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StarCraft: Orcs in space go down in flames

Forum Index > BW General
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Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
Last Edited: 2012-09-27 22:47:09
September 27 2012 22:45 GMT
#1
A few weeks ago Patrick Wyatt posted a really awesome blog about the making of the first StarCraft that we posted in the BW forums here. There is another part of it out today about how SC1 went from a game meant to fill an empty spot in Blizzard's release schedule to a more serious A-level title, and as with last time it's a fascinating read.

Here's an excerpt. Go read the whole thing!

Code of Honor

StarCraft: Orcs in space go down in flames


September 27, 2012 By Patrick Wyatt

In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft — derisively called “Orcs in space” in 1996 — into the award-winning game that we were finally able to deliver after two more years of hardship. But one noteworthy source of inspiration didn’t make it into my previous article, and that’s what I’m going to write about today.

Blizzard first brought StarCraft to the attention of the gaming public at the Electronic Entertainment Expo (E3) in June of 1996. At that point the game had only been in development for a few months so it was no surprise to the development team and other staff members that it wasn’t markedly different from its immediate antecedent, Warcraft II.

With the success of previous Warcraft titles and of Command and Conquer from Westwood Studios, the RTS genre attracted competitors. The race to build the next great RTS was on, and consequently Blizzard was about to be publicly embarrassed by its choice to show so early in the development lifecycle. Just a short walk away from the Blizzard booth was that of another game which appeared to be better than StarCraft in every respect: Dominion: Storm over Gift 3, from Ion Storm.

It’s 1996 and you want to buy an RTS game. Would you pay money for this?

[image loading]
Dominion Storm


Or this?

[image loading]
StarCraft at E3 in 1996


Trade show espionage



During the early years of Blizzard — back before the company was even called that — the entire development team would attend trade shows like the Consumer Electronics Show (CES) and E3. We’d spread out over the show floor and “research” (that is, play) products at our competitors’ booths, getting an early look at what other game studios would be launching over the next year. It was an opportunity to analyze gaming trends, learn about technological advances, evaluate new user interface techniques, and review gameplay. Even better, our competitors would facilitate this learning by demoing the games and answering our questions, and of course we’d do the same for them back at our booth. This is one reason game publishers have a love/hate relationship with trade shows, along with high costs (tens of thousands of dollars for a few feet of floor space) and excessive distractions for the dev teams, is that other studios are like hungry wolves looking for prey to devour.

In the early years, when our games were programmed for 16-bit game consoles, our programming staff would review soon-to-be-launched Super Nintendo (SNES) titles, and would crowd around games trying to puzzle out how their developers had accomplished some feat of technical magic and derring-do. The SNES was an odd combination of a glacially slow 2.58 megahertz (not gigahertz) processor with a tiny 64 kilobytes (not megabytes or gigabytes) of memory coupled with exotic microchips designed to rapidly blast bits onto the screen — if you could figure out the right incantations to make it all work.

We’d stand staring at a game talking in phrases that only a few thousand folks in the whole world — most of them working for Nintendo — knew anything about. Someone would toss off an idea like “perhaps they’re using the hblank interrupt to set the scroll register to adjust the view distance in mode 7″, and we’d all do our best to wrap our heads around that idea, learning a great deal in the process. Our artists and designers would be similarly wowed by their own show-floor discoveries.

It was an exciting experience to see so many new ideas in just a few days, and we’d come back from the shows both energized by our findings and exhausted by the brilliance and audacity of our competitors.

Better yet, these trade shows were held in exotic venues like Las Vegas where we’d get to stay out late drinking and gambling before dragging our hung-over selves back to the trade-show floor. Staffing the booth during the early mornings was always challenging, and required a careful evaluation of who would be the best advocates for the game after nights of excess — would it be the hardy-partiers, with their higher alcohol tolerance, or the more abstemious members of the team — the lightweights? While it might seem that the lightweights (myself included) were a better bet, just a few drinks more than usual might cause us to miss a morning event due to a catastrophic hangover.

For the privilege of getting access to the insights to be found on the show floor our dev team staff would be stacked like cordwood in cheap motel rooms far from the convention centers to save the company money. We stayed in a hotel so far into the rotting core of Chicago that several on the team felt the necessity to carry steak-knives as protection against the perceived threat of muggers. And who could forget when one of the two elevators caught fire and was put out of service, necessitating fourteen-floor hikes morning and evening.

Back on the show floor after these escapades, Blizzard staff members would discover great games on the show floor and would — like honeybees returning to the nest — communicate their findings so other devs could seek them out to harvest insights.

As the Ion Storm booth was next but one over from our booth it was no surprise that we quickly discovered in Dominion Storm a stunningly better entrant into the real-time strategy (RTS) genre than our company’s paltry efforts, which was all the more humiliating given that StarCraft represented our third foray into the genre.

