Jason Bourne
Forerunner
The following interview is an exclusive interview which can only be seen after registering at Gamebience:: Developer and Publisher of Interactive Entertainment Software. This gives insights on a cricket game which has a gameplay never seen before in any sportsgame.(For the first time, players gets injured or retire hurt in a cricket game,drinks breaks, sight screen adjustment and yeah match fixing too
)
The following is the first part of the four-part interview with the Project Lead of Cricket Life 1 giving insights on the game, development timeline and more.
"...Depending upon the intensity of the injury, you may now be able to see your player getting carried away in a stretcher, and this is an option left to you, as the player has to decide whether to continue playing or get retired hurt. Taking a wrong decision would even lead you to a major injury. As you can see, now you can even take decisions on the field on what needs to be done and what should not be done, whereas if the game would have been released earlier, then you wouldn't have experienced these features..."
Question: We start off with the most anticipated question, Why is Cricket Life taking so long to develop.
Project Lead:
"Cricket Life is actually multiple games within a game. Although we initially focused our development time and effort on perfecting the game logic for the 'Life' part of the game, we did not have any plans to incorporate a full action 3D gameplay initially. Over the course of time, as we kept receiving several inputs from various ends, we finally planned to add limited functionality for 3D gameplay in Q2 2007. Due to these developments, we had to postpone our [release] plans then. However, our Creative Head felt it wasn't enough to give a limited 3D game0play functionality and then our wishlist grew again to incorporate full action 3D [gameplay] support with motion-captured animations.
Since Cricket Life had to represent and portray a Cricketer's life, the content of the in-match game-play was not deemed sufficient and we were told to add more stuff into it."
Question: Can you give me an example of what was added and how it contributed to the extension of development cycle....
Project Lead:
"Obviously I can't reveal each and every feature as they are meant to be some very important USPs of Cricket Life, but I can surely point out some examples. For instance, you will now be able to see a complete drinks break with players resting on the field, drinking fruit juices and water to recharge themselves, or for a batsman asking to move the sight-screen, or to replace the gloves or change the bat. Several type of injuries had to be portrayed in 3D as well as per the new requirements. Depending upon the intensity of the injury, you may now be able to see your player getting carried away in a stretcher, and this is an option left to you, as the player has to decide whether to continue playing or get retired hurt. Taking a wrong decision would even lead you to a major injury. As you can see, now you can even take decisions on the field on what needs to be done and what should not be done, whereas if the game would have been released earlier, then you wouldn't have experienced these features (as we didn't plan to add it earlier). In the same manner, a lot of extra but essential features had to be added, and hence, had to be motion captured again. This extended our development cycle by a couple of months more. By then, we were already into the 1st Quarter of 2008."
Question: I have heard you have revamped your game's graphics over and over again...
Project Lead:
"I wasn't quite satisfied by the quality of the graphics we had initially. We had undergone a complete overhaul of our graphics team, and changed our Art Director. I then undertook the additional responsibility of Art Direction and personally made sure every part of the game had outstanding design and relevant graphics. I decided to give the game a completely distinct look and I am sure when you will see the game, you will be amazed by its look, feel and quality. "
Question: Of course, we are all waiting to see the game, wouldn't it be great if you could release some screen-shots to the general public?
Project Lead:
"All of us are eager to see the public reaction and I am very confident that the gamers will be very excited and happy to see the game. They will understand why we took so long, just by looking at the quality. We share our work at every stage of the game development with a closed-group and act on the inputs provided. However, its has been the policy of our management and hence we are bound to the commitment. As a matter of policy, we couldn't release any content videos or screenshots to the general public until 4 weeks prior to the game's release. "
Question: But, you have released few screenshots earlier too...
Project Lead:
"Yes we did release a couple of them in the pre-beta stages of the game, but as we pushed the development further and extend the development cycle, our game re-enters the Alpha stage and it again needs to go through the whole development cycle. So whatever you may have seen did not necessarily reflect what the game would have looked in the final version.
End of Part I of II. To be continued....
The following is the second part of the two-part interview with the Project Lead of Cricket Life 1, giving insights on the game, development timeline and more.
Question: What is the current status of the development and what are your future plans?
