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![]() ![]() AUTOPSY:A Postmortem of CSI: 3 Dimensions of Murder PCGuest Speakers:Tony Van, Executive Producer/Co-Designer, Ubisoft SF Dan Connors, CEO/Executive Producer, Telltale Games Chris Ferriter, Producer, Ubisoft Greg Land, Lead Writer & Designer, Telltale Games Chapter report by: Karl Hodtwalker “Postmortem” is particularly appropriate for October’s IGDA SF meeting – a joint talk with representatives from both Telltale Games and Ubisoft SF on the newest installment of the CSI series of PC games: 3 Dimensions of Murder. With 25 million viewers in the US alone, the wildly popular series’ finale for this year ranked number one, rated over American Idol, and is easily the top rated fictional network TV show. With a standard like that to live up to, the creators of the CSI series of PC games have a great deal of normal and not-so-normal issues to resolve, with a wide array of difficult circumstances to work under, not the least of which is the atypical audience, in respect to video games: mostly women, ranging in age from 35 to 60. The dialog and portrayal of the characters must be true to the series, the content must be engaging, and the game play uncomplicated, while still delivering a quality experience. On top of this, the decision was made to move the third CSI from its previously 2D format to full 3D, allowing moving cameras and points of view. Not an easy task, by any means.
Leading off the panel was Tony Van, who began with some facts about the CSI TV series, then about the CSI PC game series. Among other points of interest were that the CSI PC series has sold roughly 2 million units worldwide, and that the initial installations were based in Macromedia Director, patterned off of the Myst series. Unfortunately, Van disclosed, the CSI series generally gets poor ratings from critics – mainly because most critics are from the more standard video game audience, a demographic which the CSI series is not aimed at. Ratings from the actual players of the games, however, have uniformly been very high: 90% of CSI PC consumers have said that the series was good to excellent. This number takes on additional relevance when added to the fact that 72% of these same fans have played two or more games from the series, and that 80% have completed the games they’ve played; obviously, despite being in the group labeled “casual” gamers, the fans of the CSI games are quite dedicated to the series. As a result, the responses from fans of this series are a good way of gauging how well the team has designed and produced the game, more so than the often wildly-disparate opinions of other market segments. Van then went on to explain what the target audience for the CSI PC series was looking for:
After addressing these points, Van went on to discuss the exciting changes that migrating to a 3D format allowed the design team to incorporate. Among other aspects, the presence of a movable camera allows for the cinematic essence of the CSI TV series to carry into the PC series; CSI is known for its particular cinematic feel, which the design team brought in cinematographers to recreate for their game. 3D also allows the casual viewer a closer experience to more standard first-person games, a point illustrated with an aside about watching testers leaning in closer to the screen to examine the area, which never happened in the previous 2D format. Finally, the design team was able to allow animated characters to move, show emotion and expression, gesture, and all the other factors which make for believable character depiction. Since all this could be accomplished via 3D animation, rather than the multiple-images method of 2D animation, the overall specs of the game could be kept low, on the same approximate level of those for the Sims 2.
Dan Connors, CEO/Executive Producer of Telltale Games, gave the audience some background on Telltale Games, with particular emphasis on the team’s love for telling stories in games. According to Connors, Telltale Games was particularly attracted to CSI because the first three games succeeded in reaching a relatively new market, as well as the opportunity to evolve a well-standing game into a more cinematic experience. Connors continued on the subject of evolving the experience, and on the various balancing acts the design team had to perform between CSI: 3 being interactive entertainment or a game. Among others, issues faced by the design team were Accessibility vs. Immersion and Accessibility vs. Playability, both of which are especially important interactions for the target demographic. Connors also reinforced Van’s earlier point by reiterating the divide between the CSI series and the mainstream gaming market, stating that mainstream gamers are responsible for most critical opinion, while the audience of CSI PC games do not typically read gaming magazines or web sites, where those opinions are generally expressed. Continuing the discussion of evolving the product, Connors spoke on the technology developed by Telltale Games for CSI: 3. Touching briefly on the dialog systems and the rules systems, he went on to speak on the creation of assets in Maya and some of the functionality of the CSI engine editor, which Greg Land then demonstrated, in real time, with an example of a familiar lab room, and by placing a character and interacting with the lights and environments via the in-game camera.
Chris Ferriter, who told the audience about the goals of the CSI: 3 development team, revealed the steps taken to achieve them. First among the goals was “Increase Overall Quality”:
“Efficient Developer/Publisher Relationship”:
“System Specs”:
“Authenticity”:
Finally, fifth among the ways the goals was “Product Placement” – a subject which sparks much venom among gamers, and is often seen as “selling out”. In the case of CSI, however, product placement isn’t always bad; the series takes place in the real world, after all, and the presence of real consumer items and places adds to realism. Beyond that, the additional revenue is always useful, and building strong partnerships with various corporate entities can lead to additional promotion of the game. With this, Ferriter wrapped up with the lessons learned by the CSI: 3 team:
ABOUT THE SPEAKERS:
PHOTOS FROM THE POST PRESENTATION MIXER: THANKS TO: our guest speakers, attendees, and season sponsors (Autdesk, Backbone Entertainment, and IBM) for making our October 2006 meeting a success. Check back for details on our final meeting of the year (tentatively scheduled for early December).
MEETING SPACE GENEROUSLY PROVIDED BY: |
Guildhall Series: Mastering the Craft of Online Gaming Infrastructure 19 April, San Francisco, CA, USA http//www.guildhallseries.com/ The Guildhall Series focuses on the business side of operating online games. Mastering the Craft of Online Gaming Infrastructure is the first event of a four-part conference series. Focus will be on operating issues including payments, security, and bandwidth & hosting. Come share your ideas and learn what strategies, frameworks, and methodologies work for your online gaming business. Sign up before 02/15/07 for early registration discount. In addition, IGDA members should enter discount code “IGDA” to receive an additional 10% off.
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![]() ![]() AUTOPSY: A Postmortem of CSI: 3 Dimensions of Murder PC July 2006: STAR TREK ONLINE GRAPHICAL DEVELOPMENT SECRETS: Achieving the look of your game. May 2006: Reestablishing an Icon: The Peaks and Pitfalls of Developing Tomb Raider: Legend February 2006: THE REVOLUTION WILL BE DOWNLOADED: Confessions of Five Casual Game Makers December 2005: Worlds Are Colliding!: The Convergence of Film and Games October 2005: Taming the Dragon: Next-Generation Asset Creation for PS3 June 2005: Giving Life to Death (Jr.) April 2005: Thinking Outside The (x)Box January 2005: Introducing COLLADA More past events
Chapter Coordinator: Rudy Geronimo
IGDA SF Advisory Board: Angus Chassels Mark DeLoura, Ubisoft Peter deVroede, Perpetual Entertainment Jeremy Gordon, Secret Level Bret Mogilefsky, SCEA Webmaster: Brian Church Chapter Reporter/Photographer: Karl Hodtwalker To volunteer or be added to the IGDA SF anouncement list, email Rudy. |
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