After
finishing Abuse and receiving our first of many royalty
checks for $250,000, we moved out of the apartment we working out
of and into a real office. I begin developing Golgotha with
very little knowledge of 3D computer graphics. At the time, the 3D
gaming industry was just beginning, and no one knew for sure which
way it would go. We knew it was going to big, and we wanted in on
it. It was unclear at the time how important software rendering
was going to be. We didn't know what features were going to be
hardware accelerated, and which weren't. We could only guess at
which 3D API would be the best supported.
The second big
unknown was what kind of game would we make? We had just spent way
to much time working on Abuse and didn't want to even think
about Abuse II. The first idea we had was to make something
like Gauntlet 3D. Gauntlet, for those of you who
don't remember, was a multiplayer arcade game where you could pick
between 4 characters and run around and kill, kill, kill, eat
food, and collect treasures.
The way we were going
to approach Gauntlet 3D was by letting the artist model the
world in extremely complex detail and we would render out movie
quality frames along a preset branching camera path. This idea is
similar to an arcade game Area 51, except we were going to
store a Z-buffer which would allow characters to be drawn into the
scene freely and also we would have much more camera angles making
the game less linear.
A problem we
encountered was that modeling a realistic environment was a huge
task. Adding to the difficulty of the task, our artist had no
experience in the field. I remember in a particular level we
wanted to have a dungeon. A certain artist begin by creating a
single brick, then duplicating it several thousand times and
building a wall out of the bricks. He kept complaining that his
machine was too slow when he tried to render it. Needless to say
this is not the best way to model a brick wall.
Another idea we
entertained was a game called "Assassin" in which you
play the part of an assassin who gets a mission to kill some
famous person. You get the blueprints to their house, a list of
weapons, and maybe some information about their bodyguards. We
thought it would be great if we could have a mission where you
could actually kill a certain famous political figure. We figured
the publicity for such a game would be very strong and more
importantly, free. But, it posed a number of burning legal
questions. It is very illegal to even talk about killing the
president of the United States. If we were to make a game about
it, could we be arrested, or even worse, everyone who played the
game? I called the FBI, CIA, secret service, the defense
department, the pentagon, and several lawyers, but I couldn't get
a straight answer. We quickly decided maybe it wasn't a good idea!
About this time we
got hooked on playing a little game called Command and Conquer
(C&C). This game was fun! Very fun. We wanted to make a
game just like it, but we also wanted to make something 3D. The
only fun 3D game I had ever played was Doom. This still
holds true today for me. Naturally the thought occurred "Doom
meets Command and Conquer". But what does this
mean actually? Do you play first person driving in one of the
vehicles, or maybe you can switch to any vehicle at anytime and
take control. We played with many combinations of these ideas, but
they never seemed to be what we were looking for. The problem
boils down to : In Doom you are single character only
concerned about your health and what's behind the corner, In C&C
: you are a mastermind global strategist where everyone is
expendable and you only care about how you are doing overall. The
two don't work together. It seems obvious now, but we thought
there had to be a way to make it work.
After discovering we
couldn't make it have the level of fun we were looking for with
"Doom meets C&C", we considered two
options. One options was to make the game more action (Doom)
based, the other was to make it more strategy based (C&C).
First we tried the C&C approach, but the theory was
that without fancy camera angles, it's hard to compete with the 2D
strategy games coming out because of they can have more characters
and better artwork. Then, we tried an action version, which is
what you see in the final release. To make the game more action
oriented we had to simplify the strategy aspect. This meant not
spending all of your time "micro managing" units by
clicking on them and then their destination/target. We setup up a
system where all the paths that a vehicle could travel on where
predefined by the level designer and you could only select a
current path and then build a vehicle. Once built, the vehicle
would travel down the path, fighting all the way, until it reached
it's destination or was killed. This concept is similar to an old
Apple game called Rescue Raiders. So, since you were not
tied up planning strategy all the time, the world was your to
explore in the first person. The problem that occurred here, is
that all the vehicles would travel in straight lines and it was
like shooting ducks at the county fair.
