The design process that netherealm go through is not too different from how they used to work many years ago when working with williams to make the very first mortal kombat. The principal of how they would work on certain parts of the game have been changed very little however now they have a much larger production team and the funding by warner bros interactive.
FINISH HIM: How to Make a Killer Fatality for Mortal Kombat
The fatality development process is extremely collaborative. In the past, we didn’t start designing and implementing fatalities until the majority of the game was finished. But with this game, the team began working on fatalities early in the development cycle in order to have the maximum amount of time to come up with ideas and polish them. Fatalities are born in the dark recesses of the designer’s minds – each fatality always starts with a general idea from [Mortal Kombat co-creator] Ed Boon and the designers. They basically lock themselves in a room for hours and lay out all of their ideas. Once the meeting begins, one brave soul is the first to share a sick and twisted way for the player to finish off their opponent, and the process begins.
animations such as fatalities have been storyboarded like this since 1992.
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Paolo Garcia:
GS: What are some of the lessons learned from previous MK entries that affected the design process for the latest game?
PG: The biggest lesson we've learned was planning for the tweaking of moves after the game ships. We prepared for this from the beginning of the current game's development and have built most of the gameplay around adjustable values. This will allow us to adjust some things, if needed, after the community gets its hands on the game. We also wanted to give fans features and game elements they have been asking for, which is why we have a strictly 2D fighting plane and a return of classic moves, like Sub-Zero's ice clone, Cyrax's net, the classic version of Scorpion's teleport punch, Reptile's force balls, and lots of other cool things that players will discover as they go through the game.
GS: Finally, Mortal Kombat has endured for all these years and remains a popular series. What do you attribute that to?
PG: The Mortal Kombat franchise has enjoyed huge success over the last 20 years in gaming and other entertainment mediums because of the rich story and the fun factor. The games are so much fun to play with friends or on your own. Another big factor is the expertise of the team currently working on the game--many of whom have worked on several of the Mortal Kombat games going all the way back to the beginning. There is a lot of great passion for the franchise at NetherRealm
as opposed to other large companies netherealm still has more than a handful of members that worked on the original games and thus have a deep passion for the franchise. other men and women are employed but i personally feel that the love for a franchise is what should be a driving force for large companies and not how much money will be made at the end of it.
motion capture has come a long way in the past 15 years
first Mortal Kombat game was, "... put together in 10 months in 1991-1992..." and also in an interview with Official Nintendo Magazine, Mortal Kombat co-creator, Ed Boon, stated, "Mortal Kombat started out with four people in 1991; I was the only programmer, John Tobias and John Vogel were the only two artists, and Dan Forden was the only sound designer. That was it
makings of:
into outworld the making of mortal kombat 3
making of mortal kombat deadly alliance
various promo videos for mk1 (1991-1992)
magazine articles (official nintendo magazine 1992)
various in game feature videos such as character bio cards which include interviews with the actors explinations of how certain goals were achieved etc.
the history of mortal kombat video.
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