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Scott Miller On Making Max Payne A Success

Thanks to an anonymous reader for pointing to 3D Realms founder Scott Miller's weblog entry discussing the reasons why Max Payne "was purposely positioned for success right from the start" . Although Miller, the man overseeing the ever-delayed Duke Nukem Forever, has now sold his share of Max Payne's IP to Take Two/Rockstar, he discusses specifics, including the choice of name ("A perfect name will convey something about the product... have good word-play possibilities for press and news headlines... and have a good short-hand version"), the hook ("The attribute Max owns is 'bullet-time,' like Volvo owns the word 'safety' and McDonalds owns 'fast'") and controversy ("Max Payne had a little, though it didn't get as much press as we thought it might.") He also reveals 3D Realms is "currently working with another developer, with a very similar relationship that we had with Remedy, to create another hit series (or so we hope!)" - an announcement is due in 2004.

41 comments

  1. Foresight by Tom7 · · Score: 2, Funny

    Next time tell us how successful your product will be before it goes to market, and then we'll see how good your predictive powers are!

    Oh, wait, every company does this with every product.

    1. Re:Foresight by Spiffae · · Score: 1

      Don't challenge the man, he's been positioning Duke Nukem Forever for success for what now, a decade? That's some positioning.

    2. Re:Foresight by Anonymous Coward · · Score: 0

      Not really, but I'm goin' bald in the back.

  2. DK by Anonymous Coward · · Score: 2, Funny

    "3D Realms is "currently working with another developer, with a very similar relationship that we had with Remedy, to create another hit series (or so we hope!)" - an announcement is due in 2004."

    that sounds too early for Duke Nukem Forever

  3. Couple Observations... by redink1 · · Score: 1
    [The game name] should be non-generic (avoid overused words, like "warrior," "shadow," "dark," ...

    I guess Shadow Warrior 2 is out of the question?

    The game was originally titled Dark Justice, as this well describes the game's theme.

    That's rather funny... Max Payne 2 had an episode of 'Dick Justice' on one of the TV's, where a fugitive cop went after the people who killed his wife. But instead of film noir style, it was like 70's.

    1. Re:Couple Observations... by Anonymous Coward · · Score: 0

      >>> Max Payne 2 had an episode of 'Dick Justice' on one of the TV's

      The inside joke here is that Dick Justice was on the original list of candidate names for the Max character. And the name that almost got used was Max Heat -- we had it trademarked, even though we weren't perfectly happy with it. So when someone from Remedy suggested Payne as a last name we immediately made the switch.

      Scott Miller

  4. Ownage by wynterwynd · · Score: 3, Insightful

    "The attribute Max owns is 'bullet-time,' like Volvo owns the word 'safety' and McDonalds owns 'fast'"

    Um, well actually I (and quite a few other people I imagine) associate 'bullet-time' with The Matrix. Max Payne just happened to use similar effects in the game, capitalizing on the slo-mo hype following the movie. I'm not 100% sure if my timeline is correct but I remember there being parallels to the movie effect when the game came out. Oh I'll grant that's the big hook of the game. That and metaphors that drag out long enough to make Raymond Chandler develop a nervous tic. But to say MP 'owns' bullet-time is a bit presumptuous.

    --
    "Not all who wander are lost" -- JRR Tolkien
    1. Re:Ownage by actor_au · · Score: 3, Interesting

      They own the trademark for the expression Bullet Time. Thats why in Enter the Matrix(May all who worked on it burn in hell) called slow-mo sequences Focus, because they couldn't buy the rights from Remedy to use thw expression Bullet time.

      --
      Read Errant Story.
    2. Re:Ownage by Anonymous Coward · · Score: 2, Interesting

      They own the trademark for the expression Bullet Time

      I was about to call bullshit, but I looked it up for myself and you're right.

      However, the name "bullet time" for slow motion has been associated with The Matrix since the year of it's release - 1999. If you watch the "Making Of" (which is on the DVD, and, I believe, first aired on HBO in 1999), that is exacly what the slow motion effect is called.

      It is interesting to note that Apogee filed a trademark on the term (twice) in May 2001. And then Warner Brothers did the same (multiple times) in August 2003.