***


Read the rest at Patrick's site
@RealHeyoka | ESL / DreamHack StarCraft Lead
HopLight
Profile Blog Joined January 2009
Sweden999 Posts
September 27 2012 22:48 GMT
#2
Yay! Thanks for keeping us updated when new awesomeness shows up.
Al Bundy
Profile Joined April 2010
7257 Posts
Last Edited: 2012-09-27 22:55:18
September 27 2012 22:53 GMT
#3
Thanks for sharing, a lot of people were looking forward to that
o choro é livre
sour_eraser
Profile Joined March 2011
Canada932 Posts
Last Edited: 2012-09-27 23:14:43
September 27 2012 23:00 GMT
#4
Yay. Forgot about this. Thanks for reminding me :D

Edit: Wow just read this. That fake demo sitautuon was just mind blowing. lol
Who would have known that the game was fake and because of that SC was rebooted.
"What's the f*cking point of censoring a letter if everyone and their mother knows what it stands for.... F*cking morons"
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
September 27 2012 23:01 GMT
#5
The entire idea that StarCraft was re-birthed because of a fake demo Ion Storm gave is incredible, it's such an odd piece of history that really changed the course of how games are viewed.
@RealHeyoka | ESL / DreamHack StarCraft Lead
HawaiianPig
Profile Blog Joined July 2008
Canada5155 Posts
Last Edited: 2012-09-27 23:09:01
September 27 2012 23:08 GMT
#6
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.
AdministratorNot actually Hawaiian.
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
Last Edited: 2012-09-27 23:16:13
September 27 2012 23:15 GMT
#7
Story like this is another example of how much I appreciate what Brood War came to be. Stars seem to have aligned perfectly for the game to become and give birth to what had been such amazing memories.
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
Demonhunter04
Profile Joined July 2011
1530 Posts
September 27 2012 23:34 GMT
#8
On September 28 2012 08:15 Hesmyrr wrote:
Story like this is another example of how much I appreciate what Brood War came to be. Stars seem to have aligned perfectly for the game to become and give birth to what had been such amazing memories.


Think of all those things that never came to pass because the stars didn't align for them.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
shindigs
Profile Blog Joined May 2009
United States4795 Posts
September 27 2012 23:58 GMT
#9
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.


Well the focus on sales and making games more casual friendly is a product of these earlier game developers being so successful I'd imagine. When the industry is growing I feel like the focus on the business aspect is important, but not the driving force of game development. Seems like larger companies have important long term goals to deliver on so other things become the focus.
Photographer@shindags || twitch.tv/shindigs
meegrean
Profile Joined May 2008
Thailand7699 Posts
September 28 2012 00:11 GMT
#10
Wow, this is mind-blowing. If it weren't for Ion Storm's fake demo, would Starcraft still have been that good?
Brood War loyalist
Netsky
Profile Joined October 2010
Australia1155 Posts
September 28 2012 00:41 GMT
#11
Love these blogs so much
TheEmulator
Profile Blog Joined July 2010
28088 Posts
September 28 2012 00:44 GMT
#12
wow this is really incredible to know. Thanks for posting this
Administrator
Entaro[AoV]
Profile Joined July 2009
United States184 Posts
September 28 2012 01:06 GMT
#13
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.


Well I think your tldr may be idealizing things a bit. It's certain a romantic thing to believe, that the developers are most left alone, but these days depending on the company, who knows?
TL+ Member
Draconicfire
Profile Joined May 2010
Canada2562 Posts
September 28 2012 01:10 GMT
#14
The fake demo thing was amazing. Can't believe that triggered the re-development of StarCraft.

Love this guy's blogs.
@Drayxs | Drayxs.221 | Drayxs#1802
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
September 28 2012 01:11 GMT
#15
Holy shit this is amazing. Like. This needs to be required reading for every single developer out there
Что?
chaosTheory_14cc
Profile Blog Joined December 2010
Canada1270 Posts
September 28 2012 01:42 GMT
#16
Wow, that whole thing about the Ion Storm demo is really amazing. These blogs are fantastic.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
September 28 2012 01:44 GMT
#17
So many things had to fall in place for us to get StarCraft. Wow. I'm really glad it all happened the way it did.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
September 28 2012 01:53 GMT
#18
Is it possible for people to get their hands on this old games?
Master Chief
Boundz(DarKo)
Profile Joined March 2009
5311 Posts
September 28 2012 01:58 GMT
#19
The (Starcraft) universe works in mysterious ways.
Marou
Profile Blog Joined April 2010
Germany1371 Posts
September 28 2012 04:47 GMT
#20
He did dumbed down his blog a little bit and made it more accessible which is a good thing.
Also it was supposed to be a 2 part thingy but i think it's not quite over yet, i really want to read about the story behind the pathing of the units in StarCraft.

Amazing read again, so much insights !
twitter@RickyMarou
aqui
Profile Blog Joined January 2008
Germany1023 Posts
September 28 2012 04:48 GMT
#21
if you look at the Blizzard games that were developed with Patrick Wyatt and co on the team and on the later games without them makes you think how much the greatness of games like Starcraft and Diablo 1 can acutally be attributed to them and not the remaining Blizzard.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2012-09-28 05:03:24
September 28 2012 05:03 GMT
#22
On September 28 2012 08:58 shindigs wrote:
Show nested quote +
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.


