Brainstorm with Derek Smart

As part of the ongoing efforts to provide this blog community, and the Brainstorm members, with added value, I am hosting an impromptu Brainstorm event featuring Derek Smart, the veteran game developer and Star Citizen skeptic.

We will be discussing what caused him to go from project backer to public critic, his own development history, including the notorious Battlecruiser 3000 AD, and his latest game, Line of Defense Tactics, on Saturday, November 7th, at 7 PM EST. I’ll also be asking him about some of the controversial statements he has recently made concerning Chris Robert’s record-setting development project. You can register for the event here.

In addition to being entertaining and informative, this should also provide those interested in the upcoming DevGame course with some idea of what the guest speaker aspects of the course will entail, as well as the nature of the Q&A sessions.


Hard-core wargamers only

A rather interesting situation has presented itself. I was looking up a much-anticipated reprinting of a board-and-counters wargame that is a particular favorite of mine, and in doing so, I reached the conclusion that the publisher was a one-man operation that is desperately in need of the sort of volunteer help that has made Castalia House so successful.

In the interest of paying things forward, both Ender and I have volunteered certain of our services that are needed; we are translating the new rules into two languages and I’m planning to create a weekly blog post at CH dedicated to wargaming to which various wargamers, myself included, will contribute. This weekly post will prominently feature the publisher’s games, particularly the occasional new release. We’re also going to help proofread and playtest the game being reprinted.

I think other wargamers here will be interested in helping out in various capacities, which could even involve petty investment to help cover the initial print runs. These are the sort of hobby businesses that die on the vine without the support of the community, and unfortunately, the sort of men who are inclined to rescue the obscure heritage of the past are almost always the sort of men who have absolutely no ability to build the sort of communities that can sustain them.

If you’re an old Avalon Hill/SPI wargamer and this sounds of interest to you, email me with WARGAME in the subject. I’ll be hosting a Brainstorm concerning this soon; after I email you back, I’ll want you to think about what you might be able to bring to the table. And if we really want to get crazy, if we have the right combination of talents, we could even think about taking some of these games digital.


Something related to games

I found this exchange on Twitter to be mildly amusing.

Vox Day ‏@voxday
#GamerGate Open Source projects are the current target of SJW entryists. They use Codes of Conduct to take control.

Stonehead ‏@stonehead
@voxday Could you guys please return to your caves, doing something related to games instead of misogyny? Thanks. #GamerGate

Vox Day ‏@voxday
@stonehead In addition to the 7 games I designed this year, the 3 games I am developing, and the game dev course I teach? #GamerGate

Speaking of the game dev course, I’ve had to take the time to do some infrastructure-building, get a little further down the road with regards to the games we’re developing, and arrange to make it possible to let people outside this blog know that a modified version of the game development course I taught at the institute in Zürich is going to be available online. That’s why the course did not begin this fall, but will instead begin in January, most likely on January 9th.

In order to make it accessible to everyone from Eastern Europe to the West Coast, the ten online sessions will be on Saturdays, beginning between 12 and 2 PM until 2 to 4 PM EST. Is there a strong preference for a specific start time in that window here? The structure will be about one hour of lecture, followed by 30 minutes of Q&A, followed by 15 minutes of me interviewing an industry expert, and 15 minutes of audience Q&A with the expert.

The price of the course is $199, but VP readers will receive a $49 discount if they sign up before my partners begin offering it to the public. Two people asked if they could contribute for scholarships; to do so, simply buy a course and let me know you want it to go to someone who can’t afford it. If you would like to apply for a scholarship, don’t do so now, but wait until I announce how many are available. I will be supplying several myself. As I previously mentioned, all Annual Brainstorm members are guaranteed a free seat if they want one; I will be sending out an email concerning this later today.

There are 500 seats for this first course, but due to the Institute students as well as a partnership with a technology incubator in a European city, it is possible they will fill up faster than one might expect. (Although based on some of the numbers the city representative was throwing around, I may need to do a completely separate course just for them, which would have the effect of creating more open seats here.) 40 seats are presently reserved for the institute, as many as 50 may be taken up by the Brainstorm members, but if you are interested in taking the course you can reserve a seat now.

