Game Developers but What Universal Truths Are You Trying to SR
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>>PRODUCT REVIEWS LUXOLOGY’S MODO 202 * DARWIN DIMENSIONS’ EVOLVER NOVEMBER 2006 THE LEADING GAME INDUSTRY MAGAZINE >>LUCK IN GAMES >>SURFACE TENSION >>LOOKING ASKANCE RICHARD GARFIELD ON PHYSICS TO FLOAT ARTISTS: FEAR NOT THE RANDOMIZING FUN YOUR GAME’S BOAT RISE OF THE SCANNERS POSTMORTEM: DESIGNING DEATHWALK FOR PREY []CONTENTS NOVEMBER 2006 VOLUME 13, NUMBER 10 FEATURES 11 GETTING LUCKY Many video games diminish the importance of luck, as it’s often considered the opposite of skill. Magic: The Gathering creator and game design legend Richard Garfield ponders the benefits of adding an ounce of luck to computer game titles. By Richard Garfield 21 GO WITH THE FLOW The world of game physics is advancing, but water dynamics can be difficult to pin down. Two pros from Resolution Interactive show us how to use science to make better water and liquid simulations, which in turn can lead to more immersive gameplay. 30 By Erik Winter and Matti Larsson POSTMORTEM 30 CREEPING DEATH: DESIGNING THE DEATHWALK SYSTEM IN 3D REALMS’ AND HUMAN HEAD STUDIOS’ PREY The creators of PREY, the first-person shooter game from 3D Realms and Human Head Studios, hope you never die—so much so that they’ve built a system that nearly prevents that ghastly act from ever ripping game players from the heat of the action again. Twelve-year game veteran Chris Rhinehart unravels the numerous strategies the 11 21 team employed before they were able to pull this trick off. By Chris Rhinehart DEPARTMENTS COLUMNS 2 GAME PLAN By Simon Carless 37 BUSINESS LEVEL By Pat Christen [BUSINESS] Right of Reply Serious Expectations 4 HEADS UP DISPLAY 39 THE INNER PRODUCT By Mick West [PROGRAMMING] TGS and GDC London reports, Trion forms, Nintendo announces Stylus Control LiveMode, and more. 42 GAME SHUI By Noah Falstein [DESIGN] 7 SKUNK WORKS By David March and Tom Carroll Changing Brains Luxology’s modo 202 and Darwin Dimensions’ evolver 43 PIXEL PUSHER By Steve Theodore [ART] 56 A THOUSAND WORDS Through a Scanner Darkly Nippon Ichi Software’s DISGAEA 2 46 AURAL FIXATION By Jesse Harlin [SOUND] Be a Demo Dynamo COVER ART BY HUMAN HEAD STUDIOS WWW.GDMAG.COM 1 GAME PLAN [] www.gdmag.com CMP Technology, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090 EDITORIAL EDITOR-IN-CHIEF Simon Carless [email protected] MANAGING EDITOR Jill Duffy [email protected] FEATURES EDITOR Brandon Sheffield [email protected] RIGHT OF ART DIRECTOR Cliff Scorso [email protected] CONTRIBUTING EDITORS Jesse Harlin [email protected] Noah Falstein [email protected] Steve Theodore [email protected] REPLY Mick West [email protected] ADVISORY BOARD Hal Barwood Designer-at-Large Dave Pottinger Ensemble Studios IT’S BEEN MORE THAN 10 YEARS SINCE GAME postmortems of recent months have been written Ellen Guon Beeman Microsoft George Sanger Big Fat Inc. Developer first hit gamemakers’ mailboxes. The by independent developers, who have let loose Andy Gavin Naughty Dog Harvey Smith Midway magazine, now run by CMP Technology under the with the unvarnished truth. We’re also pretty keen Joby Otero Luxoflux Paul Steed Microsoft erstwhile command of yours truly, has weathered on the postmortems that discuss one specific ADVERTISING SALES DIRECTOR OF SALES the storms of generational transitions and innovation in a game, such as this month’s Steve McGill e: [email protected] t: 415.947.6217 innumerable game hardware and software wars, investigation of DeathWalk, a feature in 3D GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION all the while attempting to deliver inspirational Realms’ and Human Head’s PREY (pg. 30). Aaron Murawski e: [email protected] t: 415.947.6227 and motivational information to game developers But what universal truths are you trying to SR. ACCOUNT MANAGER, SOUTHWEST, CONTRACTORS, & MARKETPLACE Jasmin Davé e: [email protected] t: 415.947.6226 the world over. discern when reading a postmortem? When do ACCOUNT MANAGER, EAST COAST, U.K. & EASTERN CANADA But where will we be after 10 more years? you really care about what a postmortem has to Cecily Herbst e: [email protected] t: 415.947.6215 And how can we ensure we cover the right say? Would you rather read a good postmortem of ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA & WESTERN CANADA material for our extremely varied audience, a game you don’t know or an average one from a Nick Geist e: [email protected] t: 415.947.6223 while maintaining our wider readability? I’ve game you do? Comments are welcome. ADVERTISING PRODUCTION been mulling over this issue for some time and ADVERTISING PRODUCTION COORDINATOR Kevin Chanel REPRINTS Cindy Zauss e: [email protected] t: 516-562-5000 now seems like a good time to ask for more GAME DEVELOPER PLUS? Julie A. Douglas e: [email protected] t: 516.562.5092 feedback, since you are the people we make