May 8, 2006

[Sin] Just under 48 hours to go...

At 12:00 noon CST on Wednesday, "SiN Episodes: Emergence" is going to be unlocked for the world. To say that I'm anxious and nervous is an understatement and a half.

I have faith in my abilities as a tester. I have faith in the ability of my team. But the real testing starts once the game is in the hands of the consumer. You never know what real users are going to do until they actually have their hands on the product.

Sure, you may have spent hours launching DUAG rounds into concrete ensuring that the penetration depth was correct, but a consumer will find the one area with a hidden material inside that prevents the proper amount of penetration.

Sure, you have have thought you sealed all of your map exploits, but a consumer will discover that if he stacks nineteen trash cans on end and bunny-hops in a particular pattern, that he can get outside the world.

So I'm nervous, but I'm excited as well. It's been sixteen months coming, but we'll finally get to see consumers having fun with our game.

9 comments:

Morgan said...

Is it multiplayer?

Francesco Poli said...

I hope people find some big exploits. Otherwise, how will we get spectacular speedruns like Half-Life 2 Done Quick? :-)

Michael Russell said...

Morgan: If you pre-order, you get "SiN 1" with multiplayer as part of the bundle. We haven't announced our plans for multiplayer going forward other than to say, "We want it."

Francesco: I know people are going to find exploits. I just don't want an exploit that will let someone finish a level in thirty seconds or less, you know?

Morgan said...

All right, I preordered. I hope there are people still playing SiN 1 multiplayer... unlike Quake 4. By the way, if I find any bugs, what's your public escalation procedure? Ignore, ignore, ignore? ;)

Michael Russell said...

Well, for "SiN 1," I've been in the forums every day looking for problems people have had, trying to get solutions, and collecting issues for future patches if that's what you mean.

Francesco Poli said...

Just got through it. Game's stable and all. :-)

Only real game-killing problem is the so-called automatic skill balance. Whoever tested that should be tossed out of a window.

I can't believe it's 2006 and I'm still running through corridors at 3 health, with no health packs, no ammo, and 500.000 minigunners every three steps, doing nothing but saving, memorizing and reloading - all at the default slider settings.

I seriously hope Ritual considers to take that "feature" out. It's a complete disaster.

Michael Russell said...

Well, we had in a couple hundred playtesters to balance it...

What did you set the challenge sliders to?

Morgan said...

francesco: Well, I believe "SiN 1" was released in 1998...

Michael: In "SiN 1" when you first get into the game, if you access the ATM and exceed the characters-per-screen limit, press the Enter key. You might notice what looks like graphic corruption on the far left side of the input box. Once you enter another value that doesn't exceed the characters-per-screen limit, the remnant pixels revert and the interface displays correctly. You guys probably found that though.

I echo francesco's sentiments regarding the difficulty. I chose the "officer" (?) difficulty level, and I ended up just enabling god mode. I'm just enjoying the story progression now.

Okie said...

Very cool...congratulations. I'm sure it's going to be great...I'm definitely excited for it. (Now I just have to install steam on my home computer so I can download it here...since the computer at work I was using is no longer in my control...doh)