07/29/01
AvP2:
Volume 1


07/28/01
Etherlords:
Volume 5


07/25/01
Etherlords:
Volume 4


07/23/01
TORN:
Volume 6


07/22/01
MechCommander 2:
Volume 4


07/19/01
Nexagon: The Pit
Volume 5


07/17/01
Soldier of Fortune 2:
Volume 4


07/13/01
Shattered Galaxy:
Volume 1


07/08/01
Etherlords:
Volume 3


07/06/01
ORB:
Volume 14


07/03/01
TORN:
Volume 5


07/03/01
Orion Pirates:
Volume 4


06/30/01
Etherlords:
Volume 2


06/27/01
Nexagon: The Pit
Volume 4


06/25/01
Soldier of Fortune 2:
Volume 3


More Dev Diaries



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MechCommander 2: Volume #2
Producer Mitch Gitelman talks about plans gone awry.
By - Mitch Gitelman


Okay, I wanted Mike Lee, our Lead Designer to talk to you all about our new interface for putting the right pilot in the right 'Mech for the right mission. He was gonna go into the precarious balance of satisfying hardcore BattleTech aficionados while appealing to a broader audience. I had cool screenshots ready of our revised 'MechLab and stuff. It would really give you an idea of our thought process and execution.

That plan didn't work out. Welcome to game development.

Mike's going to write that stuff, just not right now. "Now" is about rebalancing all the pilot skills. "Now" is about making sure all the cinemas, voiceovers, and sound effects are in the right places and playing correctly. "Now" is about bug stomping, bug stomping, bug stomping.

And "now" is about E3-the Electronic Entertainment Expo.




I imagine that lots of teams are scrambling right now to "make E3". Been there. You may read other Dev Diaries that talk about the caffeine haze, the sleepless nights, and the manic push to have a good show.

A lot of developers call this sort of thing a "dog and pony show". That's where you work your ass off to polish up your latest version of the game, trying to force in a few last minute bells and whistles, all the while feeling like you should be working on the game rather than a demo.

Man, not here. I guess it's all in the approach. E3 was on our schedule last year-in fact, it was a milestone. We had a list of features that we wanted to get in for the show. Not coincidentally, it was the same features list we wanted to get done to progress the project. It's a great feeling working towards a tough deadline and knowing that your game is gonna look good AND that the project will benefit from it. This year, we have all our features in and it's just a matter of putting together a nice demo map that shows off our terrain and gameplay.



But I guess we also see E3 from another perspective. It's a chance to communicate directly with gamers. Yeah, you can prophesize that people will like a particular feature or something, but there's nothing like watching them use it for the first time. Then you know whether it's really cool or not.

I love personal interaction with gamers. They're honest and direct ("Dude, that sucks!") and it's really easy to know when they truly like your game ("Dude, that rocks!"). Last year, there were guys that came back to the MechCommander 2 machines several times over the weekend so they could "get better at the game". I dug that a lot. It was really encouraging that they wanted to spend more time with something we worked on for them.

So I'll be at E3, waiting to talk to you. I won't be one of those guys who's tired and jaded and wants to get rid of you so he can go to a strip bar.

We can talk at the bar, too.

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