1.
Our original team structure didn't work. You'd think after 17 years
of making games and building teams to make games, I'd have a clue about
team structures that work and those that don't. Ha! When I started pulling
the Deus Ex team together I had a core of six guys from Looking
Glass's Austin office. Having tapped Chris Norden to be lead programmer,
I needed to find a lead designer and a lead artist. As I started casting
about for the right person for the design job, something really good,
but ultimately really bad, happened -- two guys came along with enough
experience to expect a leadership position. Instead of doing the sensible
thing and picking one of them, even if that meant the other chose not
to sign on, I got cute. I created two design teams, each with its own
lead.
I
put together two groups of people with differing philosophies -- a traditional
RPG group and an immersive sim group. We were making a game designed
to bust through genre boundaries, and I thought a little competition
and argumentation would lead to an interesting synthesis of ideas. I
thought I could manage the tension between the groups and that the groups
and the game would be stronger for it. My plan didn't work.
The
design team was fragmented from the start. We had to name one of the
groups "Design Team 1" and the other "Design Team A."
(Neither group would settle for "2" or "B.") It
became apparent -- later than it should have -- that I was going to
have to merge the two groups and have a single lead designer. When I
finally made that change I disappointed some folks, but the game was
the better for it, and that's what's important in the end.
Bringing
believable human characters to life is no easy task. The artists,
whether working on concept art, 3D models, or texturing, had
their work cut out for them. The job was made harder than necessary
by a less-than-optimal team structure. [Expand
Image]
There
were also challenges on the art side. Deus Ex suffered dramatically
because for over a year, the artists "on the team" worked
not for me or for the project, but for an art director in Ion Storm's
Dallas office. Don't misunderstand -- the art director was a talented
guy. But talent doesn't make up for a matrix management structure (wherein
resources in a department or pool are "lent out" to a project
until they're not needed anymore) ill-suited to the game business, and
it doesn't make up for being off-site. During this time, the art department
drifted a bit. It was unclear whether the artists worked for me or for
the art director in Dallas. I couldn't hire, fire, give raises to, promote,
or demote anyone on the art team. We were assigned some artists who
weren't interested in the kind of game we were making. The matrix management
experiment made things a little tense, and presented many unanswerable
dilemmas. Matrix management may work in some circumstances, at some
companies, in some businesses. But I've never seen it work in gaming,
and I've seen it attempted at three different companies. It especially
doesn't work when one of the department managers isn't on-site.
I
argued for a year that matrix management had failed at Origin and at
Looking Glass. I had no doubt it would eventually fail at Ion. Eventually
I got my way, and things got much better on the art front once the artists
were officially part of the Deus Ex team. Still, I can only imagine
how Deus Ex might have looked if we'd been one big happy team,
including the artists, from the start.
If
the experience of Deus Ex taught me one thing, it's the importance
of team dynamics. You have to build a team of people who want to be
making the game you're making. You have to deal with personnel issues
sooner rather than later. And there has to be a clear chain of command.
Many decisions can be made by consensus, but there can only be one boss
for a project, there can only be one boss for each department, and department
heads have to answer to the person heading up the project.
2.
Clear goals are great . . . when they're realistic. We started out
thinking very big. That in itself isn't bad -- it's necessary to advance
the state of the art -- but we were unrealistic, blinded by promises
of complete creative freedom, and by assurances that we would be left
alone to make the game of our dreams. A really big budget, no external
time constraints, and a marketing budget bigger than any of us had ever
had before made us soft.
Let
me give you some specific examples of ways in which we outreached ourselves
in the original design of Deus Ex (before we made significant
cuts). For one, there's no way, in a first-person RPG, to stage a raid
on a POW camp to free 2,000 captives. Also, there's no way to re-create
all of downtown Austin, Texas, with any degree of accuracy. Third, blinded
by the power of UnrealScript, many of our original mission concepts
depended upon special-case scripting and lots of it. We discovered the
need for general solutions rather than special-case solutions later
in the project than we should have (this despite much harping on the
subject by some team members).
Find
your focus early and maintain that focus throughout. General solutions
are better than special casing. Give players a rich but limited tool
set that can be used in a variety of ways, not a bunch of individual,
unpredictable solutions to every problem. Always work within the limits
of your technology rather than trying to make your technology do things
it wasn't meant to do. Big budgets, lots of time, and freedom from creative
constraints are seductive traps. Don't fall into them. Don't settle
for less than greatness, but don't think too big. Balance should be
the goal.
3.
We didn't front-load all of our risks. In fact, we missed a big
one. We were smart enough to realize we'd have to prototype and implement
our new game systems early so we'd have time to tweak and refine them
sufficiently. We did our conversation system and our complex 2D interface
screens early, which was a good thing, too -- they required as much
tweaking as we feared. And in the end, they turned out pretty well,
I think.
Unfortunately,
we missed one huge risk area -- artificial intelligence. I don't know
how we missed it, but we did. It's not that we didn't spend time on
AI. We started thinking about AI early in preproduction. Unfortunately,
what that meant was that the AI was, to a great extent, designed in
a vacuum, and as is often the case, we didn't really know what the game
required with respect to AI until relatively late in development. And
that meant implementing AI features early on that ended up being unnecessary
later, once our design had evolved into its final form. In addition,
building on the base of Unreal Tournament's pure shooter AI meant that,
instead of designing a system specifically for our needs, we ended up
adding stuff and tweaking until the bitter end, causing NPC behavior
to change constantly, right up to the last day of development.
