When Game Development Goes Bad
Thanks to Boomtown for its article discussing an insight into the failure of a game developer, in this case developer Escape Factory. The post-mortem styled interview touches on problems with engine licensing ("We had no PS2 experience whatsoever, which is why we chose to use the Unreal engine, lured by its promise of PS2 compatibility. Unfortunately, that compatibility ended later in the process"), as well as how developers present themselves to publishers ("We thought it was all about making the best game in the world, but in reality it's all about making your publisher think you're making the best game in the world") - there's more information in a post-mortem Powerpoint presentation at Escape Factory's official site.
For more info you can go here.
Here's Bob Gale IMDB page. IMHO, other than Back to the Future, he has only flops to his credits. "Bordello of Blood"?? Crappy even by Tales of the Crypt standards (and I did like Demon Knight).
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"These buffoons" made decisions that seem perfectly rational at the time but in retrospect are a bad idea. Cutting their unique feature is always a bad idea, but when you're coming up significantly short on the funding end, that unique feature probably represented 1/4th of the budget. They chose to focus on developing the character that needed the most work, rather than working on the character that was OK. The publisher made the switch to the PS2, which supports with the cutting of co-op play. Using a licensed engine is a very reasonable thing to do usually, especially if you have no experience on that platform. Not continuing with the prototype is completely understandable if you are making your "first and greatest" game. You don't want the baggage of your prototype and hey, you licensed an engine for a reason, right? Nobody likes firing people, even if they are bringing the team down. And many people underestimate the publisher's role in development.
In other words, they did not make any uncomprehensible mistakes, and they didn't make any mistakes that haven't been made many times before in.
BTW, 600k will get you two coders and a office. How will you pay the artists? Designers? Testers? Mo-cap? Voice actors? Texturers? Administrators? Musicians? It makes me cry how much people with no connection to the industry underestimate the development process. "Just make it great." "What, really, makes a game great?" "You know, not bad stuff." And then they go on to quote some price and team size that might get them Prince of Persia 1, not the 275 people who worked on Prince of Persia: Sands of Time, or the 230 people who worked on Halo.
600k is so low as to be downright insulting. What do you think we do all day? Play tetris? Why do you think we accept salaries of half of what we could earn elsewhere, doing twice the work?
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