Well the focus on sales and making games more casual friendly is a product of these earlier game developers being so successful I'd imagine. When the industry is growing I feel like the focus on the business aspect is important, but not the driving force of game development. Seems like larger companies have important long term goals to deliver on so other things become the focus.

I think the Allen Adham thing is a good reminder that there was never a golden age amongst company owners where they were all about the game and not the money. Allen seems like he was exactly one of those money guys. But it kinda reminds me of Frank Zappa's thoughts on the decline of the music industry. Again there was still the money focused owners, but they didn't really know what would sell, so all sorts of accidental, crazy experimental things got released. But once they found success they become much more focused on what target groups will or will not want so they can repeat the success.



Definitely my favourite blog to read these days.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
September 28 2012 05:03 GMT
#23
On September 28 2012 13:48 aqui wrote:
if you look at the Blizzard games that were developed with Patrick Wyatt and co on the team and on the later games without them makes you think how much the greatness of games like Starcraft and Diablo 1 can acutally be attributed to them and not the remaining Blizzard.

I think it's a little extreme to think that way. Reading through what Patrick wrote, it seems like a significant factor in the quality variance from game to game isn't really driven by the developer themselves, but rather by how rushed the dev cycle was and what sort of audience the game was targeted towards.

Games in general, nowadays, are marketed towards far less of a "core" audience than games were in the late 90s. For example, no gaming executive will let his developers combine a groundbreaking concept with market-limiting violence into the same package nowadays, whereas in the 90s, that was commonplace since the entire market as built around the concept of "moar gibs for your money."
Что?
thezanursic
Profile Blog Joined July 2011
5478 Posts
September 28 2012 05:28 GMT
#24
So going to read this when I get home.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
September 28 2012 05:39 GMT
#25
This is just so fucking cool :D thanks so much for posting this.
Salvation a la mode and a cup of tea...
mucker
Profile Blog Joined May 2009
United States1120 Posts
September 28 2012 06:01 GMT
#26
So good, thanks for posting. I can't imagine what it must have been like to find out that demo was a fake after it drove them so hard to the point of breaking so much ground with starcraft. Amazing stuff.

I have always wanted to play that old wc2 engine based alpha. Space instead of water and minerals instead of trees... fine. But how developed are the races and units? So curious, what are those like fucking flying strawberries? And the stop button is a stop sign with "stop" written in a zergy font? Too good! Someday they gotta let us have it.
It's supposed to be automatic but actually you have to press this button.
trifecta
Profile Joined April 2010
United States6795 Posts
September 28 2012 06:24 GMT
#27
Amazing that a fake pre-rendered demo led them to create the greatest RTS ever. Also explains all those pictures on sclegacy from the alpha.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
September 28 2012 07:12 GMT
#28
Amazing read and finding out that the Dominion demo was a fake was O.o It did help create the greatest RTS ever though :D
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
elt
Profile Joined July 2010
Thailand1092 Posts
September 28 2012 07:59 GMT
#29
Really interesting reads. Clicking around now on some of his other articles and came across this gem:

"I believe that Warcraft was the first game to use this user-interface metaphor. When I first implemented the feature it was possible to select and control large numbers of units at a time; there was no upper limit on the number of units that could be selected.

...

Later in the development process, and after many design arguments between team-members, we decided to allow players to select only four units at a time based on the idea that users would be required to pay attention to their tactical deployments rather than simply gathering a mob and sending them into the fray all at once. We later increased this number to nine in Warcraft II. Command and Conquer, the spiritual successor to Dune 2, didn’t have any upper bound on the number of units that could be selected. It’s worth another article to talk about the design ramifications, for sure."

http://www.codeofhonor.com/blog/the-making-of-warcraft-part-1
(Under Construction)
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
September 28 2012 08:24 GMT
#30
^Posted before and discussed already.

This new blog entry seemed less technical but it was still great. Allen seems like an ass, but once you start a business it's always going to be about money first and everything else second.

Seems the developers were a bit more resistant back then.
You must gather your party before venturing forth.
GTR
Profile Blog Joined September 2004
51444 Posts
September 28 2012 08:48 GMT
#31
On September 28 2012 17:24 Andr3 wrote:
Seems the developers were a bit more resistant back then.


