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Features

Postmortem:
Eutechnyx' Big Mutha Truckers
What Went Wrong
1.
Over-Documentation. The game design document for Big Mutha
Truckers was excessively large. It had to cover all areas of
the game, such as the gameplay mechanics of the driving sections,
the trading and background economic model of the world, win/lose
scenarios, special mission scenarios, character profiles, and in-depth
descriptions of all of the game's locations.
Due
to the sheer volume of descriptive text required, the design was
written much more like a screenplay or "game bible," and
concentrated more on characters, the environments and the various
scenarios within the game.
The
design was also written as an in-house marketing tool, to help sell
the concepts. As a result, instead of concentrating on the "hows"
and "whys" of the game's production, it was instead focused
on the "whos" and the "wheres." This, combined
with the fact that the information relevant to a particular section
of game was not always contained in one area, but often spread out
over the entire document, meant that staff not only had to "extract"
the tasks from the document, but also that, because of its size,
they found it difficult to take the time to fully read the document.
We
have since reorganized the way we produce designs, with each team
given specific documentation relative to their area of production.
A "standard" game design document is produced to detail
the story, the visuals of the characters, and the locations and
other content-related elements. That document is then broken down
further to detail the specifics of each area for each team. The
technical design document is also produced as a separate document,
covering not only the technical side of the game (such as detailing
how each element will function). but also a risk assessment of each
element.
We
also have created a collaborative intranet web site (a Wiki - see
Jamie Fristrom's
recent column for more information about Wikis) to aid sharing
information. This is proving to be an invaluable way to keep important
documents in one place and track changes within them. Any changes
are automatically flagged on the home page, so everyone can easily
see when a relevant document has changed. While this is invaluable
for internal development, the game design document is still essential
and is available to all staff as part of our shared resource library.
2.
Resources Focused on "Obscure" Content. One of the
main problems with Big Mutha Truckers was the fact that our
content -- and allocation of staff to its development -- wasn't
as efficiently distributed as it could have been. There are many
spectacular, one-time events within the game which took a lot of
resources to implement, but they're not obvious and often difficult
to find, so players don't often see them.
Our
design intention was to include a lot of replay value, so we deliberately
had some elements of gameplay that required the player to do a little
more work to find them or replay the game and take a different "route"
to uncover them.
For
example, at one point players are given the opportunity to accept
a mission that involves destroying a large suspension bridge. However,
to qualify, they must be in a certain location on a certain date,
having completed a certain number of missions prior to this. In
other words, the criteria required to qualify to take part in this
mission - and see the outcome - were far too complex. As a result,
there are a number of events that most players will never encounter.
Not
only is this bad from a gameplay point of view, but it also means
that in-house resources were misspent on infrequent game events
or content, when they could have been more focused and used on the
"everyday" content. Rather than concentrate 50 percent
of our output on content 10 percent of players might see, we should,
instead, have catered to the majority of players. An example once
more of Pareto in action.
We
have since re-evaluated our approach to content within our games
and our designs/game flow layouts work on the principal of allowing
the player to encounter the special one-time events more readily
and on using repeatable code, rather than squandering our efforts
on elements players won't see.
3.
Gameplay Balance. Throughout the game's development we discussed
the primary focus of the game -- was it about trading or driving?
How much of a challenge should there be in getting from city to
city? Was finding the best price for your load the challenge, or
did it come from on-road attacks? Were we aiming at driving gamers
or strategy gamers?
Our
intention was always to make the game's primary challenge come from
the trading side of the game, with the on-road action being secondary.
The idea was that players would be rewarded for making astute purchasing
decisions and finding the best place to make a profit, as we felt
this added an additional element of depth to the game and differentiated
it from other driving games. Because the economy was dynamic, we
felt this made the game more interesting and offered much greater
replay value, as no two games would be identical, especially when
compared to an arcade game where players can learn the "patterns"
of the enemies.
However,
when we demonstrated the game to people, they often would forget
what they had just bought before leaving town and why getting $100
per unit more on their truckload of cattle was such a good thing.
There were more interested in outrunning the police en route to
their destination. Unfortunately, we planned a lot of on-road events
(such as UFO abductions, redneck feuds and more) but didn't implement
them, as we felt the trading to be the differentiating factor in
Big Mutha Truckers and didn't want to dilute that. It seems
that we were wrong and the game would probably have benefited from
the occasional alien abduction.
With
hindsight, more re-useable on-road activity would have made the
game more immediately rewarding to players and accessible to a larger
audience. This was addressed to some extent in the NTSC and later
European releases, with the player being able to pick up cash bonuses
by orchestrating crash combinations, but the initial European release
received some criticism for the lack of hazards en route.
4. Underestimating the Animation Complexities. Although we'd
never done it before, we thought that producing lip-synching would
be a much easier task than it turned out to be, and as we couldn't
get it working in time, it had to be dropped. We eventually cracked
lip-synching for another project that was being developed concurrently
with Big Mutha Truckers, but at that point in the development
schedule it simply wasn't possible to implement and deliver it in
the game.