Project Lead:
"We are currently implementing the previously mentioned features and dozens of other features in the same manner that will improve game-play and extend the life of the game. Right from the beginning, we are always looking for quality, and thus we have undergone many changes over the course of development. "
Question: Would you let us know something about the in-game match process? If you can go through the process like how the player is created, his characteristics, etc
Project Lead: "The match engine is as quite complicated and advanced as it needs to be according to the development specifications. Again, we have undergone certain changes and modifications to keep the game new and fresh. For example, Previously, we had used the same industry standard face generation technology as others, that lets you generate players' faces automatically. However, we have recently undergone certain changes and adopted another face generation technique which would allow unique and fresh faces for the players as we received inputs from various ends that many of the faces we used were looking quite familiar and similar to ones they have experienced in other games. Anyways, we are happy with the new face creation engine in use currently as it has given us some fresh looks. But we know the gamers are eventually going to replace them with their own creations, so we have left the option open for them to create and upload their own creations to the game. The player creation process can be as simple or as complicated as you like. If you want to create a player quickly, you can just enter his name, team and country, and upon answering some quick questions, you can let the AI generate a player for you. However, if you want to setup the player in detail, there are tons of characteristics to define. "
Question: Let us know something about the multiplayer gameplay....
Project Lead: "This is one of the areas we have worked on in the recent months. We didn't have any plans until this February to incorporate multiplayer gameplay. However, once we started undergoing a revamping phase, we wanted to implement this feature (which was on the wishlist for the next version). So, we are building a framework for multiplayer gameplay, so that add-ons can be developed that will extend the gameplay to include full multiplayer support. The first version will incorporate interactive gameplay through the website as the players will be able to challenge each other on Internet. "
Question: Would you give us some insights on the development timeline?
Project Lead: "When we started the game in 2006, it all started as a non-3D tactic based- turn-based strategy game. As said eariler, all our emphasis was on the strategy and management aspect of the game. However, the equation got changed in 2007 seeing the requests of the potential gamers. The overwhelming response from the gaming community made us to think about implementing the 3D aspect of the game. Later, upon roping in Mike to represent the brand, our management wanted to give extra care to every part of the game to produce as great looking game as possible. Year 2008 saw another leap in the quality of the game as we decided to incorporate real-life looking actions through the use of motion-capture technology. Every month and every minute we spend on the game is only to ensure the game has what it needs to have. After all, we need to portray a Cricketer's life, and we are leaving no stones unturned to pack and portray all things possible within our time limits and with the available resources. "
Question: Are you planning to come up with an XBox or PS3 release?
Project Lead: "This is one of the most frequently asked questions by the community. Although I am not authorized to reveal any future plans at the moment, we will let the people know whenever we are ready for it. "
Game is scheduled to release in Q3 this year for PC.:hap2::hap2:
)
The following is the first part of the four-part interview with the Project Lead of Cricket Life 1 giving insights on the game, development timeline and more.
"...Depending upon the intensity of the injury, you may now be able to see your player getting carried away in a stretcher, and this is an option left to you, as the player has to decide whether to continue playing or get retired hurt. Taking a wrong decision would even lead you to a major injury. As you can see, now you can even take decisions on the field on what needs to be done and what should not be done, whereas if the game would have been released earlier, then you wouldn't have experienced these features..."
Question: We start off with the most anticipated question, Why is Cricket Life taking so long to develop.
Project Lead:
"Cricket Life is actually multiple games within a game. Although we initially focused our development time and effort on perfecting the game logic for the 'Life' part of the game, we did not have any plans to incorporate a full action 3D gameplay initially. Over the course of time, as we kept receiving several inputs from various ends, we finally planned to add limited functionality for 3D gameplay in Q2 2007. Due to these developments, we had to postpone our [release] plans then. However, our Creative Head felt it wasn't enough to give a limited 3D game0play functionality and then our wishlist grew again to incorporate full action 3D [gameplay] support with motion-captured animations.
Since Cricket Life had to represent and portray a Cricketer's life, the content of the in-match game-play was not deemed sufficient and we were told to add more stuff into it."
Question: Can you give me an example of what was added and how it contributed to the extension of development cycle....
Project Lead:
"Obviously I can't reveal each and every feature as they are meant to be some very important USPs of Cricket Life, but I can surely point out some examples. For instance, you will now be able to see a complete drinks break with players resting on the field, drinking fruit juices and water to recharge themselves, or for a batsman asking to move the sight-screen, or to replace the gloves or change the bat. Several type of injuries had to be portrayed in 3D as well as per the new requirements. Depending upon the intensity of the injury, you may now be able to see your player getting carried away in a stretcher, and this is an option left to you, as the player has to decide whether to continue playing or get retired hurt. Taking a wrong decision would even lead you to a major injury. As you can see, now you can even take decisions on the field on what needs to be done and what should not be done, whereas if the game would have been released earlier, then you wouldn't have experienced these features (as we didn't plan to add it earlier). In the same manner, a lot of extra but essential features had to be added, and hence, had to be motion captured again. This extended our development cycle by a couple of months more. By then, we were already into the 1st Quarter of 2008."