I guess because the pool of developers back then is little compared to what it is today, with how big the industry is now.
Commentator
SpeaKEaSY
Profile Blog Joined December 2010
United States1070 Posts
September 28 2012 08:53 GMT
#32
I love this. Some of this stuff you just can't make up. It's a shame that things aren't the same as they once were.
Aim for perfection, settle for mediocrity - KawaiiRice 2014
lost_artz
Profile Joined January 2012
United States366 Posts
September 28 2012 09:22 GMT
#33
Westwood definitely liked their RTS games. Dune 2000 has always been my 2nd favorite to BW/SC2. Sadly it lacks any real depth as the vast majority of units/buildings are shared between races, but it's still a very hard game. Some of the campaign missions are real pain in the asses.
hellsan631
Profile Blog Joined March 2010
United States695 Posts
Last Edited: 2012-09-28 10:38:31
September 28 2012 10:38 GMT
#34
I loved this blog and the previous ones that Wyatt has done. I also recommend reading the article he linked about what happened behind the Scenes at Ion Storm.

http://www.dallasobserver.com/1999-01-14/news/stormy-weather/

The link is further down in the article, but it itself is also a great read
bgx
Profile Joined August 2010
Poland6595 Posts
September 28 2012 11:53 GMT
#35
On September 28 2012 18:22 lost_artz wrote:
Westwood definitely liked their RTS games. Dune 2000 has always been my 2nd favorite to BW/SC2. Sadly it lacks any real depth as the vast majority of units/buildings are shared between races, but it's still a very hard game. Some of the campaign missions are real pain in the asses.

It was just a remake for people who never played dune2, dune 2 X c&c/red alert set of rules.

But it was good remake a specially Frank Klepacki's Soundtrack like all of his soundtracks.
Stork[gm]
Waxangel
Profile Blog Joined September 2002
United States33362 Posts
September 28 2012 13:26 GMT
#36
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.


I think you're trying to interpret a limited detail anecdote in a specific way that fits your beliefs
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Wout
Profile Joined April 2011
Netherlands76 Posts
Last Edited: 2012-09-28 13:29:20
September 28 2012 13:28 GMT
#37
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

Maybe that holds true for Blizzard, but having read the article about ION Storm that Wyatt links I don't think you can say it applies to game development as a whole.
Mazer
Profile Joined April 2008
Canada1086 Posts
Last Edited: 2012-09-28 13:43:33
September 28 2012 13:40 GMT
#38
On September 28 2012 08:01 heyoka wrote:
The entire idea that StarCraft was re-birthed because of a fake demo Ion Storm gave is incredible, it's such an odd piece of history that really changed the course of how games are viewed.


Pretty insane eh.. I probably would have gotten into Quake or CS had that never happened.

EDIT: It's kind of a shame though when you think about Blizzard's approach nowadays. They could improve b.net immensely if they took some cues from other developers but it doesn't seem to be that big of a deal to them.
imPermanenCe
Profile Joined July 2011
Netherlands595 Posts
September 28 2012 13:59 GMT
#39
Fake competition ftw
Micro at its best is like an elegant dance between two people trying to achieve a similar end.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
September 28 2012 14:42 GMT
#40
On September 28 2012 22:28 Wout wrote:
Show nested quote +
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

Maybe that holds true for Blizzard, but having read the article about ION Storm that Wyatt links I don't think you can say it applies to game development as a whole.


That Ion Storm article is ridiculous. T-T I'm glad I don't work at a company like that but I'm always leery of getting suckered into a situation like that...
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Serdiuk
Profile Joined January 2011
Belgium145 Posts
September 28 2012 14:46 GMT
#41
Really awesome blog.
mordek
Profile Blog Joined December 2010
United States12704 Posts
September 28 2012 15:31 GMT
#42
Great read, thanks for sharing it here
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
TheRealNanMan
Profile Blog Joined November 2010
United States1471 Posts
September 28 2012 15:51 GMT
#43
I always love reading about the development of Starcraft thanks for keep us up to date on this article/blog!
Sc2 Caster | Host of Sc2 Up & Coming | The Godfather of Team LXG | Sc2 Historian | Youtube.com/NanMan | Twitch.tv/TheRealNanMan | Twitter.com/TheRealNanMan |
StarStruck
Profile Blog Joined April 2010
25339 Posts
September 28 2012 16:32 GMT
#44
I thought he already touched base with the "Oh crap, our alpha build isn't even close to the other competition. Heck, he even mentioned Ion Storm, but this is still fun nonetheless when he talks about staying on the outskirts of Chicago and carrying steak knives for protection lmao.
MrTortoise
Profile Joined January 2011
1388 Posts
September 28 2012 16:43 GMT
#45
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.



THIS x1000 I couldn't of said it better. But I would of used more caps.
Rodiel3
Profile Joined March 2011
France1158 Posts
September 28 2012 16:46 GMT
#46
Delightful reading, very interesting
http://www.youtube.com/user/rodiel3 SCBW FPVOD
iNviSible.yunO
Profile Blog Joined November 2009
Germany211 Posts
September 28 2012 18:25 GMT
#47
Wow I rarely enjoy reading blogs. This one though.. Cant't help but love it=) GJ!
o.O''
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 28 2012 19:00 GMT
#48
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.

From my reading, it seems more like they were in the business of making games. They saw what appeared to be a vastly superior competing product and realized they needed to improve theirs or it wouldn't make any money. This coincided with new delivery media (CD-ROM) requiring bigger and better game assets to stay competitive, so the development process was extended. In both cases it was about selling a game that was good enough to sell, it seems to me.
Comprehensive strategic intention: DNE
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
Last Edited: 2012-09-28 19:07:09
September 28 2012 19:06 GMT
#49
self-deleted
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
Sabu113
Profile Blog Joined August 2009
United States11047 Posts
Last Edited: 2012-09-28 19:18:06
September 28 2012 19:15 GMT
#50
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.


