| |
|
|
||||
![]() |
||||||
| |
|
|||||
|
What Went Wrong Drakan was originally slated for release in February 1999, but ended up being released six months later. Even with careful scheduling and task planning, we failed to meet the final deadlines. Part of the problem was that we didn’t account for the time the team would spend creating versions of the game for E3 and for magazine and Internet demos. Each demo pulled nearly two weeks of time away from our normally scheduled tasks. The majority of the scheduling problems were due to feature creep and other improvements that were considered necessary during development.
2. Inadequate testing Although we tracked bugs internally before and during the alpha and beta releases, Psygnosis was responsible for the bulk of the testing after alpha. For a game as vast and ambitious as Drakan, the time that we allocated for testing was inadequate. Multiplayer and collision detection issues, in particular, were not given enough testing time. When the final shipping date approached, we reluctantly agreed to allow some noncritical bugs to slip through to the gold master in the interest of meeting the deadline. A patch was inevitable. Other testing complications added to the problems. As Psygnosis was being reorganized by its parent company, Sony Computer Entertainment Europe (SCEE), half the testing department was let go and merged with SCEE’s U.K. testing group. This caused minor hiccups in tester allocations to Drakan. Since the testing team was located in Europe, communication was difficult, and often messages were delayed by a day or two. Bug reports were sent to us via Microsoft Excel worksheets, which were converted from an Oracle database that sat isolated on their LAN in the U.K. Often the Excel worksheets would come to us corrupted or would have incomplete bug descriptions. Bug responses from Surreal’s programmers had to be tracked carefully and entered back into the Oracle database by hand.
We kept our own internal database at Surreal using Outlook forms in special public folders on our Exchange Server. We ended up generating almost 1,000 internal design, art, and programming bugs during the entire project. This rivaled the number of bugs generated by the testing team during alpha and beta. The internal system worked very well, but it could have been more useful if the Psygnosis testers had access to the system as well. We tried getting on-site testers, and some of the U.K. team did come to Surreal for about a week. But it was too late in the project and for too short a time to be effective. One of the biggest chores for the testing team was to make sure that all of our hundreds of 3D models could not be penetrated by missiles, NPCs, or Rynn. Each model had to be properly bounded by the artist during the model’s construction, a process which took about 20 percent of their modeling time to construct. Bounding was generated in our custom modeling tool and approximated the polygons of the model using a hierarchy (tree) of bounding spheres or oriented bounding boxes (OBBs). This made the collision detection system very fast and accurate, but it also meant that if an artist made a mistake in the bounding tree, collision detection might not work. To say this created a testing challenge would be an understatement.
Considered by some the Achilles’ heel of Drakan, its multiplayer suffered from developmental neglect. For the game’s multiplayer to have succeeded, the design, art, and programming teams would have had to spend at least twice as much time on it than they did. The two multiplayer designers did most of their level and weapon work during the alpha and beta periods. The same designers also created most of the artwork for the multiplayer effects and weapons. Any game-related bugs that came up were fixed by our single network programmer, who already had his hands full optimizing the underlying network engine. Most of these game-related problems arose because the same weapons were used in both single and multiplayer games, but the original programmers were not careful to make them “network aware.”
Originally, we thought that DirectPlay was the easiest networking solution for us. But as the design got more complex, we found that DirectPlay just did not work well for us. DirectPlay was a debugging nightmare. The network programmer’s machine crashed several times per day when debugging the networking code and we couldn’t determine what was causing that to happen. It wasn’t until we switched to Winsock that we discovered that the crashes were caused by DirectPlay. DirectPlay also caused a serious problem for us while we debugged the game under the first release of Windows 98. DirectPlay actually caused the system clock to slow down. This caused the game to run slower and sucked up tons of CPU cycles, forcing a reboot. When put to the test, DirectPlay also had issues with firewalls, which we were not able to resolve. Under certain circumstances, the way DirectPlay handled the message queues sometimes caused messages to pile up until the application hung. Perhaps Microsoft will be addressing these issues in future releases. 5. Badly executed story Although the overall story concept of Drakan was a great, the script and execution of the idea were lacking. We hired a movie scriptwriter to do the initial work on the script, but he was not familiar with the fantasy genre and did not have a firm grasp on Alan’s vision for the design. From there, the script was edited and rewritten by several more people: members of Surreal, members of Psygnosis, even one of the voice actors. Under pressure to finish the script, it was completed with cheesy one-liners and other badly written dialog. Once it had been recorded by the voice actors, it was very difficult to re-record lines that were badly written or acted. Some were re-recorded, but that was a luxury we could only afford for the completely failed lines. The voice acting was difficult to get right, because just as some of the writers had almost no vision of the game, the voice actors likewise had little understanding of the characters they portrayed.
Another problem with the execution of the story was that most of the construction of the cutscenes was left until the last minute, since all the levels had to be “geometry complete” before cutscenes could be created. This meant that the scenes at the end of the game were hastily done, and some even had to be cut from the game. |
|||||||||||||||||||||||||||
|
|