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| Our first interview we conducted with Andreas
Vahsen, head of the game developers of ManMachineGames or MGI from Munich.
Four weeks ago they moved to the USA. Which means that this country looses
yet another smart and creative brain to our magnanimous brother in the
west. . |
The ACKNEX game 'ANGST' was produced between
April and November 1996 and has been available in Germany since December
1996. In 97 ANGST will be released on the
American market and is thus available worldwide. A total of 5 people worked
on ANGST, 1 level designer, 3 illustrators
and 1 musician/composer.
AUM: Mr. Vahsen, for how long have you been using
3D GameStudio?
A.Vahsen: Since May 1995
AUM: Do you intend to go on using 3DGS to
produce games?
A.Vahsen: up to now, yes.
AUM: Which games did you already produce using 3DGS?
A.Vahsen: Dance, Angst and a soon to be released
game X
AUM: How long did it take you to produce you latest game «Angst»?
A.Vahsen: Six months.
AUM: Did you use professional programmers for it? In which area?
A.Vahsen: in the area of WDL programming
AUM: Do you think it is necessary to employ programmers or could
just as well do without?
A.Vahsen: I don't hink you could do without; professional
doesn't mean that he is the mega hacker; being professional I would like
to define as being on time, bug-free and stress-proof.
AUM:What gave you the biggest trouble?
A.Vahsen: now and then bugs in the compiler; for
some reason it didn't like the word "die". Missing loop or if...then
commands, you have to do spaghetti programming with 'goto' etc.. The tendency
of WAIT commands to create structures running parallel to each other.
AUM: Which new features would you think are absolutely required?
A.Vahsen: Better editor: Wireframe 3d Preview e.g.
Windows-Version, Shadow and Midmapping, Lightsources (movable), slantedprops
(what he means are lifted below regions with
their height of ceiling surpassing the height of the floor. The Editor),MULTIPLAYER!!
Polygon Creatures wtih 500 Polys per actor.
AUM: The cardinal question: Are you happy with ACKNEX at the moment?
A.Vahsen: Right now I still am; it all very much
depends on the developments in the near future.
AUM: How does the toolkit compare internationally?
A.Vahsen: The quality of the representation is better
than with any other Raycaster on the market including Built-Engine (i.e.
the Duke-Nukem-Engine. Anm. d.Red.) all the
rest, the same is true for the performance; I lift my hat!! A few features
are just short of being ingenious, like Autorange, Rotating Regions
AUM: Which characteristics of a game may be carried out especially
well with the toolkit? (Character-AI, Game-Events, topographical design...)
A.Vahsen:
Game events: GOOD
Overlays, Weapons: GOOD
Topograpy: O.K.
AI: Average (missing or laborious conditional operators)
AUM: Have you been experimenting with other toolkits before? Maybe
produced other games with them?
A.Vahsen: I think that ZEUS is the most promising
toolkit
AUM: Are you happy with the support you get from the manufacturer?
A.Vahsen: Support is good and very fast.
AUM: Which components of the game did you sorce out? And to whom?
A.Vahsen: Conitec: Programming the menue, special
modules (CD Audio, text entering, 3D Actor) oP-group: graphics editing
(Fonts)
AUM: In your view, what is most important for a 3D game and which
cost/benefit relation do these components have among each other? (Grafics/Sound/Story/Design)
A.Vahsen: I can only talk about 3D action games.
Grafics..30
Sound..20
Design (storyline)....50
Story the storyline...0
AUM: A look into the future: What will the 3D game of the year 2001
look like?
A.Vahsen: Pure 3D accelerated, either via AGP or
3dfx Chip, VR toggles, with fogging, particles; invers kinematiks with
the Actors, 1st and 3rd Person freely availabe, True Color, the whole shebang
(g)
AUM: What tips could you give to any newcomers to the line of business?
A.Vahsen:
Take a look at ALL comparable games.
Surf the internet for the issue as much as you can.
produce a demo; it needs to have at least ONE new idea, or an old one with
a new twist;
Then write an outline for the complete game.
Get the NDAs (non-disclosure-agreements) of
all companies. Send out demo and outline, call the reviewer while he is
sifting through the game, have him on the line to comment.
And another thing: on my wall I have a framed quote from Diana Gruber,
one of the most successful game programmers:
You need to write a game... then you must
finish it.
Then you must write another one;
eventually the whole world will open up to you.
I can only confirm that. I worked long
hours after the job (programming multimedia CDs) for a year producing my
first game, found a publisher, founded a company and finally got a contract
for further games six months later. Four weeks ago we moved to the USA.
I have now Team Eternal Designer Dia Westerteicher under contract and am
in the process of hiring one of the DOOM 1 and 2 level designers. Now suddenly
there is response from all sides...I can only say that you can make ends
meet that way. A quote from Jay Wilbur, fromer CEO of id: .....I
am not afraid of Activision or EA or Origin... I am afraid of those two
guys in their cheap apartement, working on their game relentlessly and
without any bureaucracy... 3D will never
die!
AUM: Mr.Vahsen, thank you for the conversation.