Postmortem: SANITARIUM

The Sour

By Chris Pasetto
Gamasutra
December 4, 1998
Vol. 2: Issue 47

 

Originally
Published in Game Developer Magazine, November 1998.

Game Developer Magazine

Postmortem: SANITARIUM
Introduction-
The Designers' Tale


The Artists' Tale

The Programmers' Tale

The Sweet

The Sour

While SANITARIUM represents a phenomenal success for us here at DreamForge (both professionally and personally), there were some unfortunate stumbling blocks along the way. We keep telling ourselves: that which did not kill us has made us stronger. Never mind the scar tissue.

1. ANIMATIONS. Due to the size of the game, each character had a limited number of animation frames. In many cases, this caused the movement to look stiff and unnatural. Looking back on it, we would have preferred smoother animations with more angles - especially for the main character, Max. If we had taken this into account earlier in the project, we might have had an opportunity to fix it. By the time we realized that eight angles looked a little stiff, it was too late. The limited angles also caused problems for players trying to navigate Max through the levels. He'd often get stuck on corners, then either walk in place like some demented mime or frustrate the player with a litany of, "Can't go that way."

Getting consistent lighting between the characters' standard animations (status quo, walk, use, and so on) and the specific animations requiring interaction with the environment (such as kicking in the school door) was another nightmare. Different artists did these animations months apart, and this was a constant battle from beginning to end. A huge amount of time was spent fixing things as opposed to advancing the project.

2. COMBAT ZONES. The action sequences needed more attention. They were important for guiding the pace of the story, but didn't have the feel that we were after in the end product. The original idea behind these areas was based on one of DreamForge's earlier titles, Veil Of Darkness. It had wonderful combat areas that helped break up the pacing between the puzzles. However, in SANITARIUM, multiple factors forced us to water down the combat zones or in some cases cut them altogether. We had originally planned a large combat zone for the Hive level of the game. We'd hoped to make "Grimwall vs. the Hive" one of the most fun and integral combat areas, but it was cut from the game for various reasons.

3. STURM UND DRANG. When you have a company of forty to fifty people, it's impossible to do anything without rubbing someone the wrong way. SANITARIUM was put together by a design team that in part came together naturally and in part was hand-picked by Chris Straka, our head of creative development. Individual employees (usually Chris) designed our previous titles. But we decided that team design would be the way to go. While team design has the potential to fracture the unified vision of a game, the various team members ultimately complement each other's interests and goals, lending more depth to the game. This is a nice way of saying, "The team argued a lot, but came up with better solutions as a group."

Difficulties didn't end there. Once SANITARIUM became a full-time project, many staff members complained, "Why didn't I get a chance to be on the design team?" Quite a bit of friction was generated because people felt as though they'd been snubbed. Unfortunately, a design team reaches critical mass once it has more than six members. Design teams work in much the same way as clown cars. Too many people cramming themselves into the design would have certainly brought an already volatile process to a grinding halt. At the same time, SANITARIUM's personnel power structure created inequalities between staff members that were never meant to happen.

DreamForge learned much about design teams from SANITARIUM, and we're having great success with the design team setup in our current projects. We've taken steps to recognize people's desire and initiative, and have parceled out responsibilities to those individuals willing to take up leadership positions. Now, rather than saying, "Why wasn't I included?" everyone moans, "Why did I get into this?" It's great fun.

4. LOAD TIMES. While long level loading times were an accepted design limitation from the beginning of the project, a system that could better manage memory and allow for streaming of more data from the CD could have benefited the game. The tight schedule left such a system impossible to pursue. A more sophisticated memory-management scheme could have allowed for shorter initial loading times, larger levels, and so on.

5. NEW KIDS IN THE CUBE. SANITARIUM is a huge game. A lot of people worked on it, meaning additional efforts had to be taken to coordinate and organize everyone's labor. Familiarizing people with the vision of the game from an artistic and design point of view was a real challenge. Sometimes, keeping everyone on the same page seemed to be a chore, especially as new people came onto the project.

A lot of time was spent getting people to understand the status of the project and the direction in which it was headed. A new artist would ask, "Why am I making this one-eyed guy?" and we'd say, "Didn't anyone tell you?" We made the mistake of projecting time schedules as if new hires, following a brief training period, would be as competent as our most experienced people. Some of those experienced people were performing administrative and training tasks, and thus weren't producing much art. Art delivered by our new people often had problems when it went to the programmers. This meant doing things twice, sometimes three times. Projections and flow charts slid downhill, taking into account the flow of asset delivery, identification of problems, correction of problems, and re-implementation of assets. Since art delays were slowing down programming, we tried to use temporary art. This didn't work out because creating useful temporary art for the programmers proved to be nearly as time-consuming as the real thing. And just to throw a little cherry on top of the three-layered cake of delays, we lost two artists during production.

Even though SANITARIUM had a longer production time than any previous DreamForge project, there were still some things that we would have liked to tweak or add to make it better. As it was, we went through a lot of crunch periods in order to get things done on time. The sheer amount of artwork required for the game nearly overwhelmed us. Unfortunately, due to the nature of the game, delays in artwork had a snowball effect because the level implementers needed the actual artwork in order to set up their levels.

Chris Pasetto is the co-writer of SANITARIUM. He can be found at your neighborhood bar, wearing a kimono made out of a Dukes of Hazzard bedsheet and repeatedly screaming, "These are not my pants!" He can neither walk nor chew gum. He can be reached via e-mail at chrisp@dreamforge.com

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