Professional Documents
Culture Documents
G A M E D E V E L O P E R M A G A Z I N E
ON THE FRONT LINE OF GAME INNOVATION
G A M E P LA N
DEVELOPER
600 Harrison Street, San Francisco, CA 94107
t: 415.905.2200 f: 415.905.2228 w: www.gdmag.com
I
Departments Editor
Jennifer Olsen jolsen@sirius.com
are pretty happy about the fact admit to having reservations about an
Art Director
that interactive electronic enter- influx of foreign talent. It’s not that I Laura Pool lpool@mfi.com
tainment has rapidly become a think American jobs will be stolen by Editor-At-Large
widespread form of entertainment immigrants, nor that I adhere to isola- Chris Hecker checker@d6.com
Contributing Editors
around the world. And in case you tionist beliefs. On the contrary, I say Jeff Lander jeffl@darwin3d.com
didn’t notice, game development itself the more the merrier here in the U.S. Paul Steed psteed@idsoftware.com
has spread around the globe with simi- What I fear is the result of a slow, Omid Rahmat omid@compuserve.com
Advisory Board
lar speed. This fact was made abundant- steady exodus of game developers from Hal Barwood LucasArts
ly clear to me last year when entries for countries whose game industries are Noah Falstein The Inspiracy
the GDC’s Independent Games Festival just beginning to form. I don’t think Brian Hook Verant Interactive
Susan Lee-Merrow Lucas Learning
poured in from far-flung countries like that’s good for the countries in ques- Mark Miller Harmonix
4 Poland and Pakistan. (That was a bit of tion, nor for their burgeoning commu- Dan Teven Teven Consulting
Rob Wyatt DreamWorks Interactive
a mind-blower.) It really makes you nities of game developers. Sometimes
realize that there’s much more to this all it takes is a few key people leaving a ADVERTISING SALES
industry than meets the eye at E3, team to kill a game, and in some coun- National Sales Manager
Jennifer Orvik e: jorvik@mfi.com t: 415.905.2156
ECTS, and the Tokyo Game Show. tries, the development of a single com- Publisher Relations Manager
What’s becoming increasingly clear to mercial game is a real feat. Ayrien Houchin e: ahouchin@mfi.com t: 415.905.2788
me is that many overseas game develop- I also feel (and I think many would Account Executive, Eastern Region
ers want to come to America. I know agree) that our industry needs to Afton Thatcher e: athatcher@mfi.com t: 415.905.2323
Account Executive, Western Region
this firsthand, because I regularly get explore more game designs, and I fear
Darrielle Sadle e: dsadle@mfi.com t: 415.905.2182
asked to write letters of reference for for- anything that will homogenize game Account Executive, Northern California
eign game developers trying to make development. Cultural differences Dan Nopar e: nopar@mfgame.com t: 415.356.3406
their way through the U.S. Immigration between countries make many titles Account Representative, Silicon Valley
and Naturalization Service bureaucracy. extremely entertaining, simply due to Mike Colligan e: mike@mfgame.com t: 415.356.3406
While my experience is just anecdotal, their (for lack of a better term) exotic ADVERTISING PRODUCTION
I’ve spoken to enough game executives design. When I first saw PARAPPA and Senior Vice President/Production Andrew A. Mickus
around the industry to know that many DANCE DANCE REVOLUTION, I knew Advertising Production Coordinator Dave Perrotti
American companies actively recruit they weren’t developed in America. Reprints Stella Valdez t: 916.983.6971
overseas game development talent. There is something distinctly Japanese MILLER FREEMAN GAME GROUP MARKETING
It’s probably not too tough to entice a about them which I really enjoy. It Marketing Director Gabe Zichermann
foreign developer over here. It’s no would be a pity to lose some of that MarCom Manager Susan McDonald
secret that American companies pay diversity in favor of Yet Another FPS. Junior MarCom Project Manager Beena Jacob
game developers more than those in In the newspaper this morning I read CIRCULATION
most other countries (and that probably that French chefs staged a protest in Vice President/Circulation Jerry M. Okabe
Assistant Circulation Director Sara DeCarlo
holds true for most professions). A Paris, in part to voice their anger against
Circulation Manager Stephanie Blake
salary survey conducted last spring by America’s growing economic and mar-
Assistant Circulation Manager Craig Diamantine
the Miller Freeman Game Group (which keting muscle overseas — in this case,
Circulation Assistant Kausha Jackson-Crain
this magazine is affiliated with) and McDonald’s was the object of their Newsstand Analyst Joyce Gorsuch
Market Perspectives revealed that the scorn. The French want no more of our
INTERNATIONAL LICENSING INFORMATION
average total salary — including any fast food, music, and movies. They
Robert J. Abramson and Associates Inc.
sort of cash bonus — for an American probably still hold Euro Disney against t: 914.723.4700 f: 914.723.4722
game programmer in the U.S. was us. And while I used to write these com- e: abramson@prodigy.com
$49,991, and the median total salary for plaints off as poor sportsmanship in the
a game programmer was $50,000. arena of international business, I’m
CEO/Miller Freeman Global Tony Tillin
Compare that to a Polish company that coming around to see that it’s impor- Chairman/Miller Freeman Inc. Marshall W. Freeman
we recently talked to, which pays its tant to grow our industry outside the President & CEO Donald A. Pazour
staff programmer the equivalent of clutches of Uncle Sam. Executive Vice President/CFO Ed Pinedo
about five hundred U.S. dollars per Sigh. Maybe a croissant will cheer Executive Vice Presidents Darrell Denny, John Pearson,
Galen Poss
month. Though the cost of living in the me up. ■ Group President/Specialized Technologies Regina Ridley
U.S. is substantially higher, that magni- Sr. Vice President/Creative Technologies KoAnn Vikören
tude of a discrepancy lures many for- Sr. Vice President/CIO Lynn Reedy
eign game developers away from their Sr. Vice President/Human Resources Macy Fecto
native lands.
G A M E D E V E L O P E R DECEMBER 1999
New Products: Lips Inc. yaks it up
with Ventriloquist, Microsoft whips out
new CE for Dreamcast, and Sonic
Foundry takes another trip. p. 9
h t t p : / / w w w. g d m a g . c o m DECEMBER 1999 G A M E D E V E L O P E R
BIT BLASTS - INDUSTRY WATCH
G A M E D E V E L O P E R DECEMBER 1999 h t t p : / / w w w. g d m a g . c o m
BIT BLASTS - PRODUCT REVIEW
more subtle and far-reaching than the planned for a future release.) While you
demo showed: it begins with a work- will occasionally set the camera to the
ing environment, which strives to be XYZ orthographic views, the traditional
more like a 3D operating system than four-windowed orthographic presenta-
a user interface, and builds on this tion is not the intent. To model and
with a comprehensive, advanced fea- animate in Mirai, you see the scene
ture set. through the camera lens’s perspective.
