![]() When asked why he would be so open about the faults of the game so soon after it launched, Smith's response was, "I believe in personal accountability."Įven though he accepts his own faults with the design process, Smith still thinks the game was underrated. Smith doesn't, however, think what happened with Blacksite is another example of developers fighting against corporate demands. In contrast, once Deus Ex was completed, Smith says the team spent six months playing the game just to make sure everything was right. "With a year to go, the game was disastrously off rails." There were long delays just getting Blacksite playable, and once it was he says, "it went straight from alpha to final." ![]() That lack of polish, of being able to sit with a final product and make sure it is up to the standards they wanted, was one of the biggest problems for Blacksite and for Smith.
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