Tetris DS : Good news and bad news

Jacobi

Banned
The good news : It will release
The bad news : It's made by THQ

Source :

15.02.05 - Hier sind aktuelle Alterseinstufungen der USK (Unterhaltungssoftware Selbstkontrolle) für Deutschland.

Tetris DS (NDS, THQ)
Freigegeben ohne Altersbeschränkung gemäß § 14 JuSchG

The USK gives games ratings if they are too violent for children or not
 
Tetris Worlds was actually quite fun. Had a friend who owned a Cube and his only damn game was Tetris Worlds. He played the ass out of it.
 
Prospero said:
Okay--I didn't play Tetris Worlds. But can someone explain to me how a developer can screw up Tetris?
Well if you really wanna know:

http://www.fatbabies.com/phpbb/viewtopic.php?t=3649&highlight=tetris+henk+rogers

I came back to see if the main fatbabies site was still essentially dead (yes) and found out that the forums are still kicking a bit.

I always wondered if any of the former Blue Planeteers would post the story of BPS and Tetris Worlds. Admittedly this is a dead thread (last post in September I think), but I wanted to shed some light on what really happened and why video game development (even something as seemingly simple as Tetris) is incredibly difficult these days. I was a member of the Tetris Worlds development team. When the project started, it was extremely ambitious: four platforms (PC/PS2/X/GC) in 11 months. As you all know, Christmas is king in this business, and we were under tremendous pressure from THQ to get two of these (PC/PS2) on the shelf by Christmas 2001, with the xbox and GC versions to follow close behind.

First of all, I think Henk Rogers loves Tetris. It is his baby, it made him a mint, and he really cares about keeping the game alive and fun. That being said, I think Henk also has a massive ego and is blissfully ignorant of the realities of game development, and I think these were the main factors in the train wreck that was Tetris Worlds. When we first began development, Henk provided a set of hand-drawn story boards to work from. No design document, no functional specification, only a stack of drawings and a few scribbled notes in the margins. Then he disappeared, to "handle business" and work with an outside contractor who was developing a Tetris design tool. This tool allowed the designers to create Tetris-style games using a simple GUI-driven Mac application.

While designing the tool and working on the gameplay itself, Henk (the "Master Game Designer" if you read the TW credits) left the bulk of the rest of the work to the Lead Designer and Lead Developer. Detailed designs began to take shape, development began, compromises were made, and the project began to look like it could actually be done on time.

Four months later, Henk called for a team meeting to get an update on development progress. Upon hearing about the direction development was taking, he freaked out. His "vision" had been utterly destroyed. Henk saw this game as a platform for the "Mino" characters. If you've played TW, the Mino is the little cube that sits in the lower left corner of your screen and watches the board while you play. Henk's vision was for each world to be comprised of dozens or hundreds of Minos that interacted intelligently with the player and each other, constructed the world as your gameplay progressed, and generally gave a feeling of life to each world. He also wanted a "Mino city" which provided online gameplay, buddy lists, and a tournament/ranking system. Needless to say, this was overambitious at best for a title that was expected to be on the shelves in less than a year.

With six months left until Christmas, Henk insisted on totally revamping the design of the game. The compromises for playability were thrown out. He insisted on redesigning the clean and simple multiplayer UI in favor of a complex, confusing interface that took three times as long to develop and debug. One programmer spent almost 100% of his time for 4-5 months working on nothing but the Mino AI engine, and effectively all of his work was thrown out of the final product.

Henk, the Lead Designer and the Lead Developer had meeting after meeting, argument after argument, and THQ got more and more nervous as Christmas approached and the game was largely unplayable. The development team put in 70, 80, even 100 hour weeks, sometimes 30-35 hours at a time, trying to make the game playable and keep Henk happy. While all this was going on, Blue Planet was in the throes of severe financial problems. Late paychecks were the norm - sometimes only a day or two late, sometimes as much as two weeks. The threat of a mass walkout convinced management to provide early notification of late paychecks and offer small bonuses or extra vacation days when checks were late.

