11 March 2010

March 11, 2010

This lesson were looking at last weeks work in project management, we found out that the news we submitted to wikinews was rejected by the moderators for not being relevant or of a high enough standard.

We also went over our task’s that we completed last week receiving feedback on our work.

I’ll probably update this by the end of the lesson with the information we have acquired through the process of learning.

Luke

March 4, 2010

Hey!

Just finished publishing a post on wikinews you can find it in the link below:

http://en.wikinews.org/wiki/Halo_Reach_Multiplayer_Beta_Revealed!

I found wikinews very easy to use and such I will be making an effort to contribute to it in future.

Luke

Todays lecture

March 4, 2010

Hey wordpress!
Today in project management we were tasked with creating a Wikinews account and then create a detailed news report on something in the video games industry !
I’ll update on how it went later~
Luke.

How to fail

February 19, 2010

Duke Nukem Forever, RIP 1997 – 2009

Duke Nukem Forever pretty much writes the book on how to fail at managing a video game project. It’s the perfect example of how poor planning can doom a project and highlights some of the key problems with trying to make a product in the games industry. Duke Nukem Forever started off life with the best possible start; huge success of the first game gave George Broussard, co-owner of 3D Realms, a huge some of personal wealth with which to create his perfect game. The pursuit of perfection however would inevitably be 3D Realm’s downfall. George was obsessed with creating the perfect game that had to include the best possible aspects of the games industry. When Duke Nukem Forever began 3D Realm bought id Software’s Quake II engine for a sizeable some as it was the best engine at the time. However 2 years later the game switched to the new Unreal Engine, scraping the majority of the game as George wanted the game to be the pinnacle of gamming. However technology moves so fast in the games industry that in the time it takes to create a game the technology it’s created with becomes obsolete. This is the cruel way of the industry but something all creative’s have to accept. George Refused. Success had come to quickly with the last game and George was unrealistic about what was possible. Every time a new piece of tech was show cased by another games developer George insisted Duke Nukem included it. He became over competitive and a perfectionist, tons more of progress was again scraped to upgrade to the latest Unreal engine; Duke Nukem Forever had to be the best or nothing at all. It turned out to be the later. Duke Nukem had no set finish put, no measure of when the game would be complete. It became more a collect of tech demo than a cohesive game, a bunch of ideas but no clear direction. After years of pointless work the design team began to walk and the game began to die beyond salvation. In the years of development the games industry had expanded but 3D Realms hadn’t kept up with the times. The team was too small and unable to cope with such a large game and with over $20m spent on the project the money was finally running out. 12 years after it had been started Duke Nukem Forever finally died in 2009, the lack of discipline in its project management meant nothing sufficient was ever delivered. The project was too long, too expensive and too far in the clouds to ever be realised.

Adam.

Fail vs Win in projects cont.

February 11, 2010

Pt 2: Win

James Cameron’s Avatar

James Cameron’s Avatar is a sublime example of a recent overwhelming success of a project. Supposedly in development for nigh on 12 years, the feature was set to shake the foundations of the movie industry upon its eventual release.  Given that he has directed some of histories most successful movies including Titanic, aliens and Terminator 2; it could have been called Master Fuckhead Armstrong, a film about a man breaking the necks of swans for 3 hours and it would still have had an instant and epic scale of support from the global movie community. Thankfully, the movies title nor content matched that of the prior example. The most satisfying thing about Avatar, is that it is a rare case in media where the subject actually justified the enourmous amount of hype it possessed. Even more potently, to some extent, the previews in fact downplayed exactly how good it would be, perhaps an inadvertant side effect of attempting to appeal to the lowest common denominator within film, through explosions and action. Intended or not, Avatar is a project that more than lived up to all possible expectations, even given the massive scope of the project, it remained impressive relatively, defining the extent of its success by its context.

Fail vs Win in projects

February 11, 2010

Pt 1: Fail

Failcry 2:

A title that, along with others, has lead to the slow and painful realisation that most sequal will not in any way live up to expectations, performing a most horrifying act of sodomy upon the narrative, characters and gameplay mechanics that you came to so love.  Failcry 2 raised speculative eyebrows almost immediately when it became very apparent it would have absolutely nothing to do with the original farcry, the only connecting elements being the developer and genre. Gone was Jack Carver with his commanding american pornstar alure. Gone were the tropic archipelagos. But faith was maintained through a series of stunningly beautiful screenshots of spanning african plains, diverse wildlife, and epic explosions. Safe to say this was evidently a cruel and articulated attempt to crush the heart and soul of Crytek’s willing fan base, each and every one unwittingly proferring their naieve, innocent prosterior, ready to recieve the unholy length of fail that was Crytek’s anti-christ of the industry, not simply a bastard child, but quite literally an abortion of development, the foetus of potential cut off from its umbilical chord of ingenuity  possibly within weeks of the original concept. Every drop of promise, the impressive display of the powers of the cry engine by crysis, the open-guided gameplay presented in both crysis in far cry, the intriguing, albeit highly clichéd story lines, all elements that would have been welcomed with the unquestioning glee of the more attuned gamer. However Crytek had a different plan altogether, these elements were withdrawn in an impressive display of complete ignorance of their market, an in their place an enemy AI whos defining elements would be best summed up by the word, mentally retarded;  a physics engine the likes of which haven’t been seen since game & watch and the piece de resistance, a “dynamic” fire engine whos passion for life on screen, was more than likely a potent metaphor for the collective wilting soul of the development team as they realised their game child had evidently died somewhere early in its life and were now working with what can only be described, rather ineloquently, as turd.

WHATGAMESWETHINKAREGOODANDSTUFFFORAGILITY

February 4, 2010

Eve Online:
The definitive user controlled MMO, a single incredibly dedicated player base, massive
freedom for creativity and player controlled content, also frequently updated through the
release of huge patches, constantly increasing and refining the content of the game.

Tetris:
Tetris was a game created by Alexey Pajitnov, originally a small personal project that was
only created for his own enjoyment, the game soon worked itsw ay into the hands of
programmers all over eastern Europe and was rapidly circulated to the west, where it
experienced a massive market boom, proof of an item moving from the long tail to becoming
a major mainstream product.

Dota:
Dota or defence of the ancients is a mod for warcraft 3 based on the much older game for
starcraft AoS or Aeon of strife. Content is almost completely controlled by in game testing,
players experience the game and leave ideas, suggestions and balance changes that need
to be made from their experience. New characters are also developed in this way, through
mass forum “spit balling” for ideas, in this sense, every single match that is played is a
constant and hugely extensive beta test, constantly improving and refining the game play.

Hello world!

February 4, 2010

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