The Ugly, Dirty Story of Making a Game
Via the ffwd linklog, a series of Edge Magazine developer diaries reprinted on the web by the folks who wrote them. Ninja Theory has been making the next-gen game Heavenly Sword for quite a while now. They've told the truth, the whole truth, and nothing but the truth about the process of making the game, wrangling a publisher, and getting the game to market. From the intro article: "What our research does show is that 3rd person action adventures are big but the first generation games in this genre are always shit. Nina, Mike and I originally came from Sony Cambridge, a studio that specialised in 3rd person action games and so we would be treading familiar ground. If we start now, a full year or two before most developers even think about next-gen development, we would have the time to craft a great game and release it early in the next-gen console cycle. Perhaps we could pull off a Halo."
This has been the first thing I've turned to in Edge magazine for the last few months. Fascinating stuff.
My Journal
I just read the whole diary. Very tense and gripping, and its not over yet.
Now I've seen Everything
...A *UK* game company making an amazing looking game!
*mind boggles*
Yeah, yeah. Great reading. Inspirational stuff. I laughed, I cried, I cursed the short-sighted publishers who dragged them along until the uplifting conclusion.
But the game sounds absolutely incredible. These bastards are why I got an XBox (why are you looking at me like that? _I_ liked Kung Fu Chaos, I don't care what you thought of it), and now that I've seen the Heavenly Sword screenshots I know I'll be in line for the PS3.
Complete and utter bastards, the lot of them.
I played and enjoyed Kung Fu Chaos, a friend got xbox, and this was one of the few games we would come back to. Tom and Jerry is fun for first 10 minutes, then novelty wears off, but Kung Fu Chaos is a tottally different when it comes to fun.
as per the racist comment, its making fun of a genre of kung fu movies, it just so happends that many of them are chinese, but to me it felt like making fun of the Karate Kid, American Ninja, Best of the Best and all the other American crappy** Kung Fu movies.
** : crappy is a relative term, I love kung fu movies, so to me they are not that crappy and I will watch all of the Chuck Norris flicks than the next soap opera... I left the word crappy for all the art critics who consider that Titanic should have won two more oscars..
Going through all those publisher meetings and being rejected for that long is beyond human abilities. I've only lasted through the first two, three rounds of repeated rejections for new properties and that was when publishers actually considered them, but I have heard a lot of good things about dealing with Sony Europe so I think this game can really deliver what the developer promises.
Wow, this was really fun and interesting to read, I really recommend you to start reading if you havent done so yet.
p tion=com_content&task=view&id=45&Itemid=52
:)i es/ken/kens_photo.jpg
There's no "Next" link at part 8, but part 9 (last part) is also online:
http://www.ninjatheory.com/blinkblink/index.php?o
And a little bit offtopic, but Nina looks hot!
http://www.ninjatheory.com/blinkblink/images/stor
(from left to right: Tameem, Mike, Ken Kutaragi, Nina)
I just wanted to break through the crappy posts in this thread and say that this was an interesting and heartwarming story to read. I'm a retro gamer (NES and SNES eras mainly), but I really want to buy a PS3 now just to support that company by buying the game. It feels good to see small independant companies cranking out the art, as they're usually the ones that are pushing the envelope and making the world just a little bit cooler.
Kudos. We need more little guys in the gaming industry.
RTFA and fuck off jerk.
Except Halo was aimlessly redesigned several times while it was in development on the PC. It was only the 9 month deadline imposed when MS bought Bungee that the Xbox Halo took shape. Hardly the best example to choose when talking about starting early on a game to maximise its quality. Perhaps Mario 64 would be the best example? It allegedly held up the launch of the N64 while Nintendo tweaked it.
I, for one, welcome our new sword wielding, next-gen game creating overloads down on the first floor :)
/me looks out window, across courtytard, waves at NinjaTheory staff.... now get back to work and stop waving at anyone who happens to be looking at you.
Almost ALL modern games are approximately two years old on release day. The key here is that the two year birthday for this game is happening soon, vs. the other games that will miss the PS3's launch window.
I just wish that, since they already have it running on PCs to some extent, they'd also release it for the PC. I don't own any consoles, nor do I plan to.
For what they're talking about (pitching a product and landing a deal), being next-gen is pretty significant. Pitching a next-gen product before the actual specs have even be released is pretty terrifying, as it becomes a rorshack test for any publishers to try to push in their own priorities. Next-gen will also be significant to most dev teams, who will face a pretty significant learning curve to develop for the PS3 and the 360. Simply put, many of them haven't had to worry about multiproc issues like threading a whole lot in the past, and now those issues will become vital if you want to truly take advantage of what these machines have to offer.
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