Ultimately, enough of the problems were fixed that THQ deemed the game acceptable for release. It was a shell of what it could have been if the focus had been on simple, addictive gameplay with a few bits of eye candy to show off the capabilities of the (then) brand-new consoles. The PC version squeaked in before Christmas, but not early enough to make a dent - it hit the shelves on December 22. The PS2 version still had a number of problems and took another couple of months to complete. By this time, THQ was furious. They decided to take the work that had already been done on xbox and GC and hand it to another developer for completion. About this time, Blue Planet laid off its entire development staff and "refocused" on doing nothing but managing the Tetris license. I think they now consist of 2-3 employees (including Henk).

For the record, the ownership of Tetris is pretty convoluted. If I remember correctly, a Russian organization (Elorg) owns the copyright on the actual game itself. Elorg is somehow associated with the Soviet university that Alexey Pajitnov worked for when he created Tetris. The Tetris Company (TTC) owns the rights to develop Tetris games for PCs and consoles, and has dubbed Blue Planet Software the sole agent in charge of administering Tetris licensing. I believe in turn, BPS owns 50% of TTC and BPS is owned by Henk Rogers. The other half of TTC is owned by Alexey and a couple of lawyers or something like that.

Anyway, the main reason for making this post so long after the fact is that I wanted to give those of you who have not been in the game development business a glimpse of what goes on in so many development houses. I also wanted to defend the development team. They are not "hacks;" they were for the most part a talented group of programmers, designers and artists. It was simply impossible for this team to put out a really good game given the time constraints, flawed design, and grossly unreasonable demands placed upon them by Henk Rogers.
Yeah yeah I know it's fatbabies. Seems plausible though.
 
Wait, is BPS (Blue Planet Software) related to BPS (Bullet Proof Software) in Japan? They also made Tetris games (under shared license with Nintendo irrc). Capcom, Arika, Jaleco, Success, Sega and a ton of other Japanese firms have all also licensed Tetris before.
 
Red Dolphin said:
Tetris DX is the best version I've played of Tetris (outside of Tetris Attack).

And I can't even play it anymore on my future DS :(

You are very correct! DX for GBC is quite awesome, and definitely my favorite Tetris game out there. Second would be the original Tetris on the Game Boy.
 
jarrod said:
Wait, is BPS (Blue Planet Software) related to BPS (Bullet Proof Software) in Japan? They also made Tetris games (under shared license with Nintendo irrc). Capcom, Arika, Jaleco, Success, Sega and a ton of other Japanese firms have all also licensed Tetris before.
This is what I could find:

http://www.wirelessit.com/education/speaker_bios.cfm?speakerID=5717
Henk founded Blue Planet Software Inc. in 1996 to manage the worldwide licensing of the Tetris brand as an agent to The Tetris Company
 
Why can't people live with plain ol'd Tetris? The original GB edition is good enough for me.

On an unrelated note, the Tetris board game, if you can find it, is actually quite fun.
 
AstroLad said:
What was the last truly good game in the Tetris Franchise?

Tetris Plus 2 (1997)?

I'd say Tetris 4D for dreamcast (98/99)... not the best version ever, but the last good version I can remember coming out.
 
I can believe that story. I have personal experience with 'designers' who know nothing about programming insisting on making significant changes on the fly that the development staff has to go along with because hey, the 'designer' is the boss. This expereince had nothing to do with games but it's a common problem.
 
jarrod said:
Holy crap! Henk also created Black Onyx? Wasn't that the game that inspired Dragon Quest?

edit-Okay both BPS and BPS have to be related, BPS was also credited for making Black Onyx.


Henk Rogers was behind both companies.

In 1996 the rights to Tetris reverted from Elorg (which used to be the Soviet Ministry of Software and Hardware Export that took control of Tetris in the 80s) to Alexey Pajitnov. So Henk Rogers formed The Tetris Company with Pajitnov and Elorg (now a private firm) as partners, and Pajitnov sold his rights to the new company.

Around the same time Henk formed Blue Planet Software, which The Tetris Company then chose to exclusively manage the license.
 
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