Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Postmortem: Monolith's No One Lives Forever
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 8, 2012
 
DICE 2012: Is the publishing model broken? [4]
 
Gameloft Live app takes on discoverability challenges
 
EA CFO Eric Brown resigns [3]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 8, 2012
 
Blizzard Entertainment
Professions Designer
 
The Workshop
Art Director
 
Blizzard Entertainment
Game Systems Designer (Console)
 
Blizzard Entertainment
Senior Quest Designer
 
LucasArts
Senior AI Engineer
 
LucasArts
Senior Backend Engineer
spacer
Latest Features
spacer View All spacer
 
February 8, 2012
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [30]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
 
arrow Talking Copycats with Zynga's Design Chief [82]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 8, 2012
 
The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot
 
Xbox LIVE Indie Games at it Again
 
Merging Waterfall and SCRUM [3]
 
Business Post Mortem: Wolf Toss: Pre-launch Planning & Blended CAC
 
Minmaxing - Is turn-based fun anymore? [53]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Postmortem: Monolith's No One Lives Forever
by Craig Hubbard [Game Design, Postmortem]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
June 8, 2001 Article Start Page 1 of 3 Next
 

Introduction

When we started No One Lives Forever, the team had just come off Shogo: Mobile Armor Division, which (although critically successful) fell embarrassingly short of our original design goals. In fact, the only thing that saved Shogo from complete disaster was the realization, some six months before we were supposed to ship, that there was no way to make the game great in that amount of time. So, we concentrated on making it fun.


Ambition undermined Shogo. The intended scope of the project was so grand, particularly for such a tiny team, that we were overwhelmed just trying to get everything into the game. As a result, we didn't have time to polish any of it. The final product is barely more than a prototype of the game we were trying to make, even after we cut characters, settings, story elements, and whatever else we could jettison without breaking the game. It was simply too late to shore up all the deficiencies by the time we realized how many there were. I'm certainly proud of Shogo as an accomplishment, but as a game it is a grim reminder of the perils of wild optimism and unchecked ambition.

We felt it was better to release a comparatively humble game that got all the details right than an ambitious one that fell short in numerous area.

We were determined not to repeat those mistakes on our next project. Half-Life confirmed our growing conviction that presentation is more important than innovation: although that game is often hailed as having revolutionized the first person action genre, it doesn't do anything spectacularly new. What makes it so influential is that it does everything so well. The pacing is sublime, the situations inventive, the AI incredible, and the overall level of polish unprecedented. It's a game made up of unforgettable moments.

Polish, therefore, was our chief mandate. We felt it was better to release a comparatively humble game that got all the details right than an ambitious one that fell short in numerous areas. To a great degree, we succeeded, for although No One Lives Forever was to undergo a great deal of turmoil in the coming months, we never let it get out of control the way we had with Shogo. As a result, we managed to ship a product that actually surpassed the goals we set for it. That's not to say we didn't make plenty of mistakes or that the game is as polished as we had hoped, merely that it was a monumental improvement over previous efforts.

 
Article Start Page 1 of 3 Next
 
Comments


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.