Additionally
we were working with a very small team of animators who were developing
a lot of character models. A team of initially three people had
to model, texture and animate over 30 characters in a short space
of time. This meant the quality of the animations differed from
character to character, with some being stronger than others. As
there was a steep learning curve involved, some of the earlier characters
weren't as well animated as the later ones, but we simply didn't
have time to go back and modify them.
We
also had problems with the way data is exported from 3ds max, which
forced our technology team to constantly re-write our exporter.
In max, characters would move perfectly and look great, but when
they were exported, much of the data would be lost or mangled, so
when the characters appeared in game, their movements looked unnatural.
Vital development time was spent trying to fix this, and as a result,
we were rushed toward the end of the project.
Seeing
this problem, we assigned additional staff to our character team
as the focus of the game shifted to a more character-driven title,
and although the extra staff helped ease the workload and produce
better results, we were still battling the deadline. Thankfully
this situation has now been addressed by hiring animators and improving
the abilities of our original staff, who were still "learning
on the job" during the game's development.
Additionally,
members of the technology teams have been assigned to work specifically
with the character team - in other words, we've improved the lines
of communication between departments - and the two interact on a
daily basis to solve problems and test new systems and routines
before going into production. This pre-production period has helped
"iron out" critical path tasks, where previously this
time -- particularly for animation technology -- was not available
due to key programmers being tied up for the majority of the project
developing game engine and rendering technologies.
5.
Managing "Greenhorn" Staff. At Eutechnyx we often
hire graduates straight from university. Although they rarely have
any commercial programming experience, we do this because not only
are they highly qualified academically, they also don't bring baggage
with them from previous development studios and haven't picked up
any bad habits.
Although
this means we can shape a new programmer to fit our needs and work
patterns, it also means that they require more help and supervision
during the early stages of their tenure at Eutechnyx.
The
start of the development of Big Mutha Truckers coincided
with the start of the current generation of consoles and was also
a time of company expansion, so Eutechnyx had just hired a number
of people who were new to the industry.
Unfortunately,
at the start of the project the experienced programmers were working
on the technology that would be required to power Big Mutha Truckers
- as it was our first PS2/Xbox title - and the less-experienced
programmers were assigned the task of implementing this technology
and adding content - in other words, coding the game content itself.
As
mentioned previously, the economy was developed independently of
the main game and this was an ideal mini-project to give to our
new programmers, who did an excellent job. However, after the integration
of the economy with the main game, we should have reorganized the
teams.
In
this instance the teams remained unchanged, with the majority of
the game code being developed by new programmers and the technology
by the veterans. Although each team size was relatively small, I
believe if one programmer had been exchanged between the teams (each
team consisted of about five programmers) the benefits would have
been huge in terms of information exchange and accelerated learning.
There
big benefit to integrating technologists with the game programmers
is the transfer of knowledge. Interestingly, we found that this
transfer is bi-directional: a technologist may be so bogged down
with VU code that he becomes unaware of high-level utility functionality
that is obvious to the game programmer.
Following
this experience, Eutechnyx re-structured its teams and now has a
technology department in addition to game teams. Many of the members
of the technology department are now dedicated to a particular project,
and our game programmers also perform technology tasks that benefit
all projects. This crossover is working extremely well. When the
next incarnation of game consoles arrive, I believe we will be much
better prepared as a company to ensure that all our programmers
will be busy producing useful code, while at the same time learning
from each other.
It's A Good Sign When The "Wrongs"
Are Hard To Find
Overall,
we were pleased with Big Mutha Truckers. Not to sound egotistical,
but we actually had trouble coming up with five "What Went
Wrong" items. We found it much easier to list the "What
Went Rights." But perhaps that's because the game has a special
place in our collective hearts as our first next-gen game.
It
also appears that the game has struck a chord with gamers looking
for something a little different. In a market dominated with licensed
franchises and sequels, it's reassuring and pleasing to see that
there's also a place for a quirky, original title like Big Mutha
Truckers.
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Big Mutha Truckers
http://www.bigmuthatruckers.com
Publisher:
Empire Interactive/THQ
Number of full-time developers: 40
Number of part-time developers: None (all staff were
full time)
Contractors: Motion capture performers, soundtrack
licensing, outsourced original music, voice actors, additional
script writers.
Length of development: 2 years
Release Date: Christmas 2002 (Europe), Summer 2003
(USA)
Target Platform: Sony PS2, Microsoft Xbox, Nintendo
Gamecube, PC.
Development Hardware: 800MHz+ PC , 512-102 MB ram,
GeForce 2+, console devkits.
Development Software: Microsoft Visual Studio 6 (C++),
Python, Photoshop, 3ds max, Mapper (in-house proprietary texturing/world
building tool), LangTool (in-house text/localization tool),
Tasker (in-house project management and bug reporting tool),
Guibuild (custom build tool with full dependency checking
and automatic building), Wanderer (custom asset version control)
Notable Technologies: Highly optimized cross platform
engine, Streaming, Asset build system.
Key Staff:
Andrew Perella, Head of Programming
Kev Shaw, Lead Designer
Mark Barton, Creative Manager and Head of Studio
Peter Davies, Lead Programmer Big Mutha Truckers
Paul Jobling, Marketing Director
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