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action or later. Please see Debugging in WordPress for more information. (This message was added in version 6.7.0.) in /home/worldrg6/public_html/wordpress/wp-includes/functions.php on line 6121Over the past few years, a fashion for “investigations” has appeared in the Russian segment of the Internet (and in the last year, game publications began to sin with this). I don’t really want to miss popular love to exclusives. Therefore, I want to present my new investigation about the business model and the principle of development with the early Arkane, and to reveal the theme of the \u201cobjective criticism of the video game\u201d that exciting me (I hope you too). Other similar works can be found in my blog.<\/p>\n
This blog is a textual adaptation of a video that will be attached below. If your eye is nicer than the text, then you can see it just below the video, but I recommend a video format.<\/p>\n
Video version of the blog<\/p>\n
What good games were released in 2021? Objectively good. Continuation of the remake of Final Fantasy VII ? Maybe Deathloop ? Or reprint Mass Effect<\/b>? Each of us will have our own view of this question. One hundred people project a hundred opinions. Lover of indie game will choose an unknown indie to anyone. The person who has played only in the last 10 years only in Call of Duty<\/b> He will say that it is Call of Duty<\/b>, And an amateur J-RPG<\/b> He will say that it is J-RPG<\/b>. We do not have a clear tool for evaluating games, because hundreds and thousands of different factors affect the assessment. And only the collective voice of the players ultimately affects the games that are released by video game companies when our voices at least in one aspect will converge in a general opinion. This is our lever of pressure on the industry. After all, all companies want to meet our expectations.<\/p>\n
But what if I say that outwardly good games can deceive us? That if a plagiarism that will mislead us can be hidden behind the screen of the original work? What if we do not notice that the same game will be sold to us under another wrap? About this case I want to talk.<\/p>\n
Today I want to tell you about my little investigation on the game Dark Messiah of Might & Magic, which was created in 2006 by the French studio Arkane<\/b>. Sign game for the year that the players met well. To date, it has 8.7<\/b> a point on the Metacritic website, and clearly has a good image in our memories.<\/p>\n
Arkane has an extremely good reputation, and the best representatives of the video game industry managed to work in their walls. They tied their name with the genre Immersive-Sim<\/b>, And behind the name of their founder, the image of an artist who tries to make not just games, but art was clearly entrenched in. I love their games, and I remember warmly Dark Messiah of Might & Magic<\/b>, which I first played back in 2006. From a sense of nostalgia, I bought again and passed it, but this time I caught myself on a strange thought. She is very similar to Half-Life 2, on the engine of which they created this game. Literally mechanically. She looks more like Half-Life 2<\/b>, than Black Mesa looks like Half-Life 2<\/b>, which was created on the same engine, albeit a later version. Or more than Portal 2 looks like its ancestor.<\/p>\n
To understand the reasons for this feeling, I decided to study in more detail the principle of the game and find out how its unique elements work. I came to interesting conclusions, and I\u2019m ready to share with you an investigation about how in an attempt to avoid bankruptcy Arkane<\/b> sold to us Half-Life 2<\/b> Under the guise of a new game or about \u201c\u201dHow to make less earn more?<\/b>“<\/p>\nBrief history of creating the game<\/h2>\n
Arkane<\/b> I sold us a modified one Half-Life 2<\/b> Not just like that. This was led by a series of random decisions that the studio made in attempts to survive. Our path in this investigation begins with the reasons why the game appeared.<\/p>\n
Dark Messiah of Might & Magic<\/b> – This is the second studio project Arkane<\/b> and the conditions under which it was created were extremely complex. The birth of the previous game of the studio, Arx Fatalis, were so painful that the studio almost went bankrupt. They needed to either close or quickly create a new game and offer it to potential publishers. The studio even by modern standards is not small, in the walls Arkane<\/b> 60 people work, which was more than enough for development AAA<\/b>-Games in 2006. For example, c Valve<\/b> over development Half-Life 2<\/b> 84 employees worked.<\/p>\n
