When I first started out in the games industry, I was working for a company called Microprose. They were famous for their sims, Civilization, XCOM, Masters of Orion, stuff like that.

I was working on European Air War, a game that was four years into development, and was nowhere near ready to ship. In the first month of my working there, the entire programming team quit. They saw the writing on the wall, and knew that their project was in deep doodoo, so they bailed. I don't hold it against them, they were under incredible strain. Every week, there was a meeting with studio execs, trying to determine whether to cancel the project or not. In those meetings, the execs would ask hard questions, and they never seemed pleased with the answers.

Anyway, the company needed to hire several new programmers, and it especially needed a lead (at the time, I was a junior programmer, and nowhere near ready to put a game together by myself). They hired a guy who I'll call "Tom" for this story. Now, Tom knew what he was getting into when he saw the project. Way over budget, ready to be axed if it didn't show immediate results, with huge gaping holes in the game.

So, what do you think he worked on first? Let me give you a brief list of some of the big issues he was facing. This was a WWII fighter sim where, if you fired your wing guns, the wings would fall off. It was not possible to take off or land, and if you touched the ground, you would be bounced miles up into space. Planes occasionally flew backward, and the AI would periodically (and unexplainably) shoot down its own teammates. So, with all of these issues, what do you think he would work on first?

He built a new camera object. One that would jump immediately to wherever "cool" things were happening. Sometimes, the cool camera would focus on a plane executing an impressive evasive action to shake the enemy. Sometimes, the camera would follow a bomb from the bay of a B17, down to the ground in a cool tracking shot where you watched the Earth come rushing up at the camera. Sometimes, the cool cam would focus on a firefight, or on a plane that just got shot down, and was now a fireball, barrelling toward the ground at terrific speed.

The cool cam was cool, yes, but I had to bite my lip to keep from saying, "That doesn't help us! We've got real issues, and you're screwing around with the camera!"

Then I went to one of the meetings with the execs. It was another one of those, "Give us one good reason why we shouldn't can your project" meetings. Tom started up the game, and started flying around, trying to avoid the obvious issues (like shooting your own wings off, or the planes flying backward).

One of the execs threw out a tough question, designed to show how far over budget we were. Tom put down the joystick, and hit the "cool cam" button. Then he turned around to answer the question. While he was answering the question, every eye in the room was on the screen as one amazing scene showed after another. I looked at the execs, and I swear, some of them were gaping. No one was listening to Tom as he answered the question, and when he finished, he picked up the joystick, and jumped back into the game. Every time they asked a question, he would switch to cool cam, and they would completely forget why they had asked.

I swear, that camera saved the project. European Air War suddenly became a going concern for the company, a major player in our lineup. The meetings with the execs dwindled to nothing, we got more programmers, and we shipped a hell of a game. To this day, nearly a decade after it shipped, people are still playing the game. Groups still get together to play it multiplayer. And I know it wouldn't have happened without a programmer who knew what the project needed most, and gave it the Cool Cam.
 
   

 


 
 
MisChelle on
Re: The Cool Cam
It's a great story, but I wonder, maybe what the cool cam did during the meeting was highlight the positive, instead of focusing on the negative.   Researchers have show that when employers hire based on positve requirements vs. not hiring because of negitive qualities, they end up with a moreproductive employee. 

Just thoughts.

gamecoder on
Re: The Cool Cam
<shrug> I suppose you can see it like that. For me, the funny part was just seeing that the area that saved the game was the only part that we thought didn't need work.
MisChelle on
Re: The Cool Cam
It probably didn't, and it let them know that the part of the project was too great to trash it. Hmmm..

I'm glad it shipped though.

otacon120 on
Re: The Cool Cam
Holy crap, you worked on EAW? XD




That game 0wned.








Anyways, so what you're telling me is that, not only can a crappy camera kill a game, but randomly adding a pointless "Cool camera" effect can save a game? I'll have to keep that in mind... The Army Men franchise may still have a chance!








...I cannot believe I just said that.
gamecoder on
Re: The Cool Cam
Heh. Looks like somebody just found out how to use the copy/paste image feature. Must be reading Drew's blog.

And yes, EAW 0wned. In a time where there were at least four other major competing projects from companies such as Microsoft and EA, our little project would allow ten times as many players in the sky (256 planes in a dogfight, as compared to the nearest competitors 20).


otacon120 on
Re: The Cool Cam
Actually, I'm a web designer. Behold the power of the IMG tag!

Yeah, that's pretty freakin' sweet. Microsoft and EA were screwed.
gamecoder on
Re: The Cool Cam
Oh, you can use the IMG tag, but where's the "width" and "height" specification? That bugger took up a whole screen. 

At one E3, there was a guy who stood a little distance from our game, and just watched it for about a half hour. We talked to him, and it turned out he was working on MSFT Combat Flight Simulator. He was just shaking his head at the game, saying, "There's no way we can match this in time to ship."

It's a shame. He was a nice guy.

otacon120 on
Re: The Cool Cam
Oops. I completely forgot the image was that big. ^_^ Eh. Sorry about that.

I would hate to be that guy. Trying to continue work on a game after an experience like that would just seem almost in vain, I would think. o.O
creativelycrazy on
Re: The Cool Cam
wow.. i've heard working the dilbert principle indirectly - that guy knew how to make it kick ass !
smart.. real smart.

gamecoder on
Re: The Cool Cam
Yeah. I think I freaked him out, because I had this whole hero worship thing going on. He was one of the best programmers I've worked with. Hardworking, inventive, thorough . . . great coder.
wudpecker on
Re: The Cool Cam
Brand---Thank you for that great story. We know of "Tom" and wish he was here--not only playing the game but helping us EAW lovers try and keep up with things by modding it.  So many little probs, so little time. We have almost as many modded planes as EAW can keep in the air at once.  Now if they were all different.....

Hope you won't mind my copying part of your story to share with EAW types at Sim HQ. Link below.  My email is wallacewood13  -at- aol.com

http://www.simhq.com/cgi-bin/ultimatebb.cgi?ubb=forum;f=41;DaysPrune=1000

gamecoder on
Re: The Cool Cam
Absolutely. I told FNG about it, because I figured he would know how to contact you guys better than I would.

 
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