Game Developer - August_1999.pdf
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AUGUST 1999
G A M E
D E V E L O P E R
M A G A Z I N E
ON THE FRONT LINE OF GAME INNOVATION
G A M E
P LA N
DEVELOPER
600 Harrison Street, San Francisco, CA 94107
t:
415.905.2200
f:
415.905.2228
w:
www.gdmag.com
Where’s Webster
When You Need Him?
Publisher
Cynthia A. Blair
cblair@mfi.com
EDITORIAL
Editorial Director
Alex Dunne
adunne@sirius.com
Managing Editor
Kimberley Van Hooser
kvanhoos@sirius.com
Departments Editor
Jennifer Olsen
jolsen@sirius.com
Art Director
Laura Pool
lpool@mfi.com
Editor-At-Large
Chris Hecker
checker@d6.com
Contributing Editors
Jeff Lander
jeffl@darwin3d.com
Mel Guymon
mel@surreal.com
Omid Rahmat
omid@compuserve.com
Advisory Board
Hal Barwood
LucasArts
Noah Falstein
The Inspiracy
Brian Hook
Verant Interactive
Susan Lee-Merrow
Lucas Learning
Mark Miller
Harmonix
Paul Steed
id Software
Dan Teven
Teven Consulting
Rob Wyatt
DreamWorks Interactive
ADVERTISING SALES
Western Regional Sales Manager
Jennifer Orvik
e:
jorvik@mfi.com
t:
415.905.2156
Eastern Regional Sales Manager/Recruitment
Ayrien Houchin
e:
ahouchin@mfi.com
t:
415.905.2788
International Sales Representative
Breakout Marketing
e:
breakout_mktg@compuserve.com
t:
+49 431 801703
f:+49
431 801797
ADVERTISING PRODUCTION
Senior Vice President/Production
Andrew A. Mickus
Advertising Production Coordinator
Dave Perrotti
Reprints
Stella Valdez
t:
916.983.6971
MILLER FREEMAN GAME GROUP MARKETING
Group Marketing Manager
Gabe Zichermann
MarComm Manager
Susan McDonald
Marketing Coordinator
Izora Garcia de Lillard
CIRCULATION
Vice President/Circulation
Jerry M. Okabe
Assistant Circulation Director
Sara DeCarlo
Circulation Manager
Stephanie Blake
Assistant Circulation Manager
Craig Diamantine
Circulation Assistant
Kausha Jackson-Crain
Newsstand Analyst
Joyce Gorsuch
INTERNATIONAL LICENSING INFORMATION
T
4
here’s an old story (I chalk it
up as an urban legend) about
a young FBI employee who
was put in charge of the
bureau’s supply department. He fig-
ured that an efficient way to cut costs
would be to reduce the size of the
memo paper used throughout the
agency. When one of the memo
sheets found its way onto J. Edgar
Hoover’s desk, he got upset over the
change and wrote on the narrow mar-
gin, “Watch the borders.” For the next
six weeks, it was difficult to enter the
country by road from either Canada
or Mexico.
This tale is about as bogus as they
come, but it illustrates what can hap-
pen when communication gets garbled.
Efficient communication is tough.
That’s why so many Postmortem
authors in
Game Developer
have cited
“bad communication between team
members” as a major factor that hin-
dered their game projects. And perhaps
no aspect of game development is as
loosely defined and poorly documented
as game design.
As game players, we often take for
granted what makes a game “rock” or
“suck,” without digging deeper and
analyzing what that means and what
exactly evoked such a response. That’s
the luxury of the player. As developers
though, we’re expected to be masters
of the art; to see many layers beneath
the surface. We have to be familiar
with the devices that make games chal-
lenging, fun, addictive, exciting,
funny, scary.
Having a formalized vocabulary for
game design elements and techniques
would help the industry greatly. Other
forms of media have their own lexi-
cons — novelists, script writers, movie
directors, and composers converse
using well understood and accepted
terminology. (A quick search on
Amazon.com reveals dozens of dictio-
naries for filmmakers, fiction writers,
poets, and other creative profession-
als.) With decades (if not centuries) of
D E V E L O P E R
AUGUST 1999
history behind these fields, perhaps
this comes as no surprise. Now that
we’re a multi-billion dollar industry
though, we should begin to designate
formal terms for our craft, too.
