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Postmortem on a Student Project

Gamasutra continues to expand their coverage of student game design programs, with a postmortem on the student project Insignia. A group of six students spent most of a year working on an RPG/RTS hybrid using the d20 license from Wizards of the Coast. From the entertaining writeup: "The process of pitching our idea was highly informative and gave us an industry perspective, insight and positive feedback from the judges. The pressure of competition also helped really focus the team's efforts rather than the more nebulous approach of most student projects."

13 of 35 comments (clear)

  1. So they failed... by dyslexicbunny · · Score: 3, Informative

    but that shouldn't stop them.

    Perhaps they should pitch the game idea to some companies. It sounds like a cool enough concept, especially with an industry that's lacking creativity these days.

    Granted, I would have thought that modding the Neverwinter engine would have been easier than the Unreal engine for what they were doing. But I wouldn't know. Would creating the content and effects in NW be all that hard/involved?

    1. Re:So they failed... by Surt · · Score: 4, Insightful

      The industry isn't lacking creativity at all. The publishers are. There are literally hundreds of cool minigames sitting around at dev houses gathering dust for 2 reasons:

      1) neither the dev house management nor the publisher will risk their reputation publishing an unpolished game.
      2) the publishers won't risk their money funding the polish on a new game design.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    2. Re:So they failed... by Tycho · · Score: 2, Interesting

      I think an example of why publishers and dev houses are so cautious is they look at what happened to Troika and see what creativity got them. Early last year (2005) Troika went bankrupt. Troika developed three published games: Arcanum, Temple of Elemental Evil(ToEE), and Vampire the Maquerade: Bloodlines(VtM:B). All of these games are very creative are and each has elements that are excellent and on the whole I think they are good games. However, they all seem to suffer from many of the same flaws, such as bugs, unfinished areas, and serious computing requirements for their time. All of these games have several show stopping bugs require their respective official patches and many benefit from unofficial patches released by fans. There are several unfinished areas in ToEE where there are empty chests in some areas and other annoyances. Every Troika game required a high-end PC of the time to play them. When I played these games I never noticed any serious slowdowns, though I had a mid to high range PC when each game was released. I did notice some slowdowns, but I never thought they were serious. However, reports from users in forums seemed to give me the impression that a mid to low range computer at that time just could not play these games at a resonable speed.

      --
      Impersonating Tycho from Penny Arcade since before there was a PA.
  2. Nebulous eh? by Thunderstruck · · Score: 4, Interesting

    Probably the most valuable lesson to be learned from this is that the nebulous approach never really gets a person anywhere. No matter what the industry, it's all about follow-through. How many folks out there started writing/coding/desinging the perfect game? How many folks still have a stack of notes out there in a closet somewhere, under a stack of 5.25 floppies, that would have been a great novel, or the next Freecraft?

    Which brings me to my next question, can schools teach follow-through, or is that something innate?

    (And on a related note, if schools figure out how to teach follow-through, will we see some "entertainment" that's better than mass produced game sequels, reality television, or yet-another-AD&D knockoffs we have now?)

    (Or is the internet living proof that there really is nothing new under the sun?)

    --
    Trying to use sarcasm in text-based forums does not work.
    1. Re:Nebulous eh? by Surt · · Score: 2, Insightful

      Most of what makes 'game industry' games good, when they are good, are the massive amounts of content that go into them. And there's no way to get around having a team of 50 people sitting around for 2 or 3 years making content.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    2. Re:Nebulous eh? by gfxguy · · Score: 2, Interesting

      I don't know if that's true, though... some of the best games seem to be the simplest. It's only the modern push for things to be realistic 3D (wether or not it makes sense) that has created the need for these teams of people.

      Lode Runner was written by one guy. Tetris... some of the most fun and original games. Moreso are the games with small development teams.

      Software engineering has taught us that there are diminishing returns by throwing more developers at a project - to the point of being counter productive. I wonder if there's too many chefs on some of these projects that seem to take so long.

      --
      Stupid sexy Flanders.
    3. Re:Nebulous eh? by Surt · · Score: 2, Insightful

      This is somewhat true. The problem is that for most people, games like loderunner and tetris get boring quickly. Once you've played through once, what else is there to do? That's where big project games differ: playing through the once is a long process with a lot of content. The mainstream gameplayer just doesn't enjoy these simple games anymore, they mostly seem to want to play a story. That's why WOW is a huge success at $25 to buy plus $10/month, while tons of freely available downloadable innovative indie games are not.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  3. Lessons Learned! by rewinn · · Score: 5, Insightful

    From The Article: > It would have been easy to get lost in the development process and let production slip away from us if we hadn't addressed our priorities at the very beginning and throughout the academic year. So for every production decision we made, we asked 'is this going to get us higher marks at the end of the year?' and if the answer to that question was 'no' then we didn't focus on it.

    It sounds like the learned the most important lesson in any large project!

    > We ran into institutional barriers within the University, with the IT department loathe to install certain software and vehemently opposed to giving us access rights to install it ourselves. We often found that they did a bad job and did not test the software they installed, leaving us to wait for a week or two before they would come down and try to fix the problems.

    And ... the second most important lesson too!

  4. Re:I think you left out a goal. by brkello · · Score: 2, Insightful

    umm, maybe they didn't have to state the obvious.

    --
    Support a great indie game: http://www.abaddon360.com
  5. Re:You need to licence a 20-sided die? by PresidentEnder · · Score: 3, Informative

    The die itself doesn't need licensing, the rules of the d20 system (used in D&D 3.x and d20 modern, as well as every single frickin RPG made since) need licensing. High rolls are always good, what an innovative concept.

    --
    I used to carry a bottle of whiskey for snake bite. And two snakes. -Nefarious Wheel
  6. What went right/wrong... by AdamTrace · · Score: 2, Interesting

    So, to recap:

    What went Right: We got a license, a good team of folks, ambition and potential up the ying-yang...

    What went Wrong: Everything else. Too big an idea, using a complex engine that no one was familiar with in a way that it probably wasn't designed, low skills, not enough resources, not enough time...

    I've attempted enough game-programming to know that a good idea, early ambition and motivation and basic programming skills account for about 3% of the success of a project. The HARD part is turning those huge ideas into a reality, and sticking with the same project over months and years.

    Still, better to try and fail than to sit on their asses. I don't mean to sound too critical, as I'm sure they learned a huge amount, both technically and otherwise.

    Adman

  7. Yeah right... by Anonymous Coward · · Score: 2, Interesting

    6 Industry Support. When we went to seek advice on how to make our game, we discovered that there were few industry resources available. Game development studios do not share their information, techniques, time or ideas as a general rule, and tend to be overly protective or non-communicative. ...

    As someone involved with UnrealEngine modding, and other stuff. I have my doubts on that whole section.
    I don't know how the deal is with other engines\companies. But Epic provides a lot of information and support to the modding community. Also the unreal modding community has quite a few active people that also work with the UnrealEngine for a living.
    So they're either making stuff up or asked the wrong people (like the publisher, or a UnrealEngine licensee). Or they tried to get answers via private channels (e.g. directly emailing a certain , already swamped in work, developer) because the stuff they were working on needs to remain secret (or insert some other lame reason).

  8. Re:You need to licence a 20-sided die? by Achoi77 · · Score: 2, Informative

    Not all RPGs use the d20 system, so there are systems out there that don't share the same kind of license. It just happens that the d20 system is some of the most popular. The d20 system is also open, which means that there is no royalty paid to anyone, so I'm curious to the sarcasm expressed in your post.