Bill Dugan - From Wasteland To Spiderman 2
jvm writes "Curmudgeon Gamer has posted an interview with Bill Dugan of Treyarch, producer of the new Spider-Man 2 console game, due to launch alongside the movie of the same name this summer. But, that's really just his latest project in an 18 year career in the video game business. During that time he has designed maps (for classic PC RPG Wasteland), programmed (Out of this World), designed a manual (Dragon Wars), voice acted (Stonekeep), and been the producer for several games (No One Lives Forever 2, Descent 3). In this interview he discusses the precise role of a game producer, the history of Wasteland, and perhaps most interestingly, why the game industry is making better games today than it was twenty years ago, despite the complaints of the nostalgic to the contrary."
Well, related to Spiderman 2, anyway. Major League Baseball sells its soul to the devil (and Spiderman): http://sports.espn.go.com/espn/sportsbusiness/news /story?id=1795742
My userid is prime!
- "The ratio of gems to crap then was probably about the same as the ratio is now."
To which I, as a collector of old video games, agree.- "On the bright side, video games today are way, way more polished than they ever have been, and the production values are sky high."
This, I do not agree with. Many modern games are cookie-cutter crap with the same lack of attention to detail as ever. 3D models passing through walls and other 3D models is a good example. Production values were probably highest just before the Playstation was released.- "Multiplayer games of all kinds are much more fun now than they were 20 years ago."
If you want to go back 20 years that might be the case, but I was playing Populous over a null-modem cable 15 years ago and it was just as fun as many multiplayer games are now. My current multiplayer fav is Diablo II -- four years old in a month. Give me a good few rounds of hunt over any FPS any day.He makes a good point about the quality of games today versus classic games. I would disagree that the ratio of good to bad games is the same today as then, however. It's probably higher today.
These days, games have to go through a great deal of tweaking and whatnot just to work, much less be playable and fun. So for a game to even be released, there has to be a huge time investment for the corporation.
Bad games back in the day had major bugs, some of which made the games almost impossible to play.
In Downtown Needles, then, the howitzer blew up building walls, but in the end, doing this was not terribly meaningful to progress in the game. I think the only real reason to fire it was to get a little loot that was exposed when you blew up one wall over to the west. In retrospect the whole map should have revolved around the howitzer.
I'm glad it didn't. The howlitzer was one of the highlights of the game, because it didn't have anything to do with the overall story... it made the Wasteland game world more realistic and added to the "anything can happen" mentality.
As I recall you could blow up half the Hobo Dogs stand, permanently. That's so cool.
man, that really takes me back. I still remember having a great time playing Wasteland on my Apple 2. Anyone else remember the URABUTLN puzzle?
Great to see some new insight into how Wasteland was made, although somewhat disappointing to hear most of it was a bytecode scripting language. I guess we'll never see leaked source code for this old gem and port it to Linux. (But that would be so awesome my brain would explode like a blood sausage.)
#19845
Wasteland was great, but towards the end, someone gave me a character editor. I ruined the ending for myself as I gave my guys powerful weapons and didn't finish it correctly. (Good ole RedRider BB Gun)
It was one of my favorite games for the c64, for RPG's go, I really enjoyed the skill based, non-magic game. Which we had more of these today in RPG's.
I played that what game 17 years ago? Wow.