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Baldur's Gate II: The Anatomy of a Sequel The Design Guidelines One thing we definitely didn't want to do with Baldur's Gate II was make some of the same design mistakes that we had followed with the original game. Since some our team members were brand new, and since many of our (the authors') memories seemed rather porous, we decided to make up a set of 'guidelines'. While each department had its own set of guidelines, the level design guideline was by far the largest, as it was the area with the most room for improvement in Baldur's Gate II. Below is a truncated version of the guideline used by the game designers: Basic Design Rules:
Story Design:
Environment Design:
Game Systems Design:
There are a few important points to be made regarding these guidelines. First, they were a work in progress, and the version you see here is not the version that we used at the beginning of the development process. Second, we considered them as a set of guidelines, not the absolute law. If a situation dictated the guidelines not be followed, and it made sense to do so, the designers were given the latitude needed to follow their creative goals. Sometimes this worked and at other times it didn't.
In retrospect, it would have been very helpful to have this finished set of guidelines at the start of the project, rather than at the end. A number of decisions that were made very early in the development of Baldur's Gate II did not follow the guidelines and could not be undone. Most noteworthy was Chapter 2 of the game - it included a story segment that was similar to those in other chapters, but in Chapter 2 the player could also access all of the class-specific subquests. This led to Chapter 2 potentially dwarfing all other chapters in length because the players could spend 60 hours doing subquests. We needed to put the subquests at a point where all players could access them equally, but end result was that it bloated an early section of the game. In the end there was nothing we could do to fix the chapter disparity so we simply worked around it. Another major problem area related to the programming constraints that had been established early on in the project not being followed in all cases by the other departments (design and art). For example, we had audio file maximum sizes established, and maximum sizes (both in area and number of frames of animation) set for spell effects, as well as a maximum area size of six by six 640x480 areas and a maximum number of characters per area. In some cases these guidelines were not followed which lead to framerate slowdowns at some points in the game. This lead to some frantic optimization efforts needed to get the game playing faster near the end of the development cycle when little time was available neither to identify the problem areas nor to fix them. The lesson we learned here was to establish development guidelines, follow them, but also continually work on refining the guidelines based on the progress of the game. Improve the Pipeline One of the most important elements of any game development process is the art and content pipeline. The pipeline is the means by which artists and designers put their content into the game. Essentially the pipeline for Baldur's Gate II remained the same as it was in the original Baldur's Gate. In BG1 the pipeline started off looking rather nebulous, but had solidified into a concrete operation by game's end. With Tales of the Sword Coast (the BG expansion) we had another 4 months to refine the entire content creation process.
There are four basic divisions in the Baldur's Gate pipeline: programming features, movies, in game animations and game levels. The largest and most complex of these is the game level pipeline. Going into BG2 we had an 8-stage process that we followed when creating levels for the game. The process for creating a game level was:
By the end of the project we had found several weaknesses in the overall procedure. We found that we needed a better way to document the changes that were made to a game level during development. We had tried to keep our word documents as up to date as possible, but with the amount of people involved, and the enormity of the game, it was nearly impossible to keep these documents completely accurate. Some elements of the large team worked independently from each other - designers sometimes didn't interface adequately with artists resulting in missing elements in the game areas and different naming conventions between art and design, potentially a huge problem when you consider that BG2 had hundreds of areas and thousands of creatures and pieces of individual art. Improvement of the integration between different disciplines (programming, art, design, quality assurance, audio, etc.) is a now goal for all of our projects. For example in Neverwinter Nights we have a database (called the Event editor) where we keep track of all changes to a game level so that developers from various areas can all simultaneously be aware of the specific status of game content. Another oversight in the Baldur's Gate II level design process included the lack of a specific early testing stage (effectively the ninth stage of area development). Early testing of a game level would have allowed us to make changes and tweaks while the level was being developed, when it was still relatively easy to modify, rather than doing it in the final QA pass. This would have streamlined the final testing process. Instead we didn't start testing until large sections of the game were fully content complete. While Baldur's Gate II was in development we added an in house QA department and to BioWare in order do more early testing. We can now run game levels through this department as soon as we have a working version of the level and fine tune it earlier, rather than later. Much QA support also was provided by our publisher Black Isle/Interplay, in that some QA testers visited BioWare for the last few months of the project and additional QA testing occurred down at Black Isle/Interplay. Interestingly, we did such an excellent job at automating the level development process that there was little time to review a game level as it went through the stages. A designer might submit a level description and receive it, art complete, a month later ready for scripting, but missing some key features (almost always a door). We would then have to determine whether the omission was important enough to have the art piece redone, or whether we could simply tweak the design of the level to fit the finished art. Again, this relates back to the issue of integration of the disciplines, something we will perpetually work on with our large scale RPG projects.
During the development of Baldur's Gate II we added Line Producers to assist the three Producers in maintaining team communication and task tracking. By its end, Baldur's Gate II had a Line Producer/Designer assigned to making builds of the game and managing BG2's gigantic resources and another Line Producer responsible for the thousands of bugs on the bug list. We added a third Line Producer near the very end of the project to work on compatibility issues and to help with answering technical questions on the bginfo@bioware.com support email. We learned to make sure all elements of the team are talking to each other and working as a group, rather than as a bunch of individuals! Manage the Mid-Project During the development of any game, no matter how cool, there comes a time where people have been working on it for a long time and they start to tire of it. This mid-project doldrums period has to be managed very carefully, with attention paid to the individuals involved. In the case of BG2, our situation was complicated by the fact we had a shiny new project in the form of Neverwinter Nights (also with Black Isle/Interplay as publisher) in production just across the hall, and another cool new project in the form of our Star Wars RPG (with LucasArts as the publisher) also recently underway. At BioWare we like to have monthly events for the entire company - like going to a movie or having a barbecue to give people a break by taking them out of the office. It's our way of pointing out we're still in this business for the joy of it - we're making games, and we should be having fun! For the Baldur's Gate II team specifically we spent a lot of time talking to people throughout the project, especially at the mid-project low-point, in order to make sure we were providing enough support for the people who were slaving away on the game. We also shifted some people around - one of the major benefits of being a larger developer is that we have multiple projects arranged in a matrix organization, and at any given time there are likely a few people that wouldn't mind switching games. Also certain people are "starters" while others are "finishers" - it's important to understand each individual and tailor their tasks to their working style. The lesson we learned was to beware the mid-project; morale can take a precipitous drop before it again climbs when people see the light at the end of the tunnel. ________________________________________________________ |
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