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An Analysis of 155 Postmortems from Game Development [pdf]

research.microsoft.com

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Re: An Analysis of 155 Postmortems from Game Development [pdf]

#11
post #4

Earlier quoted context omitted.

Dota was a user made mod originally, so I don't think that counts.

Mods have been some of the most successful types of games, which seems like a pretty persuasive reason they should count. Some of the biggest names in the history of gaming started out as mods: Counterstrike, Team Fortress, etc. Valve's success is arguably because they find user-made mods and make them triple-A. Also, the advent of engines like Unity and UE blur what "modding" means. The WC3 engine was flexible enoug…

I think there is a misunderstanding: Dota doesn't apply to the quote "Game developers should create a well-defined concept ..." since it was neither conceptualized nor made by the Warcraft programmers.

Additionally, the originally Dota started as a mod, was then published as a game, and Dota 2 would then not count as a mod. Its not hard to come up with a definitive answer to that. A game is a mod if it doesn't stand alone, if it requires _modifying_ the structure/code of another game.

Re: An Analysis of 155 Postmortems from Game Development [pdf]

#12
post #8

This is excellent for the history and for the examples of what worked and what didn't. But the interpretations are a little dubious: Takeaway: Game developers should create a well-defined concept before beginning development as opposed to an ad hoc method of game design. This would exclude Dota, for example. Gamedev is a world of exceptions. In general, it's best to playtest every idea you come up with and cut whatev…

This advice is super generic.

Sometimes you start game development with a single mechanic and see where that takes you. Like "what if you could control gravity" and that might lead to VVVVVV or others. Or it might crash and burn. The advice is to encourage developers to flesh out ideas and vet them rigorously before starting development.

Re: An Analysis of 155 Postmortems from Game Development [pdf]

#13

Earlier quoted context omitted.

Mods have been some of the most successful types of games, which seems like a pretty persuasive reason they should count. Some of the biggest names in the history of gaming started out as mods: Counterstrike, Team Fortress, etc. Valve's success is arguably because they find user-made mods and make them triple-A. Also, the advent of engines like Unity and UE blur what "modding" means. The WC3 engine was flexible enoug…

I think there is a misunderstanding: Dota doesn't apply to the quote "Game developers should create a well-defined concept ..." since it was neither conceptualized nor made by the Warcraft programmers. Additionally, the originally Dota started as a mod, was then published as a game, and Dota 2 would then not count as a mod. Its not hard to come up with a definitive answer to that. A game is a mod if it doesn't stand…

The Warcraft 3 engine was flexible enough to implement Dota, just like the Unity engine was flexible enough to implement Rust. By your criteria, Rust is a mod, even though it's clearly not.

It's better to say that mods are games and to treat them the same than to try to differentiate them. The same design process that yields a successful mod will yield a successful game.

Re: An Analysis of 155 Postmortems from Game Development [pdf]

#14
post #6

> When looking at games developed for one platform versus games developed for multiple platforms, we found a few advantages and disadvantages to choosing one over the other. First, 46% of developers that used multiple platforms listed art as something that went right, while only 33% of developers that used a single platform listed this. Additionally, 15% of the developers that used a single platform listed this as so…

I don't think it is a stretch to say that art directors don't have to worry about what platform the game is on, generally. Programmers, on the other hand, definitely have to worry. I imagine the art is seen in a better light on multi-platform games because a) what I first stated, and b) if something goes wrong in programming then "at least the art is good". I don't know if this is a specific kind of bias, but thats what it is.

However I think the authors took a bit too much liberty with the conclusion (i.e. "may have better game art"). It sounds more like the designers of multiplatform games may just have a higher opinion on the art in the game, due to bias.

Re: An Analysis of 155 Postmortems from Game Development [pdf]

#15
post #7

Funny sidenote: the paper mentions a game titled Age of Ornithology under 5.1.g (Scope). Naturally I got excited at the idea of a game where you play some kind of bird collector, or an intrepid late 19th-century magnifying-glass-and-butterfly-net explorer and cataloguer of birds. But unfortunately this title is some kind of cruel joke: http://www.phobe.com/sfi/ornithology.html http://www.gamasutra.com/view/feature/13…

I have a feeling this, and the rest of the games made by "Schadenfreude Interactive" aren't real, as much as I would love to play Grand Theft Ottoman or Accordion Hero, or Nazgul Thunder. Hannibal Crossing looks particularly enjoyable.

