How do bad games get made?

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Dogstar060763

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Jul 28, 2008
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A while ago EDGE magazine here in the UK ran a feature under their 'Making Of' series on 'Tomb Raider: Angel of Darkness'. It was a fascinating read, made all the more so because of the fact the writer/s had secured comment from some of the game's developers (now safely moved on some distance to other companies and therefore, presumably, able to speak without fear of consequence). I consider it one of the best pieces of modern videogame journalism I've read in a long while simply because this was the kind of story that rarely - if ever - gets told: how a bad videogame gets to be made.

I wrote to EDGE, congratulating them on the story (a letter they were gracious enough to print in the subsequent issue), even asking if they'd fancy doing a similar take on 'Two Worlds' - another game that emerged onto store shelves in an apparently broken state. With their customary diplomacy and tact, EDGE replied that perhaps with time and distance such a feature might be possible (not for a good while yet, I'll bet).

I've been playing Dark Messiah on the 360 just recently. Yep, another in a long line of titles that leaves me scratching my head in genuine bewilderment and not a little anger. How is it possible that a game built for a dedicated (i.e. locked) next-gen console architecture, on the bones of a four year-old game engine (Source) struggles to perform even as well as it's bug-riddled PC version, which debuted well over a year earlier? How is it possible that this game, released in 2007 on 360, looks and plays like it was beamed in from 2004 on a less than capable PC? How, in the name of all things holy, is it even possible nobody at the developer, the publisher, the tester or QA even seemed to notice anything might be remotely amiss..?

These things bother me. They bother me because I know for a fact the people who make videogames, as a rule, are not stupid. They can't be. Making a videogame seems to me, as no more than a player who has dabbled with various level editors, to be a huge technical and artistic undertaking, these days requiring a veritable army of talented and skilled specialists - not to mention a staggering amount of capital funding. I just want to know how then, given all this, that a title can emerge from development without any one of these individuals apparently ever spotting There Might Be A Problem..?

How does it work? Does eveyone in development realise at some point along the long, slow journey to that final milestone that things just haven't worked out quite the way they'd been imagined two years back when all they had were a few production sketches and some venture capital? Do they realise that, but just have to ship anyway? Do publishers wilfully decide to ignore the obvious flaws, forbid any further tinkering and order the game out of the gates knowing that this isn't quite the game they were promised and will, in all likelihood, struggle to ever recoup its costs? Is that even good business sense? Is there a point of no return for a game that is clearly struggling, failing to meet the grade? If so, how do we explain Duke Nukem Forever - a title who's tale of development hell will surely prove far more interesting than the product itself (boy, would I like to be the journalist who gets to tell that particular tale - videogaming's equivalent to 'Burden of Dreams' the fascinating feature-length documenatry about film director Werner Herzog's mind-blowngly difficult time making 'Fitzcarraldo').

Videogame journalism in particular needs to take it's subject a little more seriously, to stop being seduced by those mesmerizingly gigantic marketing spends and PR events, to become rather more critical and able to call to account titles and teams who are just not making the grade. This is a great time for the medium - truly impressive titles are being shipped and even an average gamer like me can spot quality a mile off. But, perhaps because of that excellence, I can also see the dross, the also-rans and the far less than perfect entries.

And if I can do that, without any special aptitude or skill for making games, how come the experts, who, after all, know a thing or two about this stuff apparently cannot?
 

ElArabDeMagnifico

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Dec 20, 2007
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"Hey we don't have enough money to debug the game!"

"Well I guess we'll have to release, and then with the money that people were actually willing to give us for this unfinished broken game, we patch the game..."

That's probably Two Worlds story, now something like "Haze" I do not know why they would release such crap when it's clearly unrefined, but that's my guess.
 

TheGhostOfSin

Terrible, Terrible Damage.
May 21, 2008
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Thats a very impressive first post Dogstar, anyway i think the majoraty of employees of game companies tend to get dissolusioned with the games they are making, after the amount of time they put into a game they are involved with, they'll begin to form a kind of fixation with it as they've helped create it.

Imagine you are one of these people who has worked on a game for three years and someone tells you its not gonna be what you originally wanted, but you can't delay the release anymore as the company refuses to continue to invest in this project, so you can release your work to the world bugs and all or completely cancel it and have wasted the last three years of your life and get in trouble with you bosses for wasting time and money.

Ignoring everything I just said, the people who work on the game generally have no choice in the matter its the people in charge who make the choice. Its all about profits and such like.
 

Dogstar060763

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Jul 28, 2008
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TheGhostOfSin said:
...the people who work on the game generally have no choice in the matter its the people in charge who make the choice. Its all about profits and such like.
I accept that, but there is more to it than that. I dunno - artistic, creative and technical choices along the way. If a game is in development for two or three years the blame for bad game design cannot be laid wholly at the feet of the publisher for 'forcing it out the gate' prematurely. One then has to explain exactly what the developers been doing for the past few years?

I'm trying to understand how very skilled and gifted people can fail to see the inadequacies and bad design apparent in their own work. It's not as if they don't have standards of 'good practice' to compare their own efforts with. Even Arkane, who made Dark Messiah, could see what Valve had done themselves with the HL2 engine previous to their own efforts and surely if they were experiencing any problems getting optimisation working on either PC or 360, then as a paying licensee they could have have just put a few discrete calls in to Gabe and his clever pals for some handy tips?

I just feel blaming the publishers (Ubisoft in this case - and they can't be short of a few of their own experts) because they are the money men and they have financial calendars to keep to is often a lazy way to explain away problems more properly laid at the feet of programmers, game designers, etc.

It wasn't Ubisoft decided to make the 'jump' function in Dark Messiah a wilfully spiteful little annoyance, nor to design timed levels in a game that should more properly have remained a slow, deliberate dungeon crawl...