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Harvey Smith answers the question "Why so low?" for Blacksite

Tieno

Member
Reporter Paul Arzt is in Montreal this week, covering the Montreal International Game Summit 2007. He kicks off his coverage with a report on BlackSite: Area 51 designer Harvey Smith's postmortem of his game, which garnered mixed reviews.

The first time Harvey Smith came to Montreal he had just finished his work as lead designer on the acclaimed classic, Deus Ex. On this trip, his last game was Blacksite: Area 51, a game published by Midway which one critic called "a major disappointment."

"This project was so fucked up," said Smith, by way of explanation.

Smith spent the last few minutes of his speech on a postmortem of the game. In part, he blames himself for Blacksite's less-than-warm critical reception.

Before it was released, Blacksite garnered some fame for its political message. It wasn't going to just give a general statement on morality or politics: Blacksite was supposed to be a first person shooter with a satirical look at the war in Iraq, the treatment of veterans and the whole military industrial complex. However, it was only in the last twelve months of work on the game that those political themes took shape.

At first, the game just didn't intrigue Smith. "I wasn't excited about this Area 51 game," he said. While making the game, Smith was overseeing two projects, and Area 51 was not his favorite. That didn't help, and he accepts some fault. "We got hammered so hard, and we deserved it."

"Everyone was forced to share tech. It took eight months to get one thing working." He wouldn't specify what that one thing was, but did note that technical problems set the team back, time and time again. Another of Smith's complaints was "the fact that we had four days to orange box something," meaning to fix and polish a level. Smith called this "completely reprehensible."

That lack of polish, of being able to sit with a final product and make sure it is up to the standards they wanted, was one of the biggest problems for Blacksite and for Smith. "With a year to go, the game was disastrously off rails." There were long delays just getting Blacksite playable, and once it was he says, "it went straight from alpha to final."

In contrast, once Deus Ex was completed, Smith says the team spent six months playing the game just to make sure everything was right.

Smith doesn't, however, think what happened with Blacksite is another example of developers fighting against corporate demands. When asked why he would be so open about the faults of the game so soon after it launched, Smith's response was, "I believe in personal accountability."

Even though he accepts his own faults with the design process, Smith still thinks the game was underrated. "I would give it an 80," he says, claiming the gameplay is still fun and that the contemporary political satire sets it apart from most games.

He's also confused how so many could ignore, or not appreciate, the satire. After describing one scene in which the player fights back a horde of military veterans turned to monsters by the United States, all of them under a banner reading, "Veterans Memorial," Smith asked, "how can you look at all these elements and not think this is super fucking subversive?"

Smith himself may appreciate Blacksite's subversion, but it's obvious the game didn't have the same meaning to many reviewers and players. The game only got a GameRankings average of 69%. In part, Smith knew that reaction was coming: the low scores, he admits, were "no surprise."

http://blog.wired.com/games/2007/11/montreal-2007-h.html

Basically they didn't have time to put in emergence holes cause it needed to be done by christmas.
 
Harvey Smith makes another shit game. Later tonight a stunning revelation about the color of the sky.

News at 11.
 
Tieno said:
"Everyone was forced to share tech. It took eight months to get one thing working." He wouldn't specify what that one thing was, but did note that technical problems set the team back, time and time again.

In hindsight, it may not have been so smart for Midway to fully embrace Unreal Engine 3 so early on.
 
Harvey Smith seems to be one of those guys who lucked into being a "name" developer. He was on Deus Ex 1, essentially playing second fiddle to Warren Spector. The game is amazing.

Takes over the sequel, which is vastly inferior, a barely passable product made worse by association to one so great. Then he churns out Blacksite, an overhyped turd that was so busy tossing itself off with how great its "political commentary" was that they forgot to make a fun game.
 
I really liked the Blacksite demo. I'm disappointed that it apparently sucked.

