Category: Cool People

Jeff Vogel

(Sorry for the lack of posting recently, I was dog-sick last week and figured you didn’t want to hear about that.)

Jeff Vogel is The Man. Honestly, there is a very short list of people I truly admire and Jeff is on that list. Jeff is the president, founder, and 1/3 of the staff of Spiderweb Software, a shareware company that makes role-playing games. During the Dark Times, before the Baldur’s Gate series revitalized the commercial RPG industry, Jeff’s site was pretty much the only place to get a new RPG.

And were they good? You bet! Graphically they invoked old-school, Ultima-style roleplaying. They were well-written, had good interfaces, had tactical combat, and were big like RPGs are supposed to be.

Jeff’s story should be very familiar to anyone who knows any computer game history. He started off on the Apple II when he was 13, playing deep old-school RPGs like Eamon. He taught himself some Apple programming and started writing simple games. But it wasn’t until grad school that he got serious. He bought himself a Mac and a copy of Codewarrior and started writing his first game to escape the tedium and boredom of grad school. That game was Exile: Escape from the Pit. Once the game was done, he decided to try to sell it as shareware and was pleasantly surprised at how the market responded, as are most people who try shareware. Exile’s success prompted him to begin a sequel.

Eventually his games were making enough money to justify his quitting the hated grad school altogether, and since then he’s been making shareware RPGs full-time.

Jeff started his company in 1994. It is now 2005. At this point, Jeff has written twelve games. He says it takes him about eight months to write an RPG, and about two months to port it to the PC (since all his new work is done on the Mac). Then he decompresses for a few weeks and starts on the next one.

That is one hell of a work ethic.

And it basically allows him to live what he considers the perfect life – doing what he wants, living where he wants, working out of his house (which was paid for by his games). This has prompted him to start advocating the shareware system. Jeff says, “Shareware is a force for good.”

And in the end, he’s right. You can download huge demos of all twelve of Jeff’s games, play them all the way through, and not give Jeff a penny. But if you like them and you want to finish them, you can pay a very reasonable fee to get the complete game – and you can do so knowing that every bit of that money is going straight to Jeff, and that your contribution means Jeff will be able to continue to make games. There is a partnership between the player and the developer that just isn’t there in commercial games.


Hit & Myth

Now that E3 is over, I can finally talk about my game. It’s called Hit & Myth, and it’s the brainchild of two talented people I’m working with.

The first is Ryan Clark, who created the basic engine for the game and also came up with a technique that allows us to get some realistic-looking lighting very cheaply. It allows us to get content in the game quickly, and you can read all about the technique at his webpage, Zarria.net.

The second is Wynne McLaughlin, the lead designer, who has been writing for games and TV for years. He got this job by creating a couple of very good Neverwinter Nights modules. Wynne is adding a really funny, sarcastic sense to the game, as evidenced by this screenshot.

Me? I’m the secondary coder (and we also have one more coder/designer named John Sripan). We also have a bunch of great artists on the project (as the screenshots should attest).

The game uses Robotron/Smash TV mechanics – the left pad moves your character and the right buttons control the fire direction. There’s tons of weapon pickups that make you more powerful, and you can cast spells (we have a nice spellcasting mechanic that allows you to cast spells very quickly once you get used to it). Basically, you run through the levels, shooting everything that moves, until you get to the boss, which says something snarky and then tries to eat you. So you kill the boss, too.

Now, I’m fully aware that I’m not working on a Game of the Year here. I’m also aware that the platform the game is for is new and shaky and has a lot of competition. But in the end, the game is going to be a whole lot of cheap, blasty fun and I hope that the people who do buy it get a kick out of it (and oddly enough, Ryan recently said almost exactly the same thing to me).


E3 Crunch

Well, the E3 crunch is over. We shipped a very solid demo of our game (which I’ll be able to tell you all about once E3 actually starts). I worked about 80 hours last week, which is the longest work week I’ve had in years.

Here’s the thing about crunch. Yes, it sucks…except…well…

You get to put yourself into the Zone Cubed. Everything else fades away. You don’t spend enough time away from your work to forget what you were doing, which means you never really get out of the Zone. Thus, despite the Common Knowledge that Crunch Never Helps, I found myself incredibly productive last week. I worked about 80 hours. Did I get 80 hours of work actually DONE? I’d say…yeah, damn near.

You get to know everybody better. You work together, you eat together, you spend what little free time you have together (our crunch was at one point suspended while we all made a run to Wal-Mart to buy Nerf guns). And these guys are great – real gamers, really passionate about making great games. The sense of camaraderie is wonderful.

When you come out the other side and you’ve shipped and you know you did a good job and everything is going to be all right now…it’s like shipping high times a hundred. I have never been prouder of what I’ve been working on.

Note: The rest of this post is rated PG-13.