That seems unfair. This piece notes how Bliz's biz team had a target to push out games at X rate and the ion storm article he links mentions making "Burn games" to exploit contracts with publishers. It's the usual battle between risk,uncertainity and art.

Sure we're seeing more games target women and softer demos but well frankly that's the point. Back then they were selling to a much smaller audience in a much smaller industry.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Forester
Profile Joined September 2010
United States116 Posts
September 28 2012 19:21 GMT
#51
Love these blogs so much, its pretty awesome to hear about all the things that went into making an integral part of my childhood so great.
The greatest pleasure in life is doing what people say you cannot do.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
September 28 2012 20:21 GMT
#52
I love this blog. And what I take away most from it is the power of small yet talented groups as opposed to large and beurocratic businesses when it comes to making games. Blizzard, like many other game companies, made gold. Now they, like many other game companies, make shit. But lo and behold, the small-scale indie-scene is on fire.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
SoniC_eu
Profile Joined April 2011
Denmark1008 Posts
Last Edited: 2012-09-28 22:48:55
September 28 2012 22:48 GMT
#53
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.

haha how soccer moms played this game! :D Couldnt help but laugh at that!
In order to succeed, your desire for success should be greater than your fear of failure. http://da.twitch.tv/sonic_eu
klo8
Profile Joined August 2010
Austria1960 Posts
September 28 2012 23:26 GMT
#54
On September 28 2012 19:38 hellsan631 wrote:
I loved this blog and the previous ones that Wyatt has done. I also recommend reading the article he linked about what happened behind the Scenes at Ion Storm.

http://www.dallasobserver.com/1999-01-14/news/stormy-weather/

The link is further down in the article, but it itself is also a great read

That article is very interesting. The weirdest part for me is that most of those people still work in the games industry, as far as I know.
This post is clearly not a hurr, as you can see from the graph, the durr never intersects with the derp.
Budmandude
Profile Joined September 2009
United States123 Posts
September 29 2012 00:23 GMT
#55
This article was really cool. I knew that the original alpha build of SC was God-awful, but I didn't realize that they got their asses kicked by their neighbors at E3.

I then almost died laughing when I went to the link about why ION Storm folded and saw that they were the same company that made Daikatana. I just can't get over the fact that SC is an amazing game because of Daikatana.
tsuxiit
Profile Joined July 2010
1305 Posts
September 29 2012 00:36 GMT
#56
Damn, what a unique and incredible company Blizzard used to be.
Kiarip
Profile Joined August 2008
United States1835 Posts
Last Edited: 2012-09-29 01:47:49
September 29 2012 01:46 GMT
#57
On September 29 2012 09:36 tsuxiit wrote:
Damn, what a unique and incredible company Blizzard used to be.

It still is, or never was whichever one you prefer... If you actually read that article you will see that everyone who thinks that things were all about games back then more so than they are now is wrong... It's just that back then no one really knew the proper marketing formula for video games, so tons of products flopped and companies would be perpetually going broke and coming back up again under a different name thanks to the impending internet/technology bubble.
Cele
Profile Blog Joined December 2008
Germany4016 Posts
September 29 2012 04:03 GMT
#58
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.


Yes exactly how i feel about the subject. To me it seems this change of mind came some years ago, though i can't exactly put my finger on the when
Broodwar for life!
Stratos
Profile Blog Joined July 2010
Czech Republic6104 Posts
September 29 2012 07:25 GMT
#59
Lol'd hard at the Dominion Storm story, never heard about it before. Great read :D
En Taro Violet
aiuradun
Profile Joined February 2011
Denmark115 Posts
September 29 2012 09:17 GMT
#60
S the Others this one is awesome and also read the one he linked to wow that was some sick shit (http://www.dallasobserver.com/1999-01-14/news/stormy-weather/all/), even though you shouldn't believe everything you read online I have lost a bit of respect for Romero

Ragnarork
Profile Blog Joined June 2011
France9034 Posts
September 29 2012 10:33 GMT
#61
Definitely a good read.

Made me bookmark this blog, and discover through this article the shitstorm about Daikatana (well, further that just "Romero + the first biggest fail in the videogame industry" :D)
LiquipediaWanderer
Ramanujan
Profile Joined April 2012
137 Posts
September 29 2012 13:35 GMT
#62
It's not a blog. It's a blog post.

Good read anyway.
CeriseCherries
Profile Blog Joined May 2011
6170 Posts
September 29 2012 14:26 GMT
#63
great story! so cool to see behind the scenes
Remember, no matter where you go, there you are.
Biff The Understudy
Profile Blog Joined February 2008
France7886 Posts
Last Edited: 2012-09-29 15:19:27
September 29 2012 15:10 GMT
#64
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.

Yep.