This month we present an article on
page 44 by Looking Glass’s Doug
Church which addresses the need for a
game design vocabulary. The article
takes the first steps towards the cre-
ation of a lexicon for game designers
— a collection of “formal abstract
design tools,” as Church calls it —
which can be applied to game designs
across various genres and platforms.
There will be some who say, “Bah —
what a bunch of pointy-headed non-
sense. Don’t turn game design into an
academic exercise and start jargoniz-
ing things.” That’s definitely not the
aim here — jargon for jargon’s sake
does no good. But try imagining what
filmmaking would be like if every time
the director wanted a zoom-in dolly-
back shot, he had to say, “Roll the
camera away from the actor while you
simultaneously increase the lens mag-
nification on him, just like Hitchcock
did in that neat scene in
Vertigo!”
Without an effective vocabulary to
discuss a concept, it can get pretty dif-
ficult to communicate your intentions
and ideas.
Here’s Where You Come In
f you read Church’s article and
want to submit some terminology
of your own, our sister web site
Gamasutra.com is launching an
online lexicon to extend the concepts
that Church presents. We invite you
to submit terms and view what others
have proposed. With a little inspira-
tion from Noah Webster, we may all
be able to take the art of game design
to the next level.
s
I
Robert J. Abramson and Associates Inc.
t:
914.723.4700
f:
914.723.4722
e:
abramson@prodigy.com
CEO/Miller Freeman Worldwide
Tony Tillin
Chairman/Miller Freeman Inc.
Marshall W. Freeman
President & CEO
Donald A. Pazour
Executive Vice Presidents
Darrell Denny, Galen A.
Poss, Regina Starr Ridley
Sr. Vice Presidents
Annie Feldman, Howard I. Hauben,
Wini D. Ragus, John Pearson, Andrew A. Mickus
Sr. Vice President/Development Solutions Group
KoAnn
Vikören
Group President/Division SF1
Regina Ridley
G A M E
www.gdmag.com
S AY S
YO U
More Than Just a Steady
Paycheck to Some
hris Hecker’s Soapbox column
(“So You Want to Make Movies?
Good Riddance!” June 1999) echoed
my long held belief about the status of
the game development industry.
Easily half of the artists I have worked
with in the industry would have pre-
ferred to be doing something else.
Whether it be film or traditional art,
game development is just a steady
paycheck to them while they “get
their demo reel ready.”
More than once I have had to
explain to other artists in the field why
I don’t want to work in film. Many of
them don’t understand that my goal is
to bring games to the level of film and
television and finally to eclipse those
media with interactivity.
This attitude is less prevalent
among programmers. Still, you
find more than a small share of
programmers who are enam-
ored of the technological
aspects of game development:
how many polygons can they
push, or how much physics can
they code. Technology can’t help
but push the games further, but
programmers shouldn’t sacrifice the
game itself in the name of technology.
Even the game designers might
rather be writers working on main-
stream fiction instead of writing up
design documents and honing the
game balance.
The real key to achieving the game
industry’s equivalent of a
Casablanca
will be creating a game world that is as
accessible as a film or novel, and is just
as engaging. Such a game needs the
industry’s digital equivalent of Bogart
and Bergman, the writing nuances of
the Epsteins, and the directorial talents
of a Michael Curtiz.
I am eagerly awaiting Dramaera’s T
HE
I
NSIDER
(http://www.dramaera.com) to
see if they can pull off real emotion in a
computer game.
Carl L. Pinder
New World Computing,
a division of The 3DO Company
via e-mail
C
t
found Chris Hecker’s recent
Soapbox on developers with ulteri-
or aspirations interesting. I agree com-
I
You almost can’t find a comic today
pletely that complaining is annoying.
without some ridiculously propor-
I also would never openly talk of
tioned woman drawn in it.
working for another company while
Technology will bring us to a meld-
under the employment of another (it’s
ing of cinema and interactivity soon.
just bad manners).
