Area 51's Lead Designer Admits Project Was 'F'd Up'
Wired has up an interview with Blacksite: Area 51's lead designer Harvey Smith. Smith is well known for his work on great games like Deus Ex and System Shock, but his latest title is getting a lot of negative press. In the interview, Smith as much as admits the team failed in their quest to make a great game. "'We got hammered so hard [by reviewers], and we deserved it ... Everyone was forced to share tech. It took eight months to get one thing working.' He wouldn't specify what that one thing was, but did note that technical problems set the team back, time and time again. Another of Smith's complaints was 'the fact that we had four days to Orange Box something,' meaning to fix and polish a level. Smith called this 'completely reprehensible.'" Kind of shocking to see this kind of honesty from the games industry.
Kind of shocking to see this kind of honesty from the games industry.
Really, Zonk? Nothing in this article surprises me at all. I think any project, in any industry, can suffer from the problems described... Complaining about it afterwards doesn't help though.
The Project Lead needs to stand up sometimes and say 'No, this isn't working, we need to stop and re-assess the situation'. It is entirely possible to deal with these problems - a decent Project Lead would do exactly that imho.
The quote above strikes me as greatly amusing. Ham fisted satire is not exactly what I'd call subversive. This kind of statement seems like something an attention seeking high school student would come up with. It seems like something more subtle would also be more effective.
The success or failure of a game can not be attributed to one person. Studios like to play up known names to sell their games, but the reality is, large productions are pulled in many different directions due to the differing interests of the developers, publishers and distributors. Sometimes the product development team can balance those needs and sometimes it can't, but there is no one person to blame. Regardless, it's a team effort. Also, I believe Harvey said "we," which is appropriate.
On a related note, game websites really need to stop grading on an "out of 10" or 100 scale. It seems to remind reviewers of standard grading scales, where everything below 60% is failing, and so every review site and magazine seems to live within the 6 to 10 range of the scale. If you really thought a game sucked, was derivative, had bugs, etc., slap that sucker with a 2. Movie reviewers and their 5 or 4-star system don't seem to have a problem with throwing out zeroes and ones when appropriate.
The impetus for this complaint is that the linked Metacritic site to illustrate how the game's been getting "hammered by reviewers" shows a 65, or "Mixed or average reviews." This only seems to fly as "getting hammered" in a world where the scale is hoplessly skewed. It's like the media-stereotype "Asian parent" grading scale: anything below an A is an abject failure.
The success or failure of a game can not be attributed to one person.
A good manager alone can't guarantee success, but a bad one alone can guarantee failure.
Not that I'm saying that's what happened in this case. I've watched a game during development and seen all its promise destroyed by a publisher's deadlines (Master of Orion 3), but I won't agree that it isn't ever possible to attribute the failure of a product to one person.
If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").