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Speaking With the Devs Behind a 7-Year Game Mod Project

Gamasutra has an interview with members of Off Topic Productions, the team behind the recent completion of The Nameless Mod, a Deus Ex modification that was in development for seven years. They talk about how they stayed interested in such a lengthy, unpaid project, and also how their vision for the mod shifted over the years as a result of experience and feedback. "We estimate that we recreated everything we did during the first 2 or so years because we got better. The plot went through 4 revisions in the first year and was continually tweaked, expanded, and revised. Most of it also simply came about as we experimented with the game and the engine and grew familiar with what we could do — originally we were planning something even more open and free-form than we ended up with, but when we realized how fundamentally the game was built for a completely different type of structure, we reigned ourselves in and adjusted our design. ... Also, I don't know if you ever go back and read what you wrote 6-7 years ago, but in my experience that's a great way to embarrass yourself — I spent a lot of time rewriting old dialogue to be less embarrassing."

24 of 100 comments (clear)

  1. Marathon Too by adavies42 · · Score: 4, Informative

    There have been a couple Marathon mods that took about that long--Eternal comes to mind.

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    1. Re:Marathon Too by Anonymous Coward · · Score: 5, Funny

      So it's not just a clever name?

    2. Re:Marathon Too by Daimanta · · Score: 2, Interesting

      Don't forget the people of http://tamriel-rebuilt.org/ . They have been working on their project for the last 7 years and looking at the schedule I can safely say that this project will take some more years before for example the Morrowind mod is finished. But the team is persistent and I am patient.

      Cheers for the tamriel-rebuilt guys!

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    3. Re:Marathon Too by adavies42 · · Score: 3, Insightful

      i never got into escape velocity et sec., but i'd be very surprised if its mod community wasn't still going strong. they used to make the marathon people look normal by comparison.

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  2. I've been working on a Duke Nukem Forever mod by Anonymous Coward · · Score: 5, Funny

    I plan to release it seven years after it's been released, which will be in... Oh damn, Slashdot comments aren't long enough to fit in the year, but it'll be a while.

    1. Re:I've been working on a Duke Nukem Forever mod by Terminal+Saint · · Score: 4, Funny

      That's what scientific notation is for.

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      It's sad when choosing an installation directory on your own qualifies you as an "advanced user."
    2. Re:I've been working on a Duke Nukem Forever mod by adavies42 · · Score: 2, Funny

      how about knuth arrows?

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    3. Re:I've been working on a Duke Nukem Forever mod by aldo.gs · · Score: 4, Funny

      Oh boy, am I glad I didn't make that joke! :-P

  3. Maybe now that they're free... by sootman · · Score: 4, Funny

    ... they can move over to the DNF team. Though these guys might be a little fast-paced for that crew...

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  4. 7 years we've been on our own by BadAnalogyGuy · · Score: 5, Funny

    Moss grows fat on a rolling stone, but that's not how it used to be.

    Think about this. Demolition Man was released 16 years ago. As much as I liked the movie, and as much as it remains as topical and entertaining as ever, in the meantime so many other good movies were produced that to simply focus on one good movie over the years is to miss out on everything else.

    Bye bye, Miss American Pie.

  5. Ditto by thedrx · · Score: 5, Interesting

    Also, I don't know if you ever go back and read what you wrote 6-7 years ago, but in my experience that's a great way to embarrass yourself â" I spent a lot of time rewriting old dialogue to be less embarrassing

    This is very true for me. Whenever I come back to very old code, writings, forum/newsgroup posts, emails or the like, I always can't help but feel bad. Sometimes I'll happen upon a piece of code, think to myself 'what was this idiot thinking' and then discovering it's my own code :P

    It's good I guess, means I'm changing over time (here's hoping it's change for the better).

    1. Re:Ditto by hedwards · · Score: 4, Insightful

      Yes, but unless you're maintaining the code you really shouldn't be thinking about a current project that way. There are some projects where it's legitimate to still be coding on it after years, but if you have to rewrite the project from scratch more than once, you've botched something and really ought to sit down and plan it out.

      A project conceived and executed in that fashion is going to be a serious pain in the ass to maintain later on, assuming that it does get finished. And further assuming that anybody still cares about it at that point. There's something to be said for somewhat less than perfect featurewise but finished.