People were trying to make a good game. So it was a great success and they made a lot of money. Now people try to make a lot of money and therefore to make a good game. Can't blame them. They have shareholders, huge financial investments on their shoulders, enormous competition... Of course the former option produces something potentially extraordinary, the other one produces... well, you know.

The best game I have seen in the last years is Dwarf Fortress. It's a completely non-lucrative project. No marketing, no shareholders pressure, no commercial strategy. Just guys trying to make something as good as possible. And if less people plays it because it is not user friendly, well, fuck it, it doesn't even matter.

More money =/= better perspectives of awesomness. Often, it's exactly the opposite. People should remember that, including when thinking about esports. And that's also something I witness every day in my field, which is music. Britney Spears, or Lady Gaga are supposed to make money and be succesfull, so they do their best to make good music. Ray Charles, Wagner or Bob Dylan wanted desperately to make good music, and they eventually became succesfull. I think we will remember Dylan for being a great artist, and ady Gaga for being very popular. It doesn't even matter that Wagner made money, and it doesn't really matter what kind of music Britney Spear does.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
v3chr0
Profile Blog Joined April 2010
United States856 Posts
September 29 2012 21:54 GMT
#65
Great blog, very interesting.

All in all, we just need more competition in the RTS (among other) genres.

"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
September 29 2012 22:59 GMT
#66
Holy shit! Fake demos O.O
Even W3 had one.

That's a great blog. I read the previous entry but not the most recent. Thanks for make me notice it.
aka Wardo
Mathewep2010
Profile Blog Joined June 2010
United States63 Posts
September 29 2012 23:00 GMT
#67
Pretty cool read on the guys blog, that first version of SC looked crazy bad. Glad that one company showed fake stuff so we ended up getting a good SC rather than that one. Interesting to see some insider view of things that goes on with game companies behind the scenes, pretty cutthroat business.
Scrutinizer
Profile Joined April 2011
170 Posts
September 30 2012 07:37 GMT
#68
"So anyway I fixed lots of bugs. Some of my own, sure, but mostly the elusive bugs written by other tired programmers. One of the best compliments I’ve received came just a few months ago, when Brian Fitzgerald, one of two best programmers I’ve had occasion to work with, mentioned a code-review of StarCraft; they were blown away by how many changes and fixes I had made over the entire code-base. At least I got some credit for the effort, if only well after the fact!"

wow, mad respect for the guy!
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
September 30 2012 14:30 GMT
#69
Thanks Dominion Storm, your help building the best RTS of all time will never be forgotten!
Le French
Profile Joined December 2011
France782 Posts
September 30 2012 15:49 GMT
#70
Fake demo made Broodwar!

I also checked on my BW files and it amazes me how this awesome game is only 50MB total! I know some jpgs that are more that 50MB.
Ca va?
NoobSkills
Profile Joined August 2009
United States1598 Posts
September 30 2012 19:53 GMT
#71
This has to be a hoax. If orcs were in space, how could there be fire? No oxygen.
LuckyMacro
Profile Joined July 2010
United States1482 Posts
September 30 2012 19:58 GMT
#72
wow this was a really good read. I went on to read the other blogs linked within this one as well, about ION spark and stuff. So much I didn't know!
DystopiaX
Profile Joined October 2010
United States16236 Posts
September 30 2012 20:37 GMT
#73
On September 30 2012 07:59 EdSlyB wrote:
Holy shit! Fake demos O.O
Even W3 had one.

That's a great blog. I read the previous entry but not the most recent. Thanks for make me notice it.

The way I read it the w3 demo was real and not prerendered, they just carefully avoided all of the really buggy terrain.
jobebob
Profile Joined April 2011
30 Posts
October 01 2012 02:05 GMT
#74
On September 29 2012 05:21 Osmoses wrote:
I love this blog. And what I take away most from it is the power of small yet talented groups as opposed to large and beurocratic businesses when it comes to making games. Blizzard, like many other game companies, made gold. Now they, like many other game companies, make shit. But lo and behold, the small-scale indie-scene is on fire.


I don't see how Blizzard makes crap games nowadays. I think it's more an issue of nostalgia clouding your views. SC2 is a great game hands down. D3 is a great game hands down. WOW is a great game hands down.

The one thing that has changed is the amount of money required to make a AAA game--i.e when 100mil is on the line, you can bet your ass business people (sadly) will be involved. Indie games are low risk thus can take a chance, which in turn is giving us some truly awesome games.
Rah
Profile Joined February 2010
United States973 Posts
October 01 2012 07:25 GMT
#75
Forget making a WoW or Starcraft movie, there should be an Orcs in Space movie, this is amazing to read about. It would blow away Fist Full of Quarters if they would drop a movie about an oldschool game developer's story.
Streaming on twitch. http://www.twitch.tv/rahsun86
kar1181
Profile Joined May 2010
United Kingdom515 Posts
Last Edited: 2012-10-01 11:46:43
October 01 2012 11:43 GMT
#76
Patrick's recent blogs on StarCraft's development are amazing (and you must go read his linked article regarding the turmoil that went on over at Ion Storm). His most recent one reminded me of something Michael Abrash (of Quake and more recently Valve software fame - one of the smartest software guys in the world imo) wrote back in the 90s and it's still up on Bluesnews. http://www.bluesnews.com/abrash/chap64.shtml

Basically he talks about a friend of his, Tom Wilson, who had heard that a rival video card manufacturer had used a technique (FIFO buffers specifically) to boost their chipset's performance. Wilson, wracked his brain and pushed himself and his thinking to the extreme to try and figure out what his competitor was doing. In the end he came up with an idea that while not perfect, seemed good enough.

