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By
Frank Rooke
[Author's
Bio]
Gamasutra
September
10, 2003
This article originally
appeared in the October 2003 issue of Game Developer
magazine.
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Features

Postmortem: Monolith's TRON 2.0
What
Went Right
1.
Publisher compatibility. It was and continues to be a real pleasure
working with Buena Vista Games. We were initially concerned that
the constraints of the license would be overwhelming, with minute-level
detail examination leading to a potentially watered-down game. However,
it was just the opposite. While BVG had great input of their own,
they encouraged us to run with our ideas. This freedom afforded
us the confidence to pursue a game design without the fear of it
changing or being altered in some obtuse fashion down the road.
Another
peripheral benefit was the publisher's strong international standing.
There are BVG regional offices across the world. Particularly noteworthy
are those in Europe. From the onset of the project we had direct
contact with the very people involved with press, retailers, and
consumers across multiple European regions. From a design point
of view, this exposure to non-U.S. markets was enlightening and
useful. It's impossible to be all things to all people, but it is
good design practice to consider the entire breadth of your target
audience. TRON 2.0 is more accessible and dynamic because
of it.
Lastly,
BVG granted us access to the talent involved in the original film.
On the art side, we were fortunate enough to meet with Syd Mead
near the beginning of the project. He shared with us many of his
original TRON sketches and paintings. It was a unique opportunity
to learn firsthand the design philosophy behind the highly recognizable
elements of the TRON world. In a sense, it allowed the TRON
2.0 artists to pick up were the film left off. Although the
game achieves an overall look that is more detailed and colorful
than the film, the consistency in the overall aesthetics between
the two projects remains credible. Mead also contributed the new
super light cycle, an exclusive design just for the game. Both Monolith
and BVG agreed that it seemed appropriate, not to mention cool,
to have the creator of the original light cycle design the next
incarnation of the iconic bike.
Besides
Syd Mead, the team had access to special effects director Richard
Taylor and TRON creator Steven Lisberger to review progress
of the game. Taylor, on one occasion, popped into the Monolith office
and provided some very helpful feedback regarding lighting and camera
movement. On the acting side, Bruce Boxleitner and Cindy Morgan
lent their voices to the game. Most notably, Boxleitner reprised
his role as Alan Bradley.
2.
Identifying iconic elements from the film. We asked ourselves,
what were the core elements that provided TRON with its unique
identity? Not surprisingly, we immediately isolated the disc and
light cycle as iconic elements from the movie and marked them as
mandatory features for the game. However, once we started looking
past the obvious, we were a taken aback by the sheer quantity of
other essential TRON components. To compound the issue, it
became evident that different people - meaning various people on
the team, at BVG, in the press, and at TRON fan sites - all
isolated different elements or events from the movie as true TRON
moments. What began as a simple checklist became a forum of discussion
that never really concluded until the completion of the game.
To
get a handle on the situation, we started prioritizing signature
TRON components by how they supported gameplay and to what
extent they propagated the TRON identity. We then discussed
how to mature these concepts to meet the demands of a contemporary
game. What we ended up with is a working mix of old and new - recognizable
yet fresh. The combat component of the game still revolves around
the disc, but it can now be upgraded. Environments retain the glowing,
outlined look but with increased vibrancy and complexity. The story
is new but resembles the original through the use of playful analogies,
techie metaphors, and light-hearted humor - all hallmarks of the
original script. And finally, memorable entities such as Bit, Tanks,
and Recognizers make appearances but with altered functionality
to represent the passage of time.
We
avoided simply translating the film directly into a game. It took
significant effort to advance the TRON universe beyond the
safety of the film. Setting out to improve iconic elements is always
risky, but as a team we agreed not to take the easy road and shortchange
the property's potential by doing the bare minimum. Solely relying
on the TRON name to sell units was not our strategy.
3.
No movie license curse. It's a common belief that movie license-based
games are substandard. How many times do we see game reviews with
the comment "Game X is just another mediocre game based on
a movie." We did not want TRON 2.0 to be another movie
tie-in casualty. Not only would it be bad for Monolith's reputation,
but we genuinely didn't want to waste the opportunity. TRON 2.0
needed to be able to stand on its own as a fun, engaging, and intelligent
game, regardless of its lineage.
To
help realize this goal, we began work TRON 2.0 as we do all
our projects by reviewing successes and failures in our previous
titles or similar titles so we could learn from past errors. TRON
2.0 is fully contextual to the TRON universe yet iterative
relative to past Monolith efforts. With solid game design fundamentals
learned from past projects, we were left free to explore unique
game mechanics, storytelling devices, and technical enhancements
that pushed TRON 2.0 into new territory.
4.
Sharing code. The TRON 2.0 team found itself in a unique
position. The No One Lives Forever 2 (NOLF 2) team was roughly
eight months ahead of the TRON 2.0 schedule. They carried
most of the burden of developing Jupiter, the next-generation game
systems and tools needed to make NOLF 2 a cutting-edge game.
TRON 2.0 was slated to closely follow NOLF 2 and directly
use the Jupiter engine.
Although
there were trade-offs, sharing code development with NOLF 2
primarily allowed us the freedom to focus a greater amount of our
resources toward content, new features, and gameplay. TRON 2.0
certainly had its share of engineering hurdles, such as the glow
effect, light cycle technology, and of course the engineering to
support all of TRON 2.0's varied game objects. However, we
didn't have to worry about creating a new renderer or AI systems.
Also, uncertainties that are usually attached to new technologies
were for the most part already resolved. We simply learned the parameters
of the engine and adjusted the scope of our game to fit.
5.
Evolved art direction. TRON 2.0 has received praise for
its colorful architecture, glowing streams of energy, and creative
level design. Without a doubt, the artists and level designers on
the TRON 2.0 team successfully captured the essence of TRON.
Not only do the characters and environments look like those found
in the movie but in some cases surpass them. The art direction of
TRON 2.0 really stands out as one of the primary attributes
of the game, especially with the recent trend toward hyperrealistic
military games. TRON 2.0 is a fresh alternative.
The
method the art team used to achieve the look of TRON 2.0
was grassroots in nature. During preproduction, the artists re-created
many of the actual sets from the film to get the feel for TRON.
From there, they evolved the look to represent how computers changed
over the last 20 years. It's interesting to note that keyboards,
monitors, and circuit boards have changed little over the years.
But TRON is not about the literal interpretation of computers;
it's about the abstract world inside, the world of programs, data,
and energy. It is here where more significant advancements have
been made, and translating that into three-dimensional architecture
was the greater challenge. Unlike building recognizable architecture,
such as a warehouse or a subway, the artists and level designers
had to develop the means to communicate through an abstract language
to express what a firewall or PDA looked like to a program.
The
film also had a distinctive glow about it. Initially, we attempted
to build the glow directly into the art by using layers of additive
textures. However, that proved to be time consuming and somewhat
inconsistent. Plus, it was not a practical solution for characters.
Collaboration between Monolith and Nvidia engineers produced a technique
that generated a glow effect that was processed in real time by
essentially applying a second render pass with a blurred effect.
Once we saw this for the first time, it was clear TRON 2.0
was going to have a very special look. The glow effect immediately
became an item of note when discussing the game with the press.
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