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How I Saved the Gaming Industry

Jamie found a nifty blog entry where indie game designer Jeff Vogel writes about game engine and art re-use. He is criticized for not rewriting his core engine for a decade. It's an amusing little rant with thoughts that actually might apply to anyone working in engineering.

45 of 252 comments (clear)

  1. But You Can Be Like Activision! by eldavojohn · · Score: 4, Funny

    Most people will dismiss this idea out of hand, saying that I don't know anything about the realities of the business. And they are probably right. I'm just a dumb, little nobody. But I am running a profitable game company. But Electronic Arts and Activision (the company that owns Blizzard!) are losing bazillions of dollars.

    Maybe you should pay yourself $15 million a year and then hire a bunch of middle management and pay them more than the developers that do all your actual work. Be sure to insulate yourself from any actual work. That's when you can be considered "in the know" about the gaming industry or more specifically "in the money laughing as consumers suffer through your titles." Then you too can siphon off funds while your company languishes in the red just like the big guys.

    --
    My work here is dung.
    1. Re:But You Can Be Like Activision! by Monkeedude1212 · · Score: 4, Insightful

      Yeah, I'd say this guy doesn't know anything about the realities of the business. At what point did he think that EA or Activision wanted to make enough money for anyone but the top Execs?

    2. Re:But You Can Be Like Activision! by svanheulen · · Score: 5, Insightful

      Don't forget about firing your top employees instead of paying them what you owe.

    3. Re:But You Can Be Like Activision! by Enderandrew · · Score: 3, Insightful

      That's only after they worked for years putting in 80 hour weeks trying to make a rushed release date with the vague notion of promotion hanging over their heads.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    4. Re:But You Can Be Like Activision! by Captain+Splendid · · Score: 3, Funny

      Dude, if you're going to get high before you post, you're supposed to be more entertaining than this.

      --
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    5. Re:But You Can Be Like Activision! by windex82 · · Score: 3, Funny

      I either get paid more or the company pays more taxes.

      Thats cute.

    6. Re:But You Can Be Like Activision! by ColdWetDog · · Score: 3, Funny

      Everybody back off or the accountant gets it!

      --
      Faster! Faster! Faster would be better!
  2. I should have posted sooner by Anonymous Coward · · Score: 5, Funny

    I was going to post my blog entry on how I single-handedly saved the porn industry.

    1. Re:I should have posted sooner by roman_mir · · Score: 4, Funny

      But then you couldn't do it because your single hand became busy?

    2. Re:I should have posted sooner by nate_wilbanks · · Score: 3, Funny

      That's funny. I was going to post about how I double-handedly saved the porn industry.

    3. Re:I should have posted sooner by Thiez · · Score: 3, Funny

      4?! I thought nasal sex was limited to dolphins...

  3. Story Graphics by Anonymous Coward · · Score: 5, Insightful

    Here we have a game developer that noticed that good gameplay and good stroy > fancy technology. If only the major studios would come to the same conclusion :-(

  4. It's a heavy burden, to save an entire industry by BadAnalogyGuy · · Score: 5, Funny

    I, for one, know what it's like to try to save an entire industry as well.

    Before I arrived here as BadAnalogyGuy, I saw Slashdot sinking quickly into an ugly morass of old car analogies.

    I try to bring a broader perspective to Slashdot analogy making. And I like to think that I've been successful so far.

    It's a tough job, but god knows if left to your own devices, you slashbots would simply keep talking about cars and roads.

    1. Re:It's a heavy burden, to save an entire industry by MadKeithV · · Score: 3, Funny

      I don't understand, could you rephrase it as a car analogy?

    2. Re:It's a heavy burden, to save an entire industry by Locke2005 · · Score: 3, Insightful

      You know how after 3 or 4 six-packs you get in your car and think of doing something you would never even think of sober (like seeing if you can jump across the bridge that is out, 'cause you saw 'em do it many times on the Dukes of Hazzard), and you tell yourself "What the hell -- let's try it!" 'cause you have absolutely no common sense at all? Well, BadAnalogyGuy is a lot like that...

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    3. Re:It's a heavy burden, to save an entire industry by flanders123 · · Score: 2, Insightful

      You could learn from PizzaAnalogyGuy. Here's a guy who reuses his Pizza Analogy Engine for every post, thus making him more profitable (with his moddings, if you will).

    4. Re:It's a heavy burden, to save an entire industry by BadAnalogyGuy · · Score: 3, Funny

      PAG is long dead. But by all means, tell me more about his "profits".