A 3D OPERATING ENVIRONMENT. Some You have a wide choice of lenses, and
leading 3D applications have a UI can save multiple viewpoints, animate
organized into modules (modeling, camera motions, and attach the camera
animating, rendering, and so on); oth- to a path.
ers perform all operations within a Mirai is “selection driven” as
single perspective window, enhancing opposed to “tool driven.” All 3D pro-
this with a series of modeless dialog grams have you select objects, faces,
boxes. Each approach has its strengths edges, or vertices, and then perform
and limits. Of the former, few, if any, an operation on them, but generally
Nichimen’s let you work in more than one mod-
ule at a time; of the latter, the single
you choose a tool first. In Mirai, your
selection defines your options to a
G A M E D E V E L O P E R DECEMBER 1999 h t t p : / / w w w. g d m a g . c o m
BIT BLASTS - PRODUCT REVIEW
G A M E D E V E L O P E R DECEMBER 1999 h t t p : / / w w w. g d m a g . c o m
BIT BLASTS - PRODUCT REVIEW
F I G U R E 4 . A character set up for lip-synching. All the F I G U R E 5 . A typical facial animation setup in Mirai, with
information pertaining to the character’s speech is shown. all the relevant information at the user’s fingertips.
G A M E D E V E L O P E R DECEMBER 1999 h t t p : / / w w w. g d m a g . c o m
Excellent Very Good Average Below Average
Poor
G A M E D E V E L O P E R DECEMBER 1999 h t t p : / / w w w. g d m a g . c o m
by Jeff Lander GRAPHIC CONTENT
T actually believe that the turn of the century is a year from now, I am
going to fight it no longer. The Y2K hype has washed away any chance
of restraining the feeling that something big is about to happen.
I for my part am going to toast the
new millennium next year, but who
wants to miss out on the big party?
Hype and Demos
hat brings me to something that I
ing up with the technology. A flashy
demo can get them press coverage,
attention from publishers, and that
23
ence. However, technology should not never be the same. What interactive
be turned into a checklist and become demo was shown that elicited these
Yes, I Have a Point
the only determination for a game’s opinions? Some footage of a car dri- want people to realize that technolo-
potential for success. The game is what
is important. The technology is just a
ving through a scene and a duck in a
tub of water.
I gy is just a means for achieving a
result. I hope to discuss techniques that
vehicle to enhance the experience for Sure, it was a beautiful car and a cool make you think about ways you can
the player. duck. However, it was just a display of attack a particular problem. Hopefully,
At E3 this year, I was amazed at the technology and computing power. these ideas can be used on a variety of
Playstation 2’s reception. There we Don’t get me wrong. I am certain the platforms in a variety of ways.
were at a show filled with amazing Playstation 2 will be an amazing con- For example, let’s take the water
games for all platforms. Real-time 3D sole. The hardware looks impressive. effect from the Playstation 2. I think
graphics were represented everywhere. Sony has definitely proved they can one of the reasons it was so impressive
The level of art was unbelievable. foster the creation of great games and is that water is terribly difficult to rep-
Game play and production on every lots of them. They also wanted to build resent in a real-time 3D simulation. It
platform from PC to Game Boy were up momentum for the new console, remains hard even for the visual effects
very impressive. But what was the and I think they succeeded. They rec- community. They have unlimited poly-
“buzz” in the press? The Playstation 2 ognized that technology can be used to gon budgets yet modelers will still
demos. The Playstation 2 is going to build hype and anticipation without groan if you ask for realistic water. In
revolutionize gaming. Games will even having a game. the early days of real-time 3D games
24 (what was that, like three years ago?),
L I S T I N G 1 . Processing the height field. polygons were at a premium. You
could not represent water with lots of
geometry so developers had to create
///////////////////////////////////////////////////////////////////////////////////// animated textures that showed nice
// Procedure: ProcessWater rippling water. It was still pretty life-
// Purpose: Calculate new values for the water height field less. It could not react to what was
///////////////////////////////////////////////////////////////////////////////////// going on around it and sort of just did
void CAguaDlg::ProcessWater() its own thing.
{ However, with all the billions of oper-
//// Local Variables //////////////////////////////////////////////////////////////// ations per second the new millennium
int i,j; will offer to developers, we can do bet-
float value; ter. You probably have seen waterlike
///////////////////////////////////////////////////////////////////////////////////// ripples as Java web site banners. The
for (j = 2; j < WATER_SIZE - 2; j++) effect has been around for years and is
{ quite simple. It does a good job of simu-
for (i = 2; i < WATER_SIZE - 2; i++) lating how ripples will interact with
{ each other and reflect off barriers. Since
// Sample a "circle" around the center point it can be created in Java, it’s obviously
value = (float)( not too complex, either.
READBUFFER(m_ReadBuffer,i-2,j) +
READBUFFER(m_ReadBuffer,i+2,j) +
READBUFFER(m_ReadBuffer,i,j-2) +
READBUFFER(m_ReadBuffer,i,j+2) +
READBUFFER(m_ReadBuffer,i-1,j) +
READBUFFER(m_ReadBuffer,i+1,j) +
READBUFFER(m_ReadBuffer,i,j-1) +
READBUFFER(m_ReadBuffer,i,j+1) +
READBUFFER(m_ReadBuffer,i-1,j-1) +
READBUFFER(m_ReadBuffer,i+1,j-1) +
READBUFFER(m_ReadBuffer,i-1,j+1) +
READBUFFER(m_ReadBuffer,i+1,j+1));
value /= 6.0f; // Average * 2
value -= (float)READBUFFER(m_WriteBuffer,i,j);
// Values for damping from 0.04 - 0.0001 look pretty good
value -= (value * m_DampingFactor);
SETBUFFER(m_WriteBuffer,i,j,(int)value);
}
}
SetDisplay(); // Draw and Swap Buffers F I G U R E 1 . Sampling the water
} field.
