June 13, 2001 The Art of Developing Games Part 2: Developers talk about the Art of Gaming By Michael Lafferty This is a tale about developers of three games, three developers who have diverged ideas about what games are about and how to approach the idea of creating games. To recap, please see the first of these interviews. You can view them at http://gzdev.wpengine.com/news/06_07_01_11_11AM.htm This is a bit redundant, but it needs repeating. The publisher is Gathering of Developers, but the three individuals who gave of their time all belong to different development companies. Stepping up to field these questions are Eric Ouellette of FireFly Studios, Phil Steinmeyer of PopTop Studios, and Tim Gerritsen of Human Head Studios, Inc. First, a little bit about the games that each represents. Ouellette is associated with Stronghold. Termed a cross between city building games and real-time strategy outings, Stronghold is set in medieval Europe. Players have to establish settlements and create living communities, teaming to gather and manufacture resources. The game’s combat element focuses on castle defense and siege warfare. Steinmeyer’s product is the civilization game Tropico. Set in the Caribbean, Tropico puts players into the role of an island dictator (or president, if you prefer to deny the truth). You must manage resources, develop a tourist industry, keep your citizenry happy, and skim as much money as you can for your Swiss bank account. Or if you are the honest kind, you’ll give everything back to the people. The game has drawn rave reviews for it’s incredible graphics and calypso feel. Gerritsen has been associated with Rune: Halls of Valhalla, an arena-style team combat expansion for the Viking saga Rune. Rune followed a young warrior’s quest for vengence, battling back from the bowels of the Earth with the intent to bury his battle-axe in the skull of the traitor who sent his village’s warriors to their final resting place. The expansion pack allows players to select a character, team up with others and carry on the spirit of Viking warfare in the friendly confines of cyber space. As mentioned, the same questions were asked of each. Due to the length of interviews, and the answers, this column will be divided into two parts. Without further ado, let’s delve into the world of developers. Now on to the next sequence of questions … Question: Considering the length of time a game is in development, when beginning to lay down the coding, are there minimum system requirements that you aim for, or does the program dictate the system requirements? If new technology comes down the pike, something that enables graphical quality unlike any seen before, and your program is four months into development, can you backtrack to incorporate that technology? What I am asking is how do your keep games abreast of the latest technological developments? Ouellette: “When we started to build the engine for Stronghold, we looked at what we thought would be reasonable system requirements given the current machines and what we estimated the average machine out there would be when we shipped. We do keep up on the latest technology and include it where we can.” Steinmeyer: “Generally, a game takes about 2 years to develop. Conveniently, we try to target a minimum hardware spec thats equal to the average new PC you could buy about 2 years before our game comes out. So, basically, whatever is current when we start a game becomes the minimum spec when we finish it. “Of course, we pile on lots of extra graphic detail for more powerful machines, and we can generally support new grpahical features up to about 6 months before the game is complete.” Gerritsen: “Over the years this has always been an issue that bites you on the butt. If you guess low, you run the risk of looking dated, but if you guess high, you risk alienating your market. Few are the apps that made us run out and by new equipment (Wing Commander was one, and in general Origin did a have a knack for making people buy better equipment to play their games). I would have to say that typically developers guess low, and then develop high. What I mean to say is, let’s look at our experience with Rune. When we started, if you had said that the recommended system would be a P3 or Athalon system running at around 450Mhz, I would have thought you were crazy. However, though the game will run on slower systems, that is the sweet spot we ended up with. “However, I would argue that the whole case for hardware has changed somewhat. When I first got into the industry, systems were slow at everything. It didn’t matter if you were in a word processor, a graphics program, a database or a spreadsheet. If you created something, it was a slow process. There was great impetus to upgrade your system, even if you were doing it purely for games (which many gamers did) because you could justify it, even if only to yourself, that all of these other apps would be faster as well. Also, back then, I believe the percentage of computer owners who also gamed was much higher. Now, most day-to-day apps run fine with at least a P2 and a decent level of memory. You don’t need a 1.7Ghz P4 in order to write email, or create a flyer, or edit photographs. The only reason to upgrade is to play cooler games or for higher end apps like 3D applications such as animation or CAD. Combine this with the fact that even though there are more gamers overall, the percentage of computer users who are also gamers has decreased as more people who never play games buy computers. This will make it tougher in the next few years, as designers have to develop games across a MUCH wider range of systems, from a P3/Athlon 450 to a P4/Athlon 2.5Ghz machine. That’s a hell of a lot of difference in performance. I