Communications Lab 8
Postmortems
Due: Nothing to turn in. Do the readings before class on Friday, April 25th.
Postmortems
A postmortem is very special type of document (or presentation) produced by
a game developer once the game is completed. It is a reflective document in
which the game developer talks about what they wanted to do versus what they
actually achieved. While they often stress what the development team did
right, there is also a lot of emphasis on what they did wrong.
For the last communication lab, we will discuss postmortems as a group, with
an eye towards what you are expected to do for your final presentation. There
are several postmortems linked below, which you should read before coming to
class the day of the communication lab. As you read the postmortems, ask
yourself the following questions.
- Who is the audience of a postmortem?
- What is the value to reading a postmortem?
- What is the value to writing a postmortem?
- What types of things do all postmortems (that you have read) have in common?
- What are some proper ways to structure a postmortem to make them easier to follow?
The Readings
For class, we have chosen six postmortems for you to read. They are all pretty
short, and so it should not take much of your time to read them. However, we
expect you to put some thought into them while you read them, particular with
regards to the questions that we have asked above.
All of these readings can be found at Gamasutra. Gamasutra is an
excellent resource for game postmortems. It is second only to
GameDeveloper Magazine, but it has the added bonus that it is
not behind a pay wall. It is also good because it contains a nice mix of
postmortems from both independent and big budget games. We have chosen
three of each below.
Big Budget Games
- Neverwinter Nights
- Neverwinter Nights Client/Server
- Neverwinter Nights promised to finally bring the Dungeons & Dragons experience to the
computer. While it was a successful game, it did not quite live up to that promise. These
postmortems contain two different perspectives of the game development experience.
- Deus Ex
- Deus Ex was a ground breaking game that combined first person shooters with role-playing
elements. It was recently selected Best Game of All Time in a 2007 readers poll for the
UK magazine PC Zone. Warren Spector's p
postmortem for this game is pretty extensive.
Indie Games
- Total Pro Golf 2
- This recent independent title is unusual in that the developer relied on a lot of community support to
develop the game.
- Rocketbowl
- This independent game was the 2005 winner for Technical Excellence at the Independent Games Festival.
- Oasis
- Oasis was the winner of the IGF's 2004 Game of the Year and Innovation in Game Design awards in the web/downloadable category.
It has also been used as a case study in past semesters of CIS 300.
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