In fact, the effect is really just a form of image processing. scheme. This image ends up looking like a bump map. You
Start by creating a double-buffered height array that will hold can see what it looks like to convert the height array into an
the values for the water level at each position in the grid. The image in Figure 2.
key to making this array behave like water is to determine the This creates a pretty good texture that could be used in a
new level at each location. This is done by sampling the sur- 3D environment to simulate a pool or fountain. However, I
rounding locations to determine whether the current location can make it even more interesting by applying some envi-
should be moving up or down. I chose to sample a rough cir- ronment mapping techniques. The gradient of the water lev-
cle around the center point as you can see in Figure 1. els surrounding a location can be used to define “normals”
If I wanted to average the water levels over this region, I like you would find on a 3D mesh. I could then trace these
would add the values together and divide by 12. However, normals to see where they intersect my environment map.
this is where we are going to fake some of the fluid dynam- However, an even faster way is to treat these gradients as off-
ics that make this look like water. Water level actually rises sets into the environment map. At position (u,v) in the
when the surrounding pressure is increased. Think of Height array:
squeezing water in a plastic bottle and watching the water offsetX = height_array(u + 1, v) - height_array(u - 1, v);
in the center rise. So, I can think of the water level at each offsetY = height_array(u, v + 1) - height_array(u, v - 1);
location as representing the water pressure. When the sourceTexel = (u + offsetX, v + offsetY);
water level surrounding a This can be blended with
location is high, that has the the height color to create a
effect of raising the water shaded reflection, as you can
26 level at the center above the see in Figure 3. However, this
surrounding locations. Like- kind of blending is processor-
wise, when the surrounding intensive. But, since I eventu-
level is low, the pressure is ally want to use this in a real-
greatly reduced and the level time 3D environment, why
at the center should drop not make use of my graphics
below the average. So, card?
instead of dividing by 12, I
divide the sum of the sur-
rounding levels by six, dou- Hardware Help
bling the average height.
In order to give the water have a nice 3D graphics
motion, the height of the cur-
rent position in the previous
I card that can blend two tex-
tures together without involv-
frame is subtracted from the ing the CPU. To make this
new calculated height. Now work with my textures, the
everything is in motion. How- environment map calculations
ever, there is no way to reduce F I G U R E 2 . A water image. set the UV coordinates for the
that motion. I can cause the environment map pass. Most
system to lose some energy by of the graphics hardware that
applying a damping factor is currently popular with game
that is multiplied by the players can blend two textures
change in height. That way, I together in a single pass. This
can be sure that the field will means that if your hardware
come to rest if nothing is can handle it, the blending of
changed manually. The code the environment map and
for calculating the water level bump map are rendered at
is in Listing 1. To get things once.
started, I simply write some Once hardware is in charge
values directly into the height of the blend, it’s easy to con-
array and let it run. trol the amount each image
contributes to the final render
by using the alpha values. I
Viewing the Water can also take advantage of the
built-in filtering to smooth
now have a height array out the fact that my maps are
I that animates in a way that
forms ripples and wakes. I can
of relatively low resolution
(say, 128×128).
easily turn that height field I can also use the informa-
into an image and display it tion I now have to make the
by converting the values to F I G U R E 3 . Environment mapping and shading. scene even more immersive.
grayscale or to some color Water consisting of a single
W
my art tools or stay where I am?”
to developers’ minds is, “Are we going to use the same technolo-
gy or an entirely a new game engine?” A question that pops up
for the artist in particular is, “Do I upgrade to the next version of
shouldn’t. Kevin Cloud had been using it since per-model budget. This system also
Spending more than a year or two QUAKE and already integrated it into enabled more realistic and sponta-
working on a game means that the the production pipeline. Recombined neous animations, since the lower and
tools you started with have invariably by Carmack’s wizardry, the game upper body animations were complete-
evolved into their next version or iter- engine animated characters in the ly detached and unrelated unless
ation by the time you have finished. game via vertex deformation using a explicitly specified otherwise.
Unless you’ve switched mid-project, string of .TRI files exported from Alias For me, the new animation system
you have to take the time at the end of as basic, linearly interpolated key- meant I could consolidate the anima-
a project to learn the new tools — that frames. Each animation cycle — walks, tions for a single character into one
is, if you’re given the time to train and runs, deaths, and so on — were stored file. This in essence rendered the ani-
the upgrade of the product itself. as separate files that could be accessed mation file for a character in Q3A a
and re-exported to .TRI files whenever “folder” in which sequences are like
we wanted. Of course, the immediate pages that the engine references when
Changes from Q2 to Q3A problem that comes to mind when animating the game’s characters.
creating models and animations this Making changes to the model became a
hen we completed QUAKE 2 at way is that when any changes are lot easier, to say the least. Another
W the end of 1997, we started in
on our next project, QUAKE 3: ARENA.
made, a plethora
of files must be
advantage of keep-
ing the animations
For id, this new project introduced a tweaked and re- in one file was that
dramatic departure from the usual first- exported — very it allowed me to
person shooter formula. Instead of hav- painful, trust me. utilize a great fea-
ing players opposing a horde of blood- Since the ques- ture of Character
thirsty monsters while struggling to tion of utilizing Studio: sharing .BIP
figure out puzzles and find keys that new technology for files. Character
would allow them to escape a a new project is Studio’s ability to
labyrinthine maze, QUAKE 3: ARENA moot at id stream different
would be all about deathmatch. Gone (Carmack always animations togeth-
was any sort of suspense or story-dri- retools or recreates er via its Flow
ven tension. Instead, the game was the game engine for Manager was one of
about combat and competition — play- new projects), it came as no surprise the primary reasons I chose Max after
ers pitted against other human oppo- when John announced the implemen- Q2 instead of Maya, Softimage, Light-
nents or complex, artificially intelli- tation of a new animation system for wave, Nichimen, or any other program.
gent bots via a LAN or the Internet. Q3A. The new “tag” system would save Sharing animation data is so important
During QUAKE 2, I modeled in storage space by using a single triangle because, in a crunch, I can simply plug
Kinetix’s 3D Studio R4 (DOS) and ani- to represent certain body parts such as one character’s animation data into
Paul Steed is a Guy. He likes Guy things: working out, playing pool, drinking beer, and trying hard to stay out of trouble. He happens to
make art for computer games and occasionally convinces learned editors he’s a competent enough writer to contribute to their esteemed
publications. Write him at psteed@idsoftware.com if you’re bored. Contrary to popular belief, there’s no such thing as too much e-mail.
I graphics or audio product release. It’s a sign of the health of high-end technolo-
gies, and consumers’ insatiable appetite for a better multimedia experience.