Some comments from the previous course participants:

  • Great job, great course – you can expect a lot of practical knowledge and a lifetime experience from inside the industry – course is definitely worth the time and money invested! Last but not Least, Theodor is a great guy, as a person and as a mentor! Appreciated his honesty and way of spreading wisdom! 
  • These presentations are really interesting. I learn a lot and the stories and examples, while a bit lengthy, are fun to listen to and show a great deal of first hand experience. It’s like getting a look behind the scenes.
  • For me the workshop gives a unique insight into areas of the game industry, which have been very elusive to me so far. Some might complain about the slightly scattered structure of the workshops, but I think that all the little anecdotes and narrated experiences are the real benefit of these sessions. They explain quite well what to expect of relevant companies, how the people interconnect and give hints where to dig deeper to solve other pending questions. Additionally I appreciate the opportunity to get a feedback on the concepts from someone from the industry, thus not on a academic scale, but well founded in the real life business.
  • Generally speaking, it was good and informative. He talked about different subjects and didn’t get stuck on one topic. It was very good that he showed examples and made interactive discussions. It would be better, if he would also show examples of games when he speaks about the history of games and their mechanics.

A development failure

This is an interesting look at an AAA development project that hit a single when a home run was needed:

To understand why Homefront had such a troubled development,
it’s important to look at how THQ was trying to change the way it
greenlit games, and the context in which it did so. Its new procedure,
which is fairly common in the game industry, was a multi-stage process
designed to keep studios at work on new games without committing THQ to
seeing them through to publication. THQ would take pitches from all its
studios, give feedback, see prototypes and then authorize continued
development. After going through this a few times, THQ would make a
final decision about moving forward on full development, or pulling the
plug on the project.

What was unusual about THQ’s greenlight process is that it occurred
at a time when every THQ studio executive knew that closures were
imminent. With the stakes so high, THQ’s new pitch process turned into a
never-ending up-sell.

“We [Kaos] were in jeopardy of dying right after Frontlines,
and [Schulman] felt that we really needed to sell to THQ,” says one
producer. “So we put forth just about every bit of effort we had into
creating one hell of a package to sell to THQ. So much so that I believe
our package was held as a metric for what other studios should do to
sell their packages. And Dave Schulman was a really good salesman at
telling THQ what we could deliver, and turning back to us to say, ‘Hey,
sky’s the limit. Just pack more features in. Make it great. Put as many
bullet points as you can on the back of the box.'”

I was meeting with some THQ executives about funding one of Chris Taylor’s projects at this time and they had sky-high expectations of Homefront. I mean, the words “CoD-killer” were bandied about; they really believed it was going to be a Battlefield-level event. I remember being dubious at the time, and later, when it was released, barely even noticing that it was out. No one I knew ever played it.


Mailvox: We didn’t destroy your dream

Remper, if your dream is destroyed, the only individual responsible will be the only one with the power to do so, Chris Roberts:

1) Don’t give a damn about Star Citizen for about 2 years
2) Poorly-written article in the Escapist appears
3) Don’t research anything or catch up on what is happening in Star Citizen right now
4) Write a post full of concerns about Star Citizen future
5) ???
6) PROFIT

Guys, Star Citizen has the most open development process ever done for a AAA-game. Everything they did so far is perfectly reasonable and what they promise is doable. No one had a single concern about game’s eventual completion before Derek Smart’s posts and the Escapist article. Not because we (backers) are stupid zealots, but because every week we are given a detailed explanation on how things are going.

Keep in mind: most of the Star Citizen backers doesn’t give a shit when the game will be released. This is the project that has to be done right. For now, we trust Chris Roberts with taking as much time as he needs to create the game we asked for. And for the last 2 years he hasn’t done anything to cast any doubt on his decisions.

What I’m really afraid of is that baseless allegations in the game press will scare potential partnerships with other companies and the constant intake from the new backers, which will make Chris to downsize the project – that would be really a shame. So until you have actual facts about Star Citizen development going south, I would kindly ask you not to generate any additional shitstorm. Don’t try to destroy our dream.