Initially, a new game Arkane<\/b> their debut was supposed to be a sequel Arx Fatalis<\/b>. But the publisher refused this idea, Jowood<\/b>, and others did not burn the desire to buy a commercially unprofitable franchise.<\/p>\n
As a result, to avoid bankruptcy, Arkane<\/b> It was necessary to take decisive actions. But her usual series of successful coincidences saved her.<\/p>\n
The first of them occurred in 2003 in San Francisco, where a conference of the developers of video games was held- GDC<\/b>. Studio Arkane<\/b> And its founder Rafael Kolantonio<\/b> They were nominated for the Pioneer of the Year Award (or as the people called this nomination: “Penguin of the Year”) and he flew to the United States to participate in it. At the same conference, a programmer of game engines from Valve Jay Stelly<\/b> performed on the panel of the developers of the physical engine HAVOK<\/b>. Jay<\/b> showed Raphael<\/b> Demo version Half-Life 2<\/b>, talked about her technology and offered to use the engine Source<\/b> In future projects.<\/p>\n
Director of Arkane – Rafael Kolantonio and Lid -engineer of the Source engine – Jay Stelly.<\/p>\n
Director of Arkane – Rafael Kolantonio and Lid -engineer of the Source engine – Jay Stelly.<\/p>\n
Valve<\/b> Not the first time did this for the first time. In fact, since the creation of the company to this day – Valve<\/b> does not create anything herself. She takes someone’s achievements, technologies or ideas, and realizes them under her wing. At first it was with John Karmak<\/b> and his game engine IDTech 2<\/b>, which will turn into GoldSRC<\/b>, Before starting work on the original Half-Life<\/b>, and then in the very Source<\/b>. The same thing happened with enthusiasts Minim<\/b> And Jess Cliff<\/b>, which in 1999 after the release Half-Life<\/b> created the modification of Counter-Strike, which eventually made them full-fledged employees of the company Valve<\/b>. Dota<\/b>, Portal<\/b> And Left 4 Dead<\/b>. Up to the present day Gaben<\/b> With its third business eye finds innovations and realizes them at itself, for example, technologies from BoneWorks<\/b> In Half-Life: Alyx . By 2013, most employees Valve<\/b>, who are directly engaged in development – these are former participants in the modern community on the engine Source<\/b>.<\/p>\n
Arkane<\/b> It was necessary to make a new very cool game, and Valve<\/b> – Sell a license for your engine. This meeting and the exchange of courtesies presented Arkane<\/b> The right to use the engine Source<\/b> and technical support Valve<\/b> In their work on their new game.<\/p>\n
The studio actively began to make a demo for the sequel of her last game, and the management of the studio was looking for her publisher.<\/p>\n
The mid-2000s was a strange time for the industry. All cult shooters, RPGs and strategies have already come out, and some even began to go to the annals of history. Industry needed changes. It was in the first half of the 2000s that the trend was born to shooters that would change our view of the isometric or tactical games of the last century (exactly how popular remakes on games are 20-30 years ago). Remember how in the universe Command & Conquer<\/b> Renegade shooter appeared, like Postal from isometry passed to the first -person species in the second part. There was also the first shooter on Warhammer 40k, GTA lost the view from above, and even Fallout tried on this trend for its third license plate. IN Ubisoft<\/b> Then then this trend was caught then. Step -by -step strategies in the universe Sword and magic<\/b>, the rights to which the French publisher acquired, worried about the best times. And following the trends, Ubisoft<\/b> We decided to create a game in the universe Heroes of Might & Magic<\/b> with a first -person view. Only first you need to find technology. And here, as for ready, to the bosses Ubisoft<\/b> The director comes Arkane<\/b> and invites them to publish an innovative RPG<\/b>-the game, and even holding the source code of the most piercing game engine at that time.<\/p>\n