      Stupid Flanders.

    5. Re:It's a heavy burden, to save an entire industry by Abstrackt · · Score: 3, Insightful

      You know how after 3 or 4 six-packs you get in your car and think of doing something you would never even think of sober (like seeing if you can jump across the bridge that is out, 'cause you saw 'em do it many times on the Dukes of Hazzard), and you tell yourself "What the hell -- let's try it!" 'cause you have absolutely no common sense at all? Well, BadAnalogyGuy is a lot like that...

      Except he's actually sitting in the passenger seat using a pretzel as a steering wheel so there's no harm. ;)

      --
      They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. - Terry Pratchett
    6. Re:It's a heavy burden, to save an entire industry by clem · · Score: 5, Funny

      Nice. It's even got that new car analogy smell.

      --
      Your courageous and selfless spelling corrections have made me a better person.
  5. It's not just games by pcraven · · Score: 4, Informative

    It's not just games. In the finance industry I've witnessed many failures of projects to re-write systems from scratch. Some of the best teams just keep updating their old lumbering system, occasionally slapping a web interface or window dressing on it. But it works! And they ship on time! And they make money! And that money goes to fund these colossal re-write failures.

    1. Re:It's not just games by gbjbaanb · · Score: 4, Insightful

      Na, The biggest problem with rewrites is that the people who want to do the rewriting are generally the ones least capable of doing it.

      Fortunately for them, once they're getting near 'completion' another new technology comes along and they can say "we need to rewrite it in that now" resulting in a never-ending path of technology toys, dreams and thankfully, no actual work.

  6. Kind of an Anecdote by eldavojohn · · Score: 3, Insightful
    This guy sounds like a really good storyline author for games. In addition to that he is evidently a talented developer. Most people running game companies don't need this, they need business skills. So I'm going to guess he's got a little business know-how as well. To be good at all three of these things is rare and I suspect that his position is unique. Hats off to him, though.

    He is criticized for not rewriting his core engine for a decade.

    So he's on the far end of the spectrum making it work. I guess if I where him I'd point out the (far opposite end of the spectrum) Duke Nukem Forever style of business where you couldn't settle on a damned engine if your company depended on it. But the truth is that there are plenty of in between companies among the big fish that are using the rehashed Unreal engine or some Flash game engine for a social game. They are probably closer to him than the "must rewrite everything" crowd. I'm impressed with this situation and profits but I'm not sold that this extreme is the best answer. Everyone has a happy medium where they feel most comfortable and big companies probably feel differently about rewriting pieces since they are expected to produce wildly new things with their large revenues. I certainly grow tired of the rehashed music game that seems to be the same damned thing to merely a different song every title.

    --
    My work here is dung.
    1. Re:Kind of an Anecdote by Zumbs · · Score: 2, Informative
      According to TFA, he actually does some rewrites of the engine:

      When I start a new game, I spend 3-4 months rewriting the worst or most dated part of my engine, and then I take that old (but solid) engine and make the coolest story I can with it.

      This allows him to not only tune the engine for performance and stability, but also to take advantage of new technology. On the flip side, the engine is not likely to be redesigned, which can be a problem if the design itself gets dated.

      --
      The truth may be out there, but lies are inside your head
  7. Article Is Win by Rogerborg · · Score: 5, Insightful

    Reminds me of the excellent Write Games, Not Engines.

    A lot - and I speak from experience - of prospective games developers get so wrapped up in tweaking their engines that they never actually get around to writing one game, let alone a series. And that's why the Intartubes are littered with the sad corpses of hundreds of open source game engines, some of them rather good, in various states of disrepair and abandonment, and so few really outstanding open source games.

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  8. Aren't there plenty of engines used this way? by drinkypoo · · Score: 3, Insightful

    The Quake engine is the canonical example, it's powered more first-person shooters than anything else. It's the basis of Source, fer chrissake, if you go back far enough into the past. And then let's not forget that there's probably more total conversions for Quake than for any other game, and with pretty amazing scope considering their QuakeC limitations... Battletech Quake and Quake Rally come to mind immediately... and wasn't there a jet fighter "sim"?

    But then you have to think about the Final Fantasy and Gran Turismo series... While there are some major leaps here and there it's clear that we're not talking about total code abandonment except when quantum leaps in hardware technology are made. Platform games also spring into my head immediately; numerous platformers had sequels based on minor codebase revisions, especially Mega Man. For that matter, Super C didn't exactly appear to replace the code from Contra. And then we can bring up Metal Gear. Don't get me started on Madden or NHL or any other sports game.