Fashionable technologies also make it difficult for game developers to predict
the amount of devotion they should
lavish on “the next great thing.” To
add to developers’ woes, there is the
(GMCH). It’s a long moniker, but in
short, the graphics portion of the 810
chipset has integrated hardware motion
Integration’s Impact on the Market
ntel isn’t the only game in town, but
37
60
60.7 Notebook
unit shipment in millions
50 15%
40 43.5
Business
30 50%
Consumer
20 35%
18.5
10
6.8
0
1998 1999 2000 2001 2002
38 ing to bring an altogether different So Where Does That Leave the Game CPU cycles and are sometimes the only
level of performance to the low-cost PC Developer? justification for a powerful new system.
market. And they aren’t the only ones. The low-end users in the PC market, on
Intel’s Whitney chipset holds about ntegrated PCs are not going away. the other hand, are more likely to be
80 percent of the market, according to
Dean McCarron, principal analyst at
I They are an expanding market and a
very hot growth area for the PC indus-
attracted by a bundle’s value because of
their price sensitivity. PC makers are
Mercury Research, and provides graph- try. By ignoring this market, developers beginning to realize that they need to
ics performance on par with a Matrox are reducing their TAM, which may be a sell their systems on more than just
G200, or a little better than an ATI Rage conscious creative choice. After all, MIPS and hardware configurations. In
Pro. The market for these products is some may not be happy compromising short, there is a growing opportunity
still too young to judge the impact of the quality of their game graphics and offered by integrated systems, but it
integrated technologies, but Figures 1 audio. In time, it will certainly be a sup- comes at the price of a step back, cer-
and 2 may put things in perspective. port issue for game developers because tainly in graphics technology, and to
Obviously, the data suggest that inte- games are getting more sophisticated in some extent in audio technology, too.
grated systems are going to take a sig- their technology, not less so. There is an opportunity for the game
nificant slice of the PC market. In the However, there is a new demographic industry to increase its TAM, develop
consumer space, the primary market is entering the market as a result of these new OEM relationships, and bring new
for Internet-ready, low-cost PCs. The lower-cost integrated machine sales, the consumers into its fold. What remains
good news is that these types of PCs are kind of user that can be lumped under to be done is to acquire a clear under-
attracting first-time PC buyers, very the heading of mass market. The game standing of this demographic. That
similar to the way the iMac has also industry doesn’t quite understand the may not come for some time.
drawn in a new crowd of computer mass market yet, a fact quite evident by I am reminded of early days of the
users. These newcomers are going to the seemingly endless parade of DEER multimedia PC business, when hard-
want to do everything else their com- HUNTER knockoffs. It will be a while ware and software vendors misunder-
puters offer, including play games. before the game industry figures out stood the needs of a market in which
There is another dynamic of the inte- how to target a user base that is highly consumers were grabbing CD-ROM
grated PC market that game developers motivated by the Internet, and less san- upgrade kits at $500 a pop, and bring-
might find interesting. According to guine about traditional gaming. Further- ing home $2,000 PCs by the cartload.
McCarron, more audio add-ons are more, this is a demographic that is The result was a mountain of useless
going into the consumer market than being weaned on low-cost hardware and multimedia CDs, and a crash in the
PCs sold. These add-ons are primarily budget software. price of some multimedia peripherals.
high-end audio upgrades and 3D posi- There is also a unique bundling The hardware and software industries
tional audio products such as Creative opportunity for the game industry. The need to do a better job with this new
Labs’ SoundBlaster Live! card. How- low-cost PC is going out with fewer batch of consumers, and it all starts
ever, this is not yet happening on the new software titles in some cases, but online. AOL is using Compuserve
graphics side, though it may still be too often with a greater number of older memberships and $400 rebates on con-
early to tell. On 810 motherboards you titles. As such, it may be an ideal mar- sumer PCs to attract new users, and it
can’t even get a graphics upgrade, and ket for resurrecting the overall OEM seems to be working. The game indus-
there is every indication that PC mak- market for games. In the past, I have try needs to come up with new busi-
ers are finding it easier to upgrade their addressed the OEM opportunities asso- ness models to deal with the mass mar-
integrated-systems buyer to better ciated with the high end of the PC ket, or it may just end up being a
quality audio than graphics. market, where games eat up the most passing fancy as well. ■
resounding critical and financial them exactly the way we had planned they did really stupid
success (winning over 50 Game of things. We had some cool levels, but they didn’t fit together
the Year awards and selling more than a million copies world- well. We had some cool technology, but for the most part it
wide), few people realize that it didn’t start out a winner — in only showed up in one or two spots. So you couldn’t play the
fact, Valve’s first attempt at the game had to be scrapped. It game all the way through, none of the levels tied together
or “Cabal process” —
THE CABAL really wonderful indi-
into a groundbreaking
B y K e n B i r d w e l l months, gloss over the
Paving the Way with Good Intentions For companies who live and die at the whim of their pub-
ur initial target release date was November 1997 — a lishers, this is usually the route taken — with predictable
O year before the game actually shipped. This date results. Since Valve is fairly independent, and since none of
would have given Valve a year to develop what was in essence us believed that we were getting any closer to making a
a fancy QUAKE TC (Total Conversion — all new artwork, all game we could all like, we couldn’t see how a month or two
new levels). By late September 1997, nearing the end of our would make any significant difference. At this point we had
original schedule, a whole lot of work had been done, but to make a very painful decision — we decided to start over
there was one major problem — the game wasn’t any fun. and rework every stage of the game.
Ken is senior developer at Valve and has contributed to a wide range of projects in the last 15 years, most recently on animation and AI for
HALF-LIFE. Previous projects include satellite networking, cryptography, 3D prosthetic design tools, 3D surface reconstruction, and in-circuit
emulators. Oddly enough, Ken dropped out of studying EE to pursue a fine arts degree at The Evergreen State College, which he considers far
more relevant to creative thinking than any silly differential equations class. You can reach him at kenb@valvesoftware.com.
