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Feature: 'Schadenfreudian Slips: Age Of Ornithology Postmortem'

In today's other main Gamasutra feature, the first in a new, regular 'Schadenfreudian Slips' column sees the talented developers at Teutonic powerhouse Schadenfreude Inte...

Simon Carless, Blogger

January 17, 2006

1 Min Read

In today's other main Gamasutra feature, the first in a new, regular 'Schadenfreudian Slips' column sees the talented developers at Teutonic powerhouse Schadenfreude Interactive conduct a postmortem of their classic avian PC strategy title Age Of Ornithology. A Gamasutra editor caveat, preceding the feature itself, explains: "This special postmortem.. recently arrived via Aeroluftenpigeonpost from Germany. Unfortunately, the package did not have a return address, so we were unable to officially fact-check and verify this article, but we present it as-is, in the hope that it will inspire all developers to make better avian-related games." The article goes on to explain what went right or, in this case, what went wrong during the development of the award-winning game: "1. AI is hard. Our most recent titles were two auto-racing games (Nazgul Thunder and Cthulhu Karts) and a Battlemech fishing simulator (Steelhead Battalion), none of which had much strategy beyond “veer to the left a bit before a right turn so you can maintain higher speed” and “use the spinnerbait.” So naturally, we made a few fledgling mistakes. We didn't foresee the need for a complex birdseed-scattering algorithm to distribute food evenly, so early versions were plagued with “chicken rushing.” Chickens also caused another glitch with our multibranched tech tree – chickens were cross-dependent on the development of the egg, resulting in an infinite loop condition. We had many arguments about this bug, which were finally resolved by our lead programmer flipping a coin. The egg was victorious." You can now read the full Gamasutra feature on the subject, including Schadenfreude's concerns on whether "there [is] still a market nowadays for a tern-based game?" (no registration required, please feel free to link to the article from external websites).

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2006

About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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