Welcome to Witchboy's Cauldron the website of
Harvey Smith (aka Witchboy).
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CPR Extreme Real Audio Interview
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a cool canadian game site called CPR Extreme just did an audio web interview
with me:
http://www.geocities.com/Hollywood/Guild/2991/extreme122298.rm
VectorBoy is the person who did the interview. i got to know him
through FireTeam, where he was an external beta tester. http://www.fireteam.com
the full CPR Extreme site is located at: http://www.cprextreme.com/
merry christmas.
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gamasutra geek of the year & more deus ex news
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i've just been notified that i am the gamasutra geek of the year.
this is cool, in that anti-cool industry kind of way. my thanks
to all the people who voted for me. (i guess...)
in other news, i have recently spent my time working on the
catacombs in paris. if you don't know the history of that
place, it's this: at a certain point, there were too many
corpses buried in paris...the cemetaries were piled so high
with graves that the dirt was spilling over the edges of the
8 foot graveyard walls into the cobblestone streets. putrid
gasses were leaking up out of the ground and making people sick.
so the government executed a plan to move all of the buried
dead into the tunnels under the city that were hollowed out
earlier by stone miners. (the stone was mined to build the city's
amazing structures, leaving a labyrinth of tunnels and chambers
in the rock below.) so workers started digging up the dead
and transferring them to the tunnels. it became known as
the catacombs. the workers got creative in the way they stacked
the skulls and other bones, working patterns into the walls.
so now, when you tour or hang out there, you are in a maze
of human bones. pretty interesting.
like all of warren's designers here, when i signed on with
deus ex, one of my first priorities was taking ownership of
some areas that i could get excited about. one of those was paris,
because i'd spent time there (when i lived in germany i used to
visit france) and because i thought the catacombs would make
a perfect game space. we'll see...so far, so good.
my other major location remains a closely guarded secret,
but it excites me even more.
also, i've played more fireteam lately. the game is still
addictive and the frame rate seems to have improved dramatically
since the first beta test a while back. for more on fireteam, go
here:
http://www.fireteam.com/
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ion storm birthday execution
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though my birthday is not technically here yet (til dec 30), the ion austin office
just celebrated it yesterday along with the birthdays of dan rubenfield and
albert yarusso.
as is our tradition, we got shot by dozens of nerf guns.
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goth quote generator
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okay, i hate technology.
but i love how people express themselves through technology.
i have just added the amazingly cool 'goth quote generator' to my web site.
it was written by L. Fitzgerald Sjöberg, who is clearly a genius. each time
you load the page, it will randomly create something dark and seemingly deep.
so have fun (or not, since that is not really the intent of the generator).
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FIRETEAM Launches!
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this is a special occasion.
the third and final (load test) beta cycle for FireTeam has
come to an end. you can now order the game by calling (toll free!)
1-888-689-TEAM. if you like multiplayer games, i urge you to check
out FireTeam.
after i left origin, following the death of my beloved strategy game
Technosaur, Art Min and Ned Lerner hired me on as lead designer of
the game they wanted to make--FireTeam. i moved out to cali and spent
the next year working on the game. i learned a lot, had a blast and
really came to love the game. at the end of the first FireTeam beta
test i moved back home to texas to work with Warren Spector on the
rpg, Deus Ex. but FireTeam remains close to my heart and Multitude
is a way cool company. (i will go on record, however, as saying that
i hated california...)
my favorite thing about the FireTeam project (and Multitude as a
company) would have to be the approach to game design there. passion
is a word i use a lot and it applies here. the people there, from the
testers on up to the execs, are totally into what they do. Art, a
friend from System Shock days, just breathes game design. there was
nothing like sitting around with those guys and discussing the pros
and cons of any given feature, how much fun it might add, how it
would affect the community, etc. the atmosphere was one of analysis
and academic thoughtfulness, but it was fun too. when i say i learned
a lot from working with all those guys, i mean it...Multitude was
one of the single best learning experiences i have ever had, including
all the myriad game people i've worked with. if you want to find a
completely committed company full of people who really *love* games,
look no further.
when Art actually offered me the job at Multitude, we were 'standing'
in the Diablo town after a night of playing. i was in austin, he was
in cali and we had played with friends in other places (including
boston, home of Looking Glass). we were standing in the town, chatting
in text (a meaningful conversation that turned into a sort of interview).
that's how integrated Multitude is with the gaming industry.
so FireTeam is the last game i worked on before coming to ION Storm.