We
ended up with some pretty compelling AI, but the problem of convincing
people they're interacting with real people is immense, particularly
when you're talking about characters whose reactions have to run the
gamut from fear to friendliness to violent enmity. That's not a challenge
many games take on (with good reason), but it was one we had to take
on for Deus Ex. Our sin was, I think, giving people a hint of
what human AI could be in games, but delivering the goods inconsistently.
As
I write this, we're discussing whether we want to risk making some fairly
radical changes to the AI in a patch for a game that most people seem
to like, and in which NPCs basically behave as much like real people
as they ever have in any game. There's no telling which way our decision
will go at this time.
4.
Proto-missions redux. Game Developer's Postmortems typically focus
in on things the team clearly did right and things the team clearly
did wrong. It sure is nice when things are that clear. Maybe it's just
me, but I almost never see things in such black-and-white terms. Most
of the time, problems are knotty and solutions are far from obvious
or clear-cut, which is where the final two "What Went Wrongs"
fall.
Not
all of the places players visit in Deus Ex were modeled after
real-world spaces. The team had to make concessions to gameplay
and create spaces more dramatic or more "3D" than
one usually encounters in the real world.
As
I already mentioned, we recognized the need for proto-missions relatively
early on, and built our schedule around the idea. We implemented two
such missions, which helped us identify many things that didn't work
(and many that did). With proto-missions in hand, we found ourselves
at a critical juncture with two possible choices to make, the implications
of which I still don't entirely understand.
On
one hand, I could have gone off with some subset of the team and tweaked
our proto-missions until they were absolutely right and models for all
subsequent mission implementation before turning the rest of the team
loose on implementation of the rest of the missions. On the other hand,
I could have kept the entire team in implementation mode, getting all
of the missions to the level of the proto-missions, meaning none of
them would be exactly right but we'd be able to see the shape of the
entire game and all of the missions would be ready for tuning at about
the same time. The first approach would have left large portions of
the team in thumb-twiddling or make-work mode for some unspecified period
of time. This promised to prove that we could create a ground-breaking,
compelling game, but could leave us without a finished game to ship.
The second approach would have kept everyone productive throughout the
project and at least put us in position to decide whether or not to
ship the game at some foreseeable point in the future. The question
was whether we would be able to turn all of the bare-bones missions
into something fun or not.
I
chose the latter approach and told everyone to get the game "finished"
and playable at a bare-bones level. We'd worry about fleshing out all
the missions, making the game as interesting and fun and dense and exciting
as it needed to be during the inevitable gameplay tuning, tweaking,
and balancing phase at the end. This probably isn't so much of a "What
Went Wrong" as it is an open question of whether that was the right
call. I think so, and the plan clearly worked to the extent that we
shipped a game that people seem to like pretty well. But it's unclear
to me whether using our proto-missions to fine-tune might not have resulted
in an even better game.
5.
Is it true that any publicity is good publicity? Naturally, this
wouldn't be a complete or accurate picture of the development of Deus
Ex if we didn't take a look at the Sturm und Drang that was Ion
Storm. In case you you've been living under a rock, there's been a lot
of hype surrounding the company. On the negative side, Ion Storm was
heaped with bad press for much of 1998 and 1999. The company did the
same things all game companies do, went through the same problems, but
because we painted a big ol' "suck it down" target on our
chests, the gaming press and a fair number of hardcore gamers went after
us with a vengeance.
Not
too surprisingly, this had an effect on those of us working away in
the Austin office. Morale hits were frequent and problematic. It simply
isn't possible to be bombarded by negative press about the company you
work for and not take it somewhat personally. Trust me when I say that
seeing your personal and private e-mails posted on the Internet is a
devastating experience. Also, recruiting was more difficult than it
should have been. We were able to put together an incredibly talented
team for Deus Ex, but too many talented people told us that while
they would like to work on Deus Ex, they couldn't work for Ion
Storm. Eventually, a "we'll show them" mentality became prevalent
in Austin. I don't know that anyone who worked on Deus Ex thought
of him- or herself as part of the same company making Daikatana and
Anachronox up in Dallas. That kind of us-versus-them thinking is rarely
good in the long run.
Now
that we've shipped, the reviews seem to fall into two categories --
those that begin with some statement implying that Warren Spector makes
games all by himself (which is silly), and those that begin with some
statement proclaiming that Deus Ex couldn't possibly have been
made by Ion Storm (also silly). Silly or not, there's a level on which
we're still trying to live down our past, at least in terms of the media's
perception of our game and the company that paid the bills here.
But,
for all the problems, being associated with Ion Storm wasn't all bad
-- far from it. On the plus side, it isn't as if anyone from Rolling
Stone, Entertainment Weekly, the New York Times, the L.A. Times, USA
Today, Mother Jones, the Wall Street Journal, Forbes, Fortune, Time,
Architectural Digest, CNN, or the BBC ever banged down the doors at
Origin or Looking Glass to talk to me or anyone on any of my teams.
In reality, the bad publicity was almost entirely limited to the gaming
press. The mainstream media, which barely notice anything about gaming
(other than the fact that we supposedly turn normal kids into vicious
killers) didn't seem to care about the bad stuff. But they sure did
take notice of us. Ultimately, Ion's ability to attract attention to
itself, even if it was sometimes in negative ways, probably worked to
our advantage. Whether publicity at any cost is good or bad is still
an open question for me.