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Postmortem: Sierra's SWAT3: Close Quarters Battle
SWAT3: Close Quarters Battle is a first-person tactical simulation where the player assumes the role of element leader in a five-man SWAT entry team. SWAT stands for “Special Weapons and Tactics”. In SWAT3, you are responsible for serving high-risk arrest warrants, rescuing hostages, neutralizing (killing or arresting) terrorists, and defusing bombs and other weapons.
Officially, SWAT3 is the sequel to SWAT2, but SWAT2 is a 2D RTS and was developed by an entirely different team. Both our producer (Rod Fung) and designer (Tammy Dargan) worked on the original SWAT, which was based on full motion video. While SWAT and SWAT2 received only marginal reviews, they sold like crazy. SWAT alone has sold over a million units to date. The name recognition has been great for sales, and Rod and Tammy’s SWAT experience and enthusiasm helped keep the team focused. While working on the SWAT and Police Quest series, Rod and Tammy developed several contacts within the LAPD SWAT community, including Police Chief Daryl Gates and a SWAT element leader named Ken, our primary consultant. Ken’s
dynamic entry missions were especially amazing: SWAT officers would
blow open a suspect’s front door, throw in some flashbangs (extremely
loud and bright explosive devices), and charge in yelling for compliance
-- not something you’d want to be on the receiving end of. We realized that if we could recreate that
experience, along with the other things we wanted to do, then we’d have
a winner. Midway during development, several titles were released that contained elements of SWAT3, the foremost being Red Storm’s Rainbow Six. That fact that Rainbow Six was so well received really excited us, because it confirmed what we believed all along: a lot of people were ready for a tactical simulation that went way beyond run-and-gun. This helped energize the development team and gave us someone to compete against. In the end, though, it’s unfortunate that we’re so often compared to Rainbow Six, because at the core they’re very different games. People who like tactical simulations should enjoy them both.
We
started programming in May, ’97 and planned to ship for Christmas ’99.
Management was, um, very insistent on meeting the Christmas deadline,
so we had to build the best game we could in the available time. We
originally planned to ship both single and multiplayer gameplay, but
later decided to focus on making a great single player experience and
shipping multiplayer at a later time. There just wasn’t enough time
to build a killer single player game and
multiplayer that would compete with Quake3, Unreal Tournament,
and Rogue Spear, all of which were coming out at the same time.
It turns out we made the right decision: SWAT3 stands out for
its compelling single player gameplay. Not having multiplayer has hurt
our reviews a bit, but we’re convinced they would have been much worse
otherwise. ________________________________________________________ |
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