      Based on date of usage, the term should belong to Warner - especially since they originally wanted to do "Enter The Matrix" way back in 1999 (they approached Dave Perry of Shiny Entertainment but he originally turned them down).

      I'm not quite sure what grudge you have against Shiny. Even though ETM wasn't the best game ever - what do you expect for a 100% mainstream title that has to tie in with three movies?

      Apogee are the leeches here (may all the lawyers who work there burn in hell). I find it hard to believe that they would have slow-mo sequences in Max Payne 1 if it weren't for The Matrix. Fortunately the effect has now been overused to death - hence MP2 being ridiculed for feeling like nothing more than an expensive expansion pack to the original MP1.

    3. Re:Ownage by Anonymous Coward · · Score: 0
      Fortunately the effect has now been overused to death - hence MP2 being ridiculed for feeling like nothing more than an expensive expansion pack to the original MP1.
      Except for the fact that MP2 was pretty much acclaimed by anyone who isn't an idiot.
    4. Re:Ownage by gl4ss · · Score: 3, Informative

      remedy had demoed the effect(of slowing down the time) prior to matrix movie came(mp had been in development for quite some time by then, first publicly demoed as part of final reality in 1997 or so at the assembly, a demoparty held in finland). sure, matrix might have had something to do why it was a success and people could instantly like it, but not on it being there (and of course one 3dmark has a scene that is very matrix like). all afaik/iirc, the year might be off by 1 but i heard prior to the matrix movies about the features(of the engine, such as being able to freeze time and see the bullets mid air) from some friends who had happened to seen some private screenings.

      though, who they really 'own it to' must be woo(the matrix boys own it to him as well.. though he again might own it to somebody else i'm not sure where his ideas came from).

      .

      --
      world was created 5 seconds before this post as it is.
    5. Re:Ownage by PainKilleR-CE · · Score: 2, Informative

      Based on date of usage, the term should belong to Warner - especially since they originally wanted to do "Enter The Matrix" way back in 1999 (they approached Dave Perry of Shiny Entertainment but he originally turned them down).

      You seem to be forgetting that the original Max Payne was in development longer than the original Unreal, or about half as long as DNF. Most of the people following the game saw 'bullet time' demos long before the Matrix was in theaters.

      --
      -PainKilleR-[CE]
    6. Re:Ownage by *weasel · · Score: 1

      Does it matter? 'Bullet Time' is so overused that the word itself makes most people retch, and 'Focus' makes more sense in the fiction of the Matrix anyway.

      Both games could have used some serious pruning and editing.

      They both struck me the same way. Tons of potential, decent atmosphere, solid action systems ... lackluster execution. Max Payne had a decent story, i just couldn't get into it after the third hour of: room, room, kill enemies, load, room, room, kill enemies who didn't hear me kill their friends, load, room, kill, load, etc.

      I didn't bother with MP2. seriously, the technology to remove load times exists. particularly on the xbox and pc. and it's not like there's enough going on in the few rooms that load at a time to keep me busy. literally it's a 10 second load every minute or two of gameplay, and that's just crap. if it really has around 12 hours of gameplay in it, at least 20% of that is due to load time.

      as for EtM... yeah... it doesn't have the load problems, but its environments seem to be hugely misproportioned because even the developers know their combat system controls fall apart in confined spaces. Running up a wall is cool, but christ, make me press a button to do it. sometimes i'm going to want to keep my feet on the damn ground -- particularly if the game doesn't allow me to jump where i want while running up that wall.

      the holes in the story and gameplay were pretty secondary to that glaring shortcoming. They really should have made the whole game lay out more like Vice City. Particularly if they're going to shoehorn me into a dozen different gameplay types on the fly (action, stealth, driving, shooting gallery, etc). Nothing like taking your first shot at their driving controls in a mission that offers no room for error on a section of map you -should- have had knowledge of, familiarity with, and a chance to explore.

      No really, I [sarcasm]love[/sarcasm] the design paradigm of gameplay surprise! die. reload. new surprise! die. reload. lather. rinse. repeat.

