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June 06, 2012, 04:31:22 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Postmortem: Mafia II




Jarek Kolar (2K Czech)


 




After the success of the original Mafia in 2002, the development team wanted to make a sequel of the game in a fast and efficient way. In the end, the development of the sequel was neither quick nor easy. This session is a postmortem on the eight years of Mafia II development - from inception to its release in 2010. Kolar will talk about the pitfalls of developing a sequel of a critically acclaimed hit and how the expectation and ambitions can damage a project. Also, learn how the local development team, Illusion Softworks, changed into the premium international development house 2K Czech.




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sources


 




'expectation and ambitions can damage a project...' so now we know they really don't understand that they are the ones that 'killed' it, lol

#1 June 11, 2012, 09:32:20 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
I wonder if he will speak to the reality of what happens to a very good game, when the developers get taken over by a corporation who is only interested in the bottom line


 




They gutted the dream out of the game. You can see the extras in the first 5 missions, that aren't there later on

#2 June 12, 2012, 04:43:44 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
I thin they did a remarkable job on Mafia II, there are so many factors to consider and they achieved a great deal successfully. It will be very interesting to hear about the development history, Mafia I remains an excellent game too, inspite of its age. I will look forward to more info very much.

#3 June 12, 2012, 12:26:06 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
I do agree with you CrisGer on the fact they did a good job on Mafia II, just imagine if you could get into the bus, take the train or the subway at station, or stop a cab in the street, even call for one at a phone, get into much more  penetrable places, or even use you environment like pick up and interact with objects... well all that is in the game or should I say was ! they simply disabled all those not even taking the time to do it proprely as it is full of traces of it left over, here and there in the codes and files. I do not even talk about  freeroam or sdk it was ingame also, so why fire 40 people of the Czech team that did a great job, and cut off most part of what was in the game already, giving a huge potential to it ... protect gta maybe, for a reason or another... anyway I do not understand, but what I know, it that is not our too high expectations that 'killed it' as they seem to say.

#4 June 12, 2012, 04:36:16 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
QuoteTo put it simple some company's make games for money only and some for money and gamers. The only company is still living up to its name is Rockstar games  <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20">


 




Agreed on that!

#5 June 13, 2012, 04:50:42 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Yes i had thought they planned to do streetcars, buses and subways too, sorry that it did not make it into the final release..i think they did have it working at one point. It would have really given us a wider world. I suppose I am grateful for the amazing virtual world they DID give us, that is one of my main interests..3D world making and this is one of the very very best yet. The accuracy has gone way up too from Mafia I, the cars, city and clothing, and much of it is very good, the trains lack a bit, with just a little more accuracy they could have made that part awesome too. I did see a publicity picture of the correct livery for the train but the engine and livery i see in the game is not at all historic. I wonder if they ran into trademark problems with that. But i would love to hear more about the devel. history.