View Full Version : Challenges Abound
gillyruless
11-11-2004, 09:42 AM
Hey, Martin.
Momen of Silence is a game with such a large scope that I'm sure you faced many difficult challenges while developing it. Can you list some of the greater challenges you had to overcome to make Moment of Silence a reality?
Also, was having the experience of devleoping a game already in Mystery of Druids helpful in working on Moment of Silence? Or was the process to create Moment of Silence so entirely different that it posed a completely different set of challenges for you?
Thanks.
Martin Gantefoehr
11-11-2004, 10:14 AM
Hey!
Well, to be honest, the biggest challenge was to get the budget for this game. You can imagine that a game like MOTD doesn't bring you fame and fortune.
And generally, pitching an adventure game to publishers was a real struggle three years ago. It was like, well, talking with taxmen about poetry.
Having done a game before was of course extremly important. We learned a lot of lessons, and I will frankly admit that many of them were very basic lessons.
The only MOTD thing we used again when working on MOS was the workflow and overall team organization. All other things were thrown overboard and rewritten from scratch: Engine, dialogue engine, tools - everything.
Mattsius
11-11-2004, 11:12 AM
Well, to be honest, the biggest challenge was to get the budget for this game. You can imagine that a game like MOTD doesn't bring you fame and fortune.
Well, let's hope that MoS will bring you fame and fortune. If there's any fairness in this world, it will. :)
MaryScots
11-11-2004, 11:30 AM
Well, let's hope that MoS will bring you fame and fortune. If there's any fairness in this world, it will. :)
Well then, this must be the call to act for us german adventurers who have already played the game and repeat an imperative we've read over and over again in the HoT forums:
BUY - BUUUUUUY - BUUUUUUUUUUY! :D
You won't regret it! :)
gillyruless
11-11-2004, 11:30 AM
Thanks for the response, Martin.
It's frustrating that the biggest huddle in creating adventure games continue to be securing development funding. I wish I were a eclectic billionaire with too much money to know what to do with. I'd be funding the adventure game developers so that they can concentrate on more important things like writing good stories and creating wonderful game play!
ragnar
11-11-2004, 11:36 AM
The only MOTD thing we used again when working on MOS was the workflow and overall team organization. All other things were thrown overboard and rewritten from scratch: Engine, dialogue engine, tools - everything.
It seems to me to be an expensive habit to throw all things away everytime you start making a new game.
Martin Gantefoehr
11-11-2004, 12:04 PM
It seems to me to be an expensive habit
It's more expensive to fail with things that don't work and aren't fixable.
Trust me on that one.
ragnar
11-11-2004, 01:31 PM
I certainly trust you on taht the MOTD engine was unfixable. I was merely thinking in terms of that reusing engines could lower the cost a bit. Just look at the SCUMM engine and the SCI engine. Many games fitted into almost the same engine.
vBulletin® v3.8.3, Copyright ©2000-2010, Jelsoft Enterprises Ltd.