Welcome to Dev Game Club, where this week we conclude our series on the 2005 squad-based shooter Star Wars Republic Commando, on which both hosts worked. We talk about some of the difficulty unevenness of the game, some of the process of building the game, a bit about enemy and squad AI, and especially how we came to differentiate the characters and inject some humor. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Issues covered: leaving characters behind, the length of development and how it changes your longer-term plans, having George give feedback on your game, the overly grim version of the game, ignoring feedback given once, the difference of dealing with George vs dealing with LF Licensing, caring more about story than lore, the huge impact on production, the value of the feedback, being on each side of the question of whether to push out a schedule, having Robin Williams suggested for the game, needing the balance of comedy, the use of gallows humor, the impact of voice on a game's budget and schedule, RPGs and text vs voice, the additional cost of well-known names, finding actors more in line with characterization, enriching the script by specificity, having an off-site to plus up the game, looking at the game during in production, facilitating discussions, getting ideas from everyone, stepping back from development to get enough distance, going to Kashyyyk, incorporating another film character in General Tarfful, seeing the ragdoll bug, climbing up to the treetops, fitting this game on a Xbox, having good technology internally, being unclear about objectives, not having characters to rely on for storytelling, reusing enemies etc, having only two people write all the AI but carrying other engineering tasks, how you would approach this today, leveraging gaps in time to get across the bridge, delaying the pay-off to force the player to see it, the milestone process, not having enough investment in the product over the process, cutting part of the bridge level, failing a milestone and using that to improve, needing more spectacle and spit and polish, the AIs throwing grenades back and forth, leaning on the linearity of the game to make the squad seem smarter, "bread-crumbing," behavior trees, multiple path voting, AI and level design working together, finding the edge of AI, how you design for roguelikes instead, adapting to the needs of the game as they went, having a little bit of everything at the end, a notable cameo, the interviews, difficulty in games and different ways to achieve it, toy development timelines, the success of the game as a surprise, the team gift, a team delivering a solid first product, the possible follow-on titles, Delta Squad as canon, how tech could have supported the game better, Tim admits that he is a jerk, a good game with a lot of potential, figuring out how to make the game vs making the game, the strength of second titles, the greatness of the team, who gets design credit on the games, having the opportunity to work on different types of games.
Games, people, and influences mentioned or discussed: George Lucas, Clone Wars (TV Show), Genndy Tartakovsky, Samurai Jack, Dave Filoni, Chris Williams, Daron Stinnett, Robin Williams, Shakespeare, Law and Order, Tomb Raider, Jill Murray, Ken Rolston, Morrowind, Oblivion, Patrick Stewart, Liam Neeson, Max von Sydow, Temuera Morrison, Ryan Kaufman, Mike Stemmle, John Hancock, Unreal, Xbox, PS2, Epic, Starfighter, Patrick Sirk, Half-Life 2, Hacky Sack, John Hancock, Nathan Martz, Remnant: From the Ashes, Harley Baldwin, Thief, TIE Fighter, Larry Holland, Reed Knight, Darren Johnson, Blarg42, Raymond Cason, BoxBoy, Curse of Monkey Island, Resident Evil 4, Mark Brown, Dawfydd, Karen Traviss, West End Games, Dylan Thomas, Jim Ward, Gentle Giant, Greg Knight, Battlefront II, Grand Theft Auto (series), Jedi Knight, Fallout (series), The Mandalorian, Dave Collins, David Norton. Mass Effect (series), Uncharted (series), Assassin's Creed (series), Kirby's Epic Yarn, Epic Mickey.
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