Turns out his competitor hadn't really done anything particularly brilliant and his solution was actually far more effective and dramatically increased the performance of the chipset he was working on.

It's amazing how during this era of computing, individuals could still make a massive difference. It's also remarkable how we see time and time again, when faced with competition how brilliant people can be.

It's funny that despite it's sheer level of dysfunction, we have Ion Storm to thank for our favourite game being as good as it ended up being.
TheTreeKing
Profile Joined December 2010
United States26 Posts
October 01 2012 15:23 GMT
#77
I sunk so many hours into Dominion: SoG3. So many hours.

It's the game that actually got me into RTS, after that is when I started playing WC2 (I know, backwards) and the AoE games.

The game development world was just so small back then, it blows my mind.
If only Protoss units cost money
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
October 01 2012 16:54 GMT
#78
On October 01 2012 11:05 jobebob wrote:
Show nested quote +
On September 29 2012 05:21 Osmoses wrote:
I love this blog. And what I take away most from it is the power of small yet talented groups as opposed to large and beurocratic businesses when it comes to making games. Blizzard, like many other game companies, made gold. Now they, like many other game companies, make shit. But lo and behold, the small-scale indie-scene is on fire.


I don't see how Blizzard makes crap games nowadays. I think it's more an issue of nostalgia clouding your views. SC2 is a great game hands down. D3 is a great game hands down. WOW is a great game hands down.

The one thing that has changed is the amount of money required to make a AAA game--i.e when 100mil is on the line, you can bet your ass business people (sadly) will be involved. Indie games are low risk thus can take a chance, which in turn is giving us some truly awesome games.


you're absolutely right. I don't see how our generation of radio music is crappy. I think it's more of an issue of nostalgia coulding your views. Bieber is a great artist hands down. Minaj is a great artist hands down. Gaga is a great artist hands down.

The one thing that has changed is the amount of money required to market nobody into an AAA fame level artist. You can bet your ass business people are involved with a shitload of cash involved. Indie bands are low risk thus can experiment with different sounds, which in turn is giving us some truly awesome shit.


Equating them is an unfair exaggeration but I couldn't stand it because that's who you sound like.

Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
October 01 2012 18:46 GMT
#79
On October 02 2012 01:54 JieXian wrote:
Show nested quote +
On October 01 2012 11:05 jobebob wrote:
On September 29 2012 05:21 Osmoses wrote:
I love this blog. And what I take away most from it is the power of small yet talented groups as opposed to large and beurocratic businesses when it comes to making games. Blizzard, like many other game companies, made gold. Now they, like many other game companies, make shit. But lo and behold, the small-scale indie-scene is on fire.


I don't see how Blizzard makes crap games nowadays. I think it's more an issue of nostalgia clouding your views. SC2 is a great game hands down. D3 is a great game hands down. WOW is a great game hands down.

The one thing that has changed is the amount of money required to make a AAA game--i.e when 100mil is on the line, you can bet your ass business people (sadly) will be involved. Indie games are low risk thus can take a chance, which in turn is giving us some truly awesome games.


you're absolutely right. I don't see how our generation of radio music is crappy. I think it's more of an issue of nostalgia coulding your views. Bieber is a great artist hands down. Minaj is a great artist hands down. Gaga is a great artist hands down.

The one thing that has changed is the amount of money required to market nobody into an AAA fame level artist. You can bet your ass business people are involved with a shitload of cash involved. Indie bands are low risk thus can experiment with different sounds, which in turn is giving us some truly awesome shit.


Equating them is an unfair exaggeration but I couldn't stand it because that's who you sound like.



It dosen't change the fact that Sc2, D3 and WoW are all great games.
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
Last Edited: 2012-10-01 21:26:30
October 01 2012 21:17 GMT
#80
On September 30 2012 00:10 Biff The Understudy wrote:
Show nested quote +
On September 28 2012 08:08 HawaiianPig wrote:
The more I read these blogs the more it's clear that game development in this era was dominated by extremely skilled individuals facing the growing pains of a burgeoning industry. It seems it's resulted in a lot of accidental hit games.

I mean... I especially love that Starcraft was rebooted on account of fear induced from a fake demo. Fantastic.

But more specifically, every time I read a story like this, about the development of older games, I always notice one key theme: that developers were in the business of making games and not in the business of making games.

Although guys like Allen Adham would push development cycles into strict timeframes or push for the development of more casual games, it seems that the sterile "maximize sales at all costs" approach would not bleed into the actual content of a game. There was no "What if soccer moms played this game?" focus group in order to make the game more accessible.