      And what's with these lame ass map layouts? For chrissakes people, turning every building into a maze, just to have the chance to throw more small encounters at me is getting a little old. Whatever happened to office buildings that looked and played like office buildings? where i don't have to snake through back hallways to get past a simple 'locked' door, even though i have the firepower and physical strength to launch a security guard through a brick wall?

      --
      // "Can't clowns and pirates just -try- to get along?"
    7. Re:Ownage by Anonymous Coward · · Score: 0

      The most ridiculous use of "bullet time" sequences in video games has to be in "C&C Generals". Not only is it poorly animated, but it's just plain st00pid in the context of that game and the way its action scenes are depicted.

    8. Re:Ownage by PainKilleR-CE · · Score: 1

      Does it matter? 'Bullet Time' is so overused that the word itself makes most people retch, and 'Focus' makes more sense in the fiction of the Matrix anyway.

      Does it matter? Not really. But the thing that most people seem to miss is that the innovation in the Matrix' effect for this had more to do with the ability to pan around the scene than with the ability to slow down the shot and display projectiles (which were computer generated anyway). Obviously, when it comes to video games, moving the camera around hasn't been a problem since the first 3d games came around. In fact, keeping the camera in a good spot seems to be the biggest problem facing 3D games.

      Both games could have used some serious pruning and editing.

      They both struck me the same way. Tons of potential, decent atmosphere, solid action systems ... lackluster execution. Max Payne had a decent story, i just couldn't get into it after the third hour of: room, room, kill enemies, load, room, room, kill enemies who didn't hear me kill their friends, load, room, kill, load, etc.


      You were half way through the game, then ;) I had more problems with the fact that it was an 8 hour linear game with little replay value than anything else. Then again, I may not have trudged through some of the game if I hadn't known that it was almost over. My favorite part of the game was going through the garage area, and the next would be the last area, invading the office building. Much of the beginning and middle portions got repetetive at times.

      I didn't bother with MP2. seriously, the technology to remove load times exists. particularly on the xbox and pc. and it's not like there's enough going on in the few rooms that load at a time to keep me busy. literally it's a 10 second load every minute or two of gameplay, and that's just crap. if it really has around 12 hours of gameplay in it, at least 20% of that is due to load time.

      I didn't bother with MP2, either, though I only spent $20 on the first one, so it's hard to say I really bothered with it so much as took it off someone's hands.

      as for EtM... yeah... it doesn't have the load problems, but its environments seem to be hugely misproportioned because even the developers know their combat system controls fall apart in confined spaces. Running up a wall is cool, but christ, make me press a button to do it. sometimes i'm going to want to keep my feet on the damn ground -- particularly if the game doesn't allow me to jump where i want while running up that wall.

      the holes in the story and gameplay were pretty secondary to that glaring shortcoming. They really should have made the whole game lay out more like Vice City. Particularly if they're going to shoehorn me into a dozen different gameplay types on the fly (action, stealth, driving, shooting gallery, etc). Nothing like taking your first shot at their driving controls in a mission that offers no room for error on a section of map you -should- have had knowledge of, familiarity with, and a chance to explore.

      No really, I [sarcasm]love[/sarcasm] the design paradigm of gameplay surprise! die. reload. new surprise! die. reload. lather. rinse. repeat.

      And what's with these lame ass map layouts? For chrissakes people, turning every building into a maze, just to have the chance to throw more small encounters at me is getting a little old. Whatever happened to office buildings that looked and played like office buildings? where i don't have to snake through back hallways to get past a simple 'locked' door, even though i have the firepower and physical strength to launch a security guard through a brick wall?


      EtM had too many shortcomings to name. On the other hand, I didn't particularly mind it for the few hours I played it, I just didn't feel any urge to go back and play it again.

      --
      -PainKilleR-[CE]
    9. Re:Ownage by rufo · · Score: 1

      I think he means if you were to think of a game with bullet-time, Max Payne would top the list. Enter The Matrix certainly didn't deliver very well.

