Monday, March 19, 2012

Game designer Scott Anderson: game failed because "we were driven by external rewards"

Another mistake story from the GDC 2012 "Failure Workshop." This was excerpted from Kris Graft's excellent writeup in Gamasutra, a gaming industry site:

Scott Anderson and his team were working on a puzzle/platformer game called Shadow Physics, a project that appeared at first to be set up for success, but eventually was abandoned.

"About eight months ago we lost our funding, and the game was cancelled," Anderson said. Shadow Physics was previously funded by Indie Fund.

The failure has since sunk in, and Anderson admitted, "The game was a great concept but it wasn't really a lot of fun...ever."

There were other various reasons why Shadow Physics failed. "We were driven by external rewards," such as fortune and fame, Anderson said, instead of a true passion for the project.

There were also problems with the game's tech, and the gameplay relied too much on the physics engine. He said the game was just not "tight," and there were unpredictable game systems.

"The game just didn't work," Anderson said. "We chased certain Braid mechanics a little too much," he added. He said at times there was too much "Braid envy" going on in the game design.

There were also issues with the development process, iteration was becoming expensive, and the hiring process was based on if they liked the person, rather than if he or she was a good fit.

Additionally, communication issues "were a big problem with the team in general." People wanted to avoid conflict, but then it became a "passive aggressive war zone," said Anderson.

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