Login:  Password:   Remember?  
Show Quick Gamelist
Games:397  Guilds:1,988
Members:1,138,652  Online:0
Guests:0  Posts:3,103,169
NetDevil
RPG | Genre:Sci-Fi | Status:Cancelled  | Publisher:NCSoft | Has PVP:Yes
Distribution:Retail | Retail Price:n/a | Pay Type:Subscription
Desktop Client | System Req: PC | ESRB:T

Dissecting our Baby: Auto Assault Post Mortem - The Good, the Bad and all the Ugly

Carolyn Koh files her second report from the recent Online Game Developers conference. This time, she sat in on a talk with Scott Brown and Hermann Peterscheck from NetDevil, the company responsible for Auto Assault. In this talk, Brown and Peterscheck discuss their missteps while brining Auto Assault to market.

 advertisement 
<a href="http://www.gameads.com/" target=_blank>Game Ads</a> banner requires iframes.

Day two of the ODGC saw me at the Auto Assault Post Mortem - a lecture presented by Scott Brown, the President of Net Devil and Hermann Peterscheck, the game's Producer, as they shared with conference attendees their missteps while brining Auto Assault to market.

"Want to make a great game?" asked Scott Brown, "Don't make a deal with milestones. There are better ways to do a game deal."

What Scott meant was that when it came to game design and delivering an MMOG, there are better measurables out there than milestones as contracted payment deliverables. Per the normal business models, a detailed time and progress schedule is tied to payment. However, with games development, planning out what you will be doing a year from now (or two, or three) is impossible beyond the most basic set of features. Without a dynamic and reasonably simple change process, developers will spend an enormous amount of time doing the wrong things at the wrong time or in the wrong order to meet the milestone schedule in order to be paid.

Most developers are unable to cover the costs of teams, in the event of missing a milestone. This puts incredible pressure on the publisher to pay for milestones they felt were not met, or cancel the project.

"My house has been mortgaged and re-mortgaged too many times to count," quipped Scott, as Hermann elaborated on the problems they faced.

He gave much kudos to NCSoft for their role as their publisher for their understanding and their direction and advice, as the two companies kept in close touch throughout the development process.

Scott could not stress the need for communication enough. "Don't give the publisher the same build list you are delivering to the public," he urged. "Give them two lists. The work you've done and the one for public consumption." From that, they went onto Auto-Assault itself, peppering their talk with anecdotes drawn from their development experience, sharing unashamedly their trials and tribulations, and the lessons learned along the way.

The Good - Auto Assault was an original idea. It avoided competing in an already flooded "fantasy" market, and targeted a large underserved market, those who liked the idea of playing in a post-apocalyptic world, one that was not a fantasy world of dwarves and elves. The idea of interacting with the physical environment was cool. Blowing things up into pieces was cool. "Auto Duel / Diablo on Wheels" was a cool idea.

The Ugly - The main problems were the flip side of the good. Players had difficulty identifying with vehicles and asked for avatars. There were difficulties with driving controls. Game concepts were unfamiliar. "Everyone knows what a Fireball does," said Hermann, "even I'm not sure what Hazardous Cleansing does."

They admitted that Auto Assault went into beta too early. Beta too early = bad press and players trashing your game. "Getting everything crappy and calling it alpha, a little bit better and calling it beta is just plain wrong," Scott said. "It's great for stress testing, but it's not for testing functionality. Like it or not, beta is marketing. It's when the public is playing your game and you want to put your best foot forward."

"Polish as you go," Hermann exhorted. "Optimize now. Bad frame rate = bad game."

Scott was candid talking what went wrong with Auto-Assault. "Performance," he said. "We had bad frame rates. Our specs were too high. It's too complex. Only our hard-core players are still playing it. They dig the complexity."

"We threw too much at the players," Hermann agreed. "It was too much, too soon. Entry should have been easy. We should have been playing our game ourselves. The question you should ask yourself is 'If your own Devs aren't playing the game... who will?' Play your own game early and often. If people in your office are not playing your game, people outside will not either."

That exhortation segued into their current focus on testing.

"One of the best ways to test is to bring an outside group in. Video tape them playing and show that video to your team," said Scott, elaborating on the methods available these days, where the reactions of players can be caught by cameras that are focused on them as they play.

Their main point is: Performance + Easy + Pretty = Fun! This is, of course, an over-simplification of the entire process, but in general, if a game looks good, plays well and is easy to learn, people will have fun. Don't start off alienating your player base by killing them, delivering crappy frame rate or not telling them what to do.

The lessons learned from Auto Assault:

  • Maintaining a good publisher/developer relationship is important.
  • Treat innovation with caution.
  • Play your game early and often.
  • Polish as you go.
  • Avoid complexity.
  • Expect change and plan for it.
  • Focus on one good instance first, and then add content.

The one caveat they left the audience with is the one we have heard over and over again... "You only launch once."

More Auto Assault Features:

Auto Assault - Closing Doors General Article added on Monday July 02
Auto Assault - Co-Project Lead Matt Shaffer on Update 3 Interview added on Tuesday December 05
Auto Assault - Update 3 and Skill Sysytem Changes Dev Journal added on Monday December 04
Auto Assault - Update One Q&A Interview added on Wednesday June 28

More General Articles:

Jade Dynasty - A Day in the Life General Article added on Friday November 20
General - Five Unappreciated Developer Positions General Article added on Thursday November 19
Age of Conan: Hyborian Adventures - How Important is Marketing to Conan? General Article added on Wednesday November 18
Champions Online - Five Most Needed Additions General Article added on Monday November 16
Fallen Earth - Does It Need Fast Travel? General Article added on Monday November 16

More Features:

EVE Online - Dominion Interview Interview added on Friday November 20
Earthrise - Update Interview Interview added on Friday November 20
Jade Dynasty - A Day in the Life General Article added on Friday November 20
Popular Features:
The List : Five Scariest MMO Launches Column added on Friday October 30
In honor of Halloween this weekend, we count down five of the scariest MMO launches... Read More
The List : Five Under the Radar MMOs Column added on Tuesday November 03
MMORPG.com's Jon Wood takes over this list this week, taking a look at five MMOs... Read More
The List : Top 5 Things Coming In WoW Patch 3.3 Column added on Tuesday November 10
We look at the top five things players should be drooling about in Patch 3.3... Read More
The List : Ten MMOs and Their Place In History Column added on Wednesday November 18
MMORPG.com's Jon Wood returns this week with another list, this time taking a look at... Read More
Star Trek Online : Exclusive Screenshots, Part Three Media added on Tuesday November 03
Cryptic provides us with three exclusive peeks at Star Trek Online. This week we get... Read More
Latest News:
Auto Assault : Final Day for Auto Assault Reported on Aug 31, 2007
Today is the last day in the life of Auto Assault, and they have posted... Read More
Auto Assault : No Repreive for Auto Assault Reported on Jul 05, 2007
On Monday we reported that Auto Assault would be ending its services in August. For... Read More
Auto Assault : Closing Doors Reported on Jul 02, 2007
Today, it was announced that Auto Assault would be closing its doors permanently on August... Read More
Auto Assault : The End of Auto Assault Reported on Jul 02, 2007
NCsoft has announced that Auto Assault will be shutting down for the last time at... Read More
Auto Assault : Dissecting our Baby: AA Post Mortem Reported on May 15, 2007
Carolyn Koh files her second report from the recent Online Game Developers conference. This time,... Read More