Question: I have heard you have revamped your game's graphics over and over again...
Project Lead:
"I wasn't quite satisfied by the quality of the graphics we had initially. We had undergone a complete overhaul of our graphics team, and changed our Art Director. I then undertook the additional responsibility of Art Direction and personally made sure every part of the game had outstanding design and relevant graphics. I decided to give the game a completely distinct look and I am sure when you will see the game, you will be amazed by its look, feel and quality. "
Question: Of course, we are all waiting to see the game, wouldn't it be great if you could release some screen-shots to the general public?
Project Lead:
"All of us are eager to see the public reaction and I am very confident that the gamers will be very excited and happy to see the game. They will understand why we took so long, just by looking at the quality. We share our work at every stage of the game development with a closed-group and act on the inputs provided. However, its has been the policy of our management and hence we are bound to the commitment. As a matter of policy, we couldn't release any content videos or screenshots to the general public until 4 weeks prior to the game's release. "
Question: But, you have released few screenshots earlier too...
Project Lead:
"Yes we did release a couple of them in the pre-beta stages of the game, but as we pushed the development further and extend the development cycle, our game re-enters the Alpha stage and it again needs to go through the whole development cycle. So whatever you may have seen did not necessarily reflect what the game would have looked in the final version.
End of Part I of II. To be continued....
The following is the second part of the two-part interview with the Project Lead of Cricket Life 1, giving insights on the game, development timeline and more.
Question: What is the current status of the development and what are your future plans?
Project Lead:
"We are currently implementing the previously mentioned features and dozens of other features in the same manner that will improve game-play and extend the life of the game. Right from the beginning, we are always looking for quality, and thus we have undergone many changes over the course of development. "
Question: Would you let us know something about the in-game match process? If you can go through the process like how the player is created, his characteristics, etc
Project Lead: "The match engine is as quite complicated and advanced as it needs to be according to the development specifications. Again, we have undergone certain changes and modifications to keep the game new and fresh. For example, Previously, we had used the same industry standard face generation technology as others, that lets you generate players' faces automatically. However, we have recently undergone certain changes and adopted another face generation technique which would allow unique and fresh faces for the players as we received inputs from various ends that many of the faces we used were looking quite familiar and similar to ones they have experienced in other games. Anyways, we are happy with the new face creation engine in use currently as it has given us some fresh looks. But we know the gamers are eventually going to replace them with their own creations, so we have left the option open for them to create and upload their own creations to the game. The player creation process can be as simple or as complicated as you like. If you want to create a player quickly, you can just enter his name, team and country, and upon answering some quick questions, you can let the AI generate a player for you. However, if you want to setup the player in detail, there are tons of characteristics to define. "
Question: Let us know something about the multiplayer gameplay....
Project Lead: "This is one of the areas we have worked on in the recent months. We didn't have any plans until this February to incorporate multiplayer gameplay. However, once we started undergoing a revamping phase, we wanted to implement this feature (which was on the wishlist for the next version). So, we are building a framework for multiplayer gameplay, so that add-ons can be developed that will extend the gameplay to include full multiplayer support. The first version will incorporate interactive gameplay through the website as the players will be able to challenge each other on Internet. "
Question: Would you give us some insights on the development timeline?
Project Lead: "When we started the game in 2006, it all started as a non-3D tactic based- turn-based strategy game. As said eariler, all our emphasis was on the strategy and management aspect of the game. However, the equation got changed in 2007 seeing the requests of the potential gamers. The overwhelming response from the gaming community made us to think about implementing the 3D aspect of the game. Later, upon roping in Mike to represent the brand, our management wanted to give extra care to every part of the game to produce as great looking game as possible. Year 2008 saw another leap in the quality of the game as we decided to incorporate real-life looking actions through the use of motion-capture technology. Every month and every minute we spend on the game is only to ensure the game has what it needs to have. After all, we need to portray a Cricketer's life, and we are leaving no stones unturned to pack and portray all things possible within our time limits and with the available resources. "
Question: Are you planning to come up with an XBox or PS3 release?
Project Lead: "This is one of the most frequently asked questions by the community. Although I am not authorized to reveal any future plans at the moment, we will let the people know whenever we are ready for it. "
Game is scheduled to release in Q3 this year for PC.:hap2::hap2: