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Baldur's Gate II: Anatomy of a Sequel

Discussion in 'Game/SP News & Comments' started by NewsPro, May 3, 2001.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


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    (Originally posted by Darien)

    There's a feature article up at Gamasutra by Dr. Ray Muzyka that explores the making of Baldur's Gate II. Here's a brief summary of the article:

    At BioWare we have learned to do thorough post-project reviews to analyze both the strong and weak development areas of our projects. The best way to start a sequel is to review and improve upon the processes used in the original. In the case of the original Baldur's Gate, we felt we didn't have adequate time to reach our design goals; we were simultaneously developing the BioWare Infinity Engine while creating the content in Baldur's Gate. This lead to extreme pressure to have simple areas and game design. With Baldur's Gate II, we resolved to allow the designers adequate time to allow the game to reach its full potential. We had learned to review our previous projects, learn from our mistakes, and apply these solutions to all new and ongoing projects.

    Summary: What worked Well:

    - Stable engine technology
    - Team dedication to the project
    - Veterans returning to improve on a system they created, ensuring familiarity with the development pipeline and engine
    - Good project discipline
    - Quality Assurance (QA) in the endgame

    Summary: What could have been better:

    - Fragmentation of team communication
    - Content bloat (Game too big)
    - Lack of early Quality Assurance
    - Late asset delivery - audio and sound
    - Poor coordination of localization (translation)
    - Multi-player - non pausing dialog, non-protagonist characters


    Read the rest here.
     
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