      And in all fairness to Max Payne, it came out two years after the Matrix was released in theaters (Max Payne was released July 23rd, 2001, The Matrix came out in April/May of '99). You can't really say that it was timed to ride on the buzz, since any buzz from the movie would've fizzled out over a year and a half before. The Matrix's influence certainly had taken hold by then, though, and many of the reviews did compare Bullet-Time to The Matrix (how could they not?) The only question is if they started planning bullet-time before or after The Matrix exploded onto the scene, and it wouldn't surprise me to learn that Remedy had started implementing it before even a trailer for the Matrix came out. (It also wouldn't surprise me to learn that they started afterwards to try on capitalize on the Buzz - doesn't matter to me, either way Max Payne is still a great game.)

      --
      My English teacher once told me that two positives don't make a negative. Two words for her: Yeah, right.
    10. Re:Ownage by TrippTDF · · Score: 1

      I'm not 100% sure if my timeline is correct but I remember there being parallels to the movie effect when the game came out

      You are right. There were even references to The matrix Slow-mo in Maz Payne... in the end there are a couple of bad guys talking about how "All the cool movies make the action slow down... what do they call it.. oh yeah, Bullet Time."

    11. Re:Ownage by *weasel · · Score: 1

      Oh absolutely, i agree that the filmmaking effect the Wachowski Brother's DP created for that film was earthshattering in its genre. In the game, it was certainly an innovative piece to add to a fairly straightforward genre game, but it wasn't -impressive- the way Matrix bullet-time was.

      I was just referring to the discussion about who came up with the actual name first, and who should own the tag 'Bullet-Time' as intellectual property.

      I'd heard MP was really short, and honestly that's the only reason i got past the first half-hour. I kept thinking there had to be something redeeming in there if everyone suffered through the beginning. After the third hour I said 'it can't be worth it.' Honestly you seem to be about the only other person online who agrees with that. People I meet in real life admit it was a well polished linear game with some problems, but online it has this rabid fan-base that refuses to admit the issues. i'm just happy that i only spent $5 to rent it. Even at that I felt kinda jipped, but it's a heck of a lot better than $50. I always figured console games would strive to be long enough that you couldn't finish them just during a rental weekend. These new games more and more are proving me wrong.

      EtM was pretty fun. which is why i didn't go too deep into its problems. it has good parts, it has bad parts. the worst part is what you hit squarely on the head: when i pulled it out after a few hours to play some halo with my brother, there was absolutely no desire on my part to put it back in and play more.

      that damn GTA doublepack though.... damn you rockstar games -- you're devouring my free time!

      i've got about a dozen games on my 'to play' list, and i keep comin back to this silly little action romp. though i stand by my earlier opinions though -- GTA1 and GTA2 were crap. i haven't even played the retooled GTA3, cuz i've been too damn busy taking over Vice City.

      I hope i get to shoot Lance at some point.

      --
      // "Can't clowns and pirates just -try- to get along?"
    12. Re:Ownage by PainKilleR-CE · · Score: 1

      I was just referring to the discussion about who came up with the actual name first, and who should own the tag 'Bullet-Time' as intellectual property.

      Realistically, given the track-record of 3DRealms and intellectual property (let's co-opt Evil Dead catch-phrases in Duke Nukem and then trademark them), I wouldn't be surprised if the term was made up by someone involved with the Matrix. That being said, I never heard the term outside of Max Payne press releases until very recently.

      I'd heard MP was really short, and honestly that's the only reason i got past the first half-hour. I kept thinking there had to be something redeeming in there if everyone suffered through the beginning. After the third hour I said 'it can't be worth it.' Honestly you seem to be about the only other person online who agrees with that. People I meet in real life admit it was a well polished linear game with some problems, but online it has this rabid fan-base that refuses to admit the issues. i'm just happy that i only spent $5 to rent it. Even at that I felt kinda jipped, but it's a heck of a lot better than $50. I always figured console games would strive to be long enough that you couldn't finish them just during a rental weekend. These new games more and more are proving me wrong.

      I would also note two things:
      1) It was built for the PC first, where rental is much less common, hence the length isn't an issue in terms of profit

      2) The PS2 version was exceptionally bad for both it's controls and the visual presentation, especially after playing either the PC or XBox version

      EtM was pretty fun. which is why i didn't go too deep into its problems. it has good parts, it has bad parts. the worst part is what you hit squarely on the head: when i pulled it out after a few hours to play some halo with my brother, there was absolutely no desire on my part to put it back in and play more.