Why would you condemn those peo-
However, as a game artist and a lover
ple who would leave the strict game
of independent film, I must disagree
format for broader fields?
with many of his points. First and fore-
Perhaps the game industry can
most, I don’t ever think
make a classic game that
that a game will
everyone knows and
ever be
Don’t keep it bottled up inside. E-mail
loves like, say, the
revered as a
saysyou@gdmag.com, or write to
board game classic
work as
Monopoly. And to a
great and
Game Developer,
600 Harrison Street,
point that has hap-
as artistical-
San Francisco, CA 94107.
pened a few times
ly poignant
already, namely with A
GE OF
as say, films
such as
Saving
E
MPIRES
and Q
UAKE
. But to think
Private Ryan,
that a PC game will ever be held in the
Apocalypse Now,
same light as a great movie is little
Forrest Gump,
more than a delusion of grandeur.
Schindler’s List,
the
Tony Castelluci
Godfather
movies,
via e-mail
Citizen Kane,
and
The Maltese
AUTHOR CHRIS HECKER RESPONDS.
Falcon.
My short response to you is this: I’m taking
Conversely,
bets. Cash money. Ten thousand dollars
we already
due in 50 years — you pay me if games
have many
have made it into the big leagues as an art
games that are a
form. If they haven’t, I pay you. What do
far superior experi-
you say?
ence to films such as
My longer and less flippant response is
Starship Troopers
and
that for every potentially new art form,
Independence Day,
both of which
there are proponents and detractors. Time
suffered from over-emphasis on special
will tell who’s right, of course, but I think
effects, while leaving the acting and
games are qualitatively different from comic
script as a secondary consideration. A
books in that they are not the hybrid of two
good example of this would be an
existing art forms. While comic books are a
intensive game like U
NREAL
. That
blend between written language and pictor-
ial art, games are not “in between” any two
game’s story line and rich background
existing art forms — they expand the enve-
do more for your sense of wonder and
lope of art via interactivity.
imagination than these poetically
As for Siggraph-style “interactive fine
devoid big-screen bombs achieved.
art,” I think that’s a totally valid use of
Second, if Hecker only refers to games
interactivity, and you have a good point. I
as a medium of interactivity, then he
do think these works will relate to games in
needs to open his eyes sometime at
the same way experimental art films relate
Siggraph. Games are not the end-all
to more mainstream films. That is, these
final destination for interactivity.
interactive fine art pieces will have a smaller
Interactive fine art that senses the
audience and get less attention than main-
viewer and plays on body location is
stream games and experiences.
happening right now. He obviously
As a friend pointed out to me, the term
needs to get out more often.
“games” might be a limiting factor in and
The bottom line is, I think his take
of itself. Maybe we should all work towards
on games as a higher art form is comi-
cal at best. How serious can we take an
figuring out a better name that gives our
industry a little more room in which to
industry whose best seller stars a hero-
grow. Regardless of the name, however, I’ll
ine with anti-gravity boobs, and little
bet the medium will ultimately find its
fan boys keep pictures of her that they
rightful place alongside movies, painting,
got from a few “galleries”? Comic
music, and the like. Are there any takers
books have also had their war cry to
out there?
be recognized as a higher art form.
AUGUST 1999
7
http://www.gdmag.com
G A M E
D E V E L O P E R
New Products:
Metacreations debuts
Poser 4, Right Hemisphere goes Deep,
and Jalda arrives to make your online
fantasies come true.
p. 9
Industry Watch:
Worries brew over
PSX2 development costs, Monolith
farms out distribution rights, and Brian
Hook leaves id for greener pastures.
p. 10
Product Review:
Seasoned sound
designer Andrew Boyd comes to grips
with Reality and shares his newfound
wisdom.
pp. 12–16
News from the World of Game Development
New Products
by Jennifer Olsen
Gaming All the Way to the Bank
ERICSSON HEWLETT-PACKARD TELECOM-
MUNICATIONS
(EHPT) has developed
Jalda, a non-proprietary system for han-
dling Internet payment transactions,
which EHPT hopes will enable game
developers to find innovative ways to
bring in (read: milk) revenue from their
online games. In case you haven’t
heard, online gaming has quickly
secured its place as one of the fastest
growing slices of that big, juicy e-
commerce pie, with total revenues pro-
jected to rise tenfold to almost $700
million in 2003.
Jalda is EHPT’s response to demand
from both consumers and content
providers for simple and secure Internet
payment systems, enabling transactions
spanning from collecting micro-
payments to awarding tournament prize
money into the right player’s account.
