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The
Cutthroats Conspiracy
It
was in the spring of '99 when I first heard that Hothouse
Creations, the designers behind the highly original though
slightly flawed Gangsters: Organized Crime, were finishing
up with their latest title Cutthroats: Terror on the High Seas.
At last, I thought, someone is updating Sid Meier's classic
Pirates! PC game.
Starfleet Command was the first game I have
bought this year (the one before that was Baldur's Gate, an
uninspiring CRPG).
Cutthroats looked to be the second.
Why am I telling you this?
Because it's to point out that there are very few A-class
games that hit the market as of late and I have no time to waste
on anything sub par.
A lot of good games do come down the pipeline, but rarely
does anything work correctly right out of the box.
And usually by the time the patch comes along that fixes
the game, the box is located in the bargain bin at a fraction of
the price.
Hence, I don't buy many games.
Cutthroats
came out on a Friday.
I just 'happened' to be in the mall Saturday visiting my
wife at work.
No really.
There is nothing nicer than to surprise her with a visit
while you've got the baby boy in tow.
You're not buying it, are you?
Okay, so I knew the game was there.
But I wasn't ready to buy.
Why not?
Because the game had only been out a day and, no fool am I,
Usenet had not commented on it yet.
But it was right there on the shelf.
So close.
A rebate available on EB's web site.
A free year subscription to Computer Games Magazine.
Hmmm, pretty tempting.
Damn!
Why can't there be some sort of local computer that I could
plug into and check out Usenet.
Than a plan formed in my mind.
I could buy it now and just not open it.
If I leave the game sealed I could keep it and the receipt
in the bag and have zero trouble returning it. Okay, great!
You know what happened when I got home, right?
Wrong.
I never opened it.
I did what I set out to do.
I put it in the bag with the receipt and hit Usenet.
There were a whole two posts about the game, with both
reviewers being split.
One had an all-nighter and was addicted, the other thought
it was crap.
I thought it was curious that the traffic concerning the
game was low.
So I clicked my way on over to Eidos' web site (the
publisher's).
Sure enough there was a link to the Cutthroats page, from
where I could access the Cutthroats forum.
Mayhem.
Apparently
the game, with better execution than Gangsters, was flawed with
bugs.
A lot of them. Little
black one's, big green scaly one's, some crawled, some flew, and
the nastiest one of all just crashed you to the desktop after
playing for two hours.
People quickly formed the habit of saving in multiple slots
for it would seem the save game files were open to the corruption.
Yikes, I thought.
Now understand that many of them (those posting in the
forum) were highly irritated.
It appeared that what did work correctly and, save any
crashes, people were having a blast with it.
They loved the game and what it was trying to do but were
angry that it couldn't perform correctly.
A Hothouse rep (I'll leave his name out of this), quickly
dropped by the forum to calm everyone down and let them know that
a patch was coming.
And it did.
A week and a half later.
Eh?
And how come the UK version was less problematic?
We were told that was due to it shipping later so there was
more time to fix the bugs.
I say again, eh?
The common thread in the forum was that the bugs were not
little one's burrowed deep within the code but large pus like and
pimply.
In other words, the game shipped with the knowledge that it
was buggy.
Someone mentioned about quarter profits and profit
quarters, blah, blah.
But Hothouse showed us they do support their product.
They gave much effort to fully right Gangsters as best they
could.
And as it was, with the new patch, Cutthroats was finally
playable.
The big ol' nasty bugs were squashed though a few little
one's still remain (Hothouse is expected to squash these the
second time around).
But
a funny thing happened in that week and a half between the game's
release and the patch.
Everyone was venting on any little thing they could (again,
they weren't pissed at wasting their money, they were pissed
because they could see the great potential Cutthroats has).
For example, one player couldn't understand why the Spanish
fleets constantly attacked him.
He reported that he had done absolutely nothing to them,
yet they would blow him out of the water on first sight.
This bug was replicated over and over and over.
How could such a glaring bug get through?
Other's were reporting the same problem.
The Hothouse rep followed up with a simple query, what flag
was he flying at the time?
Eh?
Turns out that the game allows the player to have different
flags run up the mast in order to trick the enemy.
If the player constantly wandered into Spanish waters while
flying the English flag at a period in the game where Spain and
England were at war, guess what?
You'll be blown to bits on first sight by the Spanish
fleet.
Doh!
Everyone seemed to get really quiet about this time.
It soon became apparent that many of the so-called bugs
weren't bugs at all, they were part of the gameplay.
A follow up post pondered how many bugs would be cleared up
if people just took the time to read the 100+ page manual.
What, me read?
I play computer games, why do I have to read!
How
many of us actually read the manual before we play a game.
Not many I suspect.
We actually use it as a reference source, if used at all.
And it's funny how we'll bitch if the manual isn't huge.
Funny indeed.
Except to the game programmers, who work to make a
realistic game, only to get bashed for certain gameplay designs
that people just don't understand, even though it's in black and
white.
Its not you say?
Well did you click yes in the installation screen when it
asked if you would like to view the read me file that contains
manual errata and last minute changes?
No?
In the gamers defense, Cutthroats was released in an
unstable and buggy state.
It was so bad that people were having trouble figuring out
what was a bug and what wasn't.
Kinda like when it's a little dark in the living room and
you just squashed a bug you've never seen before.
That's when little shadows move out of the corner of your
eye and you whip around yelling "Bug! Bug! Bug!" only to
find out it was your shadow.
Now
of course their is no excuse to essentially pay a company $40-$50
to become a beta tester, which is what anyone currently playing
Cutthroats is doing.
But on the other hand, they are so desperate for a game of
this scope that they continue to do so.
Every game needs a patch to fix this or that nowadays.
And patches come out quicker and complete when the
designers are looking into real bugs, not imagined ones.
So of you want to be the first on the block when that game
comes out, go right ahead.
But since you paid the money, when you report a bug, make
sure it's a real bug.
We all want to get the patch out sooner rather than later.
The
game is still sealed in the bag.
Let's see if patch number two fixes everything.
And next time you play a game be careful.
That might not be a bug in a pocket…
If
you like to comment on this feature, please post a message at the forum.
Authored by A.
Sage
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