Not that I would have purchased it this fall with Halo 3, Bioshock, COD4 and Orange Box, but i might have picked it up next year in the downtime.
 
Whoa, the honesty...

I played the X360 Demo(at my friend's place), but it didn't seem that bad to me. It felt a bit dark, and some scripted events felt awesome.
 
I'm actually kinda enjoying Blacksite, I was even thinking about giving the game a 70% or something in my upcoming review. Nothing new, but enjoyable.
 
While I don't really want to contribute to Gaf's negativity threads (why are you people so angry) videogames has so much to learn story telling wise. I played Blacksite, the first few levels. I like satires when they are appropriate, but in this game it was just lost on me. The examples he mentioned get muddied up because the way the story is told is unfortunately very average. Satire only comes across effectively under certain circumstances in storytelling, and it needs to gel together as a whole otherwise you can't tell the average from the satire.

I don't like seeing people have tough times so you know I hope he learns, or overcomes the obstacles that he feels are in his way to create great games.

If I were to defend this title I'd stick with the moments where the game is fun to play, rather than try to defend the story telling.
 
At least he has the balls to come out and say his game is not the amazatron. We need some more of this in the industry. Then again we also need less shitty games.
 
At least he is honest.

Sounds like Deus Ex IW was a much better game in the end. We all know IW was a huge disappointment for fans of the series, but if you ignore that side of things, the game itself really wasn't all that bad. There were certainly some nice qualities to it, really.
 
I played an hour of it this week and thought it was pretty slick if you're looking for an arcadey shooter with monsters in it.
 
I always quite liked the look of Blacksite, but it just got totally lost amongst all the other FPS released. The irony is, IMO it actually did have a unique selling point, the marketing never exploited it however. Might be worth checking out in the New Year if I can pick it up cheap.

How was the online? Did anyone get to play a bit of it? Wasn't it 16 player with various game modes apart from the usual CTF etc?
 
Just goes to show how UE3 doesn't have all the dev tools needed to get shit working and how the learning curve of these new engines take at least a year to figure out how one aspect of it works.... that's pretty pathetic.

Midway should've held onto the game until March/April and really gotten it hammered out.

I hope this goes to show would-be companies that would plan on releasing a game that even in their view is "shit" to hold the phone and PR and actually finish the game and make it a good one.
 
In contrast, once Deus Ex was completed, Smith says the team spent six months playing the game just to make sure everything was right.

this was the one and only game i truly enjoyed doing QA for. we did a lot of really insane stuff to try and break it.
 
ShmarthurShmooner said:
doesn't sound like he'll stay at midway. maybe he'll move to eidos canada and work on deus ex 3?

noooooooo.jpg
 
Hey man, Harvey made a kick ass game before Deus Ex...

That game was FIRE TEAM.

He's a good guy, and has good ideas.. just sucks that it ended up this way.
 
the contemporary political satire sets it apart from most games.

He's also confused how so many could ignore, or not appreciate, the satire. After describing one scene in which the player fights back a horde of military veterans turned to monsters by the United States, all of them under a banner reading, "Veterans Memorial," Smith asked, "how can you look at all these elements and not think this is super fucking subversive?"

Smith himself may appreciate Blacksite's subversion, but it's obvious the game didn't have the same meaning to many reviewers and players.

He should take a look at how the twenty movies Hollywood just made criticizing the Iraq war are doing at the box office. Perhaps some people would rather not mix politics and entertainment, or perhaps they would rather get their political satire from Colbert than a Tom Cruise movie or a mediocre FPS?

And really, that's his example of the political satire in the game? Yeah, that is SUPER fucking subversive. :lol
 
After playing the demo i was going to pick this up when it has a couple price drops. Certainly not a $60 game, but I would pay $30 for it, maybe $40.
 
Gotta respect a man who can admit faults and learn from em.

Shame about the game. Had high hopes for it as Smith is one of the most thoughtful and studious designers I've met.
 
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