Developers and users can structure dif-
ferent pay-for-play modes, such as per-
click, per-minute, per-game, on up to
huge multiplayer tournaments. (Just
imagine each of those pay-per-clicks as
change jingling in your pocket.)
Jalda’s developers tout its security,
which uses RSA Public Key Infrastruc-
ture, a cryptographic technology that
claims to eliminate fraud using digital-
ly signed transactions whereby each
party in the transaction has his own
electronic ID. Better still, when some-
one pirates your game, Jalda’s soft cer-
tificate goes with it, and recipients of
pirated games start paying when they
start playing.
Jalda’s API is available for download
from the Jalda web site.
s
Ericsson Hewlett-Packard
Telecommunications AB
Stockholm, Sweden
+46 (8) 685-2000
http://www.jalda.com/eips
lating body and facial surfaces. Poser 4
also supports multiple deformers for
customizing faces by allowing photos to
be applied as texture maps. Users can
generate new figures within Poser 4 by
importing 3D geometry, breaking it into
body parts, and then generating the
new figures using inverse kinematics.
Poser 4 has a suggested retail price
of $249 and upgrade discounts are
available.
s
Metacreations Corp.
Carpinteria, Calif.
(805) 566-6200
http://www.metacreations.com
9
New Toy Box for Digital Artists
RIGHT HEMISPHERE
has released Deep
Paint 3D, which, despite the potential
for confusion over sequential number-
ing, is the successor to 4D Paint, its
Windows-based 3D paint program.
Deep Paint’s tool set has been
redesigned to include features resem-
bling airbrush, oil, watercolor, colored
and charcoal pencils, felt pens, chalks,
pastels, gouache, acrylics, impasto, and
texture and image spray paints, among
others. The addition of Phong render-
ing allows for improved 3D rendering
quality and speed by enabling users to
see in real time the variations in paint
texture shininess.
With support for .3DS and .LWO file
formats, Deep Paint integrates easily
with other modeling systems, includ-
ing 3D Studio Max, Softimage, Light-
wave, and Maya. It also supports
Photoshop plug-ins and a two-way
interface with Photoshop.
Deep Paint 3D runs on Windows
95/98/NT and Intel or Alpha processors.
The Intel version of Deep Paint 3D has
a suggested price of $795, the Alpha
processor version is $995.
s
Right Hemisphere Ltd.
Auckland, New Zealand
+64 (9) 309-3204
http://www.righthemisphere.com
AUGUST 1999
Strike a Pose
METACREATIONS
has introduced Poser
4, its next-generation figure posing
and animation tool, hoping to pro-
vide an affordable package for new-
comers to 3D animation and a special-
ized pre-visualization tool for
high-end developers.
The upgrade introduces fea-
tures such as a redesigned
user interface, new animal
figures, a swappable 3D
clothes wardrobe, and new
morph targets for generating
characters. Advanced texture
controls allow users to incor-
porate transparency and
reflectivity into a scene, apply
a texture style to an entire
figure or body part, and cre-
ate effects such as wispy hair
using transparency maps.
Poser also comes with an
improved library of 3D fig-
ures, while new magnetic and
Manipulating faces is simple with Poser 4’s
wave deformers allow users to
magnetic deformers, but it sure looks painful.
sculpt 3D figures by manipu-
h t t p : / / w w w. g d m a g . c o m
G A M E
D E V E L O P E R
BIT BLASTS - INDUSTRY WATCH
Industry Watch
by Alex Dunne
3DFX SUES CREATIVE.
In the aftermath
of the divorce between 3dfx and its
former board-making customers, some
legal stuff has hit the fan. 3dfx filed
suit against Creative Labs and its par-
ent company, Creative Technology,
claiming that Creative breached a
licensing agreement and infringed on
3dfx copyrights by incorporating 3dfx
Glide source code into Unified, Cre-
ative’s new technology for running
Glide-only games on Creative’s TNT
and TNT2-based cards. (Unified con-
sists of a software layer that translates
Glide calls into the corresponding
commands in Direct3D, plus exten-
sions that support Creative’s Graphics
Blaster RIVA TNT.) If Creative did use
3dfx code for this purpose, that would
be a no-no — the Glide license agree-
ment stipulates that licensees can’t use
or modify 3dfx source code so that it
operates with non-3dfx hardware. 3dfx
also asserted a claim against Creative
Technology for unpaid amounts owed
for 3dfx products.
audio effects, thereby increasing sales
of Creative audio hardware.