      I've been considering trying to find some codes so I can just blast through to watch the movie clips, but since that's the only thing really drawing me to the game any more, I just don't care.

      that damn GTA doublepack though.... damn you rockstar games -- you're devouring my free time!

      I've really been considering turning in my PS2 versions to get the XBox double pack, but since the PS2 double pack is already $10 less than the XBox pack, I don't know if I'll get enough money out of it to justify the cost to myself ;-/

      i've got about a dozen games on my 'to play' list, and i keep comin back to this silly little action romp. though i stand by my earlier opinions though -- GTA1 and GTA2 were crap. i haven't even played the retooled GTA3, cuz i've been too damn busy taking over Vice City.

      I liked GTA1, but it eventually lost it's appeal for me. I never even played 2 in part because of that. I played 3 at a friend's house before deciding to get it.

      --
      -PainKilleR-[CE]
    13. Re:Ownage by vasqzr · · Score: 1



      I invented bullet time, trying to play games on my old 386SX/16MHz.

      Talk about slow motion.

    14. Re:Ownage by *weasel · · Score: 1

      rockstar adding hard-disk music as a radio station in vice city for the xbox... that's the sign of a damn good developer. they didn't have to. we all know it. they'd have sold a zillion copies with or without it.

      but that continuous attention to details... it's a microcosm of what they're doing right over there.

      somewhere someone posted the cut scenes from Enter the Matrix online. there were plenty of mirrors right when people were furiously debating Reloaded and what Revolutions would be.

      of course, then revolutions came out and pretty much cruicified the buzz (pardon the in-joke). i wouldn't be surprised if they were much harder to find online now.

      in the end i get the impression they aren't worth the effort. Nothing I unlocked really did much but expand Niobe's role (which isn't that interesting and really only breaks continuity further) and drops hints about Revolutions (hints aren't quite necessary anymore).

      If I could just watch the clips, i probably would. but i'm not about to bother -looking- for em. heck, i think i just spent way more time discussing them than i ever meant to. ;p

      --
      // "Can't clowns and pirates just -try- to get along?"
  5. And worth every penny. by El_Smack · · Score: 3, Funny


    This is why Scott Miller is making the big dough. You or I would take a game we made and position it for failure, or mediocrity at best. Scott is that one guy in a million who would position his game for success. And he did it right from the start, too.

    Just another feather in the cap of the man who keeps Duke Nukem For(When)ever on task and on budget.

    --


    There are 01 kinds of cars in the world. The General Lee, and everything else.
    1. Re:And worth every penny. by Incompetent+Troll · · Score: 0
      You or I would take a game we made and position it for failure, or mediocrity at best.
      Well, you would, anyway.
  6. Lawsuit by MikeDawg · · Score: 1

    I'm having troubles finding out how the lawsuit ended against the makers of Max Payne (remember the ex-wrestler, who went by the name "Max Payne").

    How did that lawsuit end?

    --

    YOU'RE WINNER !
    Another lame blog

  7. Miller is my Idol by Omega037 · · Score: 2

    Scott Miller has always been someone I idolized since I was a young child. It started with a game he wrote himself, Kingdom of Kroz, which used ascii characters for graphics but was tons of fun. He later went on to make sequels to this hit game. Also, he used an idea revolutionary to software distribution called shareware. Each of the many games that came from Apogee(what later became 3D Realms) were sent out on disk or put on a BBS completely free with no requirement to purchase the software. However, only the first episode was on these disks. To get the remaining episodes, hint book, and many other fun goodies cost you either 5, 10,or 15 dollars. I bought many of these games because they were so much fun(and piracy wasn't as rampant back then). Games like Commander Keen, Raptor, and Wolfenstien 3D are just a few of the great games Apogee helped develop and distribute. Now, whenever I see Miller's name, it reminds me of the good old days when graphics and sound were a distant consideration compared to how fun the game was.

    1. Re:Miller is my Idol by Anonymous Coward · · Score: 0

      But Commander Keen and Wolf3D were developed in their entiredy by Id, and Raptor by... um... Cygnus, was it? For those games all Apogee did was publishing and distribution; Scot Miller's name doesn't appear in the credits for any of them.

