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-------------------------------------------------------------- This story was printed from dtheatre.com, located at http://www.dtheatre.com/read.php?sid=202. --------------------------------------------------------------
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Interview with John Folliard of Dynamix By JackDavidsonOLD, (DT) September 16, 1999 3:12 PM PT |
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Check out our interview With John Folliard.?He is a programmer for Dynamix and worked on Tribes I and II.?Our investigative reporters :) were able to get some top secret info from this Guru of game development.?Actually we didn't really get anything earth shattering, but there is a good read for anyone interested in getting into the game industry.? |
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Digital Theatre: First, who the hell is John Folliard, and why are we interviewing you? John Folliard: I've been working at Dynamix for almost two years as a programmer. Born and lived in Oregon my entire life. DT: How did you first get into the game industry? JF: Well.. I read a classified in the Eugene paper for a programming position at an 'Entertainment Company' in Eugene. Not that I ever knew that I wanted to live in Eugene, but my girlfriend was living here so... After two years, the company went belly-up - along with it's never released title 'Rapid Fire'. I had a few contacts here at Dynamix, and next thing I knew I was working on Tribes. DT: What are the most important factors involved in getting into the game industry? JF: I would have to say that a passion for video games has to be the most important thing. Programming games is just too demanding if you don't have a love for them. Oh yeah, you should know how to code as well. DT: What parts of Tribes did you personally work on? JF: For Tribes1 my responsibilities were split between tools work and core engine work. I maintained the 3d-editing program Zed, did the in-game mission editors, worked on the lighting of interiors/terrain and wrote some other tools as well. And I made sure to drink my fair share of Mirror Pond. DT: What software did you use in the development of Tribes? JF: We used Borland as our main compiler, though many of the tools required the use of Microsoft VC. SouceSafe was used for version control and I used CodeWright as my editor of choice. We have made a few changes for Tribes2. Most of us are now using Metrowerk's CodeWarrior as our main compiler (some are still using Borland). And, thankfully, we started using Perforce as our version control software, it is so much better than using SourceSafe. I personally like the idea of developing using several different compilers. Not only does it help to track down bugs and problems, but it also helps to reduce the dependencies with software that is out of our control. DT: How much patching and fixing did Tribes require once it was shipped? Is there anything being changed in the development of Tribes 2 that would reduce or eliminate this common industry practice? JF: Well, we are up to version 1.8 of Tribes - except for a few bad updates, that would make around 8. I really doubt that PC games will be able to eliminate the dreaded update practice. There is just too many peripherals and software/hardware combinations out there for anyone to produce a product that works on everything the first time. While I don't believe in the practice of 'lets ship it and fix it in a patch', I do think that if you ship a product that you should not abandon it. I love seeing updates to programs that actually improve the product, and not just fix it. And for online games like Tribes, it is important to listen to the playing community and continue to improve your product to make their gaming experience that much better. DT: What do you feel is the most interesting part of being involved in a project such as Tribes/Tribes2? JF: First, working with the other people on the team has been the most enjoyable work experience I have ever had. I can not imagine a better group of people to work with. That said, I just love playing Tribes! There are just way too many games out there that I would dread working on. How can someone be inspired if they don't even like what they are producing? They can't. DT: What do you see are the main differences between Tribes and the Quake series? What would make one appeal more than another to a prospective player? JF: Well, my view of quake is one of a technological showcase first and a fast-paced deathmatch shooter second. I think it is an excellent single player and deathmatch game. But, there is just way too much lacking in the quake multiplayer team experience. Quake CTF was pretty damn fun to play, but it felt so twitch still. The pace of the game made the useful-playing curve way too steep. Good players dominate - and the rest pretty much just get in the way. Tribes, on the other hand, was designed to be a team game. In Tribes the open terrain and multiple roles for your dude serve to give people a good sense of purpose and a feeling that they are contributing something, no matter their playing ability. Someone who is not very skilled in FPS's can still give something to the team. A team player is more useful than a skilled player. DT: What is your take on the turmoil that a company such as Ion Storm has gone through (loss of employees, past due shipping dates, administrative infighting). Do you see this type of behavior increasing in the future? JF: I think that this turmoil will continue to be rampant in the gaming industy. This is an industry where someone who moves every 3-4 years is considered more marketable than someone who stays put. And, unfortunatly, marketablitiy is very important these days. All companies go through ups and downs, but few so severely as those in the entertainment field. A single product can make or break many of the smaller game companies out there. This just makes employees/employers get all stressed out and feel insecure about their position or growth at a company, hence the turmoil. Free beer would fix all these problems. DT: Where do you see the game industry headed in the next 10 years. JF: All games in 10 years will be 2D. Hehe. I would hope to see a bit of a divergence from the status quo of nothing more than more polys and more bells and whistles. I think gamers are tired of playing the same old game that they were playing five years ago. That's why Tribes was such a success in the gaming community - it is a really fresh idea. I think that multiplayer online games, especially RPG's, will be huge in the coming years. DT: Any advice for aspiring programmers wanting to get into the business? JF: If you don't like the sun, then you are right on track. Make sure to keep programming fun as your number one priority. DT: What is John's favorite flavor of Ice Cream? JF: Ben 'n Jerry's Cookies and Cream. DT: What is your most memorable time during your stay at Dynamix? JF: I don't know, but getting five cases of Mirror Pond was definitely memorable :) |
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