it's a game of co-operative squad tactics. there are 3 characters to
play. (scout, gunner & commando.) teams form up in the lobby, choosing
characters & discussing strategy, then the game begins. each game is
10 minutes long. there are 4 types of games to choose from. (basetag,
gunball, team deathmatch and flags.) the game comes with a little headset
and microphone (like the marines in Aliens wore) and you can actually
talk to your squadmates, over the internet, during the game. unless you
have played multiplayer games with voice (like office-to-office speaker-phone
Doom a few years ago), you cannot imagine how much energy the voice adds.
there is also a strong sense of community--you get to know friends quickly.
one of the cool things we did was include lots of functionality in the lobby
from other internet chat/community sources. for instance, lots of irc
commands work in the lobby. there's a lot of whispering back and forth.
for some reason the game seems to really appeal to both genders, so
there is a good mix in the lobby of men & women.
the billing model: you buy the box & never pay again--online time
is free and unlimited.
anyway, that's it for today. oh yeah, you can also get lots of info
about FireTeam, including screenshots, from here: http://www.fireteam.com/
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game-play vs context
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i just saw a usenet post saying something like, 'a few
years ago i wrote a SEAL team warfare storyline for a
game and now Rainbow 6 comes out...' the person posting
seemed frustrated by something. i'm not sure whether she
thought that someone had 'beaten her' to executing a great
idea or what. but the post reminded me of what i consider
one of the hardest lessons i had to learn about game design.
games are first about simple interactions--player action
and system response. any fictional 'storyline' comes second
and is far less important in creating a good game.
this may sound like an odd thing for a person from a
writing/rpg design background to say, since it devalues the
writer with regard to the game development process. five
years ago i would have argued that this was not true until i
was blue in the face. now i am a firm believer.
so in the rainbow 6 example, what makes the game fun
is far more centered around moving through a maze, avoiding
line of sight detection with enemy 'units,' avoiding the
fired projectiles of enemy units, shooting the enemy units
before they shoot you, switching to a different avatar unit
if the one you inhabit is 'killed,' etc. and of course,
shooting and killing simply mean putting your cursor on top
of a section of the enemy art and pushing the mouse button.
the terms 'shoot' and 'kill' are simply more of the fictional
context. and initially, until the simple game-play interactions
are worked out, they are irrelevent. in fact, they seem to me
to get in the way of development.
this may seem simple to some people, especially programmers,
since they usually evolve as game makers by painstakingly
building a series of games from the root level up. by the time
a programmer is ready to get hired by a professional company,
he or she has probably systematically created a number of small
games. and in the process of doing so, the programmer has
come to understand games at an abstract level: how does game
piece A relate to piece B?
the person from a fictional background comes at the problem from
the opposite side: wouldn't it be cool to do a game about the
power struggles between kingdoms?
and from the collision of fundamental game-play and fictional
context, hopefully, you get something like chess. for good
game-play, which is the most important aspect of any game,
you have to focus on the simple interactions that actually
make the game. and hopefully your fictional context is so
interesting that it enhances the game experience, as it does
with Rainbow 6.
the context is still very important (and as we move closer to
simulations instead of classic games the context is of course
getting more important). much of the modern game experience
comes from the player immersing himself in the context--thinking
of himself in the terms established by the game's setting and
fiction...a medieval thief, a modern special forces assassin, etc.
i hope this does not sound like preaching. and many people,
especially programmers, will think it's obvious. but it was one
of those things about game design that took me a while to grasp.
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Buffy, My Chateau & the RPG Anti-life
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hmm...now that i think about it, the mixing of those three
headline elements comes close to expressing one of my
more moving fantasies. but that was not the point...
buffy:
i really have to say, buffy the vampire slayer is the
greatest show on tv. and aside from the twilight zone,
i can't think of anything on tv i have ever enjoyed more.
i started watching buffy midway through season one, after
hearing from Rob 'Xemu' Fermier (non-stop) that the show
was really funny and cool. soon i was hooked. not only
does the series have a clever sense of humor, it has
the Undead *and* a harem of cute, quirky chicks like
sarah m geller too. anyway, the What If episode that
aired this week was an amazing thing. as a comic fan,
i have always loved the what if concept. (when i was a
school kid, the alternate time line issue of the x-men
in which some of them were killed rocked my world.)
anyway, buffy did it as well as anyone ever.
