Exclusive Interview: Omerta 3 Product Managers
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By SeaShaman SeaShaman is an active gamer
and freelance writer. He serves as a raid leader for the Ivory Sepulcher guild
in the World of Warcraft and can also be found playing Second Life, Age of
Conan, and in many free mmorpgs. When he is not staring into his favorite
computer monitor, he also enjoys photography, biking, cooking, and world
travel. |
The new
Omerta
3 was re-released on July 18th with rigorous improvements based on
direct gamer feedback. The game, billed as the World's Biggest Mafia Game, is a
text based MMO that focuses on community interaction for success. Here was our
conversation:
Q. What is your position? What does it mean to
Omerta 3?Otto Adang:
Product manager. I have a variety of
tasks but the main ones relating to Omerta 3 were designing all the new
features, managing the developers as they coded them and managing the testing of
the finished code.
Bianca Evers:
Version manager and Usergroup
manager. I handed all players suggestions to the Product Manager and I helped
testing Omerta 3, collected bugs, reported them etc.
Q. What led
you into your current position?Otto:
I started out as a
player and played the game very actively for about a year. After that, I joined
the volunteer crew and started working with the developers more and more. In
July 2005 I offered to move to the office in Hull and work for Omerta full time.
Since then, Omerta has been my full time job.
Bianca:
I started out
as a player and played the game for about 1.5 years. I
wanted to be
more involved with Omerta and decided to join the 'Usergroup'. That's a group of
players that discuss new features/suggestions of players and give feedback to
the crew/developers. When a position opened to join the crew I applied and got
recruited. This all happened 3.5 years ago. I became more and more involved with
everything that has to do with Omerta and right now I manage 4 different
versions and the 'Usergroup'.
Q. What were you most excited
about while working on this re-release?Otto:
Often, whatever
feature I was designing at that moment. It felt great when I was able to
overcome some hurdles and saw everything coming together for a particular
feature. Starting our closed beta phase was also a great moment as development
kicked into high gear and was quickly moving towards the finished game. Seeing
players try it for the first time and providing us with positive feedback also
felt good :)
Bianca:
Every time when I saw that features suggested by
players and discussed and approved by the Usergroup were implemented I got very
excited. Almost all new features in Omerta 3 are suggested by players, voted on
by players and discussed by the Usergroup. It's good to see that the developers
actually listen to the players. In the end, they are the ones playing the game.
Q. What were the biggest obstacles you encountered,
individually? Otto:
Starting a design. Often, I knew what
the main goals of the feature needed to be and knew many things I should avoid
doing, but drew a frightening blank when it came to things like *how* it should
work, what values should be taken into account, how it could be tied in with the
rest of the game and how it should be balanced against other features. A
light-bulb moment could move the design along, but sometimes I would need to
scrap hours of work and start again as I encountered potential problems.
Read full interview here: http://forum.bbgsite.com/topics/407/200908/07/509,1.html