"Enter the slacker art school kid who was only ever hired as a favor to his family. Shigeru Miyamoto was told to recoup losses by designing another game for the returned Radar Scope hardware, preferably aimed at US audiences.
Inspired by Pac-Man, Miyamoto took pretty much all of Iwatani's new ideas of scenario, character, empathy, and play narrative, and pretty much built a whole game on them without the traditional clutter."
http://www.gamasutra.com/view/news/...rio_Bros__The_Inexorable_Rise_Of_Miyamoto.php
"The reason I started making games is I joined a game company," Suzuki says, his bluntness softened by a smile that lights the room. "That's it! It's not like I wanted to be a game designer. I just entered the game company. I usually don't play video games. For example, with driving games - I've got much more interest in real cars. That's the reason I went for that style.
"As a student I was looking for a good company, and looking at which company has a good future - and the software companies, that looked good. Games, they don't matter so much to me. I saw a challenge at Sega, Fujitsu - a computer systems company, not a game company - I visited them all. Sega's people, though, were the most interesting people."
This is extremely accurate to my experience.I think deep down you always know if and why your game will be poorly received. We're all gamers too... and if we have no pleasure in playing our games during the late QA debug stages, we know our players won't enjoy it either. It happened a few times in my career, as a Level Artist on Sniper: Ghost Warrior 3 for example. We knew the direction the game was taking, but we were just artists or programmers with no power to influence the game's direction. Lots of us left before completion, even more were fired at launch. It's always the same pattern:
But you know, most of the time the game is actually cancelled before release because there's a reputation on the line for everybody involved... I feel like for all the terrible games out there we have been saved of many others.
- The mood at work is terrible, layoffs are frequent, direction is angry and managers are on the edge.
- Directors and leads are always on the hunt for "quick wins" that never deliver or cause more issues immediately after implementation.
- Sometimes it's like a trainwreck where nothing ever worked in the first place, sometimes it's a house of cards where the last few elements ruin the entire design.
- Some other times it's a lingering feeling during the whole production: some elements are pushed before others, you feel like the project is an upside-down pyramid where the core is not solid at all and you keep building upon it.
If you have specific questions I'd be happy to answer!
Fascinating!! Thanks for sharing. Although, be careful, shaddy sites can make a entire article from this post alone.There's several possibilities:
- You don't know that you are actually bad. It implies bad leadership, nobody actually playing your stuff and perhaps a company culture of shutting down criticism.
- Tools are broken, non-existent or not developed with users in mind.
- Sometimes the direction wants something unachievable with current tech.
- The game design doesn't fit the world design, or changed last minute and doesn't fit anymore.
- All other pieces (game design, tech, art direction) came at the last minute and level design had to be rushed in. That personally happened to me a few times.
Thanks a lot!! I tried to distance myself with this company some time ago, but you are absolutely right. I learned a ton with artists and designers on this project, most of them were incredibly talented people, whom talent was barely used. And kudos for modding this game, I'm sure it's not an easy task. Even with the tools available to us it could be a nightmare to implement some stuff in their version of CryEngine.
I will try my best! I'm answering underneath each of them for clarity.
Hopefully that answers a few questions :)
- SGW3's main story is pretty bad. Random dialogue from NPCs? Pretty good. The actual plot? Terrible. What happened to SGW3's plot? Was it always this bad? The game had different, vastly superior voice actors a year or so before it released. Did SGW3 at any point have a plot that didn't revolve around the ludicrous twist involving Robert and Armazi that the average player sees coming from about 20 hours away?
- The story was completely different for most of production. It was designed by a huge name in the industry, Paul Robinson, who was let go when creative differences arose between him and the CEO. They butchered his idea which involved an homosexual ex-US military villain in love with the hero's brother. I know it sounds corny but being himself a gay vet, the story was very deep, tough and real. He said many time he was "making the game of his life". We all loved the guy, his plot and its boldness. We often stayed longer at work just to hear his old stories... He sadly passed away from cancer a few months ago, and everybody who knew him or worked with him was devastated.
