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Game Developer - November 2006
NOVEMBER 2006
THE LEADING GAME INDUSTRY MAGAZINE
>> LUCK IN GAMES
RICHARD GARFIELD ON
RANDOMIZING FUN
>> SURFACE TENSION
PHYSICS TO FLOAT
YOUR GAME’S BOAT
>> LOOKING ASKANCE
ARTISTS: FEAR NOT THE
RISE OF THE SCANNERS
DEATHWALK
FOR
PREY
POSTMORTEM:
DESIGNING
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[
CONTENTS
]
NOVEMBER 2006
VOLUME 13, NUMBER 10
FEATURES
11 GETTING LUCKY
Many video games diminish the importance
of luck, as it’s often considered the opposite
of skill. Magic: The Gathering creator and
game design legend Richard Garfield ponders
the benefits of adding an ounce of luck to
computer game titles.
By Richard Garfield
30
21 GO WITH THE FLOW
The world of game physics is advancing, but
water dynamics can be difficult to pin down.
Two pros from Resolution Interactive show us
how to use science to make better water and
liquid simulations, which in turn can lead to
more immersive gameplay.
By Erik Winter and Matti Larsson
POSTMORTEM
30 CREEPING DEATH: DESIGNING THE DEATHWALK SYSTEM
IN 3D REALMS’ AND HUMAN HEAD STUDIOS’ PREY
The creators of P REY , the first-person shooter game from 3D Realms
and Human Head Studios, hope you never die—so much so that
they’ve built a system that nearly prevents that ghastly act from ever
ripping game players from the heat of the action again. Twelve-year
game veteran Chris Rhinehart unravels the numerous strategies the
team employed before they were able to pull this trick off.
By Chris Rhinehart
11
21
DEPARTMENTS
COLUMNS
2 GAME PLAN By Simon Carless
Right of Reply
37 BUSINESS LEVEL By Pat Christen
[ BUSINESS ]
Serious Expectations
4 HEADS UP DISPLAY
TGS and GDC London reports, Trion forms, Nintendo announces
LiveMode, and more.
39 THE INNER PRODUCT By Mick West
[ PROGRAMMING ]
Stylus Control
42 GAME SHUI By Noah Falstein
[ DESIGN ]
7 SKUNK WORKS By David March and Tom Carroll
Luxology’s modo 202 and Darwin Dimensions’ evolver
Changing Brains
43 PIXEL PUSHER By Steve Theodore
[ ART ]
56 A THOUSAND WORDS
Nippon Ichi Software’s D ISGAEA 2
Through a Scanner Darkly
46 AURAL FIXATION By Jesse Harlin
[ SOUND ]
Be a Demo Dynamo
COVER ART BY HUMAN HEAD STUDIOS
1
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GAME PLAN
]
www.gdmag.com
CMP Technology, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090
RIGHT OF
REPLY
EDITORIAL
EDITOR-IN-CHIEF
Simon Carles s scarless@gdmag.com
MANAGING EDITOR
Jill Duffy jduffy@gdmag.com
FEATURES EDITOR
Brandon Sheffield bsheffield@gdmag.com
ART DIRECTOR
Cliff Scors o cscorso@gdmag.com
CONTRIBUTING EDITORS
Jesse Harli n jharlin@gdmag.com
Noah Falstein nfalstein@gdmag.com
Steve Theodore stheodore@gdmag.com
Mick West mwest@gdmag.com
ADVISORY BOARD
Hal Barwood Designer-at-Large
Ellen Guon Beeman Microsoft
Andy Gavin Naughty Dog
Joby Otero Luxoflux
ADVERTISING SALES
DIRECTOR OF SALES
Steve McGill e: smcgill@cmp.com t: 415.947.6217
GLOBAL SALES MANAGER, RECRUITMENT & EDUCATION
Aaron Murawski e : amurawski@cmp.com t: 415.947.6227
