Favourite Game Development Stories?
Moonface Online
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I was just in the car with @ShiraNoMai driving home from getting breakfast and I brought up Burnout 3 because the subject of tankers exploding came up and that game has tankers that can explode in it. Anyway, while talking about the game to her I recalled and shared the fact that the takedown feature in the game was added late in development and only one track (Downtown) was actually designed with the takedown feature in mind. Every other track was designed before the takedown feature was thought of and put into the game, which is why they feel more like the style of track the two games before it had whereas the Downtown track is glaringly different. I forget where and when I learned that but I've always liked knowing that little fact.

So what game development stories do you really like or just found interesting to learn about? Smile
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I was just in the car with @ShiraNoMai driving home from getting breakfast and I brought up Burnout 3 because the subject of tankers exploding came up and that game has tankers that can explode in it. Anyway, while talking about the game to her I recalled and shared the fact that the takedown feature in the game was added late in development and only one track (Downtown) was actually designed with the takedown feature in mind. Every other track was designed before the takedown feature was thought of and put into the game, which is why they feel more like the style of track the two games before it had whereas the Downtown track is glaringly different. I forget where and when I learned that but I've always liked knowing that little fact.

So what game development stories do you really like or just found interesting to learn about? Smile
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Maniakkid25 Online
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How did I miss this thread?

Anyway, my favorite game development story is actually Alan Wake. See, originally, the game was developed as an open-world exploration a la Grand Theft Auto, but then the devs actually wrote out the story. As the game's story developed, they suddenly realized that the game they were developing clashed with that story, as it was paced as a more traditional linear tale. In essence, they realized they were developing the wrong game, and had to pivot mid-development. The problem? They were already behind in development time and budget. So they had to basically beg MICROSOFT (who originally published the game) for more time and money because of this, and actually got it.

What Happened actually has a great exposé on the game's development cycle, and it's crazy to think that the sleeper hit horror-esque game was actually almost a big, sprawling sandbox game. The dev team managed to repurpose what they had VERY well, all things considered.
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How did I miss this thread?

Anyway, my favorite game development story is actually Alan Wake. See, originally, the game was developed as an open-world exploration a la Grand Theft Auto, but then the devs actually wrote out the story. As the game's story developed, they suddenly realized that the game they were developing clashed with that story, as it was paced as a more traditional linear tale. In essence, they realized they were developing the wrong game, and had to pivot mid-development. The problem? They were already behind in development time and budget. So they had to basically beg MICROSOFT (who originally published the game) for more time and money because of this, and actually got it.

What Happened actually has a great exposé on the game's development cycle, and it's crazy to think that the sleeper hit horror-esque game was actually almost a big, sprawling sandbox game. The dev team managed to repurpose what they had VERY well, all things considered.
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Moonface Online
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Dang, I wonder if the devs would have tried to repurpose what they had into something similar to The Evil Within 2 since the approach that game took to its world design sounds fitting to what Remedy were trying to originally do with Alan Wake. It's cool to see they didn't really have all that work go to waste though by just cutting it down into smaller linear pieces, especially because starting that from scratch would've been time and money I wonder if Microsoft would've given them (I know you said they got that stuff but it probably wasn't for anything as monumental as a complete restart). It's definitely a lesson in figuring out what game you want to make before you start creating a lot of stuff though; their initial approach was just "Do everything Max Payne wasn't" like trying to cook a dish that isn't another dish without having the recipe ready and realizing halfway through cooking that their three course meal doesn't mesh together.


So I learned this during my Video Game Studies class last semester. Sayonara Wild Hearts has Queen Latifah as the narrator, but that only happened because the game director just name dropped her to Annapurna when questioned by them who he'd want to have narrate the game, expecting it to not be taken seriously. A few weeks later she was secured to narrate the game to the surprise of the director, and this was only a month out from the game releasing. The guy just made a throwaway response to a question in the spur of the moment and actually ended up getting what he asked for. XD
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Dang, I wonder if the devs would have tried to repurpose what they had into something similar to The Evil Within 2 since the approach that game took to its world design sounds fitting to what Remedy were trying to originally do with Alan Wake. It's cool to see they didn't really have all that work go to waste though by just cutting it down into smaller linear pieces, especially because starting that from scratch would've been time and money I wonder if Microsoft would've given them (I know you said they got that stuff but it probably wasn't for anything as monumental as a complete restart). It's definitely a lesson in figuring out what game you want to make before you start creating a lot of stuff though; their initial approach was just "Do everything Max Payne wasn't" like trying to cook a dish that isn't another dish without having the recipe ready and realizing halfway through cooking that their three course meal doesn't mesh together.


So I learned this during my Video Game Studies class last semester. Sayonara Wild Hearts has Queen Latifah as the narrator, but that only happened because the game director just name dropped her to Annapurna when questioned by them who he'd want to have narrate the game, expecting it to not be taken seriously. A few weeks later she was secured to narrate the game to the surprise of the director, and this was only a month out from the game releasing. The guy just made a throwaway response to a question in the spur of the moment and actually ended up getting what he asked for. XD
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Maniakkid25 Online
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I've mentioned it before, but a series relevant to this topic is Ars Technica's War Stories. It's a series about the development of video games and the challenges that had to be overcome in order to actually get the game out the door. A really good one is Myst, because that one, the developer admits that they were basically coding the game blind. CD -ROM was a new technology when Myst came out, so the only CD burner he had access to was the publisher's. As such, as they were putting in the lush environments that would define the game, they had no idea if the game would even load fast enough to be able to display them before the user thinks "something's not working". He goes into more technical detail about it, but that's the short version of it.
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I've mentioned it before, but a series relevant to this topic is Ars Technica's War Stories. It's a series about the development of video games and the challenges that had to be overcome in order to actually get the game out the door. A really good one is Myst, because that one, the developer admits that they were basically coding the game blind. CD -ROM was a new technology when Myst came out, so the only CD burner he had access to was the publisher's. As such, as they were putting in the lush environments that would define the game, they had no idea if the game would even load fast enough to be able to display them before the user thinks "something's not working". He goes into more technical detail about it, but that's the short version of it.
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Moonface Online
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@Maniakkid25: Ooh. Does he happen to say what he might have done if the game hadn't been able to load fast enough? That was the first thing that came to mind reading your post that I'd totally ask someone like that about. Grin
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@Maniakkid25: Ooh. Does he happen to say what he might have done if the game hadn't been able to load fast enough? That was the first thing that came to mind reading your post that I'd totally ask someone like that about. Grin
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