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.
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.
"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
"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
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.
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.