While all this
planning, designing, and throwing away of ideas was occurring,
money was being spent. Lots of it. Salary, rent, and other
expenses took a ~$30K chunk out of bank every month. We had grown
from 3 to 9 people and moved into a bigger office. To keep up with
cost, we signed a deal to publish in Europe and Australia with
TeleStar, and a deal to publish a Linux version with Red Hat. We
also inked a deal with AMD to add AMD-3D acceleration, and we were
in the process of talking with 3D sound card people, and specific
3D card people. Each time we signed a deal we put money in our
pockets to keep us going, but we added more time to the project by
having to promise certain things. As the water treading continued,
the world was changing around us. Now, the minimum spec machine
was not a P-133, 3d acceleration was a must, and other similar
games had come out (Uprising & Battlezone). The
games that came out didn't offer us any clues on how to make this
genre fun. They also sold really poorly which was a signal to
publishers that we would have a similar fate. This made finding
the great publishing deal we had been holding out for for so long
a near impossible task.
Around July, Crack
first missed payroll. August came and we moved out of the office.
September offered no new news, so we decided to call it quits.
Rather than letting all that hard work sit around and rot, we
released it to the public domain. After doing the same with Abuse
and getting a tremendous response, we had to. Some people have
said "Aren't you worried someone else could pick it up,
finish the game and sell it". The answer is no. I don't mind
if someone makes a profit off this work, which is a definite
possibility. I think the engine can be used to make many different
games, and I hope someone does just that. The soundtrack could be
sold to a record, game, or movie company for 100k or more, and the
textures have a fair value as well. But with debt that Crack dot
Com accrued, even these sales would not have helped. We would much
rather see other people learn from our work and our mistakes.
The experience gained
by going through this process has helped me understand the
business world in a way that I could never learn by reading about
it or studying it in school. Personnel, management, accounting,
and planning are skills just as important as the required
technical skills in the computer industry. The only real way to
learn these skills is through practice. Once you see how it all
works and that you can do it, you are not afraid to try again.
Almost a year ago, I
had an idea for some new networking technology that I felt could
change the software industry in a big way. When Crack first missed
payroll, I saw it as an opportunity to develop this technology and
start a company that uses it. I have been working on it non stop
since, pausing only to package up the data from Golgotha and
place it at http://crack.com/golgotha_release.
Because of the nature of the business I'm not able to discuss the
details yet, but I am soliciting resumes and investors at http://crack.com/startup2.
2nd Article:
Silverman: The End of
Crack dot Com
DWIGHT SILVERMAN
c.1998 Houston Chronicle
Imagine
a business shutting down and giving away its product.
Picture
a homebuilder stacking mortar, bricks and lumber by the side of
the road next to a big sign that says ``Take me.'' Or consider a
defunct automaker letting folks cart away pistons, tires, gas
tanks, fuel gauges and bucket seats, for free.
In
the case of Dave ``DDT'' Taylor, the stock-in-trade was software.
And when his Austin, Texas, game company, Crack dot Com, went out
of business, he literally gave away the store.
Taylor
recently posted on the Internet the unfinished pieces of the game
that he and his staff had been building. Golgotha was to be a
battle strategy game in which players marshal armies against each
other, rendered in a 3-D, first-person style.
Anyone
with enough time on his or her hands can download the game's
source code -- its raw programming -- as well as sound effects,
original music and artwork. Because these components are now in
the public domain, prospective game developers can use them in
their own programs, or even complete Golgotha if they choose.
``I've
heard from one group calling themselves Golgotha Forever who want
to make it a goal to complete the game like I intended it to be,
as though I had this grand vision,'' said Taylor. ``I told them
they really ought to do their own thing with it.''
Taylor's
largesse is both a matter of practicality and consistent with his
approach to dealing with the audience that plays his games. Taylor
used the Internet to keep fans informed about the game's progress,
as well as the health of his business.
Unlike
a lot of companies that keep their business dealings close to the
chest, Taylor wore his on his sleeve. He regularly posted updates
on how Crack dot Com was doing, and those reading his musings
could literally watch as his business withered and died.
Taylor,
29, is a former employee of id Software, the games company that
pioneered the 3-D shooter genre with hits like Wolfenstein 3-D,
Doom and Quake.