Re: An Analysis of 155 Postmortems from Game Development [pdf]

#16
post #6

> When looking at games developed for one platform versus games developed for multiple platforms, we found a few advantages and disadvantages to choosing one over the other. First, 46% of developers that used multiple platforms listed art as something that went right, while only 33% of developers that used a single platform listed this. Additionally, 15% of the developers that used a single platform listed this as so…

Maybe "having your art under control" is a prerequisite for "being big and seasoned enough to work on multiple platforms at once". If all your games look like trash, nobody's going to give you the funds to scale up to the point where you can easily develop on multiple platforms.

I understand art beyond mere looks. It can include narrative, music, immersion and many other artistic aspects. May be the simple correlation is just being thorough and not superficial (which translates into reaching more users, rather than excluding everyone except one platform).

Re: An Analysis of 155 Postmortems from Game Development [pdf]

#17

This is excellent for the history and for the examples of what worked and what didn't. But the interpretations are a little dubious: Takeaway: Game developers should create a well-defined concept before beginning development as opposed to an ad hoc method of game design. This would exclude Dota, for example. Gamedev is a world of exceptions. In general, it's best to playtest every idea you come up with and cut whatev…

Having "a well-defined concept before beginning development" would seem to include Dota and other successful mods, because Valve is starting with a successful game concept (compared to the vast majority of mods that never find an audience). For Counter-Strike/TF2/Portal/Dota, Valve took a strong existing concept and developed it. It's exactly what's recommended in the takeaway.

Re: An Analysis of 155 Postmortems from Game Development [pdf]

#18
post #4

Earlier quoted context omitted.

Dota was a user made mod originally, so I don't think that counts.

Mods have been some of the most successful types of games, which seems like a pretty persuasive reason they should count. Some of the biggest names in the history of gaming started out as mods: Counterstrike, Team Fortress, etc. Valve's success is arguably because they find user-made mods and make them triple-A. Also, the advent of engines like Unity and UE blur what "modding" means. The WC3 engine was flexible enoug…

Modding basically recoups the investment into making a game's community - an individual can present their result to an existing player community directly, with a brief forum post, and a small website with some images or video to advertise. That is enough to build a small empire on, going by the most popular examples.

That's different from the typical lifecycle of a commercial game, which has a deeper level of marketing work to do before it can even consolidate a playerbase. There isn't a "Unity modding community", per se. There is a community of Unity developers, and players of individual games made in Unity, who have no broader associations. A game transitioning from the mod sphere of an existing game to an independently produced commercial title still has to overcome this gap, and most of them don't make it over the line.

The advice is sensible, nevertheless. If you can extend the schedule to focus on the core elements of the design as a "R&D" process where the majority must be thrown away, and only scale it up towards a shipping product as the concept proves itself, you minimize the risk of the budget being wasted on a flawed concept. Modding scenes, game jams, and micro-budget productions all have the benefit of weeding out most of the really early, risky design experiments, without wasting enough of people's time or money to care.

Even when conceiving the marketing for a larger production, the same advice works. The "trial balloon" or "landing page" method, etc. You still do design thinking when you market, but it's design on the topics of "how do we build a funnel" or "how do we make this a franchise." Still very easy to spend a lot of money on making a splash without getting the blueprint right.

Re: An Analysis of 155 Postmortems from Game Development [pdf]

#19
post #8

Earlier quoted context omitted.

This advice is super generic.

Sometimes you start game development with a single mechanic and see where that takes you. Like "what if you could control gravity" and that might lead to VVVVVV or others. Or it might crash and burn. The advice is to encourage developers to flesh out ideas and vet them rigorously before starting development.

Sometimes it's complete serendipity. The Rocket League creators were originally making a deathmatch-with-cars mod for Unreal Tournament. Then someone dropped a giant ball into the map, and they realised 'car soccer' was a much stronger concept.

Re: An Analysis of 155 Postmortems from Game Development [pdf]

#20
post #8

Earlier quoted context omitted.

This advice is super generic.

Sometimes you start game development with a single mechanic and see where that takes you. Like "what if you could control gravity" and that might lead to VVVVVV or others. Or it might crash and burn. The advice is to encourage developers to flesh out ideas and vet them rigorously before starting development.

The problem is that you can't, really - not if you're making something original. You have to actually prototype and try the ideas, and the experimentations continue throughout development.

You can only really create a complete "fleshed out" design upfront if you're walking a very well trodden path.

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