A few things. First, Star Citizen is shaping up to be the one of the most epic events in game development history one way or another. To expect professional game developers to ignore their decades of experience as well as their personal knowledge of the various parties involved and keep their mouths shut until events play out is simply not reasonable. We have observations, we have opinions, and we have platforms. Deal with it.

Second, everything they have done so far is not perfectly reasonable. Everything they are promising is not doable. Saying that “it’s done when it’s done” sounds great and all, but there is this little problem called “burn rate” that means Chris cannot take as much time as he needs. That’s precisely why Derek Smart believes Chris is going to run out of both time and money long before the dream is realized.

Third, the allegations are far from baseless. There is a considerable amount of information that has not yet been made available to the public to which many of us in the industry are privy. It’s not a massive industry and everyone is, at the very least, a friend of a friend of a friend. Unfortunately, none of it tends to indicate the Star Citizen project is in any better than the coverage by The Escapist tends to indicate.

It is important to understand that NO ONE wants to see Chris fail. That would be a bad thing for everyone, including Derek Smart. Hell, if Chris wanted my help, I would donate it pro bono. But I very much doubt that insufficient or inept design is the problem, but rather, altogether too much of it and not enough production focus.


The collapse of Star Citizen

Derek Smart contemplates the inevitable end game of a project that appears to be in severe distress:

Last week, The Escapist magazine wrote a scathing investigative report (follow-up podcast) into this project. Something that no other media outlet had done before regarding this project. As they have said, I was not
their source. In fact, only an incompetent media person would use me as
a source. Given how close I am to all of this, the fact that I could
not be regarded as an unbiased source even if I swore on a stack of
Bibles to be unbiased etc.

For the purposes of full disclosure: What I did do, as I’ve been doing since July, was made contact with some mainstream (names withheld as per legal) media sources, trying to get them to investigate this project. This was as per my July 10th blog, Interstellar Discourse
in which, right at the top, I had called for the investigation of this
project and all its creators. This was because I had already been made
aware of most of what is now coming to light as portrayed in The
Escapist article.

As part of that effort, I gave them some of my credible sources,
along with an overview of what I had uncovered and why I simply wasn’t
the one to investigate this any further, due in part by information that
I had access to and which was better off being in the hands of those
same people (the media) who helped hype this project to what it is
today.

I was wrong in making this decision and thinking that anything would come from it. They all chose to bury the story….

My question is that, with all the numerous articles out there,
interviews, visits, face time etc. Why is it that nobody wants to ask
the tough questions about this project? Primary question being, where
did ALL this money go? We have pretty much nothing to show for it – four years later.

In response to the article, Chris Roberts, in continuing the downward trend to disaster, wrote a scathing diatribe
that, on the face of it, looks like you’d have to be high to unleash
that sort of tirade into the public domain. From the CEO of a $90m+
company no less. And clearly it wasn’t vetted by legal (LOL!! that would
be Ortwin). It’s a Gold mine of actionable legal liability. And all it
did was lend credence to some of the things being said behind closed
doors about him, and which were now coming to light via these sources
talking to the media.

The gist of it was that “Derek Smart is bad, this was all his fault, and he was the puppet master”.
Oh, and GamerGate. He mentions me a total of 20 times. The author of
the article got a single mention. And I didn’t even write the damn thing.

Sound familiar? Yes, that’s the blame game.

I was concerned about Star Citizen about a year ago, but I wasn’t half as convinced that the project was on the verge of collapse by Derek Smart as I was by Chris Roberts’s disastrous and very poorly considered response to Derek’s questions. What Chris should have done, what I advise him to do, is to invite Derek to visit and see how development is going for himself. Give him a personal tour. Explain to him how well things are going and how good the game is going to be. Then do the same thing with Lizzy and anyone else The Escapist is willing to send.

This is a GOLDEN opportunity to show off and sell Star Citizen. Instead, Chris and his team have reacted if they have something radioactive to hide. They have reacted as if they are on the verge of being caught red-handed. There is absolutely no reason to react with anger, lengthy diatribes, and legal threats to someone who has doubts about how your project is going.