While
at id, he began posting his thoughts on the Net in what's known as
a .plan file. This is a kind of calling card or greeting that pops
up when a function known as a ``finger'' is performed across a
network, or the Internet. For example, if you used an Internet
finger program and entered ddtcrack.com, you'd see Taylor's
current .plan file.
Taylor's
.plans became popular among those awaiting id's next game, and
soon his colleagues began writing their own .plan files. These
postings have since become an important way for game companies to
keep their audiences up to date on the development of highly
anticipated games. (To see a good selection of game-industry .plan
files, go to http://finger.stomped.com
or http://finger.planetquake.com
on the Web.)
He
started Crack dot Com in 1994 with Jonathon Clark, and left id two
years later to work full-time as its chief executive. The company
had a cult hit with a 2-D, side-scrolling game called Abuse, but
Golgotha was going to be its masterpiece, the title that put Crack
on the map.
Clark
and Taylor set up shop in Austin and hired a staff of designers,
artists and even a sound effects/music specialist. Securing enough
funding to keep it going was a problem almost from the start as
the company relied on some income from Abuse and small deals
worked out as advances on Golgotha.
As
early as May 1997, Taylor was expressing concern in his .plan file
about Crack dot Com's tenuous nature: ``Unfortunately, my work
logs will be a bit more sparse than the others because most
business/press work is supposed to remain confidential until
things are finalized. Maybe this will change. Maybe I will be the
one to change it! Hm. Maybe I don't want Crack to fold.''
Taylor's
.plans talked about the most basic aspects of running his company
- meeting with publishers, working with press, even hiring
temporary workers: ``Yummy. We've got a temp in here doing filing
and paying bills. I've never hired a temp before. `I'll do
whatever you like!' This rocks.''
Taylor
partly blamed Crack dot Com's problems on the fact that publishers
were not willing to strike a deal with a new developer until a
finished game was in hand. Throughout his postings, he discussed
many deals that never came to fruition: ``Forsooth, it is Sunday,
and Publisher X did not fax an offer on Golgotha NA (North
America) rights on Friday. Dave suspecteth Publisher X is trying
to string Crack along, perhaps not for the first time.''
At
one point, after a verbal agreement was undone by language added
to a written contract, Taylor expressed his frustration: ``Still
doing publisher/investor discussions. Would love to go into sordid
detail, but if you knew what makes the business world tick, you'd
curl up in a ball and ask for your mommy. I know I do.''
Crack
dot Com ran out of money in July, and Taylor posted this
remarkably candid announcement in his .plan: ``Conventional biz
wisdom says you shouldn't announce this sorta thing, but I do so
because of an annoying decency streak. So before the rumors start
to fly, I should announce that Crack is in deep financial ----.
We're not in debt and refuse to enter debt, but we just ran out of
cash and are not making payroll. Those of us financially stable
enough to weather some time without being paid will stay on. We're
all confident the money will come in, including those of us who
can't afford the loss of income. There is just too much value in
the project, it's inexpensive to complete, and there are too many
opportunities even outside Golgotha. But two of us, Gene &
Stephen, don't have the reserves to miss a single payroll, so I'd
like to help place them at other companies.''
Taylor
said that announcement got job offers for both employees, though
one is still looking for work.
Later
.plan files talk about disconnecting phone lines and moving out of
the company's high-rent offices. But Taylor never actually said in
his .plan that Crack dot Com was gone. But his partner, Jonathon
Clark, did: ``Welp, I'm 25 years old now! Time to do something
different with my life. If you haven't heard yet, Crack.com is
dead.''
So
why, after four years of work on Golgotha, did Taylor decide to
give away all that work?
``Code
rots,'' he said, referring to the programming code. ``Game code
rots even faster. If you're not keeping it up to date with all the
advances going on out there, it becomes worth less and less. We
weren't going to be around to support it, so we're just giving it
away.''
He's
now looking for work, hoping to find a job as a programmer or
designing hardware. The job interviews are coming regularly, he
said. And how will he feel about no longer being the boss, and
going back to being just another employee?
``I
will be thrilled,'' he said.
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