Dissecting our Baby: Auto Assault Postmortem the good, the bad, and all the ugly' - PowerPoint PPT Presentation

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Dissecting our Baby: Auto Assault Postmortem the good, the bad, and all the ugly'

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Title: Dissecting our Baby: Auto Assault Postmortem the good, the bad, and all the ugly'


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Dissecting our Baby Auto Assault Postmortem
the good, the bad, and all the ugly.
  • Scott Brown,
  • President , NetDevil LLC.
  • Hermann Peterscheck
  • Producer, NetDevil LLC.

3
Overview
  • Early game concept.
  • Getting a publishing deal.
  • Structure of the deal.
  • Problems and potential solutions.
  • Building the game.
  • Prototype
  • First Level
  • Features
  • Production
  • Shipping
  • Release
  • Post Release
  • Q A

4
Early Concept
  • Diablo in Cars
  • Diablo was fun and sold well.
  • We were fans of Autoduel.
  • Original game idea
  • Avoid competing in flooded fantasy market.
  • Create a game for a large underserved market
  • Post-apocalyptic.
  • People who dont like fantasy games.

5
Early Concept
Autoduel Origin Systems (1985)
Diablo 2 Blizzard Entertainment (2000)
6
Early Concept
Early Visual Representation of Auto Assault
7
Getting the Deal
  • Existing relationship helped.
  • Go to Conferences and meet other devs.
  • We had met and knew many of the executives at
    NCSoft.
  • Try and have something you made to show.
  • We had already made, shipped and shown Jumpgate
    to people who were now at NCSoft.
  • Strong visuals sell the idea.
  • Graphics are the first thing people see.
  • We didnt have a demo, but we have a concept shot
    that captured what the game would be.
  • Pitch the right idea.
  • People at the publisher wanted to make a car game.

8
Structure of the Deal
  • Development paid by Publisher
  • Most devs dont have millions.
  • Dev cost is advance against royalties.
  • Payments are made based on meeting milestones.
  • When royalty payments exceed costs, developer
    begins to make money.

9
Structure of the Deal
  • Example
  • 40 people for 4 years
  • Costs around 3-5 million/yr.
  • Total cost of 12-20 million.
  • At 10 royalty, game must generate 120-200
    million before developer makes money.
  • Slipping 1 year adds another 30-50 million.
  • 100k users at 15 18 million/yr so it takes
    about 6-10 years at that rate before costs are
    recouped.
  • Not a good retirement plan!

10
Problems with that Structure
  • Developer is motivated to meet deadlines above
    all else.
  • Can lead to conflict with what is best for the
    game.
  • Delays can significantly effect time to
    profitability.
  • Delays happen at the end most expensive time.

11
Problems with that Structure
  • Missing deadlines has consequences.
  • Late payments puts stress on owners.
  • Trickles down to developers.
  • Dev studio cant cover costs anyway unpleasant
    situation.
  • Publisher may feel forced to reward failure.
  • Interrupting visits.
  • Publisher checking in forces devs to create
    demos which may or may not be beneficial.
  • Dread of cancellation.
  • Yikes!!!

12
Potential Solutions
  • Publisher and Developer have same goals.
  • Make great game that sells.
  • Have realistic schedule.
  • Communication is key to success.
  • Developer and publisher must both know the real
    state of the project.
  • Frequent updates.
  • Weekly builds.
  • Video conference.
  • Dont BLACK HOLE the development!

13
Potential Solutions
  • Change Good!
  • Dont make a detailed schedule and stick to it no
    matter what.
  • Make list or required for ship features.
  • Make game playable fast.
  • Dont be afraid to change.
  • Dont be afraid to change a lot.
  • Make your payment schedule reflect this.
  • Payment for specific features on deadline is not
    realistic.
  • You dont know what you are going to be doing 2
    years from now.
  • You probably dont know what you will be doing 2
    months from now.

14
Potential Solutions
  • Publisher understood these things.
  • Producer visited studio at least every few
    months.
  • Gave advice and direction.
  • Measured progress and gave vital feedback.
  • Problems
  • When issues occurred, there was a disconnect
    between finance and production.
  • Renegotiate contract giant pain.

15
Prototype Phase The Good
  • Concept Art to work from and towards.
  • Focus on major issues
  • Driving.
  • Loot.
  • Killing.
  • Bare bones editors.
  • Use 3rd party software.
  • Renderware and Havok.

16
Prototype Phase The Good
  • Avoiding competition.
  • Not character based.
  • Not fantasy environment.
  • Physics is cool!
  • Watching things move around in a physical world
    is cool.
  • Blowing things into little bits is cool.

17
Prototype Phase The Ugly
  • Problems with familiarity.
  • Problems with identifying with vehicles.
  • Does driving shooting skills fun?

Armor!
Umm Armor??
18
One Great Level The Good
  • Focus on small playable area.
  • Improvement on toolset.
  • Establishing production chain.
  • Identifying major features.
  • Object model and server architecture established.

19
One Great Level The Bad
  • Losing sight of accessibility.
  • Difficult to evaluate how others will play our
    game.
  • Evaluating quality in terms of improvement.
  • Better is not the same as Great.
  • Not fantasy environment.
  • Top down vs. First Person
  • People wanted to see the horizon.
  • Substantial implication on assets and
    functionality.