Whoever is advising Chris is going about it the completely wrong way. I know both Chris and David, and when I get the time I’m going to give them a call and urge them to rethink RSI’s response to critics and doubters, because this simply is not the way to reassure anyone, not even the most sincere Star Citizen supporters and true believers.

And #GamerGate? Seriously? Derek Smart isn’t #GamerGate. I am #GamerGate as are many others who wish both Chris and Star Citizen well. I don’t know what that is supposed to be, other than an ill-advised attempt to dog-whistle corrupt game journos who didn’t do their job covering Star Citizen in the first place.

Derek is correct. None of this has ANYTHING to do with him. Like him or loathe him, his opinions and his history are irrelevant. All that matters is the very relevant observations he has made and the very pertinent questions he has raised. And for RSI to engage in argumentum ad impertinens hominem is not merely self-defeating bad public relations, it tends to call their own credibility, as well as the future of Star Citizen, into serious question.

Ultimately, Star Citizen may well prove to be another painful lesson in “Beware the Awesome” ala Homefront:

Dave Schulman was a really good salesman at telling THQ what we could
deliver, and turning back to us to say, ‘Hey, sky’s the limit. Just pack
more features in. Make it great. Put as many bullet points as you can
on the back of the box.’ When Kaos turned that into a demo to show THQ, the ideas
practically sold themselves. THQ executives loved it, and gave Kaos a
green light to complete the game. “Now beyond that initial preproduction phase,” said one producer,
“then you actually have to pay your dues. You have to actually make the
thing you’ve been promising. I think that’s where Dave Schulman’s
expertise fell short. He had promised so much that there was absolutely
no way we could deliver.”

The damning phrase: “We spent about a total of eight months of our production time making a
five minute demo that was … not an actual game. It was a very nice demo.
But it was all smoke and mirrors.”


Mea culpa

Apparently one of my game design innovations is a “trend that needs to die“, as far as The Escapist is concerned:

Escort missions

Is there anything more annoying than an escort mission? You have to make sure that one NPC get from point A to point B, and you have to make sure they get there alive. Almost invariably, the NPC gets himself into trouble. Maybe he walks too slow and you’re constantly waiting on him, or he walks too fast, plunging into danger before you clear the way. Sometimes they take a path all their own, and it’s never the shortest one to your destination. In a similar vein, let’s do away with Assassin’s Creed’s eavesdropping missions as well, since they’re just escort missions wearing a Halloween disguise.

Yes, believe it or not, Rebel Moon Rising was publicly recognized by Computer Gaming World for being the first shooter to introduce escort missions. The issues the writer mentions are all legitimate, but they were obvious from the start and I believe we handled them pretty well. Other designers would not have followed in our footsteps if it hadn’t worked, but it seems not all of them have been as successful in addressing them.

Of course, the pathing is considerably easier in a 2.5D game than a 3D one, although I don’t know why escorted NPCs wouldn’t have an optimal path pre-programmed into them in the first place.

What I find a bigger problem with the escort mission is the way in which the story situation is so often handled ineptly. That first escort mission in RMR involved escorting baby aliens, who naturally wouldn’t know to run or to defend themselves if attacked by soldiers with lasers. But escort missions where armed adult warriors don’t defend themselves or even run away when attacked are just poorly designed, so it shouldn’t be a surprise if there are other problems with the implementation.


The $90M crash of Star Citizen

Lizzy Finnegan opens the floodgates on what is looking like one of the biggest crash-and-burns in the game industry since 38 Studios and Flagship, if not Atari’s ET.

Crowdfunding in general has seen a harsh decline in consumer trust in the past year, particularly when more prominent names are behind the projects. Mighty No. 9 has seen repeated delays, and fans voiced concerns when Shenmue 3 reopened crowdfunding after more than tripling their initial goal.

On September 22, independent developer Derek Smart penned a lengthy blog post that called into question Star Citizen, a title from game designer and producer Chris Roberts that was successfully funded on Kickstarter, raising over $2 million through the popular crowdfunding website. The game raised over $89 million total through a variety of sources, and remains the most crowdfunded video game project of all time.

