Editor’s note: This Postmortem appears in the June issue of Game Developer magazine. Due to space restrictions in the magazine, we were forced to shorten it somewhat. This article contains quite a bit of additional information not printed in the magazine version.
“One seldom hears the true story of what happened at the place where the world changed. How it began. What were the reasons? What were the costs? ” – John Parker Hammond
This quote from Trespasser ‘s intro movie serves just as well to open the real story of a game development team’s struggles to develop a breakthrough dinosaur game as It does to open the fictional story of Hammond’s struggle to develop a biotechnological breakthrough and clone dinosaurs. The parallels between the Trespasser project and Hammond’s cloning project were numerous: ambitious beginnings, years of arduous labor, and the eventual tragic ending. Hammond’s diary, as related in the game itself, dwells on the past and never attempts to explain Hammond’s future direction now that he has failed so grandly – this postmortem is intended to be much more forward-looking.
Trespasser was begun by two former employees of Looking Glass Technologies, Seamus Blackley and Austin Grossman. By the time the game was rolling, two more ex-Looking Glass employees would join the team, and our common background was instrumental in setting the direction for the project. Looking Glass’s most distinguished products, Underworld I and II and System Shock , are games which in some ways are still ahead of their time, specifically in the areas of object-rich, physics-based environments and emergent gameplay.
Quake did not even ship until after coding on Trespasser had begun, and to the Trespasser team with its founding in Looking Glass’s design-focused philosophy, it represented the stagnation of 3D games rather than the step forward it was proclaimed in the press. Quake did nothing to extend the basic first-person shooter game design standards of “find weapons and keys” which id had first created in Wolfenstein 3D , and replaced the fairly-consistent atmospheres of Wolfenstein 3D and Doom with a bizarre mishmash of medieval and science-fiction themes. Trespasser was intended to be a high-technology game where game design and world consistency came first.
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