Fortunately, the game had some side the player’s control. If the players their name. Our basic theory was that if
things in it we liked. We set up a small are in the mood for more action, all the world ignores the player, the player
group of people to take every silly idea, they need to do is move forward and won’t care about the world.
every cool trick, everything interesting within a few seconds something will A final theory was that the players
that existed in any kind of working happen. should always blame themselves for
state somewhere in the game and put The second theory we came up failure. If the
them into a single prototype level. with is the theory of player game kills
When the level started to get fun, they acknowledgment. This means them off with
added more variations of the fun that the game world must no warning,
things. If an idea wasn’t fun, they cut acknowledge players every time then players
blame the
game and
cabal \ka-’bal\ :to unite in a small party; to promote start to dislike
private views and interests by intrigue; to intrigue; to plot. it. But if the
game hints
it. When they needed a software fea- they perform an action. For exam- that danger is
ture, they simplified it until it was ple, if they shoot their gun, the imminent,
something that could be written in a world needs to acknowledge it show players a
few days. They all worked together on with something more permanent way out and
42 this one small level for a month while than just a sound — there should Conceptual artwork for a they die any-
the rest of us basically did nothing. be some visual evidence that ceiling-mounted monster way, then
When they were done, we all played it. they’ve just fired their gun. We that was dangerous to both they’ll consid-
It was great. It was Die Hard meets Evil would have liked to put a hole the player and the player’s er it a failure
Dead. It was the vision. It was going to through the wall, but for techni- enemies. on their part;
be our game. It was huge and scary and cal and game flow reasons we they’ve let the
going to take a lot of work, but after really couldn’t do it. Instead we game down
seeing it we weren’t and they need to try a little harder.
going to be satisfied When they succeed, and the game
with anything less. rewards them with a little treat —
All that we needed to scripted sequence, special effect, and so
do was to create on — they’ll feel good about them-
about 100 more lev- selves and about the game.
els that
were just as fun. No
problem. Secret Societies
hroughout the first 11 months of
So, Tell Me About T the project we searched for an offi-
Your Childhood cial “game designer,” — someone who
could show up and make it all come
he second step in together. We looked at hundreds of
T the pre-cabal
process was to ana-
resumes and interviewed a lot of
promising applicants, but no one we
lyze what was fun Many of our scripted sequences were designed to give the looked at had enough of the qualities
about our prototype player game-play clues as well as provide moments of we wanted for us to seriously consider
level. The first theory sheer terror. them the overall godlike “game design-
we came up with was er” that we were told we needed. In the
the theory of “experi- end, we came to the conclusion that
ential density” — the amount of decided on “decals” — bullet nicks and this ideal person didn’t actually exist.
“things” that happen to and are done explosion marks on all the surfaces, Instead, we would create our own ideal
by the player per unit of time and area which serve as permanent records of by combining the strengths of a cross
of a map. Our goal was that, once the action. This also means that if the section of the company, putting them
active, the player never had to wait too player pushes on something that together in a group we called the
long before the next stimulus, be it should be pushable, the object “Cabal.”
monster, special effect, plot point, shouldn’t ignore them, it should move. The goal of this group was to create
action sequence, and so on. Since we If they whack on something with their a complete document that detailed all
couldn’t really bring all these experi- crowbar that looks like it should break, the levels and described major mon-
ences to the player (a relentless series it had better break. If they walk into a ster interactions, special effects, plot
of them would just get tedious), all room with other characters, those char- devices, and design standards. The
content is distance based, not time acters should acknowledge them by at Cabal was to work out when and how
based, and no activities are started out- least looking at them, if not calling out every monster, weapon, and NPC was
The Workers Control the Means of the game, they would need to start a meet the quality standards we wanted,
Production Cabal and try to convince the other regardless of the level of emotional
key people involved that their idea was attachment the specific creator may
ven with all emphasis on group worth the effort. At the start of the pro- have had to the work. This was one of
E activity, most of the major features
of HALF-LIFE still only happened
ject, this was pretty easy as most every-
one wildly underestimated the total
the more initially contentious aspects
of the Cabal process, but perhaps one
through individual initiative. Everyone amount of work that needed to be of the more important. By its very
had different ideas as to what exactly done, but toward the middle and end nature, the Cabal process avoided
the game should look like, or at least of the project the more disruptive deci- most of the personal conflicts inher-
what features we just had to do. The sions tended to get harder and harder ent in other more hierarchical organi-
Cabal process gave these ideas a place to push through. It also helped filter zations. Since problems were identi-
to be heard, and since it was accepted out all design changes except for the fied in a relatively objective manner
that design ideas can come from any- ones with the most player impact for of play-testing, and since their solu-
one, it gave people as much authority the least development work. tions were arrived at by consensus or
as they wanted to take. If the idea Through constant cycle of play-test- at least by an individual peer, then an
required someone other than the ing, feedback, review, and editing, the authority that everyone could rebel
inventor to actually do the work, or if Cabal process was also key in remov- against just didn’t exist.
the idea had impact on other areas of ing portions of the game that didn’t On a day-to-day basis, the level of
detail supplied in even a 200-page
design document is vague at best. It
I
s maintaining your game libraries becoming more and more
a certain level of discipline in your more difficult in the process. The sophisticated as mainstream commer-
team’s coding style. ability to design upgradability into cial applications, and many compa-
Game development offers a unique your software libraries without sacri- nies feel the pressures that inspired
challenge to programmers because of ficing stability is a rare art today, but more efficient design methodologies
its combination of cutting-edge tech- it doesn’t have to be so. To combat such as object-oriented programming
nology and traditional software devel- fragile code, this article examines and the concepts of design patterns.
opment challenges. Often, traditional some traditional approaches and dis- As programs get larger and more
solutions to program design tend to cusses the benefits and limitations of complex, the number of interdepen-
fall short because of the rapid evolu- these methods. dencies between code modules tends
tion of game development technolo- to increase at an exponential rate,
gies. For instance, Microsoft’s DirectX making code reuse or redesign more
libraries constantly evolve, and each Ever-Increasing Complexity difficult. Companies that do not
new version has new features and feel compelled to design their
takes advantage of new hardware and he day of the free-coding, seat-of- software effectively will eventually
technologies. But trying to ensure that
your programs will be able to use the
T your-pants, I-don’t-believe-in-
designing-code-before-I-write-it pro-
be surpassed in the marketplace by
those who do, producing more bug-
newest versions of DirectX without grammer is fast drawing to an end. free code with a shorter turnaround
having to rewrite lots of code is made Today’s top games have become as time.
James Boer is the designer and one of the programmers who brought you DEER HUNTER and DEER HUNTER II (and he still has never
gone hunting). Other game credits include ROCKY MOUNTAIN TROPHY HUNTER, PRO BASS FISHING, MICROSOFT BASEBALL 2000, and
MICROSOFT INTERNET HEARTS. He currently is working at WizBang! Software in Seattle, Wash., on a yet unannounced product, and
can be reached for comments, questions, or general advice about virtual deer hunting at jbsys@compuserve.com.
Shortcomings of OOP
Data OP encapsulates code and data
Code
O into a single module, which in
essence, gives the data a code interface.
57
Class Class
entire system
must either be
T effectively is something most PC
game developers have had to face.
redesigned or dis- Although these libraries attempt to
carded due to its remain backward-compatible with the
inherent lack of interfaces of previous versions, there are
flexibility. This times when compatibility must be bro-
process is known ken in order to introduce new features.