the chateau:
this is one of my Deus Ex paris locations. i am working
on it (with UnrealEd of course, which is totally cool)
side by side with ION artist Russell "the love muscle"
Hughes. he & i actually have some contacts in paris
who are cool enough to send us reference photos via email.
i also have photos (and some interesting memories) from my
trips to france. anyway, we are attempting to create a place,
out in the country, that has a distinctly different feel
from our more urban parisian sites. the more we work on
the game, the more i am convinced that the plot itself
will be one of the most powerful parts of the Deus Ex
experience. people have been asking for more story, more
character interaction and other rpg elements and they are
going to get it... regardless of the focus of each individual
Deus Ex mission, there is a heavy emphasis on role-playing.
looking over the maps done by the team's designers, i am
amazed at how different some of the locations look and 'feel'
while still maintaining the overall Deus Ex vibe. steve powers
is doing the exotic Hong Kong locations, for instance, which
are completely alien to bob white's gritty NYC missions. warren
has always made it a point to push the 'exotic world travel'
element of Deus Ex and i think it's going to pay off, judging
by the 'places' the art & design teams are pulling together.
rpg anti-life:
since the night of my 11th birthday i have played role-playing
games with a passion. real life and geeky gamer activities have
always clashed. years ago, explaining to parents or to a girlfriend
that you really were up til 4am sitting at a table with a bunch of
social outcasts playing a strange, hard-to-define game was tricky.
my dad, the next morning, would always ask: 'did you win?'
anyway, recently i've been involved in a Rifts campaign & a
'play-by-email' fantasy rpg campaign. also, playing through
Thief: the Dark Project, by Looking Glass, felt for some reason
very much like a thief in a solo rpg campaign. (play Thief
if you get the chance.) yet all this is still not enough. i
constantly find myself wanting to play more. when i was younger,
and had more free time, we played even more frequently. now work
& life get in the way. it's a difficult juggling act and it forces
me to wonder if the 'growing up' of the rpg crowd has been one of
the factors behind the growth of computer rpg's--it's a hell of a
lot easier to get a game going if it's just you and your computer.
and it's even easier if the game does not take 8 hours on a
saturday night, but instead, via the save game feature, the
'campaign' can be broken up into little hour long sessions.
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ION party & longish news update
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last night was the ion storm (austin) christmas gathering.
round one was laser tag, which i bailed out on because,
depending on who you listen to i am a) an anti-social
bastard or b) i am to 'fun' as the Grinch is to Who-singing.
whatever. actually i skipped the first part because i get
up at 6am and get to work by 7...so by the time i get off
in the eveningi am totally wiped out and need some
battery recharge time.
anyway, about the dinner party, which i did attend:
all the people i work with were there and of course it was
cool to see them in a more relaxed environment, where we
did not have to fight it out over various techno-creative
issues. warren was congenial, flitting about and doing a
good job of making everyone feel like part of the company.
romero, tom hall & (ion art director) jerry drove down from
dallas to have dinner with us. people seemed relaxed and in
the right spirit. (something i was not into prior to
arrival--for some reason i was in a black mood and had it in
my head that i was going to interrupt the party halfway
through, standing up loudly and proposing a toast "to all the
social retards and creative vampires in this industry..."
fortunately, drinking a few glasses of merlot & chatting for
a while took the edge off my misanthropic feelings. ho, ho, ho.
i did get to discuss rainbow 6's excellent game-play dynamics
and half-life's overall extremely high quality with romero.
he just finished half-life (without realizing there was an
alternate fire mode on the weapons, which must have made it
a tad more difficult). thief, rainbow 6 (co-op multiplayer)
and half-life are some of the coolest 1st person pov games i've
played in years.
special thanks to leesa grills for setting the christmas party
up and making sure it was cool and smooth.
there's a bunch more that has happened recently that i want to
rant about, but i'll save it and keep this one somewhat focused.
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What I've Been Working On
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3d maps: numerous locations in paris & a small, but well known
island off nyc. in addition to maps: character & mission docs,
game system docs & lots of other odd tasks involving coordination
with deus ex programmers, designers & artists.
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Half-Life Review
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i've
posted my reactions
to HL from a game design standpoint.
this actually went up just before the site was officially opened.
i'd love to hear what other players thought.
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Site Opens
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Well, you have found your way to a new site for
Harvey 'Witchboy' Smith, Design Team Lead for ION Storm's
RPG Deus Ex. This site will contain news, editorials,
work journals and other similar stuff (mostly) related to the
development of Deus Ex.
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