LESS T_T
Arcane
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- Oct 5, 2012
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Neal Hallford recently "tumbled" into blooging and started posting about various things. Today he posted the first part of the series "Krondor Confidential" on the making of Betrayal at Krondor: http://nealhallford.com/post/139535193483/krondor-confidential-part-i
Also of note from his blog is that he's tinkering with new Lumberyard engine and considering making a new game with it: http://nealhallford.com/post/139290641998/betrayal-at-crytek-the-journey-begins
Well, I certainly don't get my hopes up for now, but would like to looking forward to his progress.
Krondor Confidential - Part I
“Are you into dogs?”
My boss, John Cutter, had asked the question in total innocence, looking as he always did, a young father with with twinkling eyes and a winning smile. He always had this wholesome vibe, like at any minute he’d jump up to run out into the parking lot to throw around a baseball with a kid…didn’t matter whose. Any kid. It just seemed like that’s who he was born to be, some fellow who would never, never grow up. Peter Pan come to life. Like me, he was a sentimental soul, with a love of Ray Bradbury and an idealized vision of the past. He liked to tinker, and even had a robot in his office. Seated across from him, I sniggered at his question because my brain almost always wanders to the dirtiest possible interpretation to anything anyone says, and this was no exception. In comparison, John always seemed like Ward Cleaver to my Zaphod Beeblebrox.
The question he’d asked had been sparked because we’d discovered that we were both fans of the novels of Dean Koontz, and we talking about how there was almost always a dog in his fiction because he was a dog-lover himself. As am I. I don’t know how John feels about it, but I’ve always thought that people who have and love their dogs are by far much more trustworthy than others. It can be an excellent barometer about character, and it told me a lot about John.
At the time, both John and I were employees at New World Computing in Woodland Hills, California, a far cry from the tiny mountain town of Eugene, Oregon where we’d begin production on Betrayal at Krondor six months later. Neither of us had a relocation on our radars (or at least I didn’t), and the contract with Raymond E. Feist was a long way away, but for me I’ve always regarded that conversation in John’s office that day as the point at which development on Betrayal at Krondor actually began. While the story and game rules would play a critical role in it’s popularity, the real secret of the success of that project lay in John and I’s absolute trust in each other’s judgements and skills.
Our mutual friend Chris Taylor of Gas Powered Games once said that in selecting his employees, he was selecting DNA. You pick good DNA, you get good outcomes. And that’s the way that it was with John and I. We had a lot of overlap in what we could do, and we thought about games in the same way, but we had a lot of oppositional skills as well. John was by far the more technical of the two of us. He was great with rules and systems and had an instinctive feel for what would be fun. What I brought to the table was greater familiarity with traditional RPGs and the fantasy genre, and I could string a sentence or two together coherently, at least most of the time. On arriving at New World, he had become an instant fan of my work on Tunnels & Trolls, and Might & Magic III and Planet’s Edge, and declared to me that he considered me the best writer in the computer gaming industry. Considering who it was coming from, it was easy for me to get my young little skull swollen with pride. It should come as no surprise therefore that when he later left New World Computing, and asked if I’d be interested in joining him at Dynamix to work on licensed game for a New York Times Bestselling fantasy author, I told him almost instantly yes. But first, I had to quit my job.
My interview at Dynamix came not long after. I’d called in sick to New World because I honestly didn’t want to declare to them I was possibly going to take another job. In the instance that I didn’t get hired, the last thing I wanted was to get fired from the job I did have and then be jobless in Los Angeles. With the aid of my roommate, best friend, and co-worker at New World, Ron Bolinger, I hopped an early flight to Eugene. As the plane finally swept down into the pine forested outskirts, I began to realize how very different my world was about to come, and I felt instantly in love. A part of me has never left Eugene since that first day, and it never will.
Upon arrival at Dynamix’s office, it was very plain to see that this was a very different animal than the one I’d left in L.A.. Where there had been thirty of us crammed in a suite of corner offices at New World, Dynamix occupied almost the entire top floor of what had previously been a downtown mall. Entire wings were dedicated to single projects like The Adventures of Willie Beamish, Aces Over the Pacific, and others, each staffed with teams nearly as large the combined workforce of our offices in Woodland Hills. Unlike the college-dorm-gone-nerdy environment in which I’d first learned my craft, this was a well-oiled entertainment machine, a subdivision of Sierra Online blazing in full glory at its peak of popularity in the early 1990s. It was like walking into Oz, and I was on my way to see the great wizard.
For the majority of the day, it was mainly a walking tour of the offices, getting to meet some of the people I would be working with. The highlight of the morning was a visit to the Aces of the Pacific team where they had prepared a quick technology demo upon which we’d ultimately base the Betrayal at Krondor engine. Several programmers were crammed into the tiny room including Nels Bruckner, a long haired, guitar shredding, super chill programmer who had wolf-like ice chip blue eyes, and who was destined to become Krondor’s project’s programming lead. He fired up the the demo for the game, and my jaw hit the floor. Although with Might & Magic III we had been using a tile-based pseudo 3D environment, this was something altogether different. It was a true 3D engine. Before Castle Wolfenstein, before Doom, this was the most immersive simulation of world exploration I’d yet seen, and if I hadn’t already been sold on the game before, this sealed absolutely sealed the deal as far as I was concerned.
