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Title: Mythos - Gamespy Dev Diary Date: 2007-09-06   
Author: little_shiba 
Mythos - Gamespy Dev Diary
Mythos is one of those quirky titles that we're proud to be able to shine a spotlight on. It began as a tech project for Flagship's Hellgate: London, and has rapidly evolved into something much more. Over the next few months, we'll be showcasing Mythos with exclusive insights from the team as well as screenshots and video you won't find anywhere else. Our first guest is Brock Jones, the game's producer. We'll let him tell you the rest!



I'm Brock Jones, the producer of Mythos, based at the Flagship Studios Seattle office working on Mythos, our massively multiplayer action-RPG/dungeon crawl. By pretty much any measure, we're a small development team. As I glance around the office right now I count 11 people, including myself. Making a game like Mythos with such a small team has a host of perks as well as a few potential pitfalls, but in the end, at least for us, the pros clearly outweigh the cons.

Mythos? What is Mythos?

Mythos was conceived in the mind of its lead engineer, Travis Baldree (creator of the semi-casual dungeon crawl, Fate). The notion of a visually updated, multiplayer dungeon crawl with classic gameplay was appealing to Flagshippers at the corporate headquarters in San Francisco. This isn't a particularly surprising fact given that the Flagship company roster and the credits from Diablo and Diablo II are nearly indistinguishable.


Flagship knew that Travis was a very valuable guy to have around and they recognized that Mythos could be a very useful project to help prove out much of the new technology that Hellgate: London would be developing. Mythos could exist "under the radar" and let Flagship iron the inevitable kinks out of things to help ensure that Hellgate: London went off without a hitch.

In the beginning, there was only Travis. As a team of one, Travis worked from his home in Seattle and quickly built up the core gameplay of Mythos. The project was certainly helping to identify and fix issues with Hellgate: London, but beyond just being a test platform it was also starting to be... fun! Gradually, the notion grew that Mythos could stand alone as its own game.

In order to really have a shot, though, Mythos would need more than just Travis, so the hiring began and Flagship Studios Seattle was born. Mythos got its own artists, another engineer, some game testers, and when Travis got so mired down trying to keep the whole team running that he could hardly focus on actually making the game, they got a producer.


When you're working on a small team in a small office, it's hard not to know what your coworkers are up to, and this team awareness is one of the most advantageous elements of working on a small team. Anyone who has ever worked on a very large team as a bit player in a large production is likely familiar with the potential for disillusionment and the occasional urge to just "phone-in" work. When people don't feel like their work has real significant impact on the product or the people around them, motivation can become a scarce resource. This is a problem we rarely see.

In a small group, you know that everybody else is depending on you to get your work done so that they can keep doing their work. Frequent verbal updates travel back and forth across the office, so everybody knows what everybody else is up to. Furthermore, everybody knows that their work is important and that if it doesn't get done, there isn't anyone that they could pass the buck to. Ultimately, nobody wants to let anyone else down, and that can only benefit the team and the game.

"We Hunt and Kill Bad Ideas for Sport..."

That's not to say that working on a small team is all roses. Simply stated, there are more than eleven jobs that need to get done when you're making a game, and sometimes the bulk of the work to be done will all seem to fall on the shoulders of one person. To really maximize the efficiency of a small team, it helps to have people that can easily transition to other roles to help spread the workload more evenly. Visit Mythos HQ on any given day and you might find one engineer writing quest content or designing particle systems, another engineer polishing up some art assets, an artist giving tech support, and the producer cleaning the bathroom or balancing item drop rates.


Versatile people represent the key to making a small team work. Without people that can perform multiple roles, it becomes difficult to realize the "low overhead" benefits of having a small team. We've got a great team of people and when they see that something needs to get done, they're willing to jump in and help out regardless of what's in their job description.

While this kind of flexibility really helps us get the job done, it also requires a certain type of personality to make it work. We all want to make the best game possible, and we all voice our opinions pretty freely to our coworkers. Our engineers frequently have input on the art that goes into our game. On the flip side, our artists often voice strong feelings about specific game features as they are implemented. We all tend to be bluntly honest with our assessments, whether positive or negative.


To actually benefit from this type of situation, you need people that have a thick skin and an open mind. We hunt and kill bad ideas for sport, so if team members have a difficult time handling criticism or defend ideas based on pride alone there is a real potential for bruised egos and hurt feelings. However, if the team is able to handle criticism and keeps it constructive, there is a huge benefit to be reaped.

We all get to contribute to the entire process of making Mythos in a very real way. That feeling of participation is strong motivation and is the fire that keeps our team going. It's a dynamic that can only work with a small team of the right kind of people. If the team grows too large or the people don't mesh just right, the communication and interactions that fuel the process sputter and the project falters. But when it clicks, it makes the job incredibly satisfying and rewarding for everyone involved.
This news is from: http://pc.gamespy.com/pc/mythos/817525p2.html
Tags: Mythos  
 
Relevant links:
  • Flagship's Mythos - preview at...   [ swordson ]   2007-03-24
  • Mythos Unveiled   [ ruru ]   2007-03-24
  • Mythos Operandi   [ just1minute ]   2007-06-11
  • Mythos - Preview   [ little_shiba ]   2007-07-09
  • Mythos: Closed Beta Opens   [ just1minute ]   2007-07-10
  • Mythos - GameZone Preview   [ little_shiba ]   2007-08-22
  • Mythos: New Dev Blog @ IGN   [ little_shiba ]   2007-09-02
  • Mythos: New Dev Blog @ IGN   [ akira1020 ]   2007-09-03
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