Class Class
as refactoring, It is at this point that your existing code
and it is an becomes incompatible with the new
inevitable part of libraries. The typical OOP solution to an
any software evolving interface is the creation of a
development thin wrapper class for the library, which
Class cycle. The prob- uses inline functions to shield the game
lem is not how to programmer from the more mundane
avoid the need to tasks involved in using the library.
ActivisionÕs
HEAVY GEAR II by Clancy Imislund
A
62 2: GHOST BEAR’S LEGACY and MECHWARRIOR 2: MERCEN-
the futuristic giant-robot simulator HEAVY GEAR II. HEAVY GEAR II allows
Gears (called “squadmates”) and arm them to the teeth. Their small but
Beyond the role of volcanic guitarist and avid jai alai analyst, Clancy enjoys all aspects of engine
design including 3D graphics, AI, tools, and multiplayer integration. For HEAVY GEAR II, he
was responsible for the AI, scripting system, and tools development. Contact him at
cimislund@activision.com.
Mining installation on the wastes of Caprice. Early concept for the destruction at “Peace River.”
scripts, it was also used in the compila- as possible. The autopilot handled all of work that these people put into pro-
tion of the Darkside engine itself. This strategic, tactical, and low-level opera- ducing the first prototype. Even more
64 convenient relationship between the tions of unit behavior, yielding control amazing was the fact that most, if not
scripting language and the engine only at the request of a script. The all, of this work was of the “keeper”
source code, plus the fact that the C autopilot was the default AI handler in variety — nearly all the code used in
language is widely documented, easily the engine. Scripts could override this the green-light prototypes exists in the
justified our decision use a scripting system by posting event callback Darkside engine today. Our design
language based on C. Scripts were used requests as shown in Listing 1. tools were augmented in functionality,
mainly to monitor mission progress Our multiplayer system was crafted but the basic underlying technology
and objectives, special behaviors (con- using a proven proprietary networking driving these applications remained
voys and patrols, for instance), and SDK developed at Activision. This virtually unchanged through the
interactive control of the action. Our reliance on preexisting technology entire development cycle.
goal was to keep these scripts as simple allowed us to get multiplayer function-
ality in the engine and working very
early on in the development cycle.
2. THE DARKSIDE ENGINE. The
Darkside engine created specifi-
cally for HEAVY GEAR II was an engi-
L I S T I N G 1 . Event callback requests.
Designing and integrating multiplayer neering gem. Although game players
// A Script.C functionality is often left until the end get a solid dose of its extraordinary
void of a project, and that can create all graphics and animation capabilities, at
Initialized() manner of problems. Getting this level its core it is nothing but a simple mem-
{ of complexity into our development ory manager and leak tracker. This
// Tell AutoPilot that we want control schedule early probably saved the property of the engine allowed the pro-
// back when the unit is killed or HEAVY GEAR II team an additional six grammers to track down and remedy
// shot at months of work. most of the nastier bugs in the game
AutoBreak(HitPointsExhausted); long before it hit the QA floor. Beyond
AutoBreak(ShotAt); its concrete foundation, its modular
What Went Right design and expert use of C++ made it a
// Turn over control to the autopilot snap to add or delete the different sys-
// when this function returns
AutoPilot(); 1. EFFECTIVE PROTOTYPES. When I
began working with Activision’s
HEAVY GEAR II production team, it was
tems we wished to experiment with.
Most of the foundation code and
graphics subsystem was shared with
} composed of a lead programmer, a top- our 3D layout tool, saving us a ton of
of-the-line 3D graphics programmer, a extra work. This extensibility and prop-
void director, a producer, a lead designer, er use of the C++ language was invalu-
ShotAt() and a lead artist. At that point, the able as we faced a deluge of changing
{ team had just been given marching design requirements and additional
RegisterString("Ha ha, ya missed"); orders to produce a second prototype game features. Our 3D math library
// Resume auto mode of the game for approval by the corpo- was easily modified for Intel’s Katmai
AutoPilot(); rate brass. I was hired because this pro- Instruction Set, and this enabled our
} totype required functional AI to give a OEM group to strike up some valuable
void feel of the intended game play. At this partnerships with external vendors.
HitPointsExhausted() early stage, the game already looked Although some HEAVY GEAR II–specific
{ super and a user-friendly 3D layout code may still lurk in the recesses of
RegisterString("Damn! I died!"); tool for the level designers was up and the Darkside, the engine’s debug ability
} running. I couldn’t believe the amount and modularity make it a novel choice
4. GREAT QA
WORK.
With Activision’s
the development process
and contributed
heavily to the
had just fragged at lunchtime.
This held true for the HEAVY GEAR II
multiplayer experience as well. We
business plan, its quality of the fin- tried to translate what we thought was
development ished product. fun and exciting in our lunchtime
teams enjoy the
luxury of a high-
ly organized QA
5. GOOD GAME PACING. If deathmatches into experience of fight-
you sit down and
play HEAVY GEAR II,
ing against hulking Gears. I’m not say-
ing that if you want to create a great
department. On you will notice a com- title with lots of excitement that you
the front lines we pletely different feel should play first-person shooters, but I
have a smaller group from other games in the do think that it is important for all
known as “produc- genre. The pace is faster game developers to be avid players as
tion testers.” These and the action is much well. It is the game player that has the
folks deal directly more compelling. This upper hand at identifying the abstract
with the develop- was a desired feature notion of “fun” and, isn’t it the job of
ment team on a documented in the the developer to create that?
daily basis and original specification
intercept a of the game, but writ-
high percentage ing down that require- What Went Wrong
of the bugs before ment in a document
they ever make it out to external test
groups and Activision’s QA team prop-
er. Production testers become very inti-
doesn’t necessarily
mean you will pull it
off. At about the same
1. TO DEMO OR NOT TO DEMO. I love to
play the demo version of any
game before I buy it. In fact, as a gamer
mate with the inner workings of the time that HEAVY GEAR II I purchase games based on how good
the demo is. As a developer, however, a bugs and limitations in these systems aggressive. Although we implemented
demo version of a game is a tricky cost the team even more time and all of the required features as defined in
thing to pull off. In our case, most of generated bushels of frustration. This the original design specification (and
the game’s critical systems were not aspect of the turnover phenomenon is many not included), we missed our
functioning on all cylinders and many the least respected by developers and final ship date of October 1998 by nine
game assets didn’t exist yet. We had to has the most profound and variable months.
dedicate most of our time and
resources to this Cimmerian task,
although all our schedule called for
effect on scheduling. A periodic and
thorough code review process is an
effective way to defeat this problem.