think until we see a fundamental change in the tech to a whole new level of performance, there won’t be as much impetus to upgrade beyond gamers.” Q: Can you give me a little background information? Where you obsessed with games as a child? What kind of educational background do you have? What are your favorite games to play? How did you get into this line of work? Ouellette: “My gaming experience started with the Commodore 64, Space Invaders and asteroids then later went on to the wizardry series, Risk, Ultima series and Doom. There were lots of games in-between, but those had the biggest impact growing up. I have a degree in economics and got into the game industry as a QA tester for Impressions Software. The funny thing about being a game developer is that you are so busy building games, you have less and less time to actually play any. These days if I have some extra time I usually play a game that I can get in and out of in an hour like Quake.” Steinmeyer: “Yes, I was a gaming geek as a kid (and teased about it by my older brothers). I started with an Atari 2600 back in 1978 (at the beginning), moved up through a TI-99 and a Commodore 64. “I was a finance major in college and never really considered gaming as a career. I ended up as a programmer after college, and started my first game (a wargame called Iron Cross), more as an exercise to teach myself C/C++ than anything else. Fortunately, it ended up being published, allowing me to get into the biz full-time, and eventually winding up in my current posiiton.” Gerritsen: “I’ve always been obsessed with all forms of games. When I was a kid, I played all manner of board games and backyard games every day. It was also a time when arcades were just beginning to transistion from the old mechanical novelty games where you shot ball bearings at plastic targets to the first real video games. I remember that each summer a friend of mine’s mom would have a month long rummage sale, and during that time, we’d run the sale and play board games all day long. Then at night we’d go play kick ball and murder ball (a fairly brutal form of dodgeball). “As I got older, and video games came more onto the scene, I remember scraping what money I could for the week (usually $5 or so) and then me and my friends would walk to the arcade and spend it all on games. Afterwards, we’d play role-playing or board games the rest of the night. “My folks didn’t have much money, so the first video game system I got was an Atari VCS about three years after they were popular, and only because I traded for it. Because we didn’t have money, I was always inventing games on my own. They started out as simple games (after playing Ultima I on a friend’s computer, I wrote my own paper version of it strictly from memory of having played it once- it turned out to be a blast!) “I remember seeing Dark Tower one Christmas, and there was no way my parents could afford it. Based on one commercial I saw of what the game played like, I wrote my own version of the game based on what I thought it should be like. Later, I was able to save enough paper route money to buy it, but discovered that my paper version was way more fun that the electronic version. Later I discovered tactical board wargames, and started making my own versions of those.” “As for the industry, that’s a weird story. I have a strange educational blend. I was a Russian Linguist/Soviet Analyst for the Navy, and my stint was up, I went back to college. I ended up getting a degree in History, with a minor in Film. During school, I worked first as a Software Etc. assistant manager, and later a sales manager for a computer hardware dealer. I also was self taught on my Amiga at home. Meanwhile, I still has my obsession for games. So it was either teach the history of Russian film and play on the side, or combine all these weird interests into one thing. I wrote a pen and paper RPG, and sent it out as a portfolio to various companies. Dynamix was looking for someone with a unique blend of skills to be lead designer on a flight sim dealing with the A-10. I did a phone interview, and then a live interview, and they hired me at the end of the live interview. The rest, as they say, is history. “Boy, did I have a lot to learn, and at Dynamix, I was amongst some real giants who I can only hope rubbed a tiny portion of their genius off on me ? Damon Slye, Jeff Tunnell, Mike Jones, Mark Crowe, John Cutter, and Pat Cook.” Q: Do you ever second-guess something about the finished product? How do you determine that the project is finished and ready to go? Ouellette: “I don’t think there is a game developer out there who has released a game and thought – it’s completely done. There are always at least 10 things you would like to do if you had the time. If you stopped and implemented those, there would be a list of another 10. I think the game is done when you have implemented all of the major elements you really want to add, the game is fun to play and you have tested the game to feel confident it is virtually bug free.” Steinmeyer: “This reminds me of a story I heard last year about a game that was running late, but the publisher needed to ship it out to make their financial quarter. The developers (novices, basically), were unsure if the game was ready, and asked their producer how they would know when the game was done. The producer – ‘That’s easy – when it’s Tuesday, the game is absolutely done, and then you’ll know…’ “We actually finished Tropico about 4 or 5 days before our absolute deadline. We were monitoring the rate of crashes reported by testing. At the start of beta testing, it was one crash every 4 hours or so. A week before we mastered, it was one crash every 15 hours or so. On the last couple days, we were down to 2 