    Or in short, this is a very valid point, but it's SOP to reuse an engine and fiddle with it eternally. I know I'm not the only one who played through all the Quake mission packs.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Aren't there plenty of engines used this way? by Rogerborg · · Score: 2, Informative

      Note carefully that the author is also talking about re-using most of his resources - models and UI - and only adding new story content.

      OK, Source is derived from Quake, but does Half Life 2 look like Quake 1?

      It's an apples to Bad Analogies comparison though, since RPG audiences are not FPS audiences.

      --
      If you were blocking sigs, you wouldn't have to read this.
  9. Re:No one wants to be behind the times by skine · · Score: 3, Insightful

    If they can get the storyline and gameplay right, create great immersion, reduce bugs, loadtime, need for 'farming,' etc, then I have absolutely no problem with buying games from that company.

  10. Exactly right! by Hatta · · Score: 4, Interesting

    This guy has it exactly right. I don't need a new engine, just new levels or a new story. I would LOVE to pay for new high quality episodes for the original Doom engine. Game after game comes out on the Adventure Game Studio engine, and I love it. I never heard of this guy before, but the Avernum series seems to be supported by Wine (platinum!) so I'm going to give it a shot. When your formula is good, "more of the same" is a great thing.

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    Give me Classic Slashdot or give me death!
    1. Re:Exactly right! by CannonballHead · · Score: 3, Informative

      Avernum (I played it in the 90s when it was "Exile") is quite fun. I have pretty much played all the Exile and Avernum games. I'm not a sci-fi type guy, so I didn't like Geneforge.

      If you like a game where really the story takes precedence - as well as the general fun in gaining experience and leveling and new skills, etc - then you should indeed like Avernum...

      No, I don't work for him... just have enjoyed his games for 12-13 years now. :) Also, I really like his shareware mindset... giving, for free, a large portion of the actual game (like 20%), to me, was very effective. If I didn't like the game, I didn't pay for it. If I did like the game, I really wanted to know the end of it so I paid for it.

  11. Re:No one wants to be behind the times by Pojut · · Score: 5, Insightful

    I'll take an ugly but fun game over a pretty but boring game any day. I like high-end graphics as much as the next guy, but not at the expense of gameplay.

    I can imagine something looks better than it does...I can't imagine it's more fun to play than it is.

  12. TFA made plenty of sense by istartedi · · Score: 2, Interesting

    Sorry, I actually read it. It got me thinking of the classic Infocom text games. Yes, there was an "engine" of sorts. It was, AFAIK, some kind of scripting language designed for text games. I bet they tweaked and reused it in every game too.

    --
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    1. Re:TFA made plenty of sense by drspliff · · Score: 2, Interesting

      Or the SCUMM engine which was originally developed for Monkey Island and now ScummVM boasts a repertoire of [according to the Wikipedia page] 28 from Lucas Arts & Sierra On-Line games and nearly 40 games from other developers. A huge proportion of them are still extremely playable and enjoyable today because the SCUMM engine let people focus much more on story, art and interaction than software.

      Sure there were some changes over the years (better graphics, CD audio, speech, higher resolutions), but they're progressive improvements.

  13. Im 100% behind this guy. Story IS king. by unity100 · · Score: 2, Insightful

    this piece is quite in line with what i has been complaining of in my little rant about mass effect 2 last night in the journal item i posted to slashdot :

    http://slashdot.org/journal/249254/Mass-Effect-2--Can-you-say-Eye-fck---Dumbed-down-?art_pos=1

    Mass effect, Me2 , Dragon Age : Origins are SO good in implementation, details and polish but SO weak in the MAIN story that, they really leave a sour taste for the buck in your mouth. Dragon age is, basically 'Hey ! A new blight has come. AGAIN. lets beat this blight and wait until the next time bioware needs to issue an expansion'. Whereas, all the side details, ie, background stories of characters, side quests, other events unrelated to main story are all good and galore.

    Dragon Age also isnt helped at all by torturous, neverending, lengthy dungeons in which you kill enemy after enemy (Similar enemies) and then a brief respite until you get into the next dungeon sequence in which you will get bored.

