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Features

Postmortem: Insomniac Games' Ratchet & Clank
What Went
Right
1.
Prototyping. We had been prototyping gameplay since Spyro
the Dragon, but never to the extent that we did with Ratchet
& Clank. The game featured more than 35 weapons and gadgets,
all of which had to be fun to use. The big problem we faced was
that every weapon and gadget was woven into the macro design and
the story. If we had to pull one out during production, the macro
design would collapse, which would be disastrous for the production
schedule.
We
spent three months building and programming the weapons and gadgets.
Many of them didn't survive the prototype phase because even though
they sounded good on paper, we just couldn't make them work. A good
example was the Revolverator, a weapon featuring a large drill bit
which would spin enemies around and fling them away. We discovered
that the spinning slowed down gameplay, and that it was difficult
to hit enemies, since the collision for the drill bit had to be
narrow to be believable. Another good idea on paper was the Mackerel
1000, a fish that would be a replacement for Ratchet's wrench. It
sounded funny, but when we put it in the game the humor lasted for
about three seconds.
We also prototyped enemy layouts and behavior to a much greater
extent on this project. The majority of our enemies were well tested
and tuned before each level went into production. This process saved
us a massive amount of time, since we only built final models and
did final coding once we were sure that the enemies would work.
Conversely, on the Spyro series we were always ripping things
out and starting over during production, since we rarely prototyped
gameplay. With Ratchet & Clank, and for all of our future
projects, gameplay prototyping has now become an ongoing process.
Finally,
to clearly establish the look of the game, we used our I5 engine
to prototype two of the game's planned environments before we had
the real Ratchet & Clank technology up and running. It was all smoke
and mirrors, but it allowed us to show on-screen what we imagined
the final game would look like and put to rest a lot of our own
fears about whether or not the game would stand out visually.
2.
Sharing technology with Naughty Dog. Shortly after we decided
to start over, Jason Rubin, Naughty Dog's co-founder, called me
and asked if we'd be interested in checking out the technology they
developed for Jak & Daxter. He explained that Naughty Dog
didn't want anything from us other than a gentlemen's agreement
to share with them any improvements we made to whatever we borrowed
plus any of our own technology we felt like sharing. In an industry
as competitive as ours, things like this just don't happen.
We
went over to Naughty Dog's offices and took a look, particularly
at their background renderer. They had developed some incredible
proprietary techniques to render smoothly transitioning levels of
detail and instanced objects very quickly. We brought the code back
to our offices, spent some time getting a handle on their techniques,
and then we were up and running with a much more powerful environment
engine.
Needless
to say, Naughty Dog's generosity gave us a huge leg up and allowed
us to draw the enormous vistas in the game. In return, we've shared
with them any technology in which they were interested, but so far
we've been the clear beneficiary of the arrangement.
3.
Setting reasonable design goals. Even though the concept behind
Ratchet & Clank was ambitious for us (integrating RPG elements into
an action-platformer), we were careful not to cram too much stuff
into the initial design.
We
had never made a game before where we didn't have to axe one or
more levels at some point in the production process because we were
out of time. The Ratchet & Clank macro design was more complex,
so we couldn't afford to rip out a level at the last moment. Sony
had created a tremendous marketing campaign that relied on a specific
release date, so missing our delivery dates was not an option. Plus,
we were already releasing pretty late in the year, and to miss one
week of precious pre-Christmas sales would prove very costly.
For
these reasons, we planned the game layout much more carefully than
we had on past titles. We had a pretty good idea of how long it
would take to build each level, but we also knew that plenty would
go wrong during the production process. So even though we had time
to do 20 levels, we cut back to 18 at the very beginning.
We also made sure that nothing went into the design unless we were
very sure that it was going to work. Early prototyping was key here,
but so was an attitude of general restraint. There were a few wild
concepts that everyone was excited about, but had we integrated
them into the macro, the project probably would have slipped. Ultimately
we were able to put about 90 percent of what we planned into the
game -- a record for us.
4.Focus
testing. Most games go through focus testing at some point.
Publishers and developers alike want to see how people react to
the game and whether it's too difficult or too easy. Because it's
the best way to tune the gameplay, we've focus-tested our games
since the first Spyro. But with Ratchet & Clank we
went overboard.
We
had four major focus tests during production. Each focus test featured
another 25 percent of the game until we were testing the full game
at alpha. More than 200 consumers got to play the game before release,
and the feedback we collected was invaluable. By recording and charting
data from the game, we were able to tune item prices, adjust challenge
difficulty, and change monetary rewards. Without this exhaustive
process the game would probably have been unplayable.
Just
as important, though, was the fact that each focus test forced us
to get the game working. Along with the other deadlines it sometimes
felt that we were always in crunch mode. The gameplay programmers
in particular lived a nightmare existence between fixing bugs for
the next focus disc and trying to move ahead with the new levels.
But the constant burns kept us on track and on schedule. Given Ratchet
& Clank's scope and complexity, if we had waited until the end
of the project to burn playable discs, the bug list would have been
overwhelming and we would have missed our ship date by months.
5.
Collaborative design. Everyone in the company has always been
free to contribute creatively to the projects. It's not a requirement,
but for those who are interested it's an opportunity to affect the
direction our games take. Programmers are encouraged to contribute
to story, artists are asked for ideas on design, and so on. During
Ratchet & Clank, a large percentage of the team contributed
ideas outside of their particular areas of expertise, making the
game one of the deepest and most varied titles we've developed.
This
does not imply that we design by consensus. There's a solid structure
in place to ensure that we adhere to the macro design and remain
consistent with the game's "flavor." But adopting an approach that
encourages design participation gives us a real wealth of creativity
from which to draw while enhancing the sense of ownership everyone
feels in our games.
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