      That doesn't diminish the importance of the "Apogee model", or Miller's place in PC gaming history, of course. But you could have chosen better examples. ;)

    2. Re:Miller is my Idol by Omega037 · · Score: 1

      Yeah, but those are the best Apogee games. Also, ID Software might have never made it if it hadn't been for Apogee and Miller. Could you imagine it, a world without DOOM?

    3. Re:Miller is my Idol by Firehawke · · Score: 1

      Piracy wasn't as rampant? I must disagree: Piracy has been rampant since 1981 at the very least, possibly even dating back further. Organized piracy via BBSes was common all throughout the 1980s and well into the early 1990s; shareware was as pirated as commercial, and ignorance or lack of care on the part of BBS operators led to a lot of registered shareware on regular bbses.

      The 'rampant' piracy of today is a little less hidden than it was, but casual piracy hasn't changed in twenty years.

  8. branding 101 by ministerofsickeningr · · Score: 1
    guys.. he's just revealing branding 101

    there really isnt anything world altering that hasnt been said a thousand times before, and by more humble orators.

    - in a world of copycats, it helps to be unique
    - be smart about your product
    - keep it simple
    - keep it buzzworthy
    - ObPROFIT!

    1. Re:branding 101 by Anonymous Coward · · Score: 0

      >>> he's just revealing branding 101

      Exactly. Yet, quite baffling, few publishers apply this stuff to game design and bake it directly into the design of their games.

      Most me-too games would never get made if publishers applied common sense positioning/branding. That said, the game publishing industry isn't unique, as practically all industries are equally baffling in their branding practices. Crystal Pepsi, anyone!? McDonald's Pizza?! Nokia N-Gage??!!

      The real reason big companies ignore common sense positioning principles is because they allow their egos to make emotional decisions. When a company is successful in one area, they too often believe they can do no wrong in other areas. Xerox computers (a two billion dollar blunder)?! Microsoft Xbox (which has lost the company well over a billion dollars so far, and severely under-performed their expectations)?! Anyone remember Ben-Gay Aspirin? I didn't think so. ;-)

      Scott Miller

  9. Do rip-off artists really deserve your money? by Anonymous Coward · · Score: 0

    Miller's methodology is all about taking an average product - which at its heart Max Payne most certainly was - tossing in a gimmick to get people interested, then promoting the hell out of the game until it starts selling. Miller has said many, many times that quality is not nearly as important as being First to Market and having a "hook" - which really means ripping off one-liners from a cult movie (Army of Darkness > Duke Nukem) or a visual effect from a popular movie (bullet time from the Matrix > Max Payne).

    People shouldn't begrudge 3DR their financial success and obvious knowledge of marketing, but it's galling to see them continually try to pass off what they are doing as "innovation", when clearly their focus is on superior marketing of mediocre products with occasional lip service paid to "quality" and "innovation". They honestly do not know how to design a truly great game, but they're able to garner the sales of a truly great game (or so they say, the real figures are hard to come by) through the magic of "positioning".

  10. Max Payne? by Anonymous Coward · · Score: 0

    Is he really saying that the name "Max Payne" would make or break this game? Please! The second I first heard this name I thought "Cliche!". Only in video games can you get away with such CHEESE names for characters. (Oh sorry, video games and Wrestling.)

    1. Re:Max Payne? by rufo · · Score: 1

      Hell of a lot better then "Dark Justice". If it had been named that, there would probably be no way in hell it would've been taken seriously.

      --
      My English teacher once told me that two positives don't make a negative. Two words for her: Yeah, right.
  11. Nice -marketing- tips. But the game -made- itself. by *weasel · · Score: 1


    To think Miller 'set up' Max Payne to succeed because of these marketing hallmarks, without giving credit to the solid story, voice acting, graphics, and well honed gameplay... that's just silly.

    All Miller seems to be doing is hyping up marketing's importance in making video games sell better. Yes, those are all great focus points for making a game -easy-to-market-. They don't however have anything to do with the game's actual success, or whether it 'leads' or 'follows'.

