and Quicksilver reviewed the game in Q1/Q2 and BOTH deemed it unplayable. Hard-core strat gamers could not figure it out. So they jointly decided that changes needed to be made. They also wanted the game to be FUN. Go figure.
2) Half the team did not get sacked. The design phase of the project was over in Q1, hence the lack of need for two of the designers.
3) Every piece of the game "not yet done" did not get ripped out.
I think there were a couple of announcements stating all this stuff on QS's official web site.
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Rantz
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Southern CA
May 2002 time: 05:20
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Just an FYI. Officially there was never a lead or head designer on MOO.
There were people that were more visible and less visible, and folks who were more vocal and less vocal, but the design of MOO was very much a team effort.
To state otherwise is doing a disservice to the men and women who have worked their butts off on it.
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Rantz
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Southern CA
May 2002 time: 05:20
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quote: Originally posted by GP
Rantz,
1. Having a "team" is not mutually exclusive with having a "head designer". |
Never said it was. Simply stating that Alan was not ever Lead Designer for MOO3. MOO was designed as a team design effort.
quote: [SIZE=1] 2. What was Alan's role on the team? |
Alan was one of the designers, and he's great at ideas, communication and words, so it became obvious very early that he would be the likely choice to 'get the word out' in terms of communicating with the fans and such.
I couldn't even break in down blow by blow as to who wrote what, or who designed what because so many people contributed to it.
quote: [SIZE=1] 3. If you feel we are getting it wrong, tell us a little more about what is going on. Shoot. Of course, we don't have all the details and have to speculate. But the reticence to talk about some of these issues (layoffs, game design changes, etc.) tells a story in itself. Anyway, we may be taking it TOO EASY on you, because of lack of knowledge also... |
it's not a reticence to talk about issues. especially in term of the design revisions. The design got completed, and we started the tuning/editing phase. Until we had actual details pinned down in terms of our assessment of what 'felt right' in terms of gameplay, we thought it premature to say 'oh we're doing this...' when it might turn out, no we're not.
layoffs are company business. It is a tight time in the games industry. I get about 10-20 resumes from artists a week that have recently been laid off.
It obviously is not a preferred option, and obviously you would rather keep folks on staff, but the fact is, when you are a small company with a need to keep a minimal overhead, the amount of time you can keep someone on staff who is not directly billable at 100% to a project is minimal. I'm not using Alan as an example here, I'm saying that is an axiom of the realities of the workplace.
We've recently gotten to a point where we can talk about the game some due to solidification of elements, and time becoming more available. Hopefully, you'll find more information and discussion in the near future... (note the Apol interview as an example)
thanks for your interest.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:20
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roalan, some of the whiners actually whine because they are afraid there will be more micromanagement than initially expected (IFP cut). Note also, that I am not advocating IFPs. I am just afraid a system that used them to avoid micromanagement may be hard to macromanage without.
Rantz, GP has a point about leaders and team work. I can't think there was no leader. If there wasn't any, then it is little surprise that you had to delay the game and tune it longer. You can still do team work with a lead.
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Rantz
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Southern CA
May 2002 time: 05:20
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It was never stated that Alan was the lead designer. He certainly was the most public face of the design team, and so it's understandable how some people might assume that. Didn't think it needed to be stated until it recently became apparent that *many* people held that perception.
All of the areas on QS projects have a lead/head person. That person becomes the arbiter of whether something works or not, or holds to what the stated and unstated goals of the game are. That holds for programming, art and design.
In the case of design, no designer holds that position, it's a position held by the producer. So, there is someone who holds ultimate responsibility for it, it eliminates a lot of the issues that arise like the conflict of interest that can occur with two designers trying to promote their design idea, but one of them has the ability to veto the other due to their being lead.
Agreed on the need for leadership. Nature (and projects) abohr a vacuum, and things or folks will rush in given the opportunity.
Was the project too ambitious? In hindsight, yes. Could we have pruned earlier? Questionable. When the choices were made, we had reached alpha, and until then you never saw all of the components working together as a wholistic gameplay experience. All of the parts and models worked by themselves, but until you see the whole, the 'how does it feel'? part to say if it delivered the intended gameplay experience... that's a hard thing to judge, even for the most experienced amongst us (and we're no rookies with Bill Fisher being in this for 20 some years and myself and Cory having been in it for around 8-9 years)
so, hope that answers some questions...
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:20
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Thanks for the answer, Rantz. It does make sense that the publisher have the final word in terms of design decision, since that can impact the game a lot and it is easier to manage than programming or art, which are respectively incomprehensible and too much a matter of personal preferences for an outsider to step into.
Since you're around, any bit of info about the ai? Has it already undergone tweaking of the sort "oops that's too powerful a strategy, let's counter it"?
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Pythagoras
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Charlottesville VA
Jan 1970 time: 00:20
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quote: Originally posted by Rantz
Never said it was. Simply stating that Alan was not ever Lead Designer for MOO3. MOO was designed as a team design effort.
Alan was one of the designers, and he's great at ideas, communication and words, so it became obvious very early that he would be the likely choice to 'get the word out' in terms of communicating with the fans and such.
I couldn't even break in down blow by blow as to who wrote what, or who designed what because so many people contributed to it.
it's not a reticence to talk about issues. especially in term of the design revisions. The design got completed, and we started the tuning/editing phase. Until we had actual details pinned down in terms of our assessment of what 'felt right' in terms of gameplay, we thought it premature to say 'oh we're doing this...' when it might turn out, no we're not.
layoffs are company business. It is a tight time in the games industry. I get about 10-20 resumes from artists a week that have recently been laid off.
It obviously is not a preferred option, and obviously you would rather keep folks on staff, but the fact is, when you are a small company with a need to keep a minimal overhead, the amount of time you can keep someone on staff who is not directly billable at 100% to a project is minimal. I'm not using Alan as an example here, I'm saying that is an axiom of the realities of the workplace.
We've recently gotten to a point where we can talk about the game some due to solidification of elements, and time becoming more available. Hopefully, you'll find more information and discussion in the near future... (note the Apol interview as an example)
thanks for your interest. |
I have an uncle who tells me that this is a great time for the gaming industry. When people dont have jobs, they have lots more spare time and want to buy games. At least that was his justification. I told him I thought taht it would be the opposite - people wouldnt spend time on frivolous things when their wallets are tight. Of course he invests heavily in the gaming industry (EA mostly) and I dont.
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Mikel
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Scotland
Apr 1999 time: 05:20
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Well thanks to everyone for bringing me up to date. The interview and cut list from Rantz also helps. It doesn't sound as bad as some people have pitched, although it is unfortunate that some of the more adventurous ideas did not work out.
I think the 5th "X" being the Experience was what has held my interest in the game from the start and I am sure many people agree with me. With that I thought I'd post this quote from Todd Howard when he was talking about the design of Morrowind. It seems to really apply here, and I'm sure it is relevant to a lot of companies design process.
"With something this large it's all of those things at once. You try to come up with a high level goal. What kind of experience do you want the user to have? It's one of the three rules I have in game design. One of them is: "Define the experience. Never ever define your game as a set of features." You get married to features and it could end up that that feature doesn't matter … and needs to be removed. Programmers say, "But you designed it, and it took me weeks to program it!" To which I reply with, "Sorry, it sucks, it's not serving our big goal." So we define the experience. With the Elder Scrolls games we want you to be able to freely play the role you want to play and feel the choices you make are as important and the choices you didn't make are interesting. Anything that doesn't serve that gets cut out of the game."
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