Ramsay: Troika also had some trouble with release timing. How did Valve’s embargo on Vampire impact the company?
Cain: Well, the embargo caused several problems. First, while the game was held until Half-Life 2 shipped, we were also not allowed to keep the title in development. Activision had us work on the game until a certain point, and then they froze the project. We’d have continued to improve the game, especially by fixing bugs and finishing incomplete areas, but they didn’t let that happen. They picked a version as the gold master for duplication, and then they held that version close until the ship date. We fixed some bugs, but they didn’t want to pass new builds to quality assurance.
Second, while our game was being held, Valve continued to make improvements to the Source engine—improvements we couldn’t add to our game. It was frustrating to play Half-Life 2 and see advancements in physics, modeling, facial animation, and other features that our game did not have.
Finally, the embargo really demoralized the team. They had finished a game that couldn’t be shipped, or changed, or talked about. And when Vampire was shipped, the game was compared unfavorably to the only other Source game on the market. Needless to say, we lost some good people during that time. They quit in frustration and went elsewhere.
Ramsay: Even if there was a need for the title to be published before Half-Life 2, Valve made that impossible. Why did Activision freeze the project?
Cain: Just to be clear, I came over to the Vampire team after the first two years of development, and my role was to provide programming leadership and work on areas of the game code that needed immediate help, such as creature artificial intelligence and file-packing issues. So, I never interacted with Activision during development.
With that said, the Vampire game had been under development for three years. While that’s not a long time for a role-playing game—Fallout had taken three and half years to develop, and that was a simpler game made almost a decade earlier—Activision had become impatient and wanted the game shipped as soon as possible. They wanted to cut areas of complexity, we wanted to maintain quality, and the game was caught in a lopsided tug-of-war. In the end, Activision “won,” and the game was shipped with many bugs, cinematic cutscene issues, and incomplete areas.
Ramsay: Can you give me some examples of these problems?
Cain: Some of the most egregious examples included the game crashing when a Nosferatu player character finished a particular map. This was caused by a bad map value in a script that teleported a Nosferatu to a different map than other player characters because Nosferatu were not allowed to appear in public places. The crash was discovered after the embargo, along with the disheartening fact that no one in quality assurance at Activision had ever tested the Nosferatu character.
We were also working on smoothing out the walking animations of characters during in-game cinematic sequences. The embargo occurred during the middle of this process, which left a great many characters skating or stuttering during those sequences. And the warrens near the end of the game were barely populated with creatures when development was frozen. No balancing or dialogue was added at all.
I don’t have to restate how demoralizing these issues were to the team. All of these problems were easily solvable with more time, but that time was not available.
Ramsay: Was there any ill will toward Valve?
Cain: No, we weren’t really angry with Valve. They made their deal with Activision, and part of that deal was that any Source-based game had to be shipped after their Half-Life 2. Valve had the luxury of pushing out their ship date repeatedly—and they did—to ensure that their game was great. We were hoping for the same luxury, but Activision didn’t grant it.
Now Activision, on the other hand, did get a bit of our ire. When we discovered that we could not ship before Valve, we never imagined that Activision would ship Vampire on the same day as Half-Life 2. For several reasons, a much better idea would have been to ship Vampire a couple of months later. It would have given us time to polish our game with a stable engine. It would have given the consumer something else to buy that used the Source engine after Half-Life 2. And a later release would also not have put us in direct competition for consumer dollars during our important first few weeks on store shelves, because we all knew that consumers were going to choose Half-Life 2 over Vampire. And, really, was the cost of a few more months of development really that much more than the years we had already spent on the game? No, I may not be a businessman, but that seemed like a bad choice on Activision’s part.
Ramsay: Sounds like a reasonable solution to me. Did Leonard or Jason make these arguments to Activision?
Cain: Leonard did a lot of the interacting with Activision, and he did suggest this course of action many times. As far as I knew, Activision either ignored the suggestion or complained about how much time Vampire had already taken. They really did not want to put any more money into the game than they absolutely had to, but at the same time, they demanded triple-A quality. It was quite schizophrenic.