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Features

Postmortem:
The Game Design of
Surreal's The Suffering
What Went Wrong
1. Design Changes and Communication Thereof.
Previously I discussed how we shifted away from the
console-style, target-lock-based shooting of DMC
to the aiming-based shooting of PC first person shooters.
Without a doubt this was the right decision to make.
Unfortunately, though I was never a big fan of emulating
DMC, we went down that road for the first third
of the project and invested a significant amount of
time in game mechanics that we threw out. If we had
more carefully analyzed what type of game we were
making from the start we could have saved six man-months
of work. Also, when we finally decided to make the
switch, the change was not properly communicated to
the whole team, and people frequently asked me, "But
I thought we were trying to be like DMC?"
In a collaborative large-scale project, having a design
vision is useless unless it is clearly communicated
to the entire team.
2. Puzzle and Boss Gameplay. Even given our
best efforts and despite being granted time to iterate
on the game, our puzzle and boss design was not up
to the standards we wanted. Both the puzzles and bosses
were flawed because of their unpredictability; they
caught players off-guard by involving multiple complex
mechanics that players had never used previously.
Part of this was due to the fact that we re-did each
individual puzzle multiple times, and thus whatever
puzzle progression had been planned over the course
of the game was no longer applicable. Our bosses were
further problematic because we tried to force platformer-style
bosses into a PC shooter-style game (indeed, the bosses
fit better when the game was more in the vein of DMC).
This oversight was not recognized until it was too
late. It was also a conceptual goal to make the bosses
involve non-violent conflict to contrast with the
extremely violent nature of the rest of the game.
This made designing them and making them fun quite
difficult since our non-violent mechanics were significantly
limited and not nearly as much fun as our violent
mechanics. All of our bosses and almost all of our
puzzles were redone one or more times prior to shipping,
and though they improved tremendously they were never
anyone's favorite part of the game.
3. Weapon Variety and Distribution. One of the
drawbacks of setting a game in a real-world environment
is that you don't have the opportunity for weapon
diversity that you do in a science fiction or fantasy
game. This is especially problematic for a shooter
like The Suffering, where constraining yourself
to real-world weapons and avoiding those that don't
fit the setting (rocket launcher, anyone?) means that
you're hurting the gameplay experience for the benefit
of the story. In the end, we really could have used
one more weapon.
Also, our desire to make the game accessible to a wide
audience resulted in a bit more ammunition available
in the world than we would have preferred. This had
the unfortunate side-effect of most players not using
the "Insanity Mode" creature; most simply
didn't need it unless they were playing on the harder
difficulties. Though we did include multiple difficulty
levels, most players will tend to pick the default
and stick with it, even if they find the game too
easy. Indeed, by the time they figure that out, they're
a fair ways into the game and it's hardly fair to
expect them to restart their game from scratch at
a higher difficulty. It would appear that the answer
is a dynamic difficulty adjustment system that automatically
makes the game harder or easier based on how well
the player is playing the game moment to moment. This
is something other games have dabbled in and that
we will undoubtedly be using in the future.
4. AI Design Issues. Though we tried to make
our game more accessible to players by supplying them
with plenty of ammo, the primary reason our game is
too hard for novice users is because our AI design
was not made with our controls and player mechanics
in mind. Having a creature that runs right behind
you may be cool in concept and is something fairly
well supported in a PC shooter using a keyboard/mouse
control scheme or a console shooter with target-lock.
However, with an aiming-based game using a console
controller the player's ability to react to such events
is significantly more limited. Indeed, our original
target-locking control scheme supported this much
better, and having the creatures move in this frantic
fashion is another disjointedness that resulted from
that transition. Furthermore, this is a classic example
of a problem the development team is likely to be
completely unaware of: since the developers have been
playing the game for so long, they are extremely familiar
with the controls and see a problem like this as a
challenge instead of an annoyance. Indeed, whenever
I see "controls are sluggish" in reviews
of the game, I interpret that to be because of this
AI-behavior and the controls disconnect.
5. The Denial Factor. After you've worked on
a game for a year and a half, it's easy to overlook
certain glaring flaws with your title. Thankfully
our publisher and gameplay testers were able to point
out many of these problems and we were able to fix
most of them before we shipped. Nevertheless, we spent
too much of the project in denial about problems with
the game. This was true across all departments, but
also in design, where poor puzzles, AI, and mechanics
were ignored for too long. Since we put off fixing
these issues until so late in the project we often
had to use shortcuts and didn't have the time to polish
the new solutions. We delivered a "first playable"
of the game seven months into development that was
supposed to be "shippable quality." Looking
back on it now it's hard to imagine what drugs we
were taking to make us think it was actually close
to good enough. In the future, we plan on being significantly
more strict with our quality levels over the course
of development and to fix problems before we become
accustomed to them.
Heart of Darkness
I see The Suffering as somewhat unique among
console action-adventure or shooter games in the seriousness
of its subject matter and the moral themes it endeavors
to explore. This is something that I wanted from day
one and I am fairly happy with the result we achieved.
To accomplish this, we made a number of key design
decisions, from the player's ability to effect the
world in a believable way (killing friendly humans),
to the storytelling techniques we used, to the morality
system that leads to the distinct endings. In the
end though, the compatibility of a game about human
atrocities over the ages within the "gory shooter"
game milieu was perhaps our biggest limitation. As
games seek to engage the player with more and more
serious subject matter, the game mechanics need to
evolve along with them, giving the player a wider
expressive range than deciding whether to kill or
not to kill. But as they say, Rome wasn't built in
a day.
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The Suffering
Publisher:
Midway
Developer: Surreal Software
Number of full-time developers:
25
Number of part-time developers:
24 (not including testers or support staff)
Number of contractors: Three artists,
three external art shops, one musician,
12 voice actors, and four motion capture
actors
Length of Development: Two years
and two months
Release Date: March 8, 2004 (U.S.
PlayStation 2 and Xbox)
Platforms: PlayStation 2, Xbox,
and PC
Development Hardware: High-end
PCs with Windows 2000 or XP
Development Software Used: Microsoft
Visual Studio .NET, Microsoft SourceSafe,
Perforce, ProDG, SN Tuner, PS2 Performance
Analyzer, ProView, Photoshop, Maya, Painter,
3DS Max, Sound Forge, CoolEdit Pro, Nuendo,
SmartDraw, ACDSee, SourceForge, ProblemTracker,
Proprietary Level Editor and Modeler
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