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"I didn't lose my mind. It was mine to
give away."
-
Robbie Williams
The only problem with reaching
the top is that there's nowhere else to go! Upon peaking with games like Reach, I
felt I
was now making the biggest and best
games that one man could realistically hope to deliver.
When even
that wasn't considered
good enough, there was nothing left to do but draw a
line under my PC exploits. But I wouldn't go without a fight...
Wrestling MPire 2008: Career Edition ~
January 2008
After going into production towards the end
of 2007, the new-look Wrestling MPire series finally arrived in early
2008 as the date suggests. The advances of Reach had ensured that
everything was looking ten times better than before - from the arenas and
scenery to the characters themselves, who enjoyed better modelling, texturing,
and animation. More importantly, it all FELT better too. A smooth new camera
system was tied into a modified control system, which always reflected your
view of the action and made the game playable from every angle! The way the
characters interacted was also a notch better, as taller wrestlers contorted
their bodies to grasp smaller opponents and vice versa. Their heads even
turned to face their intended opponent, which made the animations more natural
and the action easier to follow. Lots of exciting innovations were thrown in
too - not least of which was the arrival of double-team moves, which I had
never been able to implement before. Now there were no fewer than 5 for every
single possible scenario! The refined new career mode itself was also more
interesting, as players wielded greater control over their lives and could
even arrange matches or form tag teams at will. But for all the additions, all
anybody could talk about was what was "missing". The game still fell short of
mainstream content, and fewer and fewer people were willing to overlook the
gaps. The result was that the game received a surprisingly lukewarm reception
when it was finally released in February 2008. It didn't help that
CafePress had begun screwing up the manufacturing process and took a whole
month longer than usual to make the game available (it was actually finished
in January). Despite being the biggest project of my career, it was also the
first to be released solely as a download until CafePress got their act
together. My defining moment turned out to be a bungled mess and made me long
to return to the days when making games was just a hobby...
The game can be
downloaded here! (42mb)
Wrestling MPire 2008: Management Edition ~
April 2008
As with Reach, the disappointing
reception to Wrestling MPire 2008
confirmed that it was time to
go. It was without a shadow of a doubt the single greatest project I could
ever hope to deliver. If I couldn't make that work then there was nothing else
to look forward to. Unfortunately, that also extended to the managerial sequel
- which was made with rather less enthusiasm now that I knew very few people
would play it. I had big plans to renovate the concept in the way the previous
game had revolutionized gameplay. I couldn't bring myself to go the extra mile
anymore and simply ended up recreating the original concept with better
visuals. That said, such a project was still worth getting excited about. It
may not have been a "revolution", but it was still the ultimate incarnation of
the concept. If you wanted to manage your own wrestling show, this was the
biggest and most visually satisfying experience you could ask for. In order to
improve its chances in the outside world, I finally dropped any references to
"booking" in the tile and simply referred to it as "Management Edition" (the
first instalment being "Career Edition"). It made it clear that these were two
sides of the same coin and prevented any confusion. Players now had access to
whichever aspect of the wrestling business appealed to them most. It was the
best I could do and I left the fans to make of it what they will...
The game can be
downloaded here! (42mb)
The Heavyweight Titles ~
June 2008
Following Hard Time and Reach,
the
arrival of the 2 games in the Wrestling MPire 2008 series completed a
quartet of major releases. Whether the public agreed or not, these were the 4
biggest and best games so far - and they made for a tantalizing compilation
(appropriately called The Heavyweight Titles). The only problem was
that CafePress were screwing up on my publishing so I couldn't trust
them with the project. I was forced to jump ship and ended up on the other
coast of America releasing my games through a New York outfit called Kunaki.
As ever, it was a blessing in disguise because it turned out they could do
a better job at a more reasonable price. If only I had made the switch a year
earlier! In any case, my greatest projects were finally being sent out to
people quickly and efficiently - and they enjoyed a little more popularity as
a result. It wasn't enough to salvage my professional career, but it at least
ensured the final few projects would fulfil their potential...
Popscene: Track 2 ~
August 2008
As the end of my career
loomed, each new project took on a new significance. I was like a terminally
ill patient trying to spend my last few months wisely! It was now or never for
certain projects. Although there was healthy competition from other ideas, I
felt compelled to remake Popscene with the improved visuals of recent
games. The music simulator had always been my most popular concept outside of
wrestling, and I couldn't leave it as the ugly mess from 2004. I delivered
exactly what I intended to and revamped the original concept with much
improved graphics. Most noticeably, the instruments were more detailed and
refined. I knew so little about music last time that I didn't even get the
layout of the keyboard correct! As a budding pianist, I now saw the error of
my ways are corrected it - along with a character model that now had
individual fingers to stab at the keys in question. That also made the guitar
playing considerably better. The only problem was that it was the same old
game underneath, and that no longer cut it in a world where Guitar Hero
was redefining what people expect from a music sim. The "symbolism" of my
games could no longer compete with those that had real interaction. The result
was that the game failed to convert new fans and was strictly for diehard fans
of the original...
Popscene: Track 2 can be
downloaded here! (36mb)
The You Testament ~
December 2008
The good thing about my popularity ebbing
away was that I no longer had anything to lose. I approached my final project
with the fearlessness of a suicide bomber! That wasn't the only "religious"
thing about it either. Rather controversially, I elected to recreate the life
and times of Christ as an interactive RPG. I had always been fascinated by the
connection between spirituality and programming. It was a good metaphor for
the relationship between body and soul. That's exactly what the game riffed
on, as it reinterpreted biblical events through the idea that life is a
"creation". As a miracle worker, Jesus was simply a man capable of
manipulating that creation - and you played a disciple that longed to follow
in his masterful footsteps. It featured the most sophisticated storytelling
mechanism my games had ever seen too, as your every step triggered any number
of spontaneous cut-scenes. It tied biblical events together in a surprisingly
coherent way. The new character models also benefited from real moving
eyeballs that conveyed more emotion! As blasphemous as it sounds, it was an
entirely sincere project and sought to make the teachings of religion easier
to understand and more accessible. I certainly feel I did the best job I could
possibly do within the confines of a game environment. It effortlessly
endorsed every key teaching - from forgiveness and "loving your enemies" to
sacrifice and the pitfalls of materialism. If you wanted to follow in the
footsteps of Jesus, you had to cultivate virtues and forgo sin. As in real
life, the choice was entirely yours. The sentiment wasn't lost on my players,
who had come to appreciate the freedom in my games. Believers and disbelievers
alike found the project surprisingly enjoyable and ensured it would be a
fitting farewell. My work ended as it had begun - with fearless innovation!
The You
Testament can be
downloaded here! (18mb)
The Rise & Fall Of The MPire ~
December 2008
The You Testament was the
culmination of every game that had come before it. It had the social
interaction of Hard Time, the fighting from the wrestling games, the
survival gameplay of Wrecked, and all manner of lesser contributions
from every other game. In fact, in the "Credits" I chose to credit each
preceding title instead of myself personally! It played more like a greatest
hits package than a game in its own right, and that's exactly what we would
see as my PC career drew to a close. The Rise & Fall Of The
MPire featured every single published release on one great value disc,
allowing players to chart the evolution of my work firsthand. My work had
always been about the whole being greater than the sum of its parts, and this
final compilation made that abundantly clear. My solo output may have been a
mishmash of successes and failures, but every single project played its part
in the bigger picture. No creative endeavour begins or ends in vain...
Copyright © MDickie 2000 - 2010
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