
Postmortem:
Westwood Studios' Command and Conquer: Tiberian Sun
By
Rade
Stojsavljevic
Gamasutra
April
04, 2000
URL: http://www.gamasutra.com/features/20000404/tiberiansun_01.htm
Ever since the release of Westwood’s Dune 2 in 1992, real-time strategy (RTS) games have become the hottest-selling computer games around. Countless RTS games were released soon afterward including Command & Conquer (C&C), Red Alert, Warcraft II, Age of Empires, and Total Annihilation. These games have propelled the genre to new heights and have drawn an increasing number of fans.
After
the success of C&C and Red Alert, the team at Westwood Studios
started work on Tiberian Sun, the sequel to C&C. To build
the game, we assembled a team that consisted of veterans from C&C
and Red Alert along with a couple of new faces, including me. We started
with the goal of taking what made C&C fun and expanding it even further.
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Concept
sketch of a GDI Titan.
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We wanted Tiberian Sun to appeal to a broad audience, yet also appeal to core game players and fans of the series. Towards this goal, we continued to apply a “wide and deep” approach to designing the tactics we created. Wide and deep essentially means a nice assortment of diverse yet readily apparent tactics that, under the surface, contain an even greater number of tactics. With this approach, you can provide first-time players with a number of different things to do while letting more experienced players discover new and advanced tactics on their own. These design goals made working on the game more challenging — as if being the biggest project in Westwood Studios’ history wasn’t enough.
1. Maintained C&C style of game play
One
of the most difficult tasks we had to overcome during the development of Tiberian
Sun was to maintain the feel of the original. When making a sequel, the
question that always has to be answered first is, How far do you stray from
the original game to make it compelling, yet still familiar? The intent with
Tiberian Sun was to maintain, as much as possible, the feeling of the
original while providing new and interesting tactics for players to master. To aid in this goal, when adding a new feature
we asked the questions, “Is this consistent with Command & Conquer?”
and “How can we make it easier and even more exciting?”
In
this area, it really helped to have a development team that worked on the previous
games. They were able to draw from previous experiences to create a consistency
in the game dynamics. This gave the team a great deal of independence since
everybody already had a good idea of how the game was supposed to look, play,
and feel.
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A
Nod obelisk of light incinerates its attackers.
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It
was important for the overall visual presentation of the game to bear a resemblance
to its predecessors in order to maintain a consistent artistic style. We decided
to alter the perspective slightly, rotating the camera to create a three-fourth
isometric perspective that afforded a better sense of depth and realism in a
3D perspective. It was at this point that we decided not to use a polygonal
engine since it wouldn’t be possible for us to keep the system requirements
low enough to achieve the mass-market appeal that we wanted. Also, at the time
we planned to release Tiberian Sun, 3D accelerator cards and systems
weren’t fast enough for us to maintain the visual detail we wanted for the hundreds
of units and structures on-screen at once.
2. Working on a sequel to a successful franchise.
Being
the fourth RTS game Westwood has done, there were a lot of lessons learned that
the team was able to carry forward into Tiberian Sun. First, we had an
established and streamlined user interface. This user interface has been a cornerstone
of Westwood RTS games since Dune 2 and we’ve been gradually improving
it ever since. Anyone who has ever played a Westwood RTS is immediately familiar
with the controls and can jump right into the action. Additionally, the interface
is simple and intuitive enough to let new users become comfortable with it in
a short time.
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NOD
bikes fire at an underground UFO.
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When
it came time to create the story, we already had the basic framework in place.
There was a very rich and fascinating world to draw upon when creating new characters
for this story. The one difficulty encountered was making sure the story could
stand up on its own and be accessible to new players without subjecting players
familiar with previous games to mind-numbing exposition. To solve this problem,
we set the story 30 years after the end of the original, which provided an opportunity
to create an outstanding introduction that showed players what had been going
on in the world.
3. Team experience and cohesion
The Tiberian Sun development team is one of the most experienced and
professional teams I’ve ever had the privilege of working with. For many of
the team members, this was the fourth RTS game they had done (the previous being
Dune 2, C&C, and Red Alert). This level of experience
was key in allowing the team to conquer all the obstacles thrown in their path.
Even though I had worked on half a dozen titles before I started on Tiberian
Sun, at first it was a little unnerving for me to be working with a team
of this caliber.