20
One Great Level The Ugly
  • Interest in Characters.
  • Feedback from publisher/players was a need for
    character advancement.
  • Started designing 12 characters instead of focus
    on one.
  • Driving control.
  • Feedback from publisher that game had to be mouse
    controlled (i.e. without keyboard).
  • Started working on many cars instead of making
    one great.
  • placer

21
One Great Level The Ugly
  • At the end of this milestone we didnt have one
    great level.
  • Pressure of feature development schedule for paid
    milestones.
  • Fallout from major tech changes.
  • Fear of project being cancelled.
  • Project moved to next phase instead of fixing
    issues. placer

22
Major Features The Good
  • Dynamic item generation.
  • Tons of items and most are unique.
  • Prefix, suffix, random stats.
  • Quest driven world.
  • Always something to do.
  • Similar to World of Warcraft and EQ2.
  • Fast paced game play.
  • Not a lot of time walking around.
  • Fast pace of kill-gtloot.

23
Major Features The Bad
  • Features were implemented on time and within
    milestone list
  • leaving very little time to play the game.
  • Complex skill system.
  • Designed too many skills to fill levels instead
    of what we barely needed.
  • Not fantasy (unfamiliar) environment.
  • Fireball vs. Hazardous Cleansing
  • Complex trigger system for Quests.
  • Gave designers great freedom.
  • Caused massive debugging tasks.
  • Lack of tool support for designers.

24
Major Features The Ugly
  • Physics simulated on the server.
  • Pushed havok to its limits.
  • Lots of time spent making physics fast enough.
  • Destructible environment.
  • Artists had to create base asset and all the
    pieces.
  • Assumed that once features are done we would
    polish at the end.
  • There is no polish at the end.
  • Polish as you go instead.

25
Major Features - Lessons
  • Big red flags.
  • Developers dont play game because they are too
    close.
  • Eat your own dogfood!
  • People say the game is good, but not my kind of
    game.
  • Really? Whose game is it then? If you cant find
    audience, who will buy your game?
  • Bad frame rate bad game.
  • Rules are not universal.
  • Different systems can be used at different stages
    of the game.

26
Major Features - Lessons
  • Support during the day, development at night
    problems!
  • Programmers had to support Art and Design during
    the day.
  • Implemented features (i.e. hard programming) when
    tired.
  • Guess what that does to feature quality?

27
Content Development
  • MMOs are BIG!
  • Content required lots of designers, artists,
    writers, QA, etc.
  • Game should be done, including major features,
    tools, content pipeline and deployment. They
    werent.
  • As we added content it had to be done and redone
    as problems were addressed.
  • Resulted in missed milestones.
  • This added even more pressure.
  • Major extended crunch times.
  • Fear of cancellation.

28
Content Development
  • Game was delayed
  • Publisher did not cancel game.
  • Refocus on game.
  • Small teams which focused on specific areas and
    dealt with specific problems.
  • Began to cut content/features (whew!).
  • Momentum leading up to release decreased.
  • Press lost interest.
  • Beta community deteriorated.

29
Content Development
  • Results were positive.
  • Game got better.
  • Major bugs were dealt with.
  • Server and client stability much improved.
  • Other problems persisted.
  • Still issues with performance.
  • This can not be ignored!
  • Balance issues.
  • Some feature creep.

30
Beta Test
  • What is beta for?
  • Beta is not a test for functionality.
  • Beta is marketing, if you like it or not.
  • Beta is for stress testing with lots of people.
  • Beta too early bad press and players trashing
    your game.

31
Beta Test
  • Auto Assault was in beta too early.
  • Game was judged as complete.
  • Older screenshots are shown to this day.

32
Release
  • Great sighs of relief.
  • Launch was relatively smooth.
  • Usual day one patch.
  • Started with too many shards.
  • Had 8, should have started with less and scaled
    up.
  • Game seemed empty.
  • Game did not meet expectations.
  • Created internal stress as to future of company.
  • Created stress between developer and publisher.
  • Relationship stayed positive as we collaborated
    to deal with issues as they came up.

33
Post-Release
  • Dealing with balance issues.
  • Constantly changing skills and items.
  • Deal with removing exploits that small population
    uses vs. changing something most people enjoy.
  • Having a good partner.
  • NCSofts experience and infrastructure ensured
    good customer service, server monitoring and
    support.

34
Post-Release
  • Stat-tracking.
  • Important to know where people are playing and
    where they quit.
  • Used this to focus on areas where people quit the
    game.
  • What people say they want and what they play are
    different.
  • Lots of small patches vs. large patches.
  • Important to fix problems for new players.
  • Have to give existing players something new.
  • (empty)

35
Conclusion
  • Auto Assault was a large and complex game. We
    learned a lot!
  • Maintaining a good publisher/developer
    relationship is important.
  • Treat innovation with caution.
  • Play your game early and often.
  • Polish as you go.
  • Avoid complexity.
  • Expect change and plan for it.
  • Focus on one good instance first, then add
    content.

36
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