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DayZ - Interview mit Lead Designer Dean 'Rocket' Hall

"DayZ hat mein Leben verändert"

Eurogamer So, one million unique users coming up. How's the planning going for the seven-digit-milestone-festivities?
Dean 'Rocket' Hall

No time to plan anything! We are very busy with the planning for the next steps for DayZ. It really is taking up all our time, as well as preparations for Gamescom 2012.

Eurogamer I want to talk about your personal situation. How has DayZ changed your life? You had been a contractor for Bohemia Interactive before that, right? Were you even technically working for them, when the mod became all the rage?
Dean 'Rocket' Hall

I was working as a contractor for Bohemia Interactive prior to the mod exploding, and it certainly has changed my life. The biggest change is probably that I don't have enough time to do everything, so I constantly have to make decisions about what I can and cannot do. Some of things I have to say no too, I really want to do as well!

Dean 'Rocket' Hall
Eurogamer The amount of love you've gotten from players and press alike is quite something, Youtube and Reddit get flooded with written up or filmed reports of countless adventures. Users regularly find new ways to play DayZ. Do you think this says more about the quality of your game's vision or the state of the gaming landscape in general?
Dean 'Rocket' Hall

I think it is telling about what gamers will get up to if you give them the tools to do so. There are a number of games that allow people some degree of free roaming, and gamers love these kinds of games. DayZ is quite a gritty game that is stripped right back to the basics of design, I think gamers appreciated the direction being taken with it, and were able to see through the bugs and the flaws towards what the game is hoping to be.

Eurogamer Do you think mainstreaming, focus testing and manufacturing tightly controlled experiences has gone too far, nowadays?
Dean 'Rocket' Hall

Well, it still works. You still have big franchises making plenty of money. As long as the more traditional models of production and development still work, then I think you will still have projects doing that. For every DayZ-style success there will be hundreds of failed or unappreciated projects, both mod and indie games. I do think that being innovative about the way you develop, and what you develop, is a great way to experiment and find new ways of doing things. Certainly the way DayZ is progressing is what I prefer, and it really worked for Minecraft. So, too far? I don't think so - but I think there are other options.

DayZ - Trailer
Eurogamer Parts of the mod's devoted following seem to bring a huge sense of entitlement with them, even though DayZ is still an alpha. Every once in a while all the love you get can and will turn into veritable tirades, whenever a new glitch killed an all too enthusiastic players' alter ego or a hotfix is late. What do you think about these extreme mood swings of some players?
Dean 'Rocket' Hall

I think they're necessary. It would be very easy to get carried away with all the hype and enthusiasm from players out there, and when that happens it is easy to focus on the things you want to do rather than the things you really should. Crunching the really tough bugs is usually not very fun or glorious. With any criticism I think the key is to keep it in perspective, it's not personal because people never have the full story. You can't take positive feedback without also accepting the negative.

Eurogamer Given the huge player base, you obviously adjusted your production pipeline, to guarantee a modicum of stability of each new update. Tell us a bit about how your process evolves and what your plans for future adjustments are.
Dean 'Rocket' Hall

Initially all development was done by me and tested in singleplayer mode only. This shifted to me developing and testing in multiplayer at all times, server and client separate. It takes a little longer to develop this way initially but saves significant time and pain later. A decision is made about hotfixing once severe bugs are fixed. We then pass the build off to a group of closed testers, made up mainly of trusted server hosters, who try the build and help to verify it. Dwarden, who is the BIS Community Manager, gives up his own time to help with this process, he is very knowledgeable in reading the logs for the servers and finding issues, so he will always cast his eye over it too. Once that is done, we torrent the patch and then once it is all good to go it is released.

Eurogamer You once compared DayZ to Minecraft, inferring that this game will not have reached its final form with version 1.0. However, when and where will you draw the line, pat the game on the back and say 'you're done, off you go'?
Dean 'Rocket' Hall

I think we will keep working on it as long as it makes sense too. I see development going well beyond 1.0 so long as sales and community interest is good.

Eurogamer If you see this - optimally - as an ongoing, ever growing game, like Minecraft, do you see yourself handing over the scepter to someone else to helm DayZ at some point or is this something you don't see yourself giving up any time soon?
Dean 'Rocket' Hall

I don't see myself giving up any time soon, but I do think that eventually the weight of the involvement will take its toll and I'll end up wanting to work on something else. That is a natural part of the development process. Over the coming months more and more of the functions I do now will be done by other people, so that more can be accomplished.

Eurogamer I've seen pretty good concept arts for in-game clothing and armor done by a fan of the game (http://imgur.com/a/PqMtF). Do you plan on letting the community help with things like these? I imagine people like this artist would jump at that chance.
Dean 'Rocket' Hall

Community involvement has been key to DayZ's success, and is also a key part of the Bohemia Interactive philosophy. So yes, I think this kind of stuff can be a fantastic addition to the project.

Eurogamer DayZ being a mod itself, do you plan to open it up for fans to modify and / or contribute to it in the future?
Dean 'Rocket' Hall

Player developed content is awesome, but it does open up for the potential for hacking and exploiting. So this is something that it has to be balanced against. I think initially, we will lock it down as much as possible. Later we will look at allowing more freedom, once we have things setup and controlled in the right way.

Eurogamer The players have become much more ruthless and shoot on sight since the deactivation of the side chat. I myself try and only open fire on players that might interfere with my doings - or have a special piece of kit I really want/need. As I understand, you are thinking about incentives NOT to shoot another survivor. Where are you right now concerning that issue? What can you even do without punishing or condemning certain styles of play?
Dean 'Rocket' Hall

The mechanism needs to be authentic, whatever it is. I think it is more a matter of giving more options to the players rather than punishing or rewarding particular player styles. Currently the only real challenge when you get good at the game, is to hunt other players. So we need to give more challenges, more tools, to the world.

Eurogamer Roundabout - when can we expect to see the seed of these measures being implemented?
Dean 'Rocket' Hall

Most of these issues are ones that would be solved in a standalone product. I'm confident we will have news on this soon.

Eurogamer Other than enraged fanboys, whenever I see negative comments about the game, they mostly come from people who haven't experienced it. "ANOTHER zombie game!? Meh ...". They clearly don't see that this is a survival game first and foremost, but do you share the sentiment that zombies are overdone?
Dean 'Rocket' Hall

I think it is more a question of design being underdone, than zombies being overdone. Poor design is to a game what a bad script is to a movie. I think the zombie projects out there, most of them are really interesting and exploring some great concepts. Project Zomboid is one of them, there is some great design work involved there. I think if designers explore stuff that makes sense to them, and interests them, then something really great comes out of that.

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Alexander Bohn-Elias: Alex schreibt seit über 20 Jahren über Spiele und war von Beginn an bei Eurogamer.de dabei. Er mag Highsmith-Romane, seinen Amiga 1200 und Tier-Dokus ohne Vögel.
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