View Full Version : The Making of GoldenEye 007
OmegaPirate
7th May 2006, 01:53 AM
I'm not sure if anyone else has seen this, but it's fairly new (only 2 years old :p) but i just found it. It's really worth looking at.
It's By Martin Hollis (Ex-Rareware)
Presented at the 2004 European Developer’s Forum, 2004-09-02
http://www.zoonami.com/briefing/2004-09-02.php
If only the same could be written about Banjo-Kazooie. :rolleyes:
Gold Jinjo
7th May 2006, 02:01 AM
I'm not sure if anyone else has seen this, but it's fairly new (only 2 years old :p)
Yeah, I posed on it little bit back before it had even happened yet -- just when we only knew there would be the interview.
Great read :)
Edit: ...I'm pretty sure I did. I can't find the topic, but... hrm... *searches some more*
Edit 2: Here we are (http://www.rarewitchproject.com/forums/showthread.php?t=888&highlight=hollis). Cripes, I forgot all about that :)
LaorBR
7th May 2006, 02:24 AM
Thinking back, I could have thought one of two things. I could have thought “Oh boy, movie to game conversions suck”. But I didn’t. Alternatively, I could have thought “Ker-ching! Bond is a great franchise. This game will sell and sell!”. But I didn’t. I wasn’t really focused on the business side of things at that time, I was just focused on making the game great. Instead of these things, I thought “Bond: cool!”.
Gotta love this kind of attitude. Ya know, the industry needs more people like this.
OmegaPirate
7th May 2006, 02:29 AM
This i just found which is also interesting (seems related).
http://www.rllmukforum.com/index.php?showtopic=92576
trevor
7th May 2006, 10:12 AM
That was very nice.
He mensions that he wanted enamys to hide under desks but in the end didn't, well they do (in a way). If you destroy a table but still see it sometimes the enamy will roll under it and shoot you, so you see he got his goal about that.
What do you think he ment by, 'rescuing a comrade' does that mean getting revenge or taking him to the first aid block...?
He doesn't mension the stood guards animations. They are funny :D. one thing I'v never seen is them sneze. I'v herd them but never seen them...
If you go to the end of facility quietly you can stand and watch the guards, looking the other, way forevor. they have many funny acts.
Doing this made me realise why they shoot so bad, they are half asleap:D. If you watch carfully you can see them noding off.
Another thing he doesnt mension is the railings, guards can't see over railings. :eek:
I explaind it to my freind that it was because the railings are walls but with a transparent texture and thats how they can't see, but he, the writter, got me thinking, Is it a deliberate bug?
Trev
Kcghost
7th May 2006, 01:20 PM
Wow, this article is cool. Although it doesn't give extrmely detailed details about it's making it, it does give a general idea, which is much more than I would have expected, because I'm sure every one of those guys signed a non-disclosure agreement.
Well, I just skimmed it. Too lazy to read, but I did read abit of it. I love this paragraph:
One important factor was this. The level creators, or architects were working without much level design, by which I mean often they had no player start points or exits in mind. Certainly they didn’t think about enemy positions or object positions. Their job was simply to produce an interesting space. After the levels were made, Dave or sometimes Duncan would be faced with filling them with objectives, enemies, and stuff. The benefit of this sloppy unplanned approach was that many of the levels in the game have a realistic and non-linear feel. There are rooms with no direct relevance to the level. There are multiple routes across the level. This is an anti-game design approach, frankly. It is inefficient because much of the level is unnecessary to the gameplay. But it contributes to a greater sense of freedom, and also realism. And in turn this sense of freedom and realism contributed enormously to the success of the game.
Kickass. That point right there is what makes EA Bond Games suck compared to Goldeneye, more game designers should do it that way.
shell6
9th May 2006, 08:59 PM
I have a feeling that this is exactly why things such as the alt entry for silo exists.
Maxout
10th May 2006, 12:44 AM
Definately real passion and talent were put into Goldeneye. Perfect Dark was the natural follow up.
vBulletin® v3.7.3, Copyright ©2000-2013, Jelsoft Enterprises Ltd.