Smart has been regularly critical of Roberts’ company Cloud Imperium Games, subsidiary Roberts Space Industries, and the development of Star Citizen, writing a total of five bulky blog posts since July. In these posts, Smart questions the allocation of funds, delays in the game’s release, changes to the format and features, silent changes to the Terms of Service agreement, and the ability for the company to produce the game at all.

Not all backers share Smart’s concerns, with a Change.org petition demanding that Smart “immediately desist in your ongoing actions against “RSI” (CIG) and Star Citizen.” The petition has garnered over 2,000 signatures.

In August, Smart wrote of his intention to send a “demand letter” to Cloud Imperium Games insisting on a “complete forensic accounting” of the money that has been spent on the game, as well as a solid release date and a refund option for anyone who wants one. Smart offered to pay for the forensic accounting out of his own pocket. In addition, he said that failure to deliver on any of those demands would lead to the immediate filing of a class-action lawsuit. That demand letter was sent on August 21.

Lawyers for CIG reportedly responded in a letter, which Smart shared online, stating that Smart had been a backer for the project, contributing $250 in 2012. The letter continued, stating that Smart “commenced his defamatory actions in early July 2015 on his blog – without any basis or backup, and with many links to his own game in development – that the “Star Citizen” project was a fraud and that it was never going to be delivered.” The money that Smart contributed to the project had previously been refunded to him, a refund that was not requested but rather initiated by CIG. The letter then points to Smart’s career and financial issues, accuses him of “desperate efforts to harm [Star Citizen] for his own publicity gains,” and concluded with the assertion that Smart has no legal basis and the demands were being rejected.

One major point of concern includes the seemingly silent alterations to the Terms of Service. In total, a revision to the Terms of Service includes 178 removals and 199 additions, and was instated after the initial release window for Star Citizen had already passed. The original ToS that backers agreed to when contributing the project was ToS v1.1 listed on the RSI website, and stated that if the game failed to be delivered within 12 months of the original Kickstarter estimated delivery date, refunds would be available. At the time, the project held a November 2014 release date, making the non-delivery period November 2015. This was changed on February 1, 2015 to ToS v1.2 to reflect a new timeframe of 18 months. The anticipated delivery date had also changed at this time, to the end of 2016.

“This company was given millions of dollars to deliver a product. They have not delivered that product. And in all likelihood, the company – and project – will both fail before they even get to delivering even 50% of what’s promised,” Smart asserted in his most recent post. “There isn’t a single pro developer on this planet, who after looking at what has thus far been delivered, compared to what was promised up to $65m funded, will say that they can deliver this product within the next three years.”

As it happens, I have been casually acquainted with Chris Roberts since the Wing Commander days and I consider him to be one of the game design greats. Along with Richard Garriott, John Romero, and Steve Fawkner, he is one of my game design heroes. I don’t merely like and respect Chris, I look up to him. The five or six hours I spent talking with him, John Romero, and Epic’s current audio director over drinks at the Santa Clara Westin one evening was one of the most fascinating, informative, and educational experiences of my life… and Chris paid the entire $700+ bill himself. I am still an Origin fan and Wing Commander is one of my all-time favorite games; I even gave Ender a fancy joystick last Christmas just so he could play through the first two games and the secret missions, which he greatly enjoyed doing. I was absolutely delighted when I heard that Star Citizen was in the works.

As it happens, I also had the responsibility of going through Chris’s plans in great detail when Star Citizen was still a Wing Commander reboot with a license from EA and a $25M budget. I ran into one of the guys from the fund this summer and we talked about whether the top man’s decision to reject it had been a mistake in light of Chris’s unprecedented crowdsourcing success; it is now looking as if the decision to not fund the game may have been the right call after all. I strongly recommended that we do it; I still think that an updated Wing Commander would have been hugely successful as it was originally conceived.