I’ve witnessed how usage of the term “porn” has branched out away from sex to mean “anything that gives you a vicarious thrill”. We’ve got food porn, gun porn, aircraft porn, etc. I’ve actually done this myself; I typically describe the game Command & Conquer: Generals to friends as “explosion porn” (which it is).

If you know me, you also know that I like to watch game development presentations, and I love listening to good movie commentary tracks. I’ve watched the “Making of Spirited Away” special that comes on the DVD about fifty times. I bought the special editions of both Age of Mythology and World of Warcraft because they both came with “making of” DVD specials. I’ve come to realize that in its way, that stuff was my porn. Call it “accomplishment porn”. I was vicariously living through these people who had accomplished the kind of thing I wanted to accomplish.

Well, now I’ve accomplished, at least in a minor sense. In the end, real sex is always better than porn…is real accomplishment better than accomplishment porn?

Bet your ass it is.


Viva la Resolution!

The Fat Man is a friend of mine.

God, it makes me so proud to be able to say that.

Anyway, he’s working on a new album called Project Dumass. One of the first songs on the album is called Viva la Resolution!

Give it a listen. You’ll be glad you did.


Randomize

Warren Spector has a dream. He calls it the “one city block” RPG idea, and he’s talked about it several times. The design consists of a relatively small area that is modelled with such detail and interactivity, and has NPCs that are so “alive”, that this small area can support as much gameplay and story as a “normal”, mission-driven game. Warren was certain that with Deus Ex he was going to get the chance to create this dream design of his – in fact, the original design of Deus Ex called for three such city-blocks – one in New York, one in Hong Kong and one in Paris.

As the development of Deus Ex continued, he discovered that the technology to implement his design still wasn’t there, even after all these years. So as the development of Deus Ex progressed, the game became a lot more linear and mission-driven, like other games.

But Warren’s attempt wasn’t a complete failure. The second mission of Deus Ex is set in New York, and comes very close to fulfilling his goal. Far too much stuff is scripted, but there are a lot of people on that map, all with different personalities and goals. There are a lot of very different places, and a metric ton of secrets (including a secret mission that is very easy to miss). All of these make Hell’s Kitchen feel more real than environments in most other games.

Hong Kong is almost as good, but by the time you get to Paris it becomes apparent that the incredible amount of work necessary to put a map like this together was beginning to wear on the designers. Paris is the last map with free-form elements in the game – all of the rest of the maps in the game are very traditional, mission-based maps. They still have secrets and alternate paths, but the conflicting goals, the complex NPCs and the scripted optional sequences are gone.

This is one reason that Warren has called for the development of tools that could generate game content automatically.

Content created through generation used to be extremely common in gaming. All of the maps of the original Populous were created simply by generating strings of random numbers (and Peter Molyneux admitted in his 2000 GDC presentation that the Promised Lands expansion pack to Populous simply consisted of those random numbers reversed).

Starflight is another older game that benefited greatly from generated content. Starflight attempted to give players the experience of their own Star Trek five year mission. In order to do so, it was necessary to give the player a very large number of star systems and planets to explore – too few and the player would feel too constrained and wouldn’t get the sense of grand exploration that the designers were going for. So the designers stuffed the game with over two hundred star systems to visit and over eight hundred individual planets to explore. But Starflight was made back in 1986, before hard drives were common and CD-ROMs even existed, so the game had to fit on floppies. The only way the designers could fit so much content on two 360k floppies was to generate each planet on the fly using algorithms.

So if generated content (both pregenerated and on-the-fly) was so common, why isn’t it used any more? Why is Warren’s request so difficult to fill?

If there is one thing the human brain is good at, it’s pattern recognition. In fact, the brain is so good at it, we humans often see patterns where none exist. The nature of the “game worlds” of Populous and Starflight were very simple – they weren’t hard to generate, and they weren’t large enough for patterns to develop to clue the player in to the fact that they weren’t hand-made.

That’s all changed. Generating a Shenmue-style world is a much tougher challenge than generating a 64×64 heightmap – but it may not be impossible. If this problem could be solved, it could allow game worlds to get bigger and more detailed without requiring teams to double in size and schedules to extend even farther than the industry standard eighteen months. It could also finally make Warren’s dream a reality.


Chat With A Friend

Session Start (ICQ – Nathan): Mon Sep 22 09:55:38 2003
Badman: Wow, you’re still alive?
Nathan: How do you mean?
Nathan: I can’t die until we ship…
Nathan: It’s scripted

Yes, it’s the same Nathan that stars in The Cheesehead. He’s currently at Ion Storm, crunching on Deus Ex: Invisible War.


Greg Costikyan Gets Caught in the 2003 New York Blackout…

So what does he do? Design an innovative game that three people can play in pitch darkness?

Hell, no – he comes up with a new pasta recipe!


Gamespotted

Goshwow. The inestimable Greg Kasavin makes many of the same points I did in my last post in this week’s GameSpotting, though of course he’s much funnier than I am. Go check him out.


Revolutionary or Evolutionary?

