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Changes and Enhancements The game is actually pretty close to how I pictured it when I first designed it. I am very careful going into designing a game to make sure that the design makes sense and will work. I don't really have the time to do a lot of reworking or redesigning, so I try really hard to get it right the first time.
The last time I did a big redesign was the original Geneforge, which was initially conceived as much more of an action RTS-type title. That really, really didn't last.
I like the option to get places without having to kill anything, and I like being able to join the bad guys and still be able to reach a satisfying conclusion - even if most people won't take either of these paths.Major Challenges The biggest challenge with any of my games is just to keep from burning out while writing it. Writing a game by oneself is a pretty long road, and it gets harder as I grow older. But fear of bankruptcy has always helped me through it... so far.
The second obstacle is keeping all the threads, plot elements, and so on straight in my head. It becomes more difficult, of course, with a game with so many options and paths for the player. For this, I have a very good cadre of volunteer beta testers who point out mistakes I've made and things I've forgotten.
Best Decisions Probably the best decision I made during development was to have a different plot structure than the previous games. Geneforge 3 takes place on the Ashen Isles, an island chain. Each island has its own factions, challenges, terrain and mini-storyline. The decisions you make on each island affect what happens on the final one. The series of self-contained storylines really worked well.
Another thing that went well was giving the interface a really good polish. The new system helped a lot.
Finally, I put in a simple crafting system that rewarded players who went everywhere and did everything with new, really cool items. People have really liked it.
Key Strengths I really like the Geneforge 3 storyline. There is a lot of neat stuff that happens, and a lot of cool choices for the player to make. The game really does have a lot of replay value. And I always love being able to join the bad guys.
I also did a whole rebalance for the game system, and modified a lot of the routines. The game maintains a nice, constant level of challenge through the whole thing, without ever getting too hard or too easy. This has been a problem for me over the years.
The game also shipped very bug-free, which is a real testimonial to the skill of my volunteer beta tester crew. Any glitches in the game are very much my fault. But there have been no recurring crashes and no show-stopper bugs. Game developers aren't able to brag about that often enough.
Areas for Improvement One problem I had with Geneforge 3, in the end, was that the plotline had a lot of similarities to the first two games. It was very much a distinct game, with its own feel, but parts of it were overly familiar. Geneforge 4 will have a very different feel.
Also, I am always unhappy with the graphics. I do the best I can with the resources I have, but I always wish it would look better.
Audience Response So far, the reaction to Geneforge 3 has been very much what I expected. My games mainly cater to a small, elite cadre of old-school RPG fans, and I've gotten a pretty good idea of what they like. With the increasing shortage of good, meaty single-player RPGs these days, as long as I work hard, I can maintain my audience. It's a big game, with cool dungeons, and an interesting plot. It's worked out.
As for print media, Geneforge 3 hasn't received a review from a major outlet, apart from Inside Mac Games, who really liked it. We're small, with no advertising budget, so it takes time and luck to get someone to notice us.
Personal Thoughts I think the thing that always leaves me the most satisfied about the Geneforge games is the open-endedness, and Geneforge 3 is no exception. The player is given a series of decisions to make, both moral and tactical, and his or her actions have a huge influence on how the story goes. I got a number of e-mails from beta testers describing the moral quandaries they were facing, and the rationales that went into making their choices. Of course, I got a big kick out of reading those.
My main rule when designing a game is to write something I want to play. I like the option to get places without having to kill anything, and I like being able to join the bad guys and still be able to reach a satisfying conclusion - even if most people won't take either of these paths. So, that's the sort of game I write.
And, for the many people who just want to beat stuff up, Geneforge 3 lets you have your own horde of monsters to help you. You can run around and kill stuff with a half dozen fire-breathing dinosaurs. Eight year olds LOVE that.
Jeff Vogel Designer and Programmer Spiderweb Software
[Since introducing them in November of 2003 to offer post-release viewpoints from the respective teams, it has been our pleasure to publish Wrap Reports on a good number of other titles, primarily within the RPG, online world, action and strategy categories. A complete list of the previous ones may be found on the next page. - Ed.]
12:00 am PDT June 29, 2005