- Could you give me some examples of bad ideas you were forced to put into the game, design-wise? Good ideas you were forced to cut?
- Tough to say, there was constant changes from the game direction. I think everything was kept but lots were modified and implemented in a different way than originally intended.
- What was the internal discussion around SGW3's severely problematic NPC draw distance? Eurogamer released a video in disbelief that a sniping game had NPCs that disappeared when you tied to snipe them. The complaints were widespread. Surely you guys knew it was a problem. What were the politics preventing it being fixed?
- Oh despite was the CEO was saying at the time, we had QA departments. Everybody was aware of performance issues. The last minute fixes like the NPC draw distance were an aftermath of trying to keep the game running on consoles and mid-tier PCs. Generally speaking, performances were horrendous during most of production.
- SGW3's day/night system was broken. Despite huge outcry on the Steam forums along with all the other complaints, it was never fixed. The game resets to midnight every time you die, and it sucks. Speaking as a modder, it it could have been fixed within a day or so if someone at the studio had been given a green light. What was going on behind the scenes?
- That's a good question! Maybe again performance issues? I wasn't there at the end of production so I couldn't tell, but during my time there the day/night system was really beautiful, the artist working on it was extremely talented and dedicated. Honestly it seems more like a terrible design choice.
- Why were NPC-driven vehicles removed from SGW3 in between the beta and the final version? A common complaint about the game is that outside of towns and outposts, the world feels a bit dead. Removing those vehicles made it even deader.
- We just couldn't get the AI to work with vehicles, despite involving top AI programmers from abroad on the project it always was janky as fuck. We always had massive traffic jams, randomly stuck & colliding exploding vehicles. A good chunk of the game was inspired by FarCry's convoys, and that's what we were supposed to have.
- Could you explain the scope of the project in any detail? I noticed that it looks like an entire region was cut from the game at some point? (A city region.) How late in development were Mining Town, Dam, Village built? Suppose we go back in time to 2016. What existed at that point? Did Mining Town exist? Or were you guys forced to crunch to make stitch together SOMETHING relatively late?
- The game had a MASSIVE scope, the CEO expected big sales and a big team, something the likes of Witcher 3.
- So during my time there we had, in order and one after the other: one 32km² map, two 16km² maps, four 16km² maps, then two small maps. You have to imagine, I was working there close to a year and none of my work made it to the final game. Almost everything was placed by hand. We restarted everything on 5 or 6 different worlds. We always had some sorts of Dam, Mining Town and village. Everything was rushed toward the end, crunch was semi-permanent for some people. The city was cut early on as we couldn't make it run on consoles and it was a huge undertaking to develop that much content with the small team we had.
- Where did the project lose the plot overall? Assuming you were working on the game from the early stages, at what point between 2013 and 2017 did the game begin to lose direction and go kinda pear shaped? Was the CEO responsible for derailing the the project? I've heard negative things about him from other sources.
- I kind of answered above, but for a timeline it happened somewhere in the end of 2015/early 2016. The CEO was definitely getting his hands directly on any project this company ever had. Everything you heard is true, and it's probably even worse. Go to any Game Dev Conference in Poland and talk with anybody there, they probably worked at some point for CI Games.
- Why don't more developers like them actively encourage modding? For example, STALKER was a buggy, buggy game. But GSC went out of their way to encourage mods by releasing the SDK and lots of files. As a result the games were massively cleaned up. The only reason I was able to mod SGW3 is because there were no signature checks on the pak files. But my hands were tied in so many ways because I lacked the source code. They have a history of buggy or half-baked releases. Why has the company always refused to release source code for their titles? With source code access, SGW3 could be transformed into a genuinely polished game -- even a spiritual successor to something like STALKER -- given enough time and effort. Is there some kind of legal complexity there because they license CryEngine? Or is it just stubborness or trying to control their IP or whatever?
- It's a very complicated topic and I think you're getting there with the CryEngine license. There's also tons of libraries and third party software that couldn't possibly be open sourced or distributed - stuff like Simplygon for generating LODs for example can't be shared freely.