  14. Strategic Conquest by goombah99 · · Score: 2, Insightful

    Man, I sure miss Strategic Conquest and Crystal quest. So no I don't care if the graphics are old school. they remain awesomely engaging games. they just don't run on intel macs.

    --
    Some drink at the fountain of knowledge. Others just gargle.
  15. According to the RPG Codex article ... by quietwalker · · Score: 4, Insightful

    ... the defining method to determine if a game is an RPG or not is if game engine itself penalize someone by denying access to some game content. No joke:

    "Where then does that leave the modern RPG? The game where making choices actually results in missing out on things? The game where you don't get to use the best axe because you're focussing on guns instead? While RPG becomes a modern marketing phrase to slap on titles in the hopes of selling additional units and some companies are making real efforts, the truth is, the core mechanics of the most successful RPGs released by the main-stream developers are becoming less and less RPG like."

    Two more gems:
      - Games that use the same game engine are not new games, with the implication that they are therefore not worth playing 'again'.
      - the claim that any company that produces a game labeled as an RPG will go out of business in short order because of that decision.

    I could do a point-by-point, but there's no ...erhm... point. I'd just ignore this posting if I were Jeff.

  16. Graphics? No thanks. by indre1 · · Score: 2, Interesting

    Is it just me or are "good" graphics overrated? No matter what they do, in the end the overall looks are still not real and only the textures are prettier.

    Remember that people played (and still actively play) MUDs - they are not played for the nice looks (ASCII maps is all you have to look at!!!), it's the story that catchy.

    I think that the players who are there for the graphics play the games for the shortest time. The more valuable customers that are there for the story and would buy a sequel, updates whatever actually don't care about the looks after first 2 days.

  17. Not just games by Angst+Badger · · Score: 2, Interesting

    This is good advice for practically every field. If you've done a good job of defining and documenting clean interfaces, it is almost always better to reuse a wheel than to reinvent it (usually badly). The only time a rewrite is in order is when it would actually take more effort to accommodate an existing subsystem.

    (This applies mainly in a business context; for free software that is unconstrained by the need to turn a profit, the main question should be which choice will better serve the users, not which choice is quicker and easier for the developer.)

    As far as games go, many of the games I've enjoyed most have had relatively primitive graphics but superb gameplay, while I've seen plenty of games that were visually stunning, but not all that much fun to play. For game developers, I'd recommend developing the game first with minimal placeholder graphics and then play it. Is it fun? If yes, then upgrade the graphics. If not, then no amount of eye-candy will save it.

    --
    Proud member of the Weirdo-American community.
  18. Snicker... by Anonymous Coward · · Score: 3, Informative

    Actually he did rewrite 5 games at least once, the first 3 Exiles games were re-hashed with his "new" engine and his "new" (and crappier) game mechanics as Avernum I-III, and he also re-did Nethergate, which I actually originally liked as being a nice change from his bland Exile world. OK, he did add some things to the "new" versions of Exile aka Avernum, but still... give me a break here. Oops, I said 5, and the one that I haven't mentioned yet is Blades of Exile cum Blades of Avernum.

    Same so-so graphics for years, same tired old engine when it would/should have been entirely possible for him to move along to something a little more modern. e.g. Minions of Mirth using the Torque Game Engine and licensing a good deal of art, graphical effects, and commissioning other pieces is leaps and bounds ahead of Jeff's stuff yet still not entirely graphically pleasing, but good enough for more CRPGers I think. (Music was donated for Minions of Mirth AFAIK.) If he wanted to he could EASILY pick up any one of several OSS engines(e.g. Torchlight showed off OGRE pretty well IMNHO) or for little cost, license an engine like Torque(preferably the newer one), and given MoM's art he should be able to get good enough artwork to justify his grossly inflated prices for what is a VERY OLD creaky engine with artwork from the late 80s/early 90s. i.e. IMO Jeff is just being lazy and cheap. He's comfortable with crumbling old game engine, meaning that he has to spend little effort with each game actually programming, along with the endless re-use of the same graphics. (OK the graphics bit isn't so bad as you would expect some continuity in tilesets between games set in the same geographical region(s), however I've grown more and more to appreciate first person centered single character CRPG games, and 3rd person for party based all with 3D graphics.)

    Actually given his commentary about re-writing the oldest portions of his engine every game, I'd bet that using some other OSS or other game engine would enable him to spend even LESS time on it once he got things going the first, as he could rely on commercial or OSS updates along with more testing. (Apparently he's never even bothered to look at other engines given his commentary on their "costs", yet apparently quite of few of these AAA games can afford expensive 3rd party engines, have a price point $12 or so about Jeff's and MANY of them still turn a profit, sometimes a VERY good profit.)