I finally managed to track down a copy of the now-rare Quake mission pack Scourge of Armagon. I wanted it specifically so I could watch Scourge Done Slick, which is an excellent machinima that marries incredible gameplay with a great sense of fun.

Of course, once SDS was over, I started playing Scourge myself and discovered that it’s actually a damn good mission pack and does lots of things with the Quake engine I wouldn’t have thought possible. I also couldn’t help but notice how little things had really changed from a gameplay standpoint in first-person shooters.

I mentioned to my good friend Lee that I thought that Quake was revolutionary, but that since then all other FPS games have simply been evolutionary. Now, Lee’s a naturally contrary person, so he asked me why I thought this. After all, Lee said, Quake wasn’t the first true 3D polygonal game. It wasn’t the first first-person shooter. It was ugly – all browns and greys. What made it so special?

(It must be noted here that my good friend Lee is a big Marathon fan.)

There are several things Quake did that made it revolutionary. Allow me to bullet point:

It was the first 3D polygonal first-person shooter that used 3d models for almost everything – yes, there are still a few billboarded sprites in the game, but they are used only for minor things like explosion effects. This fully 3D space gave the game a coherent feeling no other game had at the time, especially when combined with…

Lighting effects. Quake was the first game to have real 3D lighting – Carmack insisted on it, even though it was an incredible challenge to do in eight-bit color and it meant having to draw every frame of the game twice. The effect of having every light source (even rocket explosions!) affect every object in the game drew the player in – and pointed the way towards the future.

QuakeC and Radiant – id’s player-friendly philosophy allowed players to use the same tools as original level designers instead of the hacked-up, reverse-engineered tools of the past.

And finally, Quake was incredibly popular, which meant that the people who did create new content had a huge audience for their work. The fact that Quake came out just as the internet was beginning to take off didn’t hurt anything either.

Quake probably wasn’t the first game to do any one of these things, but because it did all of them at once and rode the rising wave of the internet, it created a huge fanbase willing to create new content and continually breathe new life into the game. Quake didn’t create modders, but it empowered them in a way they hadn’t been before. Modding moved out of the realm of putting Barney at the end of Wolfenstein 3D and into the realm of Team Fortress. That’s why ten years after it’s release people are still making cool things for Quake like Scourge Done Slick.

And that’s a revolution.


Doom III Vs. Half-Life II

I’ve now watched every publicly available movie for Doom III and Half-Life II. And I think that the real difference between the two is that Doom III wants things to look good and Half-Life II wants things to act right. Half-Life II’s industrial-strength physics engine allows for new and interesting gameplay elements; Doom III’s unified lighting code and self-shadowing doesn’t.

Before you flame me, remember that this site is about pushing the envelope of game design. Half-Life II does; Doom III deliberately doesn’t. Doom III is about classic, rock-solid gameplay and showing off Carmack’s spanking new everything-gets-sixteen-texture-passes engine.

Now, is Doom III going to be a hit? Absolutely. It’s going to be huge. And it will be a good game, and I will be buying a copy. But it’s not going to do anything new gameplay-wise.

Watched a video on Gamasutra (that’s a recurring theme, eh?) from this year’s GDC. It was of Jason Rubin of Naughty Dog, one of my favorite people from one of my favorite companies. He talked about how much time they had spent on improving their engine for Jak & Daxter 2. He said that during that time he’d had an epiphany…nothing he was doing was necessary to the making of Jak & Daxter 2. They could have done Jak 2 with the Jak 1 engine and it wouldn’t have looked as good, but it would play just the same. Nobody is going to care that Daxter now has an environment map on his eye that reflects his surroundings – on a standard television you won’t even be able to see it!

He continued to ponder and came to the conclusion that graphics is quickly becoming a dead-end. You can only make so many texture passes and add so many polygons before you reach diminishing returns and the player can’t tell the difference. Not only that, but the increased poly counts of the characters on Jak 2 meant they were taking a lot longer to model, skin, rig and animate than the ones for Jak 1, which meant the game would take longer to make, which meant it would be more expensive, which meant it would have to sell better, which meant it needed something to grab players and bring them in – and that graphics weren’t going to do the trick any more.

Naughty Dog has never been known for their innovative gameplay. Jason stated up front that Naughty Dog’s “mission statement” had always been to design games with very familiar, classic gameplay ideas and simply make them look better than anyone else’s.

And Jason concluded that this wasn’t going to cut it any more. He concluded that Naughty Dog will have to start innovating from a gameplay standpoint in order to stay competitive. And he honestly stated that the idea scared him to death – he had deliberately shied away from innovation for almost his entire career.

I think Jason came to the correct conclusion. I think this is the last “generation” of games where incredible graphics will be able to sell a title (and of course, id is also playing off its own huge reputation with gamers). Very soon excellent visuals will simply be par for the course and gamers will start asking “What else you got?”

Needless to say, id should be far more worried than Jason. After all, he did co-author “Dream Zone”.