Game Development Stories
Moonface Offline
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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, the Philosophical Sponge of Marbles, send you on a quest for the Golden Chewing Gum of the Whoop-A-Ding-Dong Desert under the sea!
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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 Offline
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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 Offline
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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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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 Offline
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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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He does not, mainly because, by his description, they were basically coding by the seat of their pants. For those that don't know the turn of phrase, that means they were basically coding without any preemptive thought as to how it would end up. They didn't even test their game until they got the Gold Master of it. And yet, they got it working under those constraints.

And, rewatching the video, I can tell you the constraints. They had ~158 kB/s to work with, because that was the speed that single-speed CD-ROM drives could read off a disc. Now, for 1993, that's not an insignificant amount of data, but it's definitely not a great place to be in when you are rendering thousands of images, playing hundreds of sound effects, and dozens of music tracks that all need to fight to get pulled off the disc. They literally had to structure the order of data in the spiral of the CD in order to make this possible, to give the laser the minimum amount of distance to move. It's wild!
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He does not, mainly because, by his description, they were basically coding by the seat of their pants. For those that don't know the turn of phrase, that means they were basically coding without any preemptive thought as to how it would end up. They didn't even test their game until they got the Gold Master of it. And yet, they got it working under those constraints.

And, rewatching the video, I can tell you the constraints. They had ~158 kB/s to work with, because that was the speed that single-speed CD-ROM drives could read off a disc. Now, for 1993, that's not an insignificant amount of data, but it's definitely not a great place to be in when you are rendering thousands of images, playing hundreds of sound effects, and dozens of music tracks that all need to fight to get pulled off the disc. They literally had to structure the order of data in the spiral of the CD in order to make this possible, to give the laser the minimum amount of distance to move. It's wild!
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Moonface Offline
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Ooh, I forgot about this one until talking with @ShiraNoMai about sprites just now, and this one is really cool particularly from a "gaming the limits of the hardware" perspective.

So for Crash Team Racing, all of the tires are camera and input based 2D sprites instead of actual 3D models like the rest of the karts are. The idea came about when during development there were concerns about rendering 64 tires on screen for four player split screen, and so the sprite based system was created to fix that. It also allows all the karts to have wheels that actually look round as there's no polygons making them. I was curious if other 3D kart racers of the time such as Diddy Kong Racing used a similar approach but couldn't find anything, but my guess is they didn't because otherwise Naughty Dog would've just been inspired by DKR's approach to tires instead of coming up with something new.

Speaking of Diddy Kong Racing, Naughty Dog actually recreated Crescent Island during the prototype stage for CTR to test how the PS1 handled it.
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I, the Philosophical Sponge of Marbles, send you on a quest for the Golden Chewing Gum of the Whoop-A-Ding-Dong Desert under the sea!
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Ooh, I forgot about this one until talking with @ShiraNoMai about sprites just now, and this one is really cool particularly from a "gaming the limits of the hardware" perspective.

So for Crash Team Racing, all of the tires are camera and input based 2D sprites instead of actual 3D models like the rest of the karts are. The idea came about when during development there were concerns about rendering 64 tires on screen for four player split screen, and so the sprite based system was created to fix that. It also allows all the karts to have wheels that actually look round as there's no polygons making them. I was curious if other 3D kart racers of the time such as Diddy Kong Racing used a similar approach but couldn't find anything, but my guess is they didn't because otherwise Naughty Dog would've just been inspired by DKR's approach to tires instead of coming up with something new.

Speaking of Diddy Kong Racing, Naughty Dog actually recreated Crescent Island during the prototype stage for CTR to test how the PS1 handled it.
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