Archive for May, 2007

The Viceroy’s Developer Diary - Focusing in

Thursday, May 17th, 2007

Yeah, yeah…  So I missed last week’s entry.  The Crunch Mode Monster caught me last week.  We had a focus group session over the weekend for our game, and one of the levels that we had the focus group play test was one of the levels that I’m responsible for.  So about that gives me a great topic to talk about!
Focus groups.  They are actually really fun to be a part of, either as a “Guinea pig” player of as a developer watching them play.  Even though I’ve been on both sides of the coin, I’ll talk about things from the Developer’s point of view here.  In a fun way, you fell like some type of scientist giving an experiment.  You know, like you’re behind a one-way mirror watching how monkeys react to items placed on a table.  :)  It is always very interesting to see how the focus group reacts to the content you’ve made.  Elements in the level that the development team assumes are obvious can get passed up by almost every focus test player.  Occasionally they will get in a situation you knew would be a problem, and it’s interesting to see how the game will handle it.  If it doesn’t handle it gracefully, or even worse, the player can’t continue playing and you have to reset him, then you know you’ve got work to do.  This will happen when the players do stuff you didn’t expect them to do, or they do stuff that you had a feeling would be a problem.  This is why you have the focus group in the first place.

So, after about an hour or so of playing most of a given level, we sit them down and ask them what their impressions were.  This is a fun part too, because most game players can’t verbalize why it that they think a game is “good” or “bad”.   They just know, but don’t know that, for example, the reason the targeting sucks is because the sticky reticule is “too sticky” and so they are fighting against something that is supposed to help them.  Most players don’t even know what a sticky reticule even is!  I’ll get into all of that in a later rant-I mean-blog.  These players can provide very valuable information, and hopefully they reinforce what you’ve been doing this whole time.

One last thing that always amuses me in the Q & A session of a focus group is that they will tend to all agree with each other on the general scale of a game.  This is kind of the ‘mob mentality’ playing out here.  They don’t want to be THE GUY who says the game blows, so they will agree with the crowd.  I mean, it’s a pretty sweet deal for these guys:
A) They get paid a decent amount of cash for their time (ranging from 25 to 50 bucks)
B) They get fed all members of the Gaming Food Groups = Soda, pizza, candy, etc.
C) They get to play a game that isn’t out yet before anyone else
D) They get to visit a video game company and see some “behind the scenes” action
Given this list, it’s pretty difficult for someone to be an ungrateful guest.  So players tend to rate game quite a bit higher than they ordinarily would.  You have to take that with a grain of salt.  A lot of what they say you do.  The challenge of a focus group is to gleam the relevant information they give you and know what issues aren’t as important.

When all is said and done, we’ll have tested every level at least once, so we should have a pretty good idea of where we stand.  One can only hope you made the right decisions, and that all the time & effort spent in organizing the focus test was all worth it.  It usually is, and as I said above it can be fun too!  Just don’t get caught up in making any hasty decisions, stick to your core, and make minor adjustments based on the feedback.

Til next time…

Where the $*#&% are these people?

Wednesday, May 16th, 2007

Is probably the question you’re asking! Well, I’ll tell you! So ha! How bout that? Didn’t think you’d just get an answer to that, now did you?

Unfortunately, Life kinda just takes over sometimes, and throws lefts and rights and uppercuts, and maybe even drops an anvil on your head. Luckily, we’re troopers, and we’re still committed to bringing you the BEST Geek Culture podcast on the net!

We’ll have some format announcements forthcoming, along with some cool new ideas that are going to make Shots in the Dark even better and more accessible.

So stay tuned! In the meantime, be sure to check out the main Shotgun Reviews site for daily reviews of everything from TV to Comics to Music, and literally everything inbetween! See you soon, true believers!

-Lucas The Geek-

The Viceroy’s Developer Diary - Capt. Crunch Mode

Friday, May 4th, 2007

I know, I know. It might be a day (or two) late, but it won’t be a dollar short! Crunch Mode got me this week. And so that’s what I’ll talk about.

Pretty much what it means in the video game industry is working until about 10 to 11 at night on weekdays, and then putting in a normal work day’s worth of hours on Saturday. And, if you’re project is really screwed, then it’s until 11 on Saturdays also with Sunday hours thrown in. Even if you aren’t screwed, sometimes the late Saturday nights & the Sundays happen.

The really crappy thing about all of it is that you don’t get time to do anything. It’s not that crunch mode is physically exhausting, cause it’s not really. I mean, you just sit there at a PC all day, so it’s pretty much the opposite of that. But what it does do is mentally exhaust you. For the rare times when you are actually not working, it’s like anything that take any amount of thought you avoid like the plague. Like, for instance, me writing this blog even, which is why you’re getting Wednesday’s dose on Friday.

Usually what ends up happening is you go home, and then either crash instantly or because your mind is still moving and needs time to rev down, you fart around on the computer. or what have you. You don’t have time to really go out at all. You don’t have time to do anything substantial. You pretty much go to work, then come home late at night, and then do the whole thing again the next day.

Thanks God for auto billpay & direct deposit!

Hopefully when it’s all over with you’ve got something that you’re proud of and gamers enjoy. You have the inverse of crunch mode once the game is on store shelves, but you’re usually too wiped out from the whole ordeal to even notice. It seems like for however long a team is in crunch mode, they need at least that long, if not longer, in “anti” crunch mode to be even remotely serviceable. That’s why crunch mode is such a strange thing. I wish that the industry didn’t plan crunch mode into its scheduling, but it most often does. Maybe some day someone will figure it all out, but until then we’re stuck with it.

I could ramble about this for a while, but I’m tired now and need to rest up. Tomorrow (and I do mean Saturday…) is another day at the office…