Torque Game Engine Enters Retirement… Bittersweet For Me

Yesterday Brett Seyler of GarageGames posted a blog announcing the release of version 1.0 of Torque 3D, which is a $1000 updated version of Torque, with new rendering, tools, art pipeline, COLLADA support, etc. It looks awesome, and I know their world-wide team worked incredibly hard on the product. I congratulate them on this release, and wish them great commercial success.

However, buried in a single sentence of the blog was the following statement:

“No matter what the results, there will be other changes to the Torque product line up as well. Biggest of all, as of November 1st, 2009, past versions of Torque (TGEA, TGE) will no longer be available for purchase.”

TGE and TimAste Art

TGE and TimAste Art

Before I get back to this, allow me a little history lesson. Torque Game Engine started life in 1997 as the 3D engine behind Dynamix titles such as Starsiege and Tribes. For those that don’t know it, I was the founder of Dynamix and the Executive Producer of those titles. In 1999, myself, Rick Overman, Tim Gift, and Mark Frohnmayer made an agreement with Sierra/Vivendi/Universal, the parent company of Dynamix, to license this technology, leave Dynamix, and start a company called GarageGames. Open Source was the hottest thing going in those days, and our original intention was to give away the engine, and help people sell the games made with it. A couple of months into our company, we realized we would need some revenue, so we decided to charge $100 for the Torque Game Engine (TGE) and all of the source code. We joked that it was as close to Open Source as we could get it, or it was “Open Source with a business model”. At the time, game engines like id’s Quake engine were selling for $500,000 or more, so our price was something of a shot heard around the world.

People thought we were crazy, but with the semi-serious motto of “world domination through collaboration“, we absolutely believed in our mission of standing up for Indie game developers. As an aside, people did not use the word Indie for independent game developers back then. Mostly, they were called Shareware developers because that was the business model they used to monetize their efforts. We identified “Indies” as a market, and went after something most people did not think existed. I would always say, “Do more kids want to be rock stars or game developers? I think game developers. This is a huge market. We just need to hang in there, keep making our stuff better and easier to use.” Hang in there we did, and our sales of TGE steadily rose. None of us made much money, but everybody that came to GarageGames came out of the community, and were willing to work for less than normal to further the vision. It was an incredibly challenging, fun, creative environment and mission.

One constant in this world is change. Game engines get old, companies sell, and people move around. There are hundreds of engines available for all sorts of platforms. Indie game makers are a huge news makers. And, after an incredibly long 10 year life span, TGE is going to the big bit bucket in the sky.

On a brighter note, on Twitter I speculated that it would be very cool if TGE was Open Sourced. Not five minutes after I tweeted, Brett Seyler responded with:

“relyes @jefftunn I think that’s a very likely outcome in 2010.”

That would be awesome! Let’s hope that a little bit of game development history gets to live on forever.

-Jeff Tunnell, Game Maker
Make It Big In Games
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How Much Work Does It Take To Become A Great Game Developer?

Malcolm Gladwell, the author of best selling books such as Blink and The Tipping Point, recently released a book entitled Outliers. Gladwell’s books sell incredibly well, and I own two of them, but I have found that the premise and promise of his books is always better than the writing and delivery, which I find kind of dry and long winded. My personal opinion aside, a meme that came out of the Outliers book is the proposition that to get truly great at something takes 10,000 hours of hard work and practice, which at the full time rate of 2,080 working hours per year is five years.

I agree with Gladwell’s take on this. What? You mean it is going to take me FIVE YEARS to get good at making games? No, I’m saying it is going to take you five years to get good at what you do, but it may take much longer to really make it.

Of course, you can point to some products like iShoot, where the developer had never made a game before and is now quitting his day job due to his game’s success on the iPhone. Sure, there will be some lucky developers that break out and get a hit before they have put in their time, but those will not be the norm. Seth Godin has a good take on this, and argues that the 10,000 hours can vary depending upon the market, and smaller, newer markets are more likely to have lucky break out hits. He puts it really well with this statement:

But, ready for this? The Dip is much closer in niche areas, new areas, unexplored areas. You can get through the Dip in an online network or with a new kind of music because being seen as the best in that area is easier (at least for now). You can get through the Dip as a real estate broker in a new, growing town a lot quicker than someone in midtown Manhattan. The competition is thinner and probably less motivated.

So, even though there may be some niches in games that you can break into because they are over looked or just emerging, my take is that you don’t want to count on luck. Just buckle down and become really great at what you do. If you don’t want to work hard, there is somebody out there that is working hard at becoming great, and they will take your place. I have written a basic outline of how to spend those fives year in my Five Realistic Steps To Becoming A Game Developer article. If you love what you are doing, the time will fly by.