- Additionally, the way the game engine is distributed on specific dev platforms with specific network paths and restrictions would require a tremendous amount of work to deploy on other, random machines. If the game engine and development pipeline is not thought from the ground up to be moddable, it's close to impossible to adapt it later on.
Yeah, a little bit unfair. The industry has matured so much now over the decades. In the 2000's it was so frustrating working with designers that didn't even really play games in their spare time. Designers looked at what was popular, and what sells, and based their gameplay around that. It's sure possible to create a good 3D platformer without having ever played Mario, but I'm sure it would help you even more if you had played it.
Sleeping Dogs, or True Crime Hong Kong :) We knew we didn't have the budget as GTA, so we focused on what we felt we could do better. Again, Activision, the demos were good, tug development was starting to go a bit long as we were trying to finish off some bits and pieces (like the story missions lol, though we were close!). Eventually the whole project got canned, to later be scouped up by Square Enix. I think we all expected to be in the 80's. but for that game, since it was back from the dead, I think the most positive thing was the positive community reaction. :)
For something to be absolutely panned you are going to know it is coming. I once worked in a studio as QA that released a really bad game which I worked on for a whole day and the reaction to it was exactly what I expected.
Yeah, it's such a shame. I hated that ending but it put a wrench in everything surrounding the reception to see how quickly it escalated into cyberbullying, death threats and like you mention, things that are directly dangerous. I understand a little bit why BioWare hasn't been completely open to the public about it in the long run. A shame it turned out that way.Working at EA when the Mass Effect 3 ending debacle happened wasn't fun, we had security concerns from people sneaking into the office or accusting us outside the office.
It varies a lot I would say; sometimes you can develop a massive tunnel vision that clouds you from reality or that just because you love the game, doesn't mean enough people love it. On the otherhand (and I would actually say a more common perspective) is that developers feel that the game could still use a ton of polish, for example famously The Last of Us developers felt for a long time that game wasn't going to turn out well and would ruin the studio's reputation (the case wasn't necessarily during the very last moments leading to ship, but that does happen quite often).Wouldn't devs have a sense of the quality well before reviews hit, or are they so close to the game they lose sight of public perception?
As machinaea said, tunnel vision is definitely a thing. You work on the same thing, under the same assumptions, it's actually hard to see it from a perspective of fresh eyes. But also, finalling a game can have a lot of overtime, and being overworked, it's tiring. With pressure to get it done, the final bits can sometimes feel shoe horned in, as there is always more you wanted to do, more fixes you'd have liked to get done, but ran out of time.Wouldn't devs have a sense of the quality well before reviews hit, or are they so close to the game they lose sight of public perception?
I worked in game dev for 6 years. We turned out a few turds. As a play tester, we knew they were turds. And there was only so much in which you could polish them up.
The thing with devs is that we had some designers who never grew up playing the greatest games. If you don't know what a 10/10 game is, then how can you hope to make or design one?
Noooooooooo lol, I wasn't on the project at all, was full time on another game. I came in one saturday to help out.
Whoa, some elaboration here would be great if you've got the time. I'm one of those people that didn't really have problems with the ending, but I remember the freakout at the time was pretty crazy.
In July, they released a rather significant overhaul of the game. https://steamcommunity.com/games/646050/announcements/detail/1675785220239530073 But there are zero reviews of the game from after that update released. Which seems like a shame. Low profile indie games basically disappear off the face of the earth if they have a negative initial reception. They don't have the money to throw at a "Hey, it's fixed now!" marketing campaign or anything like that. I haven't played the game so I can't speak for its quality but it seems like a situation where reappraisal might be interesting.Unfortunately it's only in German but there was an interesting report about the developers of "Past Cure" which was absolutely demolished in reviews. All the more tragic that the feedback the devs had received until know had been positopo and they even had a little launch celebration.
http://www.spiegel.de/netzwelt/game...n-kritikern-verrissen-wird-a-1197405-amp.html
The mood of course dropped once the first reviews hit but they seemingly went on pretty quickly to find out where they went wrong and asked for more feedback through Twitter in the hope that patches might fix some stuff.