Several
members of the programming team had worked together on previous Westwood RTS
products and were accustomed to each other’s coding styles. New programmers
were quickly assimilated into the team and were able to adapt well. The coding
rules and Westwood libraries allowed the programmers to familiarize themselves
with each other’s work with minimal difficulty.
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Concept
sketch of a GDI carry-all.
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Without
the technical knowledge and creativity of the artists on the project, we would
have suffered a great deal of pain when integrating artwork. Like most projects,
Tiberian Sun had a specific set of technical criteria that had to be
satisfied when creating art for the game engine. On this front, we reaped the
rewards of having artists who had done it all before. They had worked with our
programming team and knew the tools well enough that they were able to head
off potential problems before they could get out of control. The cinematic artists
had much of the same experience; they didn’t have as many technical restrictions
as the in-game artists, which allowed them to be able to express unbridled creativity.
The cinematic artists didn't have to deal with frame limitations or palettes.
Also, compared to previous games, the movie player in Tiberian Sun allowed
for full-resolution movies (as opposed to previous games where every other line
was cut out) using 24-bit color depth and a 15FPS frame rate. I still remember
the first time we saw the movie in which the Mammoth Mk. II laid waste to an
entire Nod base by itself; it left everyone in the room speechless.
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An
Orca carry-all transports a hover MLRS.
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4. Balancing process
Balance is one of the things that can make or break a RTS game. It’s one of
the hardest things to do on the design side of the product since you’re essentially
trying to optimize an equation with dozens of independent variables. If you
get it wrong, you’ll have a boring game and a horde of disgruntled fans cursing
your name forever. When the issue of balancing comes up, you’ll often hear about
the “rock-paper-scissors” idea, but I like to think of it more in terms of a
chess game. You’ve got a lot of different pieces, each with a unique function
and set of strategies that takes a long time to master.
Having
made several RTS games before, the team knew how to balance a game. We started
with two approaches: one scientific and one artistic.
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GDI
Titans lay waste to the Nod base.
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Using
the scientific approach, we started with the relatively simple idea that in
a steady state units with an equivalent cost should do equivalent damage to
one another. The basic idea is that if I have $1,000 worth of units and you
have $1,000 worth of units and they fight, the fight better be really close.
From here, we kept adding variables until we had a relatively playable game.
The
next step was a lot more artistic and was where experience really paid off,
keeping the team from long periods of fumbling around blindly. We played countless
games with each of us championing one side vs. the other, carefully noting how
effective units and tactics felt against one another. We would get together
after each game to compare notes, argue our points, get into fights, and then
make one change at a time to the game and try it again until we were all satisfied
with the results. The whole process took about three months for Tiberian
Sun, compared to six months for C&C and four months for Red
Alert. Even after the countless games we played against one another, we
still got into shouting matches during close multiplayer games. When this happens,
you know you’ve got a winner on your hands.
5. Mission Design
Mission
design is one of the most important elements of RTS games. Based on experience
with previous games, Westwood has established a series of processes that are
used whenever a mission is created. We’ve designed these processes to foster
creativity, maximize efficiency, and promote communication between the design,
programming, art, and management groups. This process has been refined on every
project and we’ve taken it to the next level with the upcoming Firestorm
add-on.
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Drop-pod
infantry surveys the battlefield.
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The
process begins with a mission design proposal submitted to the lead designer
and producer. The proposal is a two- to three-page document that contains summary
information about the mission such as name, side, difficulty, map size, mission
type, and so on. The mission briefing is included along with a description of
what the briefing movie should be and all of the critical information that must
be revealed to the player. Mission objectives are listed as they would appear
in the game, along with specific information on how to achieve the objectives.
Win and lose conditions are created, as well as descriptions of the victory
and defeat movies that play at the end of a mission. The last things included
are all of the new voice and text messages used in the mission.
Once
this proposal has been approved, the map for the mission is sketched out on
paper. We’ve found that this process can save a great deal of time since it
eliminates distractions and allows the designers to get an overall view of the
map quickly. When the designers finish sketching their mission, they proceed
to the editor and begin to create the basic battlefield. Terrain is laid down
first, followed by buildings, roads, trees, and pavement.
