PERSONAL
DanQ: Mr. Oliver, can you give us a brief background on your history in the computer gaming industry?
What got you into it?
Brad Oliver: I've done Mac programming for several years now, and I've always wanted to work on games instead of "boring" stuff ;-) To that end, I had sent off my resume to a few Mac gaming companies, and the net result was that I accepted a job working for Westlake Interactive. Westlake's main line of business is porting games to the Mac.
DanQ: What best describes your feelings on your being made head of the development of this port?
Brad Oliver: "Ohmigod, I hope they don't discover that I'm a complete fraud!" ;-)
Actually, I'm incredibly excited to be working on SMAC as I really enjoy playing the game. It hardly seems like work to be doing this, and that makes all the difference in the world.
COMPANY
DanQ: Why did Aspyr pursue the opportunity to work with Firaxis on a Mac port for SMAC?
Brad Oliver: It's difficult for me to comment on what Aspyr did, as I don't work directly for them. I was hired by Westlake (which is under contract to Aspyr) after the game had been signed. Having said that, they probably pursued it because SMAC is a kick-ass game, combined with how well the Civ series did on the Mac.
DanQ: How was the development team for this port then chosen?
Brad Oliver: Westlake was contacted by Aspyr to do the port. I had expressed interest in the game to Westlake, as I am a big fan of Civilization and games of that genre. It seemed like a good fit for all parties involved, and the pieces fell into place from there.
DanQ: What Mac platforms/configurations will this SMAC port require? In other words, what minimum system requirements are we looking at?
Brad Oliver: It's difficult to say this early into the development. One of the guidelines will be to make SMAC require a similar Mac configuration as the PC version, so probably a mid-range PowerMac will be the minimum.
DanQ: What price should gamers expect to pay for a copy of this port?
Brad Oliver: The pricing isn't an aspect that I have any say in, but I assume that it'll be very similar to that of the PC product when it was first released.
DanQ: Will there be a beta-testing period for this product? If so, will it be private or public?
Brad Oliver: Yes, and I believe it will be private. Hopefully there won't be too many bugs to kill
DanQ: Language support is a concern for some. What dialects will Mac SMAC support?
Brad Oliver: My understanding is that this is handled by Aspyr, so once Westlake signs off on it, it'll be in their hands to determine the translations. To be honest, I don't know but I would expect that SMAC will be no different from other Mac games in that regard, for better or for worse.
GAME SPECIFIC
DanQ: In terms of multiplayer capabilities, will it be compatible to allow Mac SMACer's to go head-to-head with their Windows-based counterparts?
Brad Oliver: Very sadly, no. The Windows port uses DirectPlay, which is a proprietary networking protocol designed by Microsoft and which only runs under Windows.
It would be a near-Herculean task to reverse-engineer DirectPlay to get it to run on the Mac, Linux, etc..., and to date Microsoft hasn't expressed any interest in helping port DirectPlay to another OS. I doubt very much that Microsoft would welcome someone reverse-engineering their code without their assistance, and no one really wants to face Microsoft's legal team to find out ;-)
The only way at this point for Mac users to play with Windows users would be if Firaxis were to add networking support that didn't rely on DirectPlay (or any other proprietary scheme) to the Windows version, or Microsoft were to step up to the plate and help get DirectPlay running on the Mac. DirectPlay is very convenient for Win32 programmers as it's a nice high-level networking API, so it's far too tempting for them to ignore. The downside is that it forces a game to only be compatible with Microsoft operating systems. I dream of a day when game developers use open networking protocols.
To that end, I know of at least one currently: OpenPlay, an open-source library which uses a high level API (similar to DirectPlay) and runs on both Win32 and the Mac. It has been field-tested in Bungie's "Myth" series of games. If game developers would use it or something just as open, then it would make our lives a lot easier and would stem the complaints from users who wish to play cross-platform network games. I really can't stress this point enough. If a game company wants to make a game run on more than one platform, use a non-proprietary networking API
DanQ: When SMAC for the Mac is released, will it include some or all of the fixes and implemented suggestions included in Windows updates up to and including the recently released Patch 4?
Brad Oliver: Yes, it should be current to patch 4. If there are other PC patches, we'll make an effort to roll them into the code as well.
DanQ: Will there be others than those covered in the aforementioned patch(es), and if so can you enlighten us as to some of them?
Brad Oliver: It's unlikely, unless it turns out that there is a bug which affects the Mac platform more adversely than the PC. It is in our interest to try and keep the codebase in parity as much as possible so if problems arise down the road, we don't have to worry if it was something we introduced or a bug in the original code.
DanQ: Firaxis is currently developing "SMAC-X". Will Aspyr be looking into something similar for the Mac version of SMAC, or is it still too early to comment on this?
Brad Oliver: It's too early to say, I think. I'm also not really in a position to say, since I don't work directly for Aspyr. I would certainly like to see SMAC-X make it to the Mac though.
AVAILABILITY
DanQ: What information and support level can fans expect from Aspyr through a) their website and b) help lines?
Brad Oliver: I can't really say for sure, as that's more Aspyr's realm than Westlake's. The only guideline I can give is that it would probably be similar to the support that Aspyr gives it's other Mac products. Sorry I can't be more specific.
