Operating without constraints

The subject of the latest issue of Wired magazine is failure. And rather unsurprisingly one of the subjects taking center stage in any discussion about major failures is the now-cancelled Duke Nukem Forever. The story of DNF is well-known by now, the delays, the engine changes, the drama behind its cancellation (and if not then the article is a great summary of the downfall of 3D Realms and the Duke).

The lead for the article sums it up nicely. 3D Realms had success, had time, and had the money to make its dream project. And while there were plenty of other mistakes make along the way to cancellation and vaporware infamy, the story of Duke Nukem Forever would be much different if 3D Realms didn’t have those resources available to it. And as the article tells its story it becomes very clear: the failures of Duke Nukem Forever are a direct result of too much time and too much money. Any other project would have been released a decade earlier because of the time and financial constraints typically associated with game development. 3D Realms had the luxury of not releasing a game unless they absolutely wanted to and that became the major issue with DNF.

To compare look at the idea of art from adversity. The production of Werner Herzog’s Fitzcarraldo was a nightmare that resulted in an amazing film. Jaws was fraught with delays and filming difficulties almost driving Spielberg to give up on the project. Even ignoring the extremes of actual adversity constraints can be enormously useful. Hemingway once said his best work was the six word story “For sale: baby shoes, never worn.” Or look at the success of rapid game development competitions like Ludum Dare or the Global Game Jam. 48 hours seems like no time to complete a good game yet some of the best games of last year (like Beacon) were developed fully within this time span.

Adversity and constraints are elements that are enormously useful in the process of creation. They force you to be creative, they force you to find compelling solutions to problems, and most importantly they often force you to just complete the damn thing. With no constraints placed on themselves 3D Realms doomed themselves to the sad ending that befall Duke Nukem Forever. Let’s not let the Duke’s fall go in vain. Place constraints on your projects and you’ll end up much happier (and successful) for it.

Ludum Dare 14 liveblog

Sunday
5:00 AM – final progress for tonight. The deadline is looking grim, but I’ll keep on trucking.

early3

2:50 AM – woah, is it Sunday already? I’ve lost track of time these past few hours. Staying up late to make a final push into prototyping, lots of little details getting in, but still far away from completion.

Saturday
8:35 PM – as always with these things, the key is to expect delays. Right now it looks like I’m going to be pushing hard to finish the prototype tonight. Art assets (and dinner and other things) have slowed me down a bit.

4:20 PM – art’s coming along with some little tweaks. The next goal is to get to tier 2 (playable prototype) by midnight tonight. Taking a short break to get outside, enjoy the nice weather, and then come back recharged and ready to go.

2:40 PM – basic systems for the most part are in place. Consider the first milestone reached. Now I’m back to Photoshop drawing new art assets up for the prototype.

Here’s a picture to give an idea what’s going on now!

early2

1:55 PM – bullets are going in, right now they fire at various points, now I just need to assign responsibilities and destruction and we’re almost at tier 1!

12:30 PM – quick break for food. Things are progressing alright, I feel that I can be done with the 1st tier of development (systems in place) by 3 PM or so. That includes basic spawning of enemies, attack cycle, a little bit of resource management, and player interaction.

10:45 AM – rested and ready to work again! This current push is to get basic systems within the game working.

3:45 AM – First images!

early1

3:20 AM – so my idea is basically that you are the advancing wall of doom. Or rather you control the wall of doom (which is a massive machine ala FernGully). In a lot of ways I imagine it to be an inverse tower defense-style game. Unfortunately, it looks like this isn’t the most original idea, but it’s something that clicked early on. I’m going to do a little more work tonight before getting some sleep and starting again tomorrow, getting the basic systems in place as quickly as I can.

1:25 AM – game idea hatched and now working on the design doc and schedule. Trying to apply lessons learned from the Global Game Jam (and the lessons I’m going to teach when I present at the Triangle Game Conference). So even in 48 hours it helps to have a schedule to adhere to and a design document to follow, even if everything goes to hell at the end.

Friday
11:11 PM – I’m taking part of Ludum Dare 14, a 48-hour solo game-making competition. The rules are simple, finish something under the theme in 48 hours working alone and making everything from scratch. The theme for this one? Advancing wall of doom. I currently have no concrete ideas, but 48 hours to go!