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I don’t really know if it was because egos got in the way, or because people just grew up a little more and the pizza-laden development bonanzas just weren’t fitting into that way of life anymore. I did feel sad during my listen that this dream team fell apart. Once again, this book illustrated that game development is an undertaking rooted in passion for the craft: John Carmack in pushing the technical boundaries ever forward and John Romero in pushing his creative vision to new levels, spurred on by Carmack’s innovations. I had the feeling that I could understand the reasoning and actions of pretty much everyone involved - there isn’t really a “bad guy” that is being painted here. The book delves into the feelings of each character of this story in similar detail. I especially appreciated the nitty-gritty detail this book went into: you could perfectly envision the stuffy offices where they started their bootleg video game studio, the chaos they worked in when they moved out to their own offices and all the shenanigans they partook in. Masters of Doom chronicles, in excruciating detail, the journey the original developers of DooM undertook and where they ended up. I know I had (and still have) that feeling with Empires Mod. I have a feeling that’s probably the worst punishment for a game developer - feeling your game just never got a fair shot.
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Hell, even huge studios struggled with this, sometimes even resulting in cancellations. It was insightful to see that crunch wasn’t just something upper management imposed upon developers for cost-saving measures or hamfistedness (although I don’t doubt both of these reasons do come up in the wild), but rather a consequence of people wanting to create the best version of their game, quality of life be damned.įor some, like Stardew Valley’s creator, it was also the fear that their game wasn’t going to be good enough and that nobody was going to want to play it. Passion pushed them forward, and, in some cases, ultimately burned them up. (I had just listened to Masters Of Doom as well - talk about a small game studio!) I liked that the book covered both huge developers like Bungie as well as tiny, even one-man game studios, and the sentiment that connected them all: people went through crunch to allow their creative endeavors to flourish. A unified creative vision and leadership was the main problem there (as well as the huge time investment after some time).īlood, Sweat and Pixels also touches upon these issues, which tend to plague game studios big and small.
#BRAINBREAD 2 WIKI MOD#
I made some forays into it personally with doing programming for Empires Mod, an RTS/FPS total conversion mod on the Source Engine. I’ve always appreciated reading about how games are made. But they’re mine, and I’d like to share them. Thoughts about the media ruminate in my mind for some time, and I feel more at ease if I can write about them a little. Whenever I finish a game, a book, a movie, or a show, I often directly go to the fan-hosted Wiki pages to read up even more on the characters, the lore, the worldbuilding.