DanQ: As we have been able to ascertain, Mac gamers can expect the port to be out in time for the Holiday Season. Can you tell us how this timeline was established?
Brad Oliver: It's based on the complexity of the code combined with when the Mac project was started. From there, Westlake was able to estimate approximately how long it would take us to do it, given the resources at hand.
DanQ: Thank youfor taking the time to answer our questions, Brad! Good luck with the port! We're anxious to follow you and your team's progress closely.
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SMAC Macintosh port: Interview With Brad Oliver
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- Created by: Martin Gühmann
- Published: October 28, 1998, 19:21
- 0 comments
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Latest Articles
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Q: First, our thanks for taking the time to answer these questions. Most call SMAC a "civ2 sequel", other say it's a "civ clone"(in a rather bad sense for some reason ), almost everyone agrees that SMAC is based on the Civ series. Was this your first intention?
A: The Civ games are a great series, and we're really proud to have designed them. They're addictive turn-based strategy games and they have a lot of really strong gameplay elements. Since SMAC is also a turn-based strategy game it follows naturally that we've tried to include elements we think make for addictive gameplay in that kind of game. Since SMAC and Civ are both turn-based strategy games designed by the same authors, there will naturally be some similarities, but there are also many significant differences. SMAC certainly isn't intended to be a "sequel" or "clone" of Civ; it is a new game, the next generation of turn-based strategy game....-
Channel: Focus
October 29, 2011, 19:34 -
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Q: We understand that Alien Crossfire is sort of "your baby". Who from the SMAC team is also working on this?
A: Chris Pine is our lead programmer for SMACX. He was a key part of SMAC's programming as well. Greg Foertsch is our lead artist; he handled quite a lot of the art tasks on the original SMAC. Jerome Atherholt, now our company's Art Manager, signed up to do all the new portraits in the same high-quality style of the originals he did for SMAC, along with many other miscellaneous tasks. Mike Bazzell has returned for some new unit animations, and Mike Ely is putting together the multimedia and backstory for the project. Dave Evans is responsible for all the new sounds in the game. Finally, Doug Kaufman, now full-time at Firaxis, is reprising his role as a designer on SMACX. And of course, Brian Reynolds has chipped in both his programming time and his invaluable design advice. All in all, most of the talent responsible for SMAC is working in some capacity for SMACX!...-
Channel: Focus
October 28, 2011, 18:27 -
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PERSONAL
DanQ: Mr. Oliver, can you give us a brief background on your history in the computer gaming industry?
What got you into it?
Brad Oliver: I've done Mac programming for several years now, and I've always wanted to work on games instead of "boring" stuff ;-) To that end, I had sent off my resume to a few Mac gaming companies, and the net result was that I accepted a job working for Westlake Interactive. Westlake's main line of business is porting games to the Mac....-
Channel: Focus
October 28, 2011, 18:21 -
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October 28, 2011, 18:11 -
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LDespot: How did you get started in the game industry?
Jeff Morris: I guess it started when I got a part time job at the downtown San Francisco Software Etc. Computer games had been my all consuming passion for about a decade at that point, and I figured this was a good way to get my hands on more product (oh, and make money...). It was a terrible job, but it exposed me to the powerful role that retail outlets play in what computer games are available. It was the first time I really thought about the business of making PC games.
About a year later, my girlfriend at the time gave a lecture at the Computer Game Developers Conference on 2D animation (she worked on Broderbund's Living Books brand). She had little interest in the convention as a whole, so I got her speaker pass for the rest of the day. I ended up at the Origin hospitality suite, since they were hands down my favorite company. I shmoozed a little and was given the impression that I might be "Origin material". I flew myself down there a few weeks later and applied to the Product Support department....-
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Brought to you by The 14th Brigade and Beyond Alpha Centauri
What is this anyway?
"Focus on Firaxis: A Look Inside the Company" is an inside look, via interviews, at the company that brought the world a little closer to the Civil War through Sid Meier's Gettysburg! and is now taking us to the stars through their latest work, Sid Meier's Alpha Canturi. SMAC, which is the subject of this web site, is a turn based game similar to Civilization and will be released by Firaxis sometime in 1998. These interviews, done in February and March of 1998, were meant to give you a closer look at the minds that make up Firaxis.
Questions about Firaxis' present, past and future
To the Interviews...
Company Founders
Jeff Briggs, BMOC (Big Man on Campus)
Brian Reynolds, Designer for Sid Meier's Alpha Centauri
Sid Meier, Designer for Sid Meier's Gettysburg!
Artists and Animators
Programmers and Designers
People that don't fit into the above categories
Thanks...
Thanks to all the employees of Firaxis that took time from their busy schedules to answer the questions. Special thanks go to Lindsay Reihl at Firaxis for helping to set this whole thing up and acting as a middleman (middlewoman, whatever). Thanks go to Susan Brookins for listening to me whine. Thanks also go to Mike Ely for being the super cool guy that he is. And of course thanks to the Gamestats Family for supporting this web site.
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Channel: Inside Firaxis
October 22, 2011, 19:04 -