crashes, total, in 170 hours (i.e. one crash every 85 hours). That was pretty good, so we stopped there rather than risking breaking anything by puttering around some more with the game.” Gerritsen: “Well, as a developer the ship date is all to often forced upon us by the publisher. It’s very frustrating to say the least, as publicly traded publishers, for the most part, would rather ship and patch than wait a few extra weeks to really make sure a game is tight. Developers definitely should be held to a schedule, but I think investors would be better served by releasing a really polished, solid title that gets good reviews and garners larger sales than by shipping something unfinished and buggy to make quarter. If we had the money and the ability, we would adopt the ‘when it’s done’ philosophy. However, few developers have that kind of power and cash flow. Until then, we just fight for what we can get. “As for second guessing, I think that is a dangerous path. We create commercial art, and like any form of art, the artist is never 100% pleased with their work. There is always something you would tweak or something you’d change. However, it has to ship sometime, and to that end you make decisions that allow that to happen. Still, I do think publishers underestimate how much work can be accomplished in just a week or two at the end of a project. Even that little bit of time off makes the difference between a mediocre game an a stellar hit.” Q: The Internet and games are solid partners simply because the Web gets the word out about games fast, and online fan-based sites allow players the forum for discussion. Do you ever drop by to hear what is being said about the games you have been involved with? How much influence do these sites have when it comes to patches, or even product development? Ouellette: “After Stronghold is release we will definitely be up on-line listening to what is being said. In the past we have used suggestions from people on line for game patches and new elements in sequels. Who better to listen to then people spending a lot of time playing the game.” Steinmeyer: “Yes, Tropico’s main discussion boards are at www.cafetropico.com, and I (and others at PopTop), do monitor them. I also read the games newsgroups (usenet). For Tropico, they didn’t have a big impact on the game’s development, because most of these users hadn’t played the game before it came out, and couldn’t comment real meaningfully. However, they have had a significant impact on our patches and how we’ve supported the game since it’s been released. For our last game, Railroad Tycoon 2, we used Internet feedback a bit more in development, because we had a demo out 7 weeks before the game mastered, and so the Internet folks were commenting on the actual game demo, rather than magazine previews. If we release a demo before our next game masters, we’ll use Internet feedback again.” Gerritsen: “Yes we do, and probably too much. It’s easy to get sucked in and forget that you are talking with only a very small percentage of your potential audience, and a very opinionated and vocal group of them at that. These are the true grognards – the people who love to grouse over this or that aspect of a game, and are too cynical for their own good. They do influence us, and do affect the direction we go with on an idea, but honestly, I don’t think the majority of gamers know what they want. They scream for innovation and new concepts, but then run out in droves to buy a game with a number after the title, or something based on some license they are hot on at the moment. Meanwhile innovative products end up in the cheap bin. “Then there’s the old saying – you can’t please all of the people all of the time. We aren’t about to go person-to-person and ask what they want in a game. We’d end up with a million different designs. That’s really the toughest part – dealing with the people who say, ‘This game didn’t meet with every single one of MY personal expectations.’ If they really expected that, they were being unrealistic in the first place. “Still, the fans are what it’s all about, and we wouldn’t be here without them. Also, we’re all fans deep at heart, and we grouse and bitch as much as the next guy when a game doesn’t live up to the hype. That’s the hardest part of being a fan and a developer – you have to constantly work at keeping from getting too cynical. We definitely want fan feedback, but I can tell you that the fans who are civil, and thoughtful are listened to much more carefully than the people who write, ‘You guys suck hard because…’ “ Q: What do you think the future of gaming will be? Steinmeyer: “Avalon Hill shall rise again! (and so will Atari, Commodore, and Amiga…) “Seriously – I just hope there’s focus on developing innovative original content and not just prettier shooters and RTS games…” Gerritsen: “Something unexpected, I’m sure. I’m not really in the prediction business. I have my opinions, and see certain trends starting to form, but that’s something we save for our business discussions… “I can tell you what I’d like to see, though – a return to design over flash, to good controls over slop, substance over hype, and to breaking the genre moulds the marketeers (you read that right) have us all saddled into. Deus Ex was a great game, but it didn’t fit into a nice little pigeon hole – therefore it was just pretty much thrown on the market. When the industry first started, genres were pretty much not formed yet, and it was a fun period of great amounts of innovation. No the first thing we get asked by a publisher is ‘What game is it most like?" I doubt you could explain something as weirdly different as ‘Pac-Man’ these days to a publisher and have them be interested without a real visionary at the helm.” |