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August 24, 2000 Link to this post

Gamasutra's old look at Trespasser... relevant?
Yesterday, we posted a news item about an interview with Seamus Blackley, the Director of the Xbox Advanced Technology Team, and we got both email and a forum post lamenting the inclusion of Blackley on the Xbox team. He's best known for his involvement in the development of Trespasser, a game released in October 1998 with real problems. Last May, Gamasutra printed a postmortem of Trespasser written by one of the game's designers, that explains clearly where the game development went wrong. A sentence near the start caught my eye:

The pie-in-the-sky concept for Trespasser was an outdoor engine with no levels, a complete rigid-body physics simulation, and behaviorally-simulated and physics-modeled dinosaurs.

The article as a whole points to more similarities between Trespasser and Halo (remember that this was written before Halo was announced), and Wyckhoff's conclusion was that

"...just as there are no successful anarchic world governments there can not be any successful development teams without management."

To the best of our knowledge, the Halo team hasn't yet filled the Producer position vacated last fall by Nathan Bitner. Definitely worth a read... and feel free to add your comments to Forensic's thread on our forum! (Louis Wu 14:52:38 UTC)




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