There was simply: "Make an RTS game set in space"

And that's what we got.

Yep.

People were trying to make a good game. So it was a great success and they made a lot of money. Now people try to make a lot of money and therefore to make a good game. Can't blame them. They have shareholders, huge financial investments on their shoulders, enormous competition... Of course the former option produces something potentially extraordinary, the other one produces... well, you know.

The best game I have seen in the last years is Dwarf Fortress. It's a completely non-lucrative project. No marketing, no shareholders pressure, no commercial strategy. Just guys trying to make something as good as possible. And if less people plays it because it is not user friendly, well, fuck it, it doesn't even matter.

More money =/= better perspectives of awesomness. Often, it's exactly the opposite. People should remember that, including when thinking about esports. And that's also something I witness every day in my field, which is music. Britney Spears, or Lady Gaga are supposed to make money and be succesfull, so they do their best to make good music. Ray Charles, Wagner or Bob Dylan wanted desperately to make good music, and they eventually became succesfull. I think we will remember Dylan for being a great artist, and ady Gaga for being very popular. It doesn't even matter that Wagner made money, and it doesn't really matter what kind of music Britney Spear does.


Great analogy. I feel the same way.

Sc2, D3 and WoW are/have become "awful" games. Sc2 ditched all the aspects that made BW the greatest RTS ever. D3 was competitive for all the wrong reasons, instead of requiring skilfull play, the game required expensive items, the game didn't even have PvP at release. WoW's competitive side is awful and the game itself is pretty boring as well, the quests lack originality,...

Now WoW was a pretty great game at release. But Sc2 is just a half assed product, even when we don't compare it to BW. Sc2's battlenet experience is horrible (aside from having practically zero delay). Compare the online experience to DOTA2. I don't know what's going on in blizzard's head, but them relying on the epic reputation they build upon games as brood war and warcraft 3 is becoming doubtful and I'm sure a lot of people are in the same boat as me, doubting to continue buying blizzard's products if this trend continues....
Zera
Profile Joined April 2010
Lithuania716 Posts
October 01 2012 21:40 GMT
#81
Reading comments, that's what we can expect in the future:

1) reaction of the development team about the formation of a professional starcraft scene in Korea and how various glitches in the game contributed to balance it;

2) When did you decide that races should be totally unique? Another interesting point is that there are screenshots from an alpha version where the dropship seems to land and the goliaths shoot lasers. This version looks better (at least on screenshots) than the version you shipped. What made you change this engine?

JD fanboy. #FPPS
mikedebo
Profile Joined December 2010
Canada4341 Posts
October 02 2012 00:05 GMT
#82
The article is really good (as usual), but even more interesting to me was the link to the Daikatana article from 1999 that was contained therein. Read that, if you haven't already! It's like every greek hubris/tragedy storyline rolled into one.
I NEED A PHOTOSYNTHESIS! ||| 'airtoss' is an anagram of 'artosis' ||| SANGHOOOOOO ||| "No Korea? No problem. I have internet." -- Stardust
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
October 03 2012 15:05 GMT
#83
That is amazing read, so entertaining. Great guy he is.
Kazeyonoma
Profile Blog Joined April 2010
United States2912 Posts
Last Edited: 2012-10-03 17:03:23
October 03 2012 17:01 GMT
#84
On October 01 2012 20:43 kar1181 wrote:
Patrick's recent blogs on StarCraft's development are amazing (and you must go read his linked article regarding the turmoil that went on over at Ion Storm). His most recent one reminded me of something Michael Abrash (of Quake and more recently Valve software fame - one of the smartest software guys in the world imo) wrote back in the 90s and it's still up on Bluesnews. http://www.bluesnews.com/abrash/chap64.shtml

Basically he talks about a friend of his, Tom Wilson, who had heard that a rival video card manufacturer had used a technique (FIFO buffers specifically) to boost their chipset's performance. Wilson, wracked his brain and pushed himself and his thinking to the extreme to try and figure out what his competitor was doing. In the end he came up with an idea that while not perfect, seemed good enough.

Turns out his competitor hadn't really done anything particularly brilliant and his solution was actually far more effective and dramatically increased the performance of the chipset he was working on.

It's amazing how during this era of computing, individuals could still make a massive difference. It's also remarkable how we see time and time again, when faced with competition how brilliant people can be.

It's funny that despite it's sheer level of dysfunction, we have Ion Storm to thank for our favourite game being as good as it ended up being.


Reminds me of that movie that had two spies being hired by two chemical companies to steal each others ideas, only to realize that the 'huge announcement' that one was making, was all just a ploy to push their opponents to try to catch up, only to get it stolen in the end. or something...
http://en.wikipedia.org/wiki/Duplicity_(film)

And why smh towards blizzard, sure some of the original people aren't there anymore, but the games they put out are still great games, people just have unrealistic expectations.
I now have autographs of both BoxeR and NaDa. I can die happy. Lim Yo Hwan and Lee Yun Yeol FIGHTING forever!
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