-Jeff Tunnell, Game Maker
Make It Big In Games
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Big Ass Design Documents

Marek Bronstring, a game developer that I met on Twitter, writes a blog called gamslol where he recently penned a post entitled “Game Design 101 Rant: Over-Reliance On Documentation“.
Big Ass Design Document
Many people have asked me what a design document should be, and while I am not going to write that article today, you can read about what they should NOT be in his post. Here are some quotes:

If you already knew that game design isn’t all about writing design documents, then that’s great. I like you. We should do the secret handshake. As for everyone else, I’m sorry that you have been misled, and hopefully I can help make some amends.

But sadly there’s a myth that writing giant Game Design Documents (GDDs) is what designing a game ultimately boils down to. This myth needs a thorough pummeling.

I totally agree him. What he calls GDD’s, I like to call Big Ass Design Documents, or BADD for short. I have seen design documents that look like the old ancient bibles that sit on top of family pianos. While the developers think they are really solving a problem, in actuality they are causing bigger problems.

Nobody reads those tombs, and they are so large that, like a government legislative proposal, entire developers are sucked up just keeping the document up to date. Worse, designers get pissed at the programmers because they still ask questions about the design even though the designer thinks the answer is in the document. “Didn’t you read the f***in’ document?”, is the common phrase.

Just like “Agile Development” is kind of the new phrase for doing what you want just about any time you want, I think Agile Design is a much better way to go. Of course, you need a certain amount of design documents, but having a designer that can communicate his vision and a producer that can carry it out is much more important than the bureaucratic process of creating and maintaining a BADD.

-Jeff Tunnell, Game Maker
Make It Big In Games

2008 Biggie Awards, Surprisingly Good Products

I am proud to present the first annual Biggie Awards (BA for short), a list of products, in categories that I made up, that I think were the best of 2008. The methodology behind the awards was very scientific, if I got excited about a product, it was nominated. Now, the envelope please…
2009 Biggies Award Banner
Best Indie Game: Tie- World of Goo, Castle Crashers
Congratulations to 2D Boy and The Behemoth for sticking to their guns and making the games they wanted to make and being financially rewarded for it. In case you haven’t been paying attention to my blog, this is the future of game development. Small, focused, creative teams making fun, inventive games. The key word is fun, not pandering to Marketing, not selling out, not shaders, Direct X 11, or HDR.

Best Product to Hide Massive Complexity: Wii Fit
There is more engineering in the Wii fit than in most consoles, yet it comes off polished, fun, and useful. I love the way it “talks” to you when you step on it or when you gain a little weight. Nintendo keeps hitting home runs. They know what is fun and they are not afraid to break out of the box to find it.

Best Editor: Spore
Contrary to many people I enjoyed the game, but what impressed me most was the editors and technology behind the game. I think the future of game development for big titles was shown in Spore. Editors and procedurally generated content are the only way we will be able to make large content games due to cost constraints. This kind of procedural content creation is what will allow the small “rock band sized” teams I advocate to make big games.

Best Single Button Game: Tower Blocks
Digital Chocolate made this fun tower stacking game that can be played anywhere, i.e. on a cell phone, in Facebook, etc. Integration with your true friends is an extremely important feature and is what drives you to keep playing.

Best Distillation of an old Game Mechanic: Eleven Blood
This Facebook game has many old game developers crying fowl. Why would people want to play a game that has so little interaction? Well, I think games like EB, Mafia Wars, etc. are really bringing a fun new approachability to role playing games.

Best Graphics: Little Big Planet
This is my idea of of how to use powerful shaders and high end graphics. No uncanny valley, no crap lip synching. Just cool little characters running around in a world that looks real, yet you know it can’t be. Honorable mention for the awesome UI on the level editor. There are so many interface breakthroughs on that editor that a book could be written about it.

Best Flash Game Site: Kongregate
These guys have risen from start up to the best Flash game site in less than two years. Clean, developer friendly site that has really brought Flash games to a new level of respectability. I could do without the chat window next to all of the games, so the game window itself had the option of being bigger, but other than that, these guys are on fire. Impressive!

Best Future Way to Play Games: Instant Action
Even though I was involved in the early days of IA, I have to mention this service. The more I get used to web based “cloud computing”, the more I refuse to download and install a game to play it. Too much hassle, and most of the time, it requires updates to drivers and other things I don’t have the patience to do. Instant Action is not getting the attention it deserves.

