postmortem

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  • Brutal Legend postmortem: Scrum, content explosion and lawsuit drama

    by 
    12.11.2009

    It's been a bumpy road to release for Brütal Legend. Tim Schafer's had to change publishers, deal with a pesky lawsuit, soldier through PR missteps and even handle some post-release DLC. This is all common knowledge, but in a lengthy postmortem at Gamasutra, Caroline Esmurdoc, executive producer at Double Fine, goes in depth on the development strategy for the title and talks about what went right and what went wrong in the creation of this rock gaming opus. Double Fine adopted the Scrum method of agile software development for Brütal Legend, which allowed the company to create a renderer, terrain and a playable Eddie Riggs for Tim in a mere month. Content creation was fairly steady, Esmurdoc admitted, but around January of this year, the game's content jumped from the 2.5GB generated over three years to a massive 9GB, thanks to multiple teams unloading assets for the game simultaneously. Esmurdoc also touched on the lawsuit, though she couldn't go into specifics beyond mentioning that the transition between publishers caused "internal unrest and morale dips among the team", and that Double Fine learned Activision would not be publishing Brutal Legend when the game was suspiciously absent from a list of the publisher's upcoming games. Double Fine then pursued a new publishing partner.

  • Age of Conan: A postmortem analysis?

    by 
    08.28.2008

    Ouch. That word pretty much sums up this article we found over at MMOCrunch regarding their opinion on the current state of Age of Conan. As declared in the article, it wasn't written to convince potential players that the game is bad (although... uh, it does?), or to tell current players that their game sucks, but it was addressed to Funcom and any other MMO developers out there currently working on a game to let them know why they're sometimes referred to as "Failcom" by the community.This article is harsh, straight to the point and pulls no punches. That's exactly what we love. But whether you agree or disagree with the author's prognosis, these MMO postmortem articles are always written to charge people up. Give it a read and let us know what you think. Having fun in Conan's homeland? Make sure to check out all of our previous Age of Conan coverage, and stick with Massively for more news from the Hyborian Age!

  • Freeverse discusses porting Marathon 2 to XBLA

    by 
    11.22.2007

    Gamasutra's postmortems are excellent opportunities to look back at certain games, and hear with unabashed honesty what went right and wrong throughout the course of development. Such is the case with developer Freeverse's postmortem on their enhanced port of Bungie's classic Marathon 2: Durandal for Xbox Live Arcade.Freeverse employee Mark Levin goes into insane levels of detail describing the arduous task of bringing Marathon 2 -- originally a Macintosh title -- over to the Xbox 360. He discusses the team's decision to re-work the graphics for HD, and the difficulty of bug-testing very old code, but somehow neglects to discuss the game's propensity for causing upset stomachs.Regardless, it's a great and honest read, with some real insight into the treacherous task of bringing old games to new consoles.

  • A postmortem on Accordion Hero (with a little info on Guitar Hero, too)

    by 
    03.18.2006

    Just in case you missed the Guitar Hero parody Accordion Hero reported here on Joystiq a week or two back, Gamasutra has now posted a tongue-in-cheek postmortem on the squeezebox simulator. It's cheeky.You'll learn not only "that accordion players get all the girls" (with female players, of course, getting all the guys), but you'll also get a handle on some detailed developer data such as the number of accordions broken during development (none) and the number set on fire during the same period of time (twenty-three).