    It's certainly more difficult to come up with a marketing campaign for a game without a definitive and well designed central character ala Max Payne, Duke Nukem or Lara Croft. Similarly, its simpler to define the gameplay of Max Payne than that of The Sims, or even Grand Theft Auto.

    But it's worth noting that -most- of the best selling games of their respective genres have -not- featured any stylized 'main' characters, and -few- can have 90% of their gameplay reduced to a single 'verb'. Most didn't even -have- a marketing campaign. (keep in mind that Miller is the one who is predicating 'success' based on sales)

    Sim City, The Sims, Age of Empires, Rollercoaster Tycoon, Warcraft/Starcraft, Doom, Quake, Myst, Deer Hunter, GTA 1-3, Final Fantasy, Everquest, Baldur's Gate, SW:KotOR, Diablo, etc. None of these games fit his outline very well. And the one's that -do- fit his model well for central characters have succeeded in the past because of -gameplay- innovation from the state of the genre. For every Mario, Megaman, Metroid, and Sonic, there are countless drones that follow these bulletpoints perfectly, have great marketing campaigns, and fail (Bonk, Battletoads, Kid Icarus, etc).

    In fact there does not seems to even be a -correlation- between marketability ease and success in Video games.

    Yes, miller did a good job marketing, and positioning this game. No, its actual -success- did not have anything to do with that. Perhaps its -degree- of success (as defined by sales), but it isn't a good game because of his marketing tactics.

    He got the game in front of as many people as possible the right way. He had a hand in making it easy to convey, and to define. If it were called 'dark justice', and had an less strikingly named central character, it would still be as good of a game.

    The -game- made itself a success. if the -game- had sucked, then we wouldn't even be talking about it. (eg. Daikatana, which meets nearly all his criteria)

    However, contrary to what he states about 'leading' and 'following' -- His marketing angle deliberately turned Max Payne into a derivative. It -is- an action movie. A straightforward, well done, well written action movie. But that's -it-. It may -lead- in sales, but its marketing angle is entirely that of -following- the established genre.

    -games- that truly -lead- are those that define and create genres. Doom, GTA, the sims, sim city, populous, warcraft, civilization. subsequent games can be more fiscally successful, but if they are following in the mold exactly as established, then they aren't 'leading' anything.

    Again, i'm not trying to marginalize miller's work. I'm just saying that a bit of perspective is needed. Doubtlessly, if Max Payne were not as well marketed, it would not have sold as well.

    Miller is in the business of -selling- games, whether they're -good- or not. And he is unquestionably very good at his job. Consider how well DNF has been 'sold'. Despite that it's been in dev for nearly a decade, it's still on the lips of every gamer.

    But to the game -player-, most of his points are bunk. They don't make games fun, they don't make games 'better'. they're not even necessarily desireable qualities.

    That these qualities are well known to marketers, that they exist in list form, is -why- most games on shelves are derivative. The same reason that most movies are derivative because of well known formulas and 'x meets y' story summaries.

    Marketing students: learn from Scott Miller and 3d realms.
    Gamers and Game Developers: ignore them.

    --
    // "Can't clowns and pirates just -try- to get along?"
  12. Scott Miller on good titles... by Toddarooski · · Score: 1
    The game should not be too long, or complicated -- avoid colons and dashes, as these are complications and often indicate a name that's too long
    Say, what was the name of the sequel to Max Payne? Just curious.
    --

    "Do you expect me to talk?" "No, Mr. Bond. I expect you to die!"

    1. Re:Scott Miller on good titles... by Anonymous Coward · · Score: 0

      We wanted to name the game "The Fall of Max Payne" and that's it. But then the publisher, who had bought the brand from us a year earlier, decided a better name would be "Max Payne 2: The Fall of Max Payne."

      It was their call. Even if it was the wrong call.

      Scott Miller

  13. I Remember... by Luigi30 · · Score: 1

    I was on the 3D Realms site in... '96? I was trying to find a patch for something. I saw on the 'soon to be released' list Max Payne (when it's done), a title they didn't give the name of (Balls of Steel) and Duke Nukem 4 (when it's done)

    --
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