At one point, Chris and I even discussed the idea of Star Citizen making use of my Psy-AI design for wingmen, but I didn’t seriously pursue it, partly because I couldn’t tell if Chris’s interest was genuine or if he was simply being polite, and partly because the new game was bigger in scope and I didn’t see the focus being on wingmen the way it was in Wing Commander. And as time has gone on, and the scope of the project continued to grow, my dev-spidey sense began to twitch just like every other experienced producer’s has even though I wasn’t paying close attention to it anymore.

“Without disrespect to anyone, I’m just going to say it: it is my opinion that, this game, as has been pitched, will never get made. Ever. There isn’t a single publisher or developer on this planet who could build this game as pitched, let alone for anything less than $150 million. The original vision which I backed in 2012? Yes, that was totally doable. This new vision? Not a chance. The technical scope of this game surpasses GTAV, not to mention the likes of Halo. Do you have any idea what those games cost to make and how long they took? Do you know how many games which cost $50 million to make took almost five years to release? And they were nowhere [as big] in scope as Star Citizen?”
– Derek Smart, 6 July 2015

Every producer and executive producer knows the feeling of a project that is beginning to slip its date. And every producer and executive producer learns to distinguish between a game that is going to be late and a game that is simply never going to be the game it was promised to be. Unfortunately, when seen from the outside at this point, Star Citizen could not look more like the latter if it was called Battlecruiser 2015 AD.

Derek Smart has a reputation for spectacular failure in the industry, but it’s not really a fair one, and more importantly, that particular failure took place a long time ago. Nor was it anywhere nearly as bad as most people who have only heard about it secondhand tend to believe. And one very significant thing that the Star Citizen defenders are neglecting to note is that besides David Braben, there is no one in the industry who is better suited to recognize the danger signs of a large-scale space combat development project going awry than Derek. Now others are starting to look more closely into the situation, Forbes, for one, and unfortunately, Chris Roberts’s response to Smart’s observations and Finnigan’s article sounds a lot more like messenger-killing than allaying what increasingly appear to be substantive fears for what has become a gargantuan project.

The problem, I suspect, is not uncommon in the game industry. Chris is a visionary and a brilliant game designer. He is not a producer despite having successfully produced games in the past. But as too many developers have done before him, he appears to have effectively combined the lead designer’s role with the lead producer’s role into a single Game Director’s role for which he and many other designers – including me – are temperamentally unsuited, and as a consequence the project appears to have gone off the rails as a direct result of too much money combined with too many good ideas and too little focus on actually implementing those ideas and getting things done.

One thing game developers scraping by and wishing for more resources need to recognize is that funding is as much problem as panacea. Just as the crude state of early graphics technology partially dictated the gameplay and made it easier to focus by virtue of its limitations, a lack of money forces the development focus that is always needed to complete a project. Too much money means no strict externally imposed limitations, and if those limitations are not internally imposed by the producer, the project will tend to grow in scope and scale before collapsing.

I sincerely hope that’s not the case with Star Citizen. The success of Star Citizen after such a brilliant crowdfunding campaign would be absolutely wonderful for the entire industry and could launch a much-needed new era of creativity and innovation. The success of Star Citizen is in the material interest of every professional game developer. But after more than two decades in the game industry, I’ve learned to recognize the danger signs of a derailing development project and more than a few of them are observable around RSI of late.


Mailvox: question format

Shadow #342 had a good question:

Question, VD: what is the file format (eg Excel, Word, etc.) do you want?

Text is fine, but Excel (or to be more precise, .xls or .ods) would be much preferred if you put each element in its own cell, one line per game. That would speed things up considerably. I don’t need the game data formatted this way, just the 10 questions themselves.

[difficulty][question number][question][answer][multiple choice options][correct multiple choice answer]

For example:

[easy][1][On which planet is the game set?][Chiron][1=Hermes;2=Vesta;3=Chiron;4=Eunomia][3]

[easy][2][How many factions were added in Alien Crossfire?][7][1=5;2=6;3=7;4=8][3]

And so forth, where each set of brackets [] indicates a spreadsheet cell.

