Kraszu said:Summary.
Twinfalls said:Okay, I listened to as much of this MP3 my stomach could handle.
I shit you not, this is what the dull fuckers had to say in the first few minutes, clearly setting the tone for the rest of it:
Todd - "You have to realise what the consumers want. They see really great blades of grass in other games (he really says this) and then they expect that from your game, they get savvy. So you have to pick your battles, and do only some things, and do those things really well"
Can you believe this? We're in the age of middleware, this fucker leads a studio which used Speedtree to make its blades of fucking grass, and he's using this as an excuse for gutting TES? (though Bethesda developers spending all their time in the office 'doing grass' would explain the quality of their product).
The rest that I heard was the other miserable failures echoing the sentiment. They even said 'Next-gen means we have to focus on only a few things, and do them really well'.
So debased has the thinking become in what passes for 'high-end' game development now, that tons of available machine power equates to excuses for doing less with games.
Lumpy said:Not only him. There are about 6 people talking on that podcast.
But it seems teams are bigger now, and development schedules have stayed pretty much the same. How hard is it to integrate Middleware?galsiah said:Probably because scheduling takes that into account.
It's not this situation:
We've got three years, so let's license a graphics engine. That'll save us at least six months, so we can spend that time making a better game.
But this one:
We've got three years, so let's license a graphics engine. That'll save us at least six months, so let's release the game over six months earlier to ensure that our engine is still cutting edge when we release. Of course it might take a month or two to learn the engine, and integrate it etc., so we'll need to cut a few features. We also don't understand the engine amazingly well, since we didn't write it, so there might be unforseeable difficulties down the road. We can always cut more features.
In any case, once we've got great grass, the rest is bound to fall into place around it.
I've no personal experience beyond well, personal experience. So I know that using software libraries can be a mixed blessing - you don't completely understand how they work; you don't fully understand their limitations; you need to integrate them correctly into your code. Making sure you do understand what's going on can take a long time. Quite often if the library is relatively small and solves a problem you know how to solve, you might as well write the code yourself - your complete understanding will save time later.GhanBuriGhan said:But it seems teams are bigger now, and development schedules have stayed pretty much the same. How hard is it to integrate Middleware?
Based on that, you'd think it ought to help. However, Deus Ex wasn't rushed: they expected to save time by licensing the engine, but ended up spending that time getting things right. If the schedule had been decided strictly assuming that time would be saved, the game would have suffered.5. Licensing technology. We went into Deus Ex hoping that licensing an engine would allow us to focus on content generation and gameplay. For the most part, that proved to be the case. The Unreal Tournament code we ended up going with provided a solid foundation upon which we were able to build relatively easily. Dropping in a conversation system, skill and augmentation systems, our inventory and other 2D interface screens, major AI changes, and so on could have been far more difficult. UnrealEd, the main tool our designers used to generate our maps, was superior to anything else available. UnrealScript was very powerful and allowed programmers to do lots of interesting things quickly and easily. The dollars and cents of the deal were right, and I didn't have to hire an army of programmers to create an engine, 80 percent of whose functions already existed in Unreal Tournament. We were able to make what I hope is a state-of-the-art RPG-action-adventure-sim with only three slightly overworked programmers, which allowed us to carry larger design and art staffs than usual.
However, to my surprise, licensing technology didn't save us all the time I'd hoped it would. You'd think cutting a year or more of engine-creation off a schedule would result in an earlier release date. On Deus Ex, that didn't prove to be the case. Time that would have been lost creating tools was lost instead to learning the limitations and capabilities of "foreign" technology. Time that would have gone into making an engine went into focusing more on gameplay systems and tuning than normal. Unreal certainly allowed us to focus on content generation over everything else, but we spent more time doing it.
The biggest downside to licensing was that we were just never going to understand the code as well as we would have if we'd created it ourselves. That led to two distinct kinds of problems. First, there were areas where we ended up treating the engine as a black box. I think it's pretty well documented by now that we shipped Deus Ex with some Direct3D performance issues. Honestly, that didn't show up in any significant way during our QA process -- a slight problem here or there, but none of the dramatic slowdowns some players reported in the early days following our ship date. Once players started reporting troubles, we were kind of in a lurch -- we couldn't very well go in there and mess with the Unreal engine -- we just didn't understand it well enough to do that safely. We had built around the edges of Unreal without ever getting too deeply into the nuts and bolts of it.
Second, because we didn't know the code inside out, and because we'd shelled out a fair amount of money for it, we tended to be conservative in our approach to modifying it. There were times when we should have ripped out certain parts of the Unreal Tournament code and started from scratch (AI, pathfinding, and sound propagation, for example). Instead, we built on the existing systems, on a base that was designed for an entirely different kind of game from what we were making. It's not that Unreal had bad AI or pathfinding or sound propagation, but those systems were designed for a straightforward shooter, which was not what we were making.
Technology licensing bought us a lot and cost us somewhat less. I guess the fact that we'll be licensing technology for our next round of projects, Deus Ex 2 and Thief 3, says the price was right. But it remains an interesting dilemma, and we will be able to approach our next licensed engine with the wisdom gleaned from using Unreal for this project.
How hard is it to integrate Middleware?
Todd Howard; "We really enjoy having the hardware drive things!"
And this guy is the executive producer of Fallout 3.
Bethesda said that one of the reasons they had to cut some weapons was that they had to integrate them with Havok. So rather than helping gameplay creation, Havok slowed it down.GhanBuriGhan said:That's something I really don't get - with all this middleware stuff and licensed GFX engines, you'd think that developers would have more time on their hands to actually make games, yet the opposite seems to be the case. Why?
I think that our budget for trees alone would make anyone throw up!
So rather than helping gameplay creation, Havok slowed it down.
Twinfalls said:Todd - "You have to realise what the consumers want. They see really great blades of grass in other games (he really says this) and then they expect that from your game, they get savvy. So you have to pick your battles, and do only some things, and do those things really well"