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Backyard Wrestling, Designer Diary #2

The second half of our designer diary series for Backyard Wrestling discusses the development process at Paradox and Eidos.

By Edwin DeNicholas
Producer, Paradox Development

Late-Night Entertainment

There were plenty of late nights during the development of Backyard Wrestling. We did late nights before just about every milestone. Typically late nights were stacked up on top of seven-day work weeks. Some of us didn't get a day off for almost two months until we were basically forced out of the office and told to spend the day enjoying some free time. For most of the year, many people only took one day off each weekend.

Just before E3, for instance, we did several weeks in a row, culminating in a 24-hour day. I remember copying PS2 and Xbox E3 demos on our 1x speed burners from about 4:00am until 7:30am, then taking a one-hour nap before driving to the convention center at around 9:00am. Good times!

A lot of this time was spent incorporating new features into the game due to consumer and editor feedback. The create-a-wrestler mode was one example of these features that "the people" demanded, and we gave it to them. Even though time was short, and the pressure was on, we still put together a great CAW system that I'm sure players will enjoy.

As developers, we want people to play the game and see it as a combination of several genres. BYW has a heavy wrestling presence, complete with grapples and pins, along with an addictive reversal dynamic. There is a fighting-game element as well, evident in the stun and combo system. We've tried to incorporate as much of the phenomenon of Backyard Wrestling as possible in the game.

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