    A new engine would allow him to implement a FAR more robust scripting engine than what he has, making something like the Blades games actually useful and possibly actually getting some people to create mods for it.

    Anyways, my beef beyond the technical/art/mechanics aspects was the way he moved to his "new" engine re-releasing old games that I had already purchased while simultaneously jacking up his prices to unreasonable levels given the quality. (I stopped caring, mostly about Spiderweb after being burned by Avernum I. Go look at his current prices for his games, I paid little more for Drakensang which was a FAR better CRPG than any of his efforts, and better looking to boot while being produced on a budget which amounts to peanuts today.

    Geez! He's just so arrogantly full of himself in that article, that it's er... disconcerting... I think that in the end is that he is so 1-person company centric and afraid to take any sort of risk that his commentary is just marginalized. I'm surprised he didn't work in something about PR and hype while he was rambling on there. OTOH Minions of Mirth was also made by, primarily, 2 people. Jeff really just comes off as a whiny wannabe in the post.

    (End note: as to graphics, I still play alot of older CRPGs, and alot of roguelikes generally in TEXT mode, although for some I will use a graphical tileset if there's something halfway decent avilable, so graphics aren't everything but once you start putting yourself into a certain price category you WILL be compared to other games in the same general range, e.g. Drakensang v. Avernum/Geneforge.)

  19. Re:No one wants to be behind the times by besalope · · Score: 2, Informative

    Well AFAIK The Dragon Age engine is based on the same engine used for KOTOR and many other Bioware games, just updated for the modern era.

    Actually, it doesn't.

    Mass Effect uses the Eclipse engine. This is considered a wholly new engine (although it doubtlessly shares some code from earlier projects, just because it is the same development house and performs similar functions).

    Knights of the Old Republic 1 & 2 and Jade Empire used the Odyssey engine. This in turn was based on the Aurora engine, first used in the Neverwinter Nights games (as well as a number of third-party titles).

    Prior to that, of course, Bioware used the venerable Infinity engine, which powered Planescape Torment, the Baldur's Gate and the Icewind Dale games.

    Close. Mass Effect actually uses the Unreal 3 engine.

  20. Case in point by Locke2005 · · Score: 2, Interesting

    How many times did Duke Nukem Forever switch engines and start all over?

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
  21. Geneforge is great by Z8 · · Score: 2, Interesting

    I happen to be in the middle of playing one of his games (Geneforge 5) and I'm really impressed. The crappy graphics took an hour or so to get used to, but the complexity of the world and faction system makes the game worth playing. You really feel torn between the ideals of the different factions, and get to know the personalities of the major players. I think it compares quite favorably to modern big-budget games in that regard. Also the fighting mechanics were solid and didn't get in the way of gameplay.

  22. Re:No one wants to be behind the times by Surt · · Score: 2, Informative

    While it's true that you can have both, the question is what do you play after you've finished those 3 games.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  23. Re:No one wants to be behind the times by Bakkster · · Score: 3, Insightful

    Give me game play OVER pretty any day.

    Of course, the issue is that different people have different expectations for gameplay. You obviously prefer the more realistic physics as part of the game. Others prefer for the game portions to be interesting, rather than realistic.

    For example, racing simulators versus racing games. The sims (the hardcore stuff, like SimBin) often have very little game attached to them beyond 'here are cars and tracks, and all the physics and race rules to use them'. This appeals to your hardcore drivers who care more about lift-throttle oversteer and their tire temperature and pressure, but not to your typical 'gamer'. They want a career mode, the ability to purchase and install vehicle upgrades, and a compelling reason to race the tracks (beyond dropping a lap time by 0.005s). Both are gameplay, but very different types.

    I guess what I'm saying is that unlike what you seem to be implying, realism != gameplay. Sure, we're seeing a lot of games which merge the two (you could say the first one was Asteroids), but just because an FPS is more realistic than TF2 or Quake doesn't mean it has better gameplay.

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  24. Ding by Colin+Smith · · Score: 3, Funny

    Corporate America.

    I'm surprised the shareholders aren't out in the streets with pitchforks.
     

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    Deleted
  25. Re:If I had a billion dollars by twoallbeefpatties · · Score: 2, Funny

    You also wouldn't have to eat Kraft dinners.

    --
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