    2. Re:Ditto by Hurricane78 · · Score: 5, Insightful

      [B]ut if you have to rewrite the project from scratch more than once, you've botched something and really ought to sit down and plan it out.

      Not if it's by design. I found it to be the only way that makes sense, to work trough prototyping. Especially for games and other large projects. I define the things I want to clarify, and then build a throwaway-prototype to answer as many of them with as little work as possible. Then I repeat this process, until I am happy with it.
      Over a specific project size, top-down-modeling and bottom-up-coding alone do not do it anymore. And in creative processes it's sometimes even impossible.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
  6. Wouldn't it have been better.... by syousef · · Score: 2, Interesting

    ....to release version 1 rather than ditch it and start all over, then go for another game with their improved idea? Reading between the lines I'm guessing they realized the engine wouldn't let them do version 1 properly, so they had to rework it.

    It really sounds to me like a case of being scattered at the start, not designing well, then realizing that you can't do what you intended waaaay later than they should have. That's fine. They're doing it for free after all, but it should not be hailed as a triumph when a talented team only produces one thing in 7 years due to having to rework things.

    Anyway don't know if I'll ever play it but thanks for the game - we could use more and more good mods. It's one thing that makes PC gaming so much richer than consoles. (Yes I know consoles can have mods but it's no where near as easy).

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    1. Re:Wouldn't it have been better.... by syousef · · Score: 3, Insightful

      If you create something and it isn't as good as you think you are capable of, you don't want to release it. Why would they release something they aren't happy with if they don't have a publisher ready to fire them all?

      Perhaps because nothing you create will ever be perfect and if you release early your work isn't wasted if you're hit by a bus? Not saying you should release garbage, but if you managed to make something knowing you could do better, sitting on it doesn't benefit anyone. In the years it takes you to make version 2, even if nothing bad happens to you, the platform may have died, the style of game may have gone out of vogue etc.

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  7. Re:Rein, not reign! by mrchaotica · · Score: 4, Funny

    And the rain in Spain falls mainly on the plane.

    I think you mean "plain ," unless you think Spain is covered in aircraft or woodworking tools. Hoisted by your own petard, eh?

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    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  8. Other long-in-dev mods by VGPowerlord · · Score: 2, Interesting

    I've heard of other game mods that have taken that long. For instance, I'm fairly sure my copy of Half-Life: Game of the Year Edition came with an advertisement for the then-in-development Team Fortress 2 (and a copy of Team Fortress Classic in the box). In 1999.

    The same Team Fortress 2 that came out using a different game engine (Source) and art style in 2007.

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  9. Re:Rein, not reign! by Miseph · · Score: 4, Funny

    No, he just recognizes that Spain is part of a separate plane of existence from ours.

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  10. Re:Rein, not reign! by adavies42 · · Score: 3, Informative

    hebrew-speaking friends tell me that "El Al" means "on a plain", thus making the airline's name a truly horrible bilingual pun.

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  11. Black Mesa? by oljanx · · Score: 2, Interesting

    Maybe not seven years, but it's been in development for a while now. That's what I thought this article was about at first.

  12. The three games I admire most by jonaskoelker · · Score: 4, Funny

    The vapor that I long for most
    The duke, the wolf*
    And the Starcraft: Ghost

    They saw their code build
    So they'd boast

    The day
    Their sche-----dule died.

    * http://electronics.howstuffworks.com/best-games-never-made1.htm - ""Werewolf: The Apocalypse" was going to be a PC game based on White Wolf's tabletop RPG [...]"

    1. Re:The three games I admire most by Firkragg14 · · Score: 2, Interesting

      Interestingly CCP the makers of eve online appear to have taken up that mantle and are working on a white wolf MMO

  13. Re:Rein, not reign! by Oori · · Score: 4, Informative

    Planely speaking, "el al" literally means "towards upwards". "El" means "to" and "Al" means "on" or "over". Combinatorial semantics apply here. As a person speaking Hebrew for more than 30y now, I think your friends got it wrong.

  14. Way to Go! by micromuncher · · Score: 3, Funny

    Sounds like an Agile success story.

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