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I was talking to
Harvey, and he was saying that the last few months of the game development
process are where the game just starts looking better and better every
day, and that is the time when you really need to be able to focus on
it. It's a time when you can actually add flair and tweak things and
make the experience more...
SS: I think the last few months is
when you determine what your review score is going to be, I think, because
it's the make-or-break, where you have this mess of loose ends. That's
what it's felt like, to me, in the last month. The game has turned a
corner from being like a panic attack to being like something that makes
me smile and giggle while watching the QA guys playing the boss fights
and thinking to myself, "Shit, I didn't think we'd be able to do
this good!" So, definitely the last week has been crucial.
To make a film analogy, not that
those are necessary...
SS: Not like we don't make them enough
in this industry!
It's stupid, because we've got a
silly complex about film being better than us. But anyway, it's like
taking the rough cuts and putting them into the final edit. It's a real
big...
SS: Yeah. Absolutely. There are good
analogies there, in terms of just editing down things, cutting out levels
that don't work, cutting cutscenes or chopping them in half when they're
brutally long, and things like that.
You guys seem to have a one-project-at-a-time
sort of focus. What is the advantage of that, versus more small projects?
Or at least, what is the reason you want to do it that way?
SS: I think that we are always trying
to get to that two projects, staggered development thing. The thing
that always seems to happen is, creatively you overreach, and you end
up having to pull people from the mystical second project and get an
all hands on deck sort of thing.
I suppose that's... you know, better
planning, better scope control -- these are things that can help fight
that, but in my experience, anytime we've done that stretch, we've contracted
just to get it done and get it out at that sort of reasonable quality
level. We're always trying for that, but it's hard.
It seems like it might be better
to do a smaller, XBLA-type title as a "stepping stone" into
two projects.
SS: Sure, like a smaller scope kind
of thing. I agree. I think with this game, we were kind of idiotic,
and we bit off three major factors and we should have only taken one,
which is to change the genre a bit. Like, the third-person genre I horrendously
underestimated in terms of how that impacts game design and level design.
Sometimes it was like grasping in the dark and being astounded at, you
know, weapon-switch times, and these things that you can't mess with
for third-person, that you can just laugh and say, "Okay, like
in Call of Duty 4. Switching between weapons is faster than reloading
them." Try that in a third-person game and it looks like a Marx
Brothers film, you know?
And then also starting the engine from
scratch, all these things were major, major hurdles. We should've just
done one. We should've picked one thing to try to do. I think that's
also really limited our ability to grow. Although we've grown in staff,
we're still working on this project, and this project only.
I'm hoping
the next one is going to be easier, because we're going to have this
base to build from, and hopefully it'll be a success for Dark Sector
and the ability to make the next one really polished and refined and
"the one we always dreamed of," and so on, with more established
technology, and a more established genre.
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