As a result, all developments for Arx Fatalis 2<\/b> We formed the basis of the new game in the Universe of the Sword and Magic. Here’s what the associative director talks about those events Ubisoft Ervan Le Breton<\/b>:<\/p>\n Might & Magic has a special place in the hearts of many gamers. But when Ubisoft bought this license, it was dying, if you did not take into account the still very active series of strategic games Heroes of Might & Magic. So, our first step was to ask ourselves: \u201cWhat will we do with this license?”. Of course we will make a heroic game. Arkane came to us with the concept of first-person action games using the Half-Life 2 Source Engine engine, which takes place in the fantasy world. And we said: \u201cGreat! This is the perfect option for Might & Magic “.<\/b> – From an interview with Ervan Le Breton for a documentary about the creation of Dark Messiah of Might & Magic.<\/p><\/blockquote>\n By the plan Ubisoft<\/b>, The game was supposed to become a grand final of history that would be told in Heroes of Might & Magic v . A kind of bold experiment with a format. And creators “Dark Messiah<\/b>“Were only developers of the technical part. Design documents and script for the fifth heroes were made by a Russian studio Nival Interactive<\/b> – The authors of such games such as \u201cDemiurgi\u201d and \u201cBlitzkrieg\u201d. Arkane<\/b> only on the basis of their materials was to make Action-RPG<\/b> with a first -person view.<\/p>\n So everything was successful for the young video game studio. Alien engine, alien intellectual property, 2 years of development by a team for AAA<\/b>-projects. What happened in the end?<\/p>\n Say that the engine Half-Life 2<\/b> created the most beautiful magic with a typical Action-RPG<\/b> setting means nothing to say. The Role Games genre itself is very conditional, and often forces the players to connect their imagination. As when reading books, when the imagination finishes the picture of what is happening. If we recall that have already become classic RPG<\/b> With elements Action<\/b>-games of the two thousandth years, then one cannot fail to note some kind of conventionality in management and combat mechanics. For example, The Elder Scrolls 3: Morrowind had a rather conditional combat system in terms of sensations. The game implemented a very clumsy animation of the impact, and in the battles the characteristics of the character and his equipment were the decisive factors. This performance was inherent in almost everyone Action-RPG<\/b>, Such as: System Shock, The Elder Scrolls, Fallout (his three -dimensional versions), witcher (its first part). The list can be continued for a very long time. This feature got it RPG<\/b> From their ancestors – board role -playing games. In the huts you also rely on your imagination and your waging, and the outcome of the battle for you is decided by a conditional card, abandoned bones or a map of characteristics of a character. In computer role -playing games, kinematographicism is traditionally not needed, because there are many other elements that need to pay special attention. This can best be seen in contrast to RPG<\/b> In the classical sense of the genre – the original Heroes of Might & Magic v<\/b>, where this cinematography slides into the movement of almost plastic figures on the game field. In general, each RPG<\/b> To one degree or another, gives more preferences to the characteristics in numerical incarnation than the tactile and realistic gameplay mechanics.<\/p>\n Dark Messiah of Might & Magic<\/b> Put this stereotype from the head. Until 2006, I do not know the games that, with the same detailed study, made the battle physically realistic, without rolling into a conservative action completely. There are also role elements that appear in the pumping characteristics<\/b> character and him inventory<\/b>. The weapon has damage indicators in several conditions: the main and critical damage, in which the latter also has an indicator of the probability of occurrence. Elements of armor have their own characteristics, and additional objects, like rings, are able to enhance the main characteristics of the player.<\/p>\n But despite this, the physical engine HAVOK<\/b> literally forces us to use all the benefits of realistic physics as an additional combat mechanics. Therefore, the environment is added to the swords and magic in gameplay. So in the game there were interactive elements of the environment that pushing us to commit a spectacular murder, encountering the enemy from the hill, bending it to a sparkling wall with a heavy kick, or bringing down a bunch of huge boxes and a chandelier tied to the ceiling. People Dark Messiah<\/b> They even nicknamed as a joke “Pink simulator<\/b>“. Physics in the game engine Source<\/b> It was so cool at that time that this interactiveness of the environment became the main and most selling feature of the game or, with your permission to say – \u201cKiller-fiche<\/b>“.<\/p>\nGameplay<\/h2>\n