SR. ACCOUNT MANAGER, SOUTHWEST, CONTRACTORS, & MARKETPLACE
Jasmin Davé e: jdave@cmp.com t: 415.947.6226
ACCOUNT MANAGER, EAST COAST, U.K. & EASTERN CANADA
Cecily Herbst e: cherbst@cmp.com t: 415.947.6215
ACCOUNT MANAGER, NO. CALIF., NORTHWEST, ASIA & WESTERN CANADA
Nick Geist e: ngeist@cmp.com t: 415.947.6223
ADVERTISING PRODUCTION
ADVERTISING PRODUCTION COORDINATOR Kevin Chanel
REPRINTS Cindy Zauss e : czauss@cmp.com t: 516-562-5000
Julie A. Douglas e: jadouglas@cmp.com t: 516.562.5092
CMP GAME GROUP
VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick
VP, STRATEGIC MARKETING Michele Maguire
DIRECTOR OF MARKETING Ta r a C . G i b b
CONFERENCE DIRECTOR, GDC Jamil Moledina
SENIOR CONFERENCE MANAGER, GDC Meggan Scavio
EXECUTIVE WEB PRODUCER Peter Leahy
EDITOR-IN-CHIE F, GAMASUTRA.COM Simon Carless
ASSISTANT EDITO R, GAMASUTRA.COM Frank Cifaldi
CIRCULATION
CIRCULATION COORDINATOR Miguel Mendiolaza e: mmendiolaza@cmp.com
CIRCULATION ASSISTANT Michael Campbell e : mcampbell@cmp.com
CIRCULATION ASSISTANT Andrea Abidor e: aabidor@cmp.com
SUBSCRIPTION SERVICES
FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES
t: 800.250.2429 f: 847.763.9606 e : gamedeveloper@halldata.com
INTERNATIONAL LICENSING INFORMATION
Mario Salinas t: 650.513.4234 f: 650.513.4482 e : msalinas@cmp.com
CMP TECHNOLOGY MANAGEMENT
PRESIDENT AND CEO Steve Weitzner
EXECUTIVE VP AND CFO Adam Marder
SENIOR VP, AUDIENCE MARKETING & DEVELOPMENT Bill Amstutz
SENIOR VP, CMP INTEGRATED MARKETING SOLUTIONS Joseph Braue
SENIOR VP AND GENERAL COUNSEL Sandra Grayson
SENIOR VP, CORPORATE MARKETING Lisa Johnson
SENIOR VP, CORPORATE SALES Anne Marie Miller
SENIOR VP, MANUFACTURING Marie Myers
SENIOR VP, COMMUNICATIONS Alexandra Raine
VP, AUDIENCE DEVELOPMENT Michael Zane
PRESIDENT, CHANNEL GROUP Robert Faletra
PRESIDENT, CMP ENTERTAINMENT MEDIA To ny Ke efe
PRESIDENT, BUSINESS TECHNOLOGY GROUP Jeff Patterson
SENIOR VP, GROUP DIRECTOR, ELECTRONICS & SOFTWARE GROUPS
Paul Miller
SENIOR VP, GROUP DIRECTOR, COMMUNICATIONS GROUP,
Stephen Saunders
IT’S BEEN MORE THAN 10 YEARS SINCE GAME
Developer first hit gamemakers’ mailboxes. The
magazine, now run by CMP Technology under the
erstwhile command of yours truly, has weathered
the storms of generational transitions and
innumerable game hardware and software wars,
all the while attempting to deliver inspirational
and motivational information to game developers
the world over.
But where will we be after 10 more years?
And how can we ensure we cover the right
material for our extremely varied audience,
while maintaining our wider readability? I’ve
been mulling over this issue for some time and
now seems like a good time to ask for more
feedback, since you are the people we make
the magazine for.
postmortems of recent months have been written
by independent developers, who have let loose
with the unvarnished truth. We’re also pretty keen
on the postmortems that discuss one specific
innovation in a game, such as this month’s
investigation of DeathWalk, a feature in 3D
Realms’ and Human Head’s P REY (pg. 30 ).