Please also provide the following information, either in the spreadsheet or in the email to which it is attached:

Game name
Platform(s)
Genre: (action, adventure, strategy, rpg, sim)
Decade: (1980, 1990, 2000, 2010)
Year
Developer
Publisher
Designer name (if known)

UPDATE: Jay sent in a set for Civilization II that worked beautifully. Definitely send them in using spreadsheet format. It’s just as easy to make them that way and a lot easier to put them in the database.

We need 10 questions per game, 4 Easy, 3 Medium, 2 Hard, 1 Expert. Easy questions means anyone who has played the game should be able to get them right. The list of games for which we already have the questions is after the jump.

Academagia
Adventure
Age of Empires II: The Age of Kings
Agent U.S.A.
Akalabeth: World of Doom
Annals of Rome
Armello
Baldur’s Gate 2
Bomberman 64
Civilization II
Civilization IV
Civilization V
Command & Conquer
Command & Conquer: Red Alert
Conquest of the New World
Counter-strike: Global Offensive
Covert Action
Darklands
Dark Souls II
Destiny
Destiny of an Empire
Dishonored
Dominions 4
Donkey Kong
Doom II: Hell on Earth
Dragon Quest VIII
Dragon Warrior
Dwarf Fortress
Elevator Action
Elite Dangerous
Empire of the Fading Suns
Europa Universalis IV
EVE Online
Executive Suite
Fable: The Lost Chapters
Fallout
Fallout 3
Fallout: New Vegas
Fantasy General
Galactic Civilizations 2
Grand Theft Auto V
Grand Theft Auto: The Ballad of Gay Tony
HALO: Combat Evolved
Halo 2
Halo 3
Halo 3: ODST
Halo: Reach
Halo 4
Halo: The Master Chief Collection
Heroes of Might and Magic III
Hitman:Absolution
Homeworld
Journey
King of Dragon Pass
L.A. Noire
Long Live the Queen
Master of Magic
Mechcommander 2
Metal Gear Solid
Metal Gear Solid 2: Sons of Liberty
M.U.L.E.
Nethack
Phantasie
Phantasy Star Online
Phoenix Wright Ace Attorney
Pick Axe Pete!
Planescape: Torment
Postal 2
Quake
Rebel Assault
Robot Odyssey
Romance of the Three Kingdoms X
Shin Megami Tensei: Persona 3
Sid Meier’s Pirates!
Sid Meier’s Alpha Centauri
Sid Meier’s Alpha Centauri: Alien Crossfire
Space Quest 3
Sonic the Hedgehog 2
Star Control II: The Ur-Quan Masters
Super Mario RPG: Legend of the Seven Stars
Swashbuckler
Swords and Serpents
System Shock 2
Taipan
Team Fortress 2
The Bard’s Tale
The Elder Scrolls II: Daggerfall
The Elder Scrolls III: Morrowind
The Legend of Zelda: A Link to the Past
The Legend of Zelda: Majora’s Mask
The Legend of Zelda: Ocarina of Time
Thief
Thief 2
Thief Gold
Tomb Raider
Tomb Raider 2013
Turok: Dinosaur Hunter
Typhoon Thompson and the Quest for the Sea Child
UFO: Enemy Unknown
Ultima V
Ultima VI: The False Prophet
Ultima VII: The Black Gate
Ultima Online
Vampire: The Masquerade: Bloodlines
Warcraft III
Warcraft III: The Frozen Throne
Warlords
Wasteland 2
Wipeout 2097
Wizardry
Worlds of Ultima: Savage Empire
Worlds of Ultima 2: Martian Dreams
World of Warcraft
World of Warcraft: The Burning Crusade
World of Warcraft: Wrath of the Lich King
X-COM: Terror From the Deep
X-COM: Enemy Unknown


Mailvox: Game questions

Some of the quiz game contributors have asked me to post a list of the games for which we have questions so they can create more without reinventing any wheels. The current list of 96 games for which we have all ten questions is below; we’d like to have at least 250:

If you’d like to contribute, please use the following format

Game name
Platform(s)
Genre: (action, adventure, strategy, rpg, sim)
Decade: (1980, 1990, 2000, 2010)
Year
Developer
Publisher
Designer name (if known)

There should be 10 questions for each game, four Easy, three Medium, two Hard, and one Expert. Each question should have the correct answer as well as three incorrect multiple choice answers in the following format. Be sure to precisely mimic the formatting.