Quickies

    Best Developer to Change the World: Harmonix
    Best New Business Idea: Flash Game License
    Best Business I Wish I Had Started: Mochi Ads
    Favorite Game Review Site: Jay Is Games
    Best Facebook Publisher: Playfish
    Top Big Games I Don’t Care About Left4Dead, Fallout 3, Farcry 2, GoW 2 - shows how out of touch I am with the core gamer market.
    Best New gaming Platform iPhone
    Best Video Site That I Thought Was Going to be Crappy HULU
    Best Old Internet Service That I Never Used Until Now Pandora
    Best Web App FriendFeed

-Jeff Tunnell, Game Maker
Make It Big In Games

Why I Don’t Own Stock In Game Publishers

I have been out of the stock market since 2003. It is a long story that involves Cendant fraud scandals, tech market meltdowns and greedy CEO’s stealing from their shareholders that pushed me to invest in myself and my own businesses instead of the market. In spite of those bad experiences investing in stocks, the latest “sale” prices in the equity markets have me nibbling in again. I have been buying GOOG, AAPL, GE, etc. on their way down to the current bottom.
EA Stock Performance
Stocks you won’t see on my list are Electronic Arts, Activision, Take Two, Ubisoft, or any other game company. Here’s why: Read the rest of this entry »

If Robert Zemeckis Can’t Cross the Uncanny Valley, What Makes Us Think We Can?

I was getting ready to write a different post about how I think a lot of money could be saved on big production games, and I was going to use last year’s Beowulf movie for a certain example, when I reminded myself of just how HORRIBLE that movie was. For a budget of $150,000,000, Robert Zemeckis, one of my favorite directors of all time with movies like Forest Gump, Roger Rabbit, and Back to the Future to his credit, managed to direct a movie that makes one of the most beautiful women in the world, Angelina Jolie, look terrible (see image below). Through out the movie, I kept getting thrown out of my suspension of disbelief because the motion captured actors continually went so far into the “uncanny valley“.
Beowulf
Zemeckis, now with two of these expensive mo-cap, animated films under his belt, Beowulf and Polar Express, is set to release another one before the end of 2009, A Christmas Carol. Somebody must believe in the process. Read the rest of this entry »

Glad to See Phil Harrison Agrees With Me Nine Years Later

In 1999, myself and my partners started GarageGames with the goal of democratizing development, and brought a low cost game engine to market. We started calling shareware authors Indies, and changed the landscape of Indie and low end development.

Yesterday, Phil Harrison, former Sony Worldwide Studios President, and now president of Atari, gave a keynote address at the Unite conference in Denmark where he is espousing his vision of “democratizing game development” via the inexpensive game engine Unity.

Unity is a good engine and there are some good tidbits of info in his presentation, but we have been using these talking points for a long time.

Welcome aboard, Phil.

-Jeff Tunnell, Game Maker
Make It Big In Games

Design Crutch: Artificial Obstruction In Games

What got me started on this article was a conversation with Ben Garney last week about how he was going through all of the old Nintendo games with an emulator. He noticed that playing with the tools to not have to go back to the start of the level after dieing actually made the games much more fun.

McMorbid - Game Frustration by *Rimfrost on deviantART
Last night my kids were at the house for dinner, and I asked Jon to bring Rock Band 2 so we could have a little social gaming interaction. After setting up the game, the first thing we had to do was go to the Internet to find and enter a cheat code to unlock all of the songs. It didn’t work at first, and for a while we thought we would have to play the game’s entry level songs. That kind of pissed us all off, and was the tipping point to make me write this article.

Why, after all of these years of game design evolution do we, as an industry, still rely on cheap design tricks like “unlocking” songs, starting over levels, only allowing saves at certain points in the game, etc.? Especially in a social game like Rock Band, what is the point of not allowing the owner to play all of the songs? Jon just paid $170 for the game. Isn’t that enough “earning”?

When a player gets killed in a platformer or FPS, why does he have to go back three levels or to the beginning of the level/chapter? Why can’t players save anywhere in a game? I know the answer that will be given, i.e. to give the player a feeling of anxiety and tension. I call bullshit on that answer. That kind of tension is not the kind of tension that a designer should want to create. External tension that the player simply does not want to waste more time traversing a part of the game already explored has nothing to do with the real design/game tension that should come from the game’s internals.

Playing LucasArts adventure games was more fun to me than Sierra adventure games because I knew I could not die. Even in the adventure games I designed and directed, I succumbed to the “player character must die” design mechanic. I remember distinctly caving in to pressure from Sierra, but mostly I remember it being easier from a design standpoint.

It seems to me that this pseudo role play, leveling up mechanic is industry design dogma, i.e. it has been done for so long that people in the industry don’t even question it. I know most people in the industry will be against my opinion here, but I have to speak up (again). The first time I raised this point was in 1989 when we were finally releasing our first Affiliated Label games, A-10 Tankkiller and David Wolf: Secret Agent. We put in a feature called the VCR Interface, that allowed players to move to the next level or fast forward past the part they could not conquer.
Dynamix Customer Welcome Letter
This post could be incredibly long, and I will continue to address this point as I start writing posts for my Games for the Non-Hardcore series. I look forward to seeing how all of you feel about this subject.

-Jeff Tunnell, Game Maker
Make It Big In Games