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A
hover MLRS fires a volley.
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Tiberian
Sun features a good blend of production (such as building bases) and non-production
missions that keep the pace of the game interesting and challenging. We tried
not to do the same mission twice and added variety by combining mission types
into non-production/production missions that switch from one to the other when
players reach specific objectives. Branching missions were added to give players
the option of completing sub-missions before they tackled the main objective.
By playing sub-missions first, the player makes the final objective easier and
it gave the designers added granularity when creating the difficulty levels
for the game.
1. Unrealistic expectations
The degree of hype and expectations that Tiberian Sun had to fulfill was staggering. We had a team of experienced developers who wanted to beat their own expectations while simultaneously building a game that would be everything the fans of the series expected and more. This was not a realistic goal since it’s just not possible to make something that will meet everyone’s expectations.
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A
disc thrower waits for reinforcements.
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Tiberian Sun started strong and we developed a robust and large feature set we intended to fulfill. The project started smoothly, but as we progressed, the temptation to add new features not included in the design document grew. These features arose out of shortfalls in the original design, omissions from the original design, and input from fans.
Everybody stresses the importance of working off of a design document and not deviating from it. Unfortunately, this just isn’t realistic since every product evolves during the course of development and sometimes the original design proves to be lacking. A team has to be able to incorporate new ideas during development if the final project is to be better. However, the flip side of this idea is that the team must be able to cut features diplomatically when it is in the best interest of the project.
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A
Wolverine on the firing range.
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Tiberian Sun features the most complex and highest-quality cinematic sequences Westwood has ever done. These movies help drive the story elements forward. However, these movies came at a very high price.
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Chandra,
McNeil, and Brink
pose on the Kodiak Bridge. |
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Umagon
prepares for a take.
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One of the side effects of schedule slippage was that we locked our documents too early in order to achieve the localization plan. We knew this was going to wind up causing us significant pain, but at the time there was nothing we could do to avoid it. The result turned out well, but a lot of time and effort was spent to make everything work together.
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GDI
forces destroy a vital Nod caravan.
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At the point when we locked the audio script, mission design and balancing were not complete. As we played through the missions, we realized that certain objectives were not clear and needed to be explained further. The previous method for doing this was to have the in-game AI persona (Eva or Cabal) relay the information to the player through voice cues. This was not an option for Tiberian Sun, however, since we made the switch to professional voice talent for Eva and Cabal. Costs and scheduling didn’t allow us to do as many pickup recording sessions as we wanted. Also, the locked audio scripts were already localized and recorded, which made recording additional lines out of the question.
As with most projects in development today, Tiberian Sun suffered from scheduling problems; ours resulted in a nine-month delay. There wasn’t a single reason that caused the product to be delayed, but rather a series of seemingly minor contributing factors.
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Devil’s
Tongue Flame Tank crashes a gate.
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Concept
sketch of a GDI Orca bomber.
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Orca
fighters escort a transport.
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After three years of working on Tiberian Sun, it was a great feeling to finally finish the game and see it on the shelves. No matter how many products you ship, that feeling never goes away. Tiberian Sun broke Electronic Arts’ sales record for the fastest-selling computer game in the 17-year history of the company with more than 1.5 million units sold so far. But best of all, the team is proud of the product they created and can’t wait to get started on the next one.
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Tiberian Sun Westwood
Studios Release date: September 1999 Intended platform: Windows 95/98/NT 4.0 Project length: 36 months Team size: 25 full-time, 15 part-time developers Critical development hardware: Pentium Pro and Pentium II machines, 200 to 450MHz dual-processor with 128 to 256MB RAM, Creative Labs sound cards, Windows 95/98/NT, SGI 02 workstations, BlueICE accelerators Critical development software: Microsoft Visual C++, Lightwave, 3D Studio Max, Discreet Flint, Adobe Photoshop, Adobe After Effects, Adobe Illustrator, Avid Media Composer, Filemaker Pro, Deluxe Paint |
Rade Stojsavljevic was the producer for Tiberian Sun the expansion pack Firestorm. Before coming to Westwood, he worked on military simulations and adventure games at various small development houses. When he’s not out getting doughnuts to bribe the team with, you can usually reach him at rade@westwood.com.
Copyright © 2003 CMP Media Inc. All rights reserved.