EIDOS HAS A GOOD YEAR.
Eidos
announced results for the year ending
March 31, 1999, and it had some nice
news for investors. The company saw
revenues increase by 65 percent to over
$364.3 million for the full year, result-
ing in a pre-tax profit of $50.3 million
(compared to $0.16 million in 1998).
Ian Livingstone, Eidos’s chairman,
cited the continued successful develop-
ment of existing franchise properties
such as T
OMB
R
AIDER
, G
EX
, C
HAMPIONSHIP
M
ANAGER
, and T
HIEF
: T
HE
D
ARK
P
ROJECT
for the company’s successful year.
Nineteen new titles were launched by
Eidos during the year, and eight games
(including catalogue titles) achieved
sales in excess of 350,000 units.
across-the-board rating system for
videogames, television and music. The
warning labels would have to reflect
the nature, context, intensity of vio-
lent content, and age appropriateness
of the media product, Sen. Lieberman’s
office said. It’s not clear to what
extent the RSAC or ESRB ratings cur-
rently used by game publishers will
influence such a system. In related
news, Rep. Henry Hyde (R–Ill.) pro-
posed legislation that would restrict
youth access to videogames, movies
and other media containing violent
and sexually explicit material.
BRIAN HOOK
left id Software for Verant
Interactive, developer of the successful
online game E
VER
Q
UEST
.
10
CD-WRONG?
Looking to divest itself
entirely from traditional CD-ROM
games and devote itself towards its
“high-growth Internet entertainment
community” business, Interactive
Magic sold its entire CD-ROM product
line to Ubi Soft. Interactive Magic will
retain the online rights to these CD-
ROM products, and operate the
Internet versions of the products exclu-
sively on the company’s games sites,
including iMagic Entertainment
Network, GameHub, and MPG-Net.
s
SAVING UP FOR PSX2.
While con-
sumers “ooh” and “ahh” over the stun-
ning graphics and processing power of
Sony’s recently-announced PlayStation
2, game developers may secretly be
wincing at what looks to be an expen-
sive platform for which to develop.
Some companies are starting the
bankroll-building process. Case in
point: 3DO just announced plans to
sell $34.5 million in new shares, which
will be used in part to fund its PSX2
games. 3DO plans to release at least six
titles for the new PlayStation around
the time the new console ships.
MS EMBRACES EAX.
Microsoft
announced a licensing agreement with
Creative Technology for a number of
Creative’s EAX audio effects. The
licensed effects, including flange, cho-
rus, EQ and environmental reverbera-
tion, will be incorporated by Microsoft
into the next version of DirectX. While
Creative officials admitted that the
licensing agreement with Microsoft
“has no direct financial impact on
Creative,” it looks to be a strategic win
for Creative, which has been trying to
make EAX an industry standard for 3D
MONOLITH FARMS OUT DISTRIBUTION.
Apparently looking to focus more of its
resources on game development rather
than distribution, Monolith entered an
exclusive agreement with Interplay
which gives the latter North American
distribution rights to three of Mono-
lith’s upcoming RPGs, R
AGE OF
M
AGES
II: N
ECROMANCER
, S
EPTERRA
C
ORE
and
O
DIUM
. All three titles are scheduled to
ship for the PC this fall.
CALENDAR
Siggraph ‘99
LOS ANGELES CONVENTION CENTER
Los Angeles, Calif.
August 8–13, 1999
Cost: $25–$760
http://www.siggraph.org/s99
UPCOMING EVENTS
GAME RATINGS REDUX.
In the wake of
recent tragedies like the Columbine
shooting and the subsequent debate
that has ensued over the media’s role
in adolescent violence, Senators
Joseph Lieberman (D–Conn.) and
John McCain (R–Ariz.) introduced leg-
islation to create a uniform media rat-
ing system. Under the proposed legis-
lation, entertainment media industries
would have six months to develop an
ECTS ‘99
OLYMPIA CONFERENCE CENTRE
London, England
September 5–7, 1999
Cost: variable
http://www.ects.com
Interplay will get North American dis-
tribution rights to Monolith’s O
DIUM
.
G A M E
D E V E L O P E R
AUGUST 1999
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