Finally, you may have noticed that the girth of CMP GAME GROUP the magazine for. Game Developer magazine fluctuates VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick significantly from month to month, depending VP, STRATEGIC MARKETING Michele Maguire STRIKING A BALANCE on what’s happening in the game world and DIRECTOR OF MARKETING Tara C. Gibb One thing we’ve been striving to get right over the what big show is approaching. CONFERENCE DIRECTOR, GDC Jamil Moledina past few years is the balance of articles that are Given the current state of the print market for SENIOR CONFERENCE MANAGER, GDC Meggan Scavio EXECUTIVE WEB PRODUCER Peter Leahy suitable for the many disciplines that make up consumer game magazines, we’re doing very well EDITOR-IN-CHIEF, GAMASUTRA.COM Simon Carless video game development. Those with longer as a smaller professional trade magazine. It helps ASSISTANT EDITOR, GAMASUTRA.COM Frank Cifaldi memories may recall that Game Developer in the that we reach key decision-makers, too. CIRCULATION late 1990s was much closer to being a game Still, as long as you are an eligible North CIRCULATION COORDINATOR Miguel Mendiolaza e: [email protected] version of Dr. Dobbs’ Journal (another CMP American developer, you’re given the magazine CIRCULATION ASSISTANT Michael Campbell e: [email protected] publication), which is to say it was very technical for free, and this sometimes acts as a strike CIRCULATION ASSISTANT Andrea Abidor e: [email protected] and much more programming-focused. against the amount of editorial we’d like to run, SUBSCRIPTION SERVICES But as the make-up of the industry—and of due to the economics of our business model. And FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES Game Developer readers—has broadened, and as occasionally, we daydream about alternatives: t: 800.250.2429 f: 847.763.9606 e: [email protected] artists, designers, and managers filed into our for instance, would you pay for an enhanced INTERNATIONAL LICENSING INFORMATION readership numbers, we realized that we needed version of the magazine with more editorial if a Mario Salinas t: 650.513.4234 f: 650.513.4482 e: [email protected] to counterbalance our technical pieces with free version were also still available? CMP TECHNOLOGY MANAGEMENT columns and features that discuss other matters. The more feedback we receive about Game PRESIDENT AND CEO Steve Weitzner EXECUTIVE VP AND CFO Adam Marder Trying to appeal to everyone is a tall order—but Developer—its content, presentation, circulation, SENIOR VP, AUDIENCE MARKETING & DEVELOPMENT Bill Amstutz what’s your take on it, readers? Would you prefer writers, contributors, and editors—the more SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph Braue fewer State of the Industry features and more options and insight we’ll have to deliver the best SENIOR VP AND GENERAL COUNSEL Sandra Grayson technical features? Are you yearning to read more material to our entire readership. SENIOR VP, CORPORATE MARKETING Lisa Johnson practical business analysis? What makes you We love Game Developer. We hope you do, too. SENIOR VP, CORPORATE SALES Anne Marie Miller turn the pages of Game Developer? And we want to find ways to continue to SENIOR VP, MANUFACTURING Marie Myers differentiate it, so that it’s just as fresh in 2016 SENIOR VP, COMMUNICATIONS Alexandra Raine VP, AUDIENCE DEVELOPMENT Michael Zane years as it was in 1996. Send your thoughts to POSTMORTEM PATCH PRESIDENT, CHANNEL GROUP Robert Faletra If there’s one thing Game Developer is known for, [email protected]. We’ll appreciatively take PRESIDENT, CMP ENTERTAINMENT MEDIA Tony Keefe it’s the monthly postmortem articles that dissect them into account and perhaps print some in PRESIDENT, BUSINESS TECHNOLOGY GROUP Jeff Patterson the production of major games. But in today’s day forthcoming issues. * SENIOR VP, GROUP DIRECTOR, ELECTRONICS & SOFTWARE GROUPS and age, with PR agencies (most of whom we love Paul Miller dearly) carefully vetting articles to include SENIOR VP, GROUP DIRECTOR, COMMUNICATIONS GROUP, Stephen Saunders relatively positive spin, it’s sometimes tricky to acquire true, unmasked “what went wrong” admissions directly from developers. Simon Carless In fact, some of our most memorable Editor-In-Chief Game Developer is BPA approved 2 NOVEMBER 2006 | GAME DEVELOPER WWW.CMPGAME.COM B: 8 in T: 7.75 in S: 7 in B: 10.75 in T: 10.5 in T: S: 9.75 in Idea: Assemble the ultimate team to create a John Woo sequel that you can play. Realized: The line between video game and fi lm is offi cially blurred. When faced with the challenge of creating a video game sequel worthy of John Woo’s movie “Hard Boiled,” the team at Midway chose to use Autodesk® 3ds Max®, Autodesk Maya® and Autodesk MotionBuilder™. Using this 3D arsenal, artists are able to create graphically stunning characters, backgrounds and animations with amazing production effi ciency.