Intelligent Artifice

A blog on interactive entertainment: design, production, industry and related topics.

 

The usability testing on Halo 3 January 27, 2008

Filed under: Development, Game Design — Jurie @ 3:14

It’s time to close some tabs. This Wired article is about the usability testing that Microsoft and Bungie did on Halo 3.

People who know me know I am a big fan of quantified and/or empirical approaches to game design. I really truly think that if you’re not using these kind of methods, over time you will go out of business, as more and more of your competitors start using it (and publishers start demanding it), and the advantage they have starts canceling out any spark of genius you may have. It’s a statistical fact! :)

 
 

Why game design is important October 1, 2007

Filed under: Development, Game Design — Jurie @ 10:06

A long, long time ago I worked at a company that did not have a game design position, and I wanted to convince the people there that, you know, maybe you should have game designers. Like, one per project, at least. Ah, the good old days.

So with the help of Mark Barrett I wrote a little essay and sent it around. And although I am not claiming a direct causal link, we did get a proper game design position after a while and game design was taken a bit more seriously.

This was a long time ago and I hope nobody nowadays has to convince people that maybe you need someone who is paid to think about exactly how this game will be fun. But you never know…

Here is the essay, unchanged from what I wrote around a decade ago:

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Waterfall 2006 - International Conference on Sequential Development June 19, 2007

Filed under: Development, Fun — Jurie @ 16:44

If you know what the waterfall model for software development is, you might get a kick out of reading about Waterfall 2006 - International Conference on Sequential Development. It has tons of great tutorials by well-known software development experts - here is an excerpt:

  • Take Control of Your Team’s Decisions NOW! by Ken Schwaber
  • Avoiding the Seven Pitfalls of Lean by Mary Poppendieck
  • Pair Managing: Two Managers per Programmer by Jim Highsmith
  • Two-Phase Waterfall: Implementation Considered Harmful by Robert C. Martin
  • User Interaction: It Was Hard to Build, It Should Be Hard to Use by Jeff Patton
  • FIT Testing In When You Can; Otherwise Skip It by Ward Cunningham
  • The Joy of Silence: Cube Farm Designs That Cut Out Conversation by Alistair Cockburn
  • wordUnit: A Document Testing Framework by Kent Beck
  • Slash and Burn: Rewrite Your Enterprise Applications Twice a Year by Michael Feathers

(Via Kill The Meeting, which is probably worth a blog post of its own.)

 
 

Complete, produced game design documents April 10, 2007

Filed under: Development, Game Design, Production, Resource — Jurie @ 16:01

A friend of mine just asked me if I had any complete game design documents of released games lying around. Since I happened to know of a few, and this is not the first time I get asked this question, I figured I might as well turn the answer into a blog post.
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Coolest middleware brochure ever April 8, 2004

Filed under: Development, Fun — Jurie @ 13:53

CRI Middleware Co. Ltd., a Japanese middleware company, has the coolest marketing brochure ever. And their products sound good too.

 
 

The orc vs deer wars March 27, 2003

Filed under: Development — Jurie @ 21:54

Gamasutra has an article up called “Neverwinter Nights Client/Server Postmortem: How I Learned To Stop Worrying And Love The Magic Missile”, by Mike Brockington and Scott Greig, and based on this year’s GDC lecture. Going far beyond mere client/server problems: it discusses various problems that can occur on a very big, very long project with 25 programmers.

The problems with NWN’s reputation system, like most bugs that affect creature behaviour, make for hilarious reading:

The orcs were placed in the Aurora Toolset, the module designer then starts the chapter, and plays through the chapter, testing for balance. By the time the designer reaches the area containing the orcs, there is only treasure lying on the ground; the orcs are long gone. The AI was accused of forcing the creatures to drop their treasure and run away. Upon further investigation, the orcs had been told to “wander” near the area that they were standing in. Nearby, there was a large encounter area that spawned deer. However, orcs are hostile to deer. So, the orc would “wander” into the area, and a deer would appear. The orc then proceeds to make short work of the deer. All is fine in the world, but the deer don’t like orcs any more. The encounter area resets, and says “there’s a hostile creature nearby”, and the deer runs headlong at the orc. The orc says “Fine! Deer Stew #2 coming up!”. Repeat ad nauseum. Unfortunately, the orc doesn’t have an unlimited capacity to heal himself. After about 25 deer are spawned in, they finally get enough lucky attacks on the orc to kill the orc outright. To tie things off, the encounter area would reacquire and destroy the deer, since keeping extra encounter creatures that weren’t actively fighting or watched by a PC was just a waste of CPU time. Hence, the orc’s treasure would be left on the ground, and no sign of the victorious deer was to be found!

 
 

Article on independent game development February 23, 2003

Filed under: Development, Indie, Programming — Jurie @ 11:38

O’Reilly’s ONLamp.com has an article on independent game development. It discusses Garage Games, the Torque engine, the Independent Game Developers Conference, open source middleware, the independent game business strategy, and scripting languages.

 
 
 
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