On which planet is the game set?
Chiron
1=Hermes;2=Vesta;3=Chiron;4=Eunomia
3

This allows us to enter the questions and answers directly into the database and utilize a unique quiz game mechanic that permits correct answers to be given in either fill-in-the-blank or multiple choice format. That way, there is a bonus for people who really know their stuff, but allowing those who recognize it rather than knowing it cold to stay competitive.

Keep the questions straightforward and don’t try to be cute or tricksy. The list of games for which we already have questions follows after the jump.

  1. Academagia
  2. Adventure
  3. Age of Empires II: The Age of Kings
  4. Agent U.S.A.
  5. Akalabeth: World of Doom
  6. Annals of Rome
  7. Baldur’s Gate 2
  8. Bomberman 64
  9. Civilization IV
  10. Civilization V
  11. Command & Conquer
  12. Command & Conquer: Red Alert
  13. Covert Action
  14. Darklands
  15. Dark Souls II
  16. Destiny
  17. Destiny of an Empire
  18. Dishonored
  19. Dominions 4
  20. Doom II: Hell on Earth
  21. Dragon Quest VIII
  22. Dragon Warrior
  23. Dwarf Fortress
  24. Europa Universalis IV
  25. EVE Online
  26. Executive Suite
  27. Fable: The Lost Chapters
  28. Fallout 3
  29. Fallout: New Vegas
  30. Fantasy General
  31. Grand Theft Auto: The Ballad of Gay Tony
  32. HALO: Combat Evolved
  33. Halo 2
  34. Halo 3
  35. Halo 3: ODST
  36. Halo: Reach
  37. Halo 4
  38. Halo: The Master Chief Collection
  39. Heroes of Might and Magic III
  40. Homeworld
  41. King of Dragon Pass
  42. Long Live the Queen
  43. Master of Magic
  44. Mechcommander 2
  45. Metal Gear Solid
  46. Metal Gear Solid 2: Sons of Liberty
  47. M.U.L.E.
  48. Phantasie
  49. Phoenix Wright Ace Attorney
  50. Pick Axe Pete!
  51. Planescape: Torment
  52. Postal 2
  53. Quake
  54. Rebel Assault
  55. Robot Odyssey
  56. Romance of the Three Kingdoms X
  57. Shin Megami Tensei: Persona 3
  58. Sid Meier’s Pirates!
  59. Sid Meier’s Alpha Centauri
  60. Sid Meier’s Alpha Centauri: Alien Crossfire
  61. Space Quest 3
  62. Sonic the Hedgehog 2
  63. Star Control II: The Ur-Quan Masters
  64. Super Mario RPG: Legend of the Seven Stars
  65. Swashbuckler
  66. Swords and Serpents
  67. System Shock 2
  68. Taipan
  69. The Bard’s Tale
  70. The Elder Scrolls III: Morrowind
  71. The Legend of Zelda: A Link to the Past
  72. The Legend of Zelda: Majora’s Mask
  73. The Legend of Zelda: Ocarina of Time
  74. Thief
  75. Thief 2
  76. Thief Gold
  77. Tomb Raider
  78. Turok: Dinosaur Hunter
  79. Typhoon Thompson and the Quest for the Sea Child
  80. UFO: Enemy Unknown
  81. Ultima V
  82. Ultima VI: The False Prophet
  83. Ultima VII: The Black Gate
  84. Ultima Online
  85. Warcraft III
  86. Warcraft III: The Frozen Throne
  87. Warlords
  88. Wasteland 2
  89. Wipeout 2097
  90. Wizardry
  91. Worlds of Ultima: Savage Empire
  92. World of Warcraft
  93. World of Warcraft: The Burning Crusade
  94. World of Warcraft: Wrath of the Lich King
  95. X-COM: Terror From the Deep
  96. X-COM: Enemy Unknown