4. ELEVENTH-HOUR SOLUTIONS. During
the production of HEAVY GEAR
II, many of our game designers and
was a small tiger-team consisting of a SCHEDULE TOO AGGRESSIVE. HEAVY external testers began to notice a dis-
designer, programmer, and artist who
worked on it a small percentage of
3. GEAR II was built completely
from the battleground up, so every
tinct absence of thrilling game play,
which were attributed to several fac-
their day for about two weeks. aspect of the game required significant tors: the AI was too vicious, the AI-con-
When the smoke cleared and the development time. Unfortunately, the trolled squadmates were disobedient
demo was finally posted, the team gave development schedule was too opti- and difficult to deal with, and there
a sigh of relief and basked in the mistic about how long it would take to was no noticeable ramp-up in difficulty
warmth of a job well done. Unfortun- create the title. and emotion — some missions were
ately, this feeling quickly evaporated Here’s an idea of the scope of the frightfully easy and others absolutely
when we realized that we had taken game, as specified by our design docu- impossible to complete. (The average
66 almost a three-month departure from ment. HEAVY GEAR II required a brand life expectancy of the player in some of
our original development schedule and new game engine and an accompany- our combat scenarios was about four
totally exhausted ourselves in the ing suite of design, development, and seconds.)
process. I still believe a demo debugging Our design team felt that they didn’t
is important to the success of tools. have proper tools and enough control
a game, but such a task over the AI and the environ-
should be closely correlated ment to adequate-
to the production of ly tune
the main SKU. their mis-
Attempting to factor sions and make
the demo development the game fun.
time and resources into a Most of this
schedule significantly was due to the
different from the game fact that we
itself can profoundly arrogant
affect both the prod- program-
uct’s quality and The game had mers designed and implemented most
timeliness. more than 40 single- of the game logic without enough con-
2. UNDOCUMENTED
TURNOVER. This is a very com-
mon yet unpredictable aspect of game
player missions, as well as
numerous historical and instant-action
missions. Additionally, multiplayer
sultation and input from our able
game design staff. To address these
issues, our team had to depart totally
development. New and better jobs or functionality (including cooperative from the design document and do a
personal issues always seem to snatch play with multiplayer AI) was required whole bunch of wild and creative
away even the most loyal and dedicat- for deathmatch, king of the hill, steal thinking. Only after some ad hoc
ed teammates. As a result, someone the beacon, and historical settings. We brainstorming sessions and grueling
inherits the workload of the fallen were also required to construct three mission-by-mission playability tests
comrade, putting the team and the different modes for each and all of did the pieces come together. Much of
schedule in a precarious situation. these missions: terrestrial, space, and the kudos we received from the gam-
When turnover occurred on the “Gomorrah” (combat in an enclosed, ing community is directly related to
HEAVY GEAR II team, we and our multi-level, near-future megacity) gam- these solutions.
schedule encountered a nasty surprise. ing modes. However, a situation like this could
Many of the systems we inherited The schedule called for a polished have had far worse results. The next
were only partially implemented and demo version of the game to be posted time around we will put much more
virtually undocumented. To make on all of the top gaming web sites. I thought and detail into our game
things worse, much of the code was joined Activision on November 10, design documents and provide a much
written to implement advanced ani- 1997, after HEAVY GEAR II’s first proto- more efficient education for our game
mation and mathematical methods type, and the final product was initially design staff concerning game play
used all over the game engine, and we slated for release for Christmas of the manipulation and control via scripts.
didn’t have a technical design docu- following year. This period included a We will also give them a more promi-
ment that we could refer to in order to protracted QA run-through, effectively nent role in the initial design of these
determine the intended solution for yielding a nine-month development systems to enhance their understand-
these systems. Working around the cycle. Unfortunately, it was far too ing of the underlying technology.
since our development team had the heel. Shipping a quality title is impor-
We Almost Got It Right… luxury of starting this project from tant, but so is strict adherence to
e received great reviews from scratch, we had the opportunity to budget and schedule. The HEAVY GEAR
W top gaming publications and
web sites. Our marketing group
learn a wide range of new methods
and techniques that would otherwise
II team learned a great deal from this
experience; we’ll keep that with us for
piqued the interest of the gaming have remained beyond our reach. a long time. At least we left a solid
community and our development Alas, our aggressive schedule and and reusable game engine in our
team produced a superior title. And risk taking proved to be our Achilles’ wake. ■
A D V E R T I S E R I N D E X
NAME PAGE NAME PAGE
Alias|Wavefront C3 MathEngine 27
Apple Computer C2,1 Maxi Cassette CD Production 70
Atomic Games 71 Metrowerks Inc. 30
BDDP Corporate 35 Morfit 22
Biomorph 70 Multigen 25
68 Black Ops Entertainment Inc. 71 Musicandsfx.com 70
Busybox.com Inc. 6,7 NewTek Inc. 36
Cinram 69 Numerical Design 2
Conitec Datensysteme GmbH 68 NxN Digital Entertainment 11
The Coriolis Group 67 Okino Computer Graphics 67
Credo Interactive 70 Rad Game Tools Inc. C4
Criterion Software Ltd. 5 Rainbow Studios 59
Diamond Multimedia 39 Savannah College of Art and Design 69
Digimation 17 SN Systems 20,21
Evans & Sutherland 15 Spatial Technology 19
Global Majic Software 29 Template Graphics Software 61
Intel 13 Vancouver Film School 69
Lips Inc. 33 VR 1 50
U.S. Postal Service Statement Of Ownership, Management And Circulation (Required by 39 U.S.C. 3685) (1.) Publication Title: Game Developer (2.) Publication No.: 1073-922X (3.) Date of Filing 1-Oct-99
(4.) Issue Frequency: Monthly (5.) No. of Issues Published Annually: 12 (6.) Annual Subscription Price: $49.95 (7.) Complete Mailing Address of Known Office of Publication: Miller Freeman Inc., 600
Harrison Street, San Francisco, CA 94107 (8.) Complete Mailing Address of the Headquarters of General Business Office of the Publisher: Miller Freeman Inc., 600 Harrison Street, San Francisco, CA
