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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.

11 of 93 comments (clear)

  1. Don't forget Deus Ex 2... by johannesg · · Score: 4, Interesting

    He was lead on Deus Ex 2, if memory serves. Even during development Warren Spector was distancing himself from the lead role, giving Harvey Smith all the 'credit' - or so we assumed at the time. Then the game came out, and well, you know the rest...

    1. Re:Don't forget Deus Ex 2... by ImperfectTommy · · Score: 4, Insightful

      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.

  2. Seriously? by nbannerman · · Score: 4, Insightful

    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.

  3. Re:Technical Problems by spocksbrain · · Score: 5, Funny

    What?!? You mean all those kids with a degree in 'Game Design' from Devry University really didn't know what they were doing?

    "I think this guy should move over this way..."

    "Whoa, dude. We should like, totally use that sound effect from the last level..."

    "You mean this one?" *bleeerp*

    "Yeah, man!" (high fives)

  4. Look at me, I'm subversive by radarjd · · Score: 4, Insightful

    He's also confused how so many could ignore, or not appreciate, the satire. After describing one scene in which the player fights back a horde of military veterans turned to monsters by the United States, all of them under a banner reading, "Veterans Memorial," Smith asked, "how can you look at all these elements and not think this is super fucking subversive?"

    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.

  5. Re:Nevada? by tyrantking31 · · Score: 4, Funny

    Yeah, that'll happen. The key is to note the word followed by the colon, to the left of the headline. The headline in this case, "Games: Area 51's Lead Designer Admits Project Was 'F'd Up'". The key word here would be "Games". Happy reading.

    --
    We willna be fooled again!
  6. Re:Except that he didn't accept responsibility. by random256 · · Score: 5, Interesting

    And yet, he really should be taking full responsibility for this mess. Read http://www.gamasutra.com/view/feature/1552/the_subversion_game_an_interview_.php for an eye opener into how this guy thinks. It was also published in Game Developer mag a few months before. Especially pay attention to the things he starts saying about game development around page 3, and the fact that he mentions Deus Ex every other sentence or so in an article about his new game, and tries to railroad around actually talking about his new game. Never have I seen a game designer with his head stuck so far up his own ass.

  7. Re:Politics + Games = ? by vux984 · · Score: 4, Interesting

    Nah, Andy Kauffman had it right. The purpose of creating art is to entertain yourself, both creating it, and watching people react to it. It doesn't matter what they think or even if they think, as long you the artist are having a blast. ;)

  8. Re:"Share Tech" by Anonymous Coward · · Score: 5, Interesting

    I worked on Blacksite. We had plenty of hardware.

    The problem was that we had to share code (tech) with the other Midway teams developing in Unreal3 (we also had to wait for quite a few code drops from Epic). Systems such as AI would be developed by one team on a completely different timeline than us, and then we were forced to adapt it into our project for political reasons even though the integration took more effort than it was worth or there were better systems available that were already working. I guess it made management happy though to be reusing code...

    Perhaps it will pay off in the long run, but the forced sharing in this game amounted to a whole lot of overhead.

  9. Re:Technical Problems by absoluteflatness · · Score: 5, Insightful

    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.

  10. A good manager alone... by Valdrax · · Score: 4, Insightful

    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.

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