Back in John’s new office, we killed time. I had been scheduled to meet at 1:00 PM with the company’s CEO, Jeff Tunnell, the originator of the whole plan to license Raymond E. Feist’s Riftwarnovels in the first place. At 1:00 he ended up being tied up, so we rescheduled for 3:00, and John and I took off to explore more of the downtown. We grabbed fish and chips for lunch, and did some browsing in a book store that was only a block away. The symphony was only four blocks beyond. It was like they’d built this entire company just for me, and I was anxious to get started. 3:00 came and went. John called to reschedule again, and we got a 4:15 slot. It was starting to get dangerously close to the time I had to get on a plane back to Los Angeles, but I tried to keep my cool. At 4:15 he was still tied up. Jeff got on the phone himself, telling John “it’s okay, I’ll meet you both at the airport.”
John and I made a mad dash. There at the terminal, Jeff made his apologies about having missed me for the day, but asked how I’d liked what I’d seen. I remember trying not to gush or beg for the job, but I was also concentrating on the fact that in ten minutes I was supposed to be on the airplane. Jeff offered to walk us to the gate. In the world of pre 911, he could go with me all the way to the ramp. As we’re rushing through the terminal, Jeff asks me questions and I’m doing my best to answer them as coolly as I can, but I’m wondering if this is some kind of weird test. I was growing suspicious that juggling was going to be required as part of my grand finale. At last, at the gate, Jeff shook my hand before I ran up the gangplank. “If John’s good with you, then it’s all right by me,” Jeff said. The next thing I knew, I was in the air.
The next day back in L.A. I returned to New World Computing to deliver the news. I wasn’t looking forward to it because I was actually very fond of the company, and of its visionary CEO. Jon Van Caneghem had been a very good boss. The whole time I’d worked for him, he’d never once raised his voice to me, so I felt like a terrible traitor in leaving. On the other hand, I knew what the opportunity in Eugene would mean. Adapting the work of a New York Times best selling fantasy author meant an opportunity to learn from a writer at the top of his craft while also working closely with John Cutter who had taken me under his wing as his game design protege. The position also came with a significant raise in pay that would go nearly four times as far in Eugene than what I was making in L.A.. I’d also be living in a college town in the middle of the mountains which was about as close to heaven as I could imagine. Any way I looked at it, I would have been a fool to turn my back on what Dynamix was offering me.
The next few weeks blew by in a blur. In addition to saying goodbye to my company, it also meant saying goodbye to several people of whom I was very fond. I had originally got the offer to work at New World through my good friend Kenneth Mayfield who was a lead artist, and who I’d known since junior high. I’d been in his wedding just a few months before his move to California, and had also become very close friends with his wife Anji. They’d done a lot to help me survive the wilds of L.A., and I knew that I would miss them a great deal. Even harder to move away from was my best friend and roommate, Ron Bolinger, who I in turn had convinced to move to L.A. to take over the writing responsibilities on Might & Magic III while I developed Planet’s Edge. (Before I’d moved off L.A. in the first place, Ron’s mother had given me a beautiful parting gift in the form of a leather briefcase which she’d told me came with a condition. It was mine so long as I didn’t try to lure Ron away from Oklahoma to go live in California. She’s never told me whether or not she wants the briefcase back.) As hard as it was to go off and not be able to sit up all night bullshitting about philosophy and Kerouac and writing and cute girls with him, I knew he’d forgive me because like myself he was passionate about writing. Given the opportunity, I’m sure he would have done the same. As it was, he went on to create what are arguably three of the best Might & Magic installments of all time, namely Might & Magic III: Isles of Terra, as well as Might & Magic IV: Clouds of Xeen and Might & Magic V: Darkside of Xeen.
Even today, I still remember my last day at New World: Halloween, 1991. As I prepared to leave, all thirty of New World’s employees lined up in the lobby to tell me goodbye, and that display of kinship from my first game development buddies nearly broke my resolve. I’d learned a lot there, and so many of the lessons that I’d picked up would continue to help me as I waded into the epic task of bringingBetrayal at Krondor to life.
Later that evening, with all my remaining belongings crammed into my tiny blue Geo Metro, I pointed my car North to Oregon, and I hit the gas…
Also of note from his blog is that he's tinkering with new Lumberyard engine and considering making a new game with it: http://nealhallford.com/post/139290641998/betrayal-at-crytek-the-journey-begins
Over the next few weeks / months / years / centuries, I’m going to fiddle around with the Lumberyard engine and editor and see what I can do with it. Rather than sitting down and coming up with a whole new game design before I get going, I figure the easiest thing I can do for my engine test is to start with something I already know, and something that I know a lot of YOU are passionate about, i.e.Betrayal at Krondor.
Now before you go running off and trumpeting to the rest of the Interweb that I’m building a new version of BAK…hold your horses. SERIOUSLY. Don’t. This is, and will remain, a technical test of the Crytek engine. I have no plans to build anything more than maybe the first zone of BAK. I’m not going to market it, not launching a Kickstarter, not going to Ray Feist to try to use it as a means to talk a license out of him. I repeat THIS WILL BE A TEST, and only a test, to see how quickly and easily I can get to something which looks and feels Krondor-y. If that goes well, and I’m happy with the result, maybe I decide to do something new with all new original content from my OWN book… but that’s a long way down the road from here. First, let’s just get to “it’s working.” We can blue sky things later.
Well, I certainly don't get my hopes up for now, but would like to looking forward to his progress.
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