But what universal truths are you trying to
discern when reading a postmortem? When do
you really care about what a postmortem has to
say? Would you rather read a good postmortem of
a game you don’t know or an average one from a
game you do? Comments are welcome.
Dave Pottinger Ensemble Studios
George Sanger Big Fat Inc.
Harvey Smith Midway
Paul Steed Microsoft
GAME DEVELOPER PLUS?
Finally, you may have noticed that the girth of
Game Developer magazine fluctuates
significantly from month to month, depending
on what’s happening in the game world and
what big show is approaching.
Given the current state of the print market for
consumer game magazines, we’re doing very well
as a smaller professional trade magazine. It helps
that we reach key decision-makers, too.
Still, as long as you are an eligible North
American developer, you’re given the magazine
for free, and this sometimes acts as a strike
against the amount of editorial we’d like to run,
due to the economics of our business model. And
occasionally, we daydream about alternatives:
for instance, would you pay for an enhanced
version of the magazine with more editorial if a
free version were also still available?
The more feedback we receive about Game
Developer —its content, presentation, circulation,
writers, contributors, and editors—the more
options and insight we’ll have to deliver the best
material to our entire readership.
We love Game Developer . We hope you do, too.
And we want to find ways to continue to
differentiate it, so that it’s just as fresh in 2016
years as it was in 1996. Send your thoughts to
editors@gdmag.com. We’ll appreciatively take
them into account and perhaps print some in
forthcoming issues.
STRIKING A BALANCE
One thing we’ve been striving to get right over the
past few years is the balance of articles that are
suitable for the many disciplines that make up
video game development. Those with longer
memories may recall that Game Developer in the
late 1990s was much closer to being a game
version of Dr. Dobbs’ Journal (another CMP
publication), which is to say it was very technical
and much more programming-focused.
But as the make-up of the industry—and of
Game Developer readers—has broadened, and as
artists, designers, and managers filed into our
readership numbers, we realized that we needed
to counterbalance our technical pieces with
columns and features that discuss other matters.
Trying to appeal to everyone is a tall order—but
what’s your take on it, readers? Would you prefer
fewer State of the Industry features and more
technical features? Are you yearning to read more
practical business analysis? What makes you
turn the pages of Game Developer ?
POSTMORTEM PATCH
If there’s one thing Game Developer is known for,
it’s the monthly postmortem articles that dissect
the production of major games. But in today’s day
and age, with PR agencies (most of whom we love
dearly) carefully vetting articles to include
relatively positive spin, it’s sometimes tricky to
acquire true, unmasked “what went wrong”
admissions directly from developers.
In fact, some of our most memorable
*
Simon Carless
Editor-In-Chief
Game Developer
is BPA approved
2
NOVEMBER 2006 | GAME DEVELOPER
[
WWW.CMPGAME.COM
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Idea:
Assemble the ultimate team to create a John Woo sequel that you can play.
Realized:
The line between video game and fi lm is offi cially blurred. When faced
with the challenge of creating a video game sequel worthy of John Woo’s
movie “Hard Boiled,” the team at Midway chose to use Autodesk ® 3ds Max ® ,
Autodesk Maya ® and Autodesk MotionBuilder™. Using this 3D arsenal,
artists are able to create graphically stunning characters, backgrounds
and animations with amazing production effi ciency. Get the full story on
this next-generation masterpiece at autodesk.com/stranglehold
Stranglehold © 2006 Midway Amusement Games, LLC. All rights reserved. Stranglehold, MIDWAY, and the Midway logos are trademarks or registered trademarks of Midway Amusement Games, LLC. Autodesk, 3ds Max,
Maya and MotionBuilder are registered trademarks or trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk re-
serves the right to alter product offerings and specifi cations at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2006 Autodesk, Inc. All rights reserved.
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Zgłoś jeśli naruszono regulamin