94107 (9.) Full Names and Complete Mailing Addresses of Publisher, Editor, and Managing Editor. Publisher: Cynthia Blair, Miller Freeman Inc., 600 Harrison Street, San Francisco, CA 94107. Editor: Alex
Dunne, Miller Freeman Inc., 600 Harrison Street, San Francisco, CA 94107. Managing Editor: Kimberley Van Hooser, Miller Freeman Inc., 600 Harrison Street, San Francisco, CA 94107 (10.) Owner: Miller
Freeman Inc., 600 Harrison Street, San Francisco, CA 94107, a wholly owned subsidiary of United News & Media plc, Ludgate House, 245 Blackfriars Road, London SE1 9UY, England (11.) There are no
Known Bondholders, Mortgages, or Other Security Holders Owning or Holding 1 percent or More of Total Amount of Bonds, Mortgages, or Other Securities (12.) Does not apply (13.) Publication Name:
Game Developer. (14.) Issue Date for Circulation Data Below: October 1999. (15.) Extent and Nature of Circulation / Average No. Copies Each Issue During Preceding 12 Months: A. Total No. Copies (Net
Press Run): 44,947 B. Paid and/or Requested Circulation (1.) Sales Through Dealers and Carriers, Street Vendors, and Counter Sales: 2,732 (2.) Paid or Requested Mail Subscriptions: 31,553 C. Total
Paid and/or Requested Circulation (Sum of 15B1 and 15B2): 34,284 D. Free Distribution by Mail (Samples, Complimentary, and Other Free): 1,439 E. Free Distribution Outside the Mail (Carriers and Other
Means): 1,283 F. Total Free Distribution (Sum of 15C and 15F): 37,007 H. Copies Not Distributed (1.) Office Use, Leftovers, Spoiled: 1,555 (2.) Return from News Agents: 6,385 I. TOTAL (Sum of 15G, 15H(1)
and 15H(2): 44,948. Percent Paid and/or Requested Circulation: 92.64%. Actual No. Copies of Single Issue Published Nearest to Filing Date. A. Total No. Copies (Net Press Run): 43,366 B. Paid and/or
Requested Circulation (1.) Sales Through Dealers and Carriers, Street Vendors, and Counter Sales: 2,460. Paid or Requested Mail Subscriptions: 32,167 C. Total Paid and/or Requested Circulation (Sum
of 15B1 and 15B2: 34,627 D. Free Distribution by Mail (Samples, Complimentary, and Other Free): 1,569 E. Free Distribution Outside the Mail (Carriers and Other Means): 0 F. Total Free Distribution (Sum
of 15d and 15e): 1,569 G. Total Distribution (Sum of 15c and 15f): 36,196 H. Copies Not Distributed (1.) Office Use, Leftovers, Spoiled: 1,695 (2.) Return from News Agents: 5,475 I. TOTAL (Sum of 15g,
15h(1) and 15h(2): 43,366. Percent Paid and/or Requested Circulation: 95.67%. I certify that the statements made by me above are true and complete (signed) Kimberley Van Hooser, Managing Editor.
S O A P B O X by Warren Spector
Go, Team!
uman nature being what it is, I was hugely
H
credited with those titles — the good
and the bad — vaguely embarrassing.
flattered to be asked to participate in the It would certainly be the height of
arrogance for me to take sole or even
September 1999 PC Gamer article about majority credit for them.
UNDERWORLD and SYSTEM SHOCK
the 25 most talented people in gaming — would have amounted to nothing —
wouldn’t have happened at all — with-
the one they titled “Game Gods,” lead- much of what I dislike about the game out the initial impetus provided by
ing to no end of entirely justified rib- business as we approach the millenni- Blue Sky Productions’ founder Paul
72 bing around Ion Storm’s Austin um. But let me be more specific. Neurath. UW and SHOCK would never
offices.... I’ve been credited with the creation of have been as cool or memorable as
Ribbing aside, such an honor repre- UNDERWORLD and SYSTEM SHOCK, hon- they were without the inspirational
sents an almost unmatchable expres- ored as “The Man” behind ULTIMA VII, leadership of project director Doug
sion of respect from journalists, peers PART 2: SERPENT ISLE, cited as the creative Church (the Most Talented Individual
and gamers — the sort of thing one force behind the “underappreciated” I’ve worked with in this team-oriented
works a lifetime to achieve. It may sur- WINGS OF business, if you must know). And let’s
prise you, then, that I almost turned GLORY. not forget the contributions of pro-
the opportunity down. grammers like Marc LeBlanc, Rob
Why? Fermier, Art Min, Jon Maiara, Dan
Well, the crux of the biscuit is that it Schmidt, and James Fleming, or
seems unseemly and, more important, designers like Tim Stellmach and
inappropriate to single people out for Dorian Hart, or audio guys like Greg
“star treatment” in a business as LoPiccolo and Eric Brosius, or testers
intensely collaborative as game devel- like Harvey Smith. UNDERWORLD and
opment. Before getting into gaming, I SYSTEM SHOCK are their creations,
always figured I’d end up making not mine. More accurately, they are
movies and spent a lot of time studying our creations, all of us applying our
that business — you know, “film, the unique, individual talents to the
collaborative art....” Well, I’m here to accomplishment of mutually agreed-
tell you that there is no more collabora- upon goals.
tive medium than gaming. The movies Similarly, SERPENT ISLE is the product
got nothin’ on us, friends. There are so of more than 30 hearts, minds, and
few renaissance game creators it’s hard- souls. I came up with a tone and “feel” I
ly worth the effort of identifying and wanted to achieve and a story concept. I
listing them. set some parameters on the world and
illustration by Jackie Urbanovic
In fact, honoring individuals repre- characters. But the minute-to-minute
sents an almost criminal denial of the As anyone who knows me will tell you, details of the storyline were fleshed out
critical contributions of the dozens of I’m intensely proud of those titles and by some amazingly talented designers
team members who are, if anything, my contributions to them. All of them — Steve Powers, Dave Beyer, Bill
more responsible for the success of the appear on my résumé, points of pride Armintrout, and others. And I watched,
games you know and love than the and high-water marks in a career that usually with jaw on ground, as lead
individuals typically credited with the also includes some real clinkers. artist Denis Loubet and the rest of the
creation of those games. And the eleva- (Thankfully, no one much talks about art team brought to life the world and
tion of individuals to star status, while the bad ones anymore but buy me a characters of SERPENT ISLE. And without
understandable in this increasingly drink sometime, and I’ll tell you hor- testers like Marshall Andrews, the game
marketing-driven age, symbolizes ror stories....) Frankly, I find being wouldn’t have been half what it ended
up being. I built not one inch of the
Warren Spector runs Ion Storm’s Austin, Texas, office. He is currently working on a map, wrote not one line of dialogue,
new role-playing game, DEUS EX. In the past, he has produced games for Origin and implemented not one game function.
Looking Glass Technologies. You can reach him at wspector@ionstorm.com. So whose game is it?
Continued on page 71.