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Grand Theft Auto III showed the industry the creative potential of open world games at the same time it cemented their massive popularity as an unshakable reality. But since that time, the genre has been tough for other studios to tackle: not only are they a technological challenge to develop, but they require different sorts of thinking about design as well.
Activision's shot at the GTA crown was its True Crime series -- but last year, the publisher decided to can the latest game in the franchise. It was a surprise when Square Enix picked up the title, which is under development at Vancouver-based United Front games. "When we first saw and got our hands on the game we fell in love with it," Square Enix's Lee Singleton told Gamasutra at the time.
Now set to be released on PC, Xbox 360, and PlayStation 3 this August under the title Sleeping Dogs, the game aims to blend the gritty world of Hong Kong cinema with robust character-driven storytelling out of crime shows like The Wire and robust melee combat.
That all sounds like a massive challenge, so Gamasutra spoke to United Front's Stephen van der Mescht, Jeff O’Connell, and Mike Skupa -- executive producer, senior producer, and design director, respectively -- about what goes into both the creative decisions and day-to-day process of building a game like this.
When Grand Theft Auto got so popular, there was a mini-boom of open world games; but open world crime games didn't really solidify into a genre that a lot of companies worked with. It seems like Saints Row has really come into its own, as well. Do you think there's room to capture an audience?
Stephen van der Mescht: Absolutely; I think there's room. I think what we're trying to do with the game, specifically with it being an undercover cop story, is bring a different sort of model of perspective, or a different feel to it. The story is about being a cop, not about being a gangster or a thug. It's about facing those difficult decisions that people in undercover situations have to make.
As far as the game itself goes, I think everybody does something a bit differently. GTA is obviously the grandfather of them all, and we have a ton of respect for what they managed to accomplish within the open world genre. Saints Row, I think, has carved out a really interesting niche for themselves. They obviously go for the real over-the-top gameplay style.
We've taken a different turn with ours, and we've really pushed much more on the hand-to-hand mechanics than any of our competitors. When it comes down to the core combat system -- melee combat, using melee weapons, bringing the environment into the combat system -- there's going to be stuff that people are going to be able to do in this game that they can't do at all in other open world games.
The open world is just a delivery mechanism at that point, right? It's just a game structure; it's all so that you can do different things inside of it and have that freedom that you get in a lot of open world games but be able to bring these interesting mechanics that they won't have used before into the scenario.

Why did you choose to prioritize melee?
SvdM: I think one of the core inspirations was Hong Kong cinema. Again, you're looking to make an open world game, and you're looking to differentiate yourself from the competition. At the same time, we're looking at what we're inspired by.
Hong Kong cinema -- a lot of the movies have classic martial arts combat, fluid, being able to move around the environment, fight people, use the environment in really interesting ways -- that's something we're really passionate about. If you could get to feel like Jackie Chan, Bruce Lee, Chow Yun-Fat, or one of those guys in an open world setting, that'd feel pretty awesome.
Mike Skupa: I think a lot of us looked at it as we really needed to expand upon what we knew and take the lessons we've learned throughout all areas of development and really push that forward so we could really differentiate the title from other open world games.
Also, just looking at the subject matter, knowing that we wanted to make a Hong Kong cinema action game, you're dealing with a lot of logistic components that are natural to an open world setting: you have the traffic, you have the Hong Kong influence, you have the Triads. There's obviously a lot of high expectations people have for this genre -- both the gaming genre and the cinematic genre -- so, first and foremost, that was our big blueprint for the game; just really embracing Hong Kong cinema and all of the different types of action and the counters that a player would come to expect from that.
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I understand wanting to tell a tight story, but that's still faintly depressing.
I watched some of the E3 gameplay footage out there and the game seems to be very heavy on story and less on simulation.
GTA III to me seems to have focussed on simulation first with minigames and missions to provide a minimal amount of structure. I think I prefer it that way. I would like to see more of these sandbox crime games focus more on letting the player
- choose his\her own role
a - muscle for hire - protection racket enforcement
b - car thief
c - cook with path to a Cook Tycoon empire
d - drug dealer with path to king pen
e - hitman focussing on maintaining anonymity and doing clean hits the way your employer wants
f - street gang member with path to leadership and then simulating the management of your gang and your territory, etc.
g - bookie
h - pimp
i - con artist
j - cat burglar progressing to master art thief & safe cracker
k - gun runner
- open mission selection
a - pick up the latest copy of Soldier of Fortune and take a job.
b - jail breaks
c - retaining lawyers and assigning them to get your homies out on bail and acquitted
d - ???
- managing your crew
a - payroll
b - hiring / firing
c - rooting out rats and informants
d - equipping
e - raises and bonuses (a poorly compensated crew is a liability)
f - ???
- planning and assign missions to your own soldiers/crew/members/associates
a - shake downs / fear and intimidation missions
b - bribing police and politicians
c - negotiations with other crime figures
d - counter surveilance
e - heists
f - home invasions
g - kidnapping (yes you are an evil bastard)
h - ???
- recreation and party missions
a - all work no play make Homer something something
b - morale is boosted
c - welcome home from the joint party
d - throw a weak party and lose credibility
e - funerals (gotta show your respect for your fallen crew or lose loyalty)
- managing a spouse and family
a - keeping your work a secret
b - making sure your family isn't cooperating with the feds
c - dealing with the shame from parents or younger siblings who disapprove of your lifestyle.
d - buying gifts constantly (an under appreciated significant other is a liability)
- hide-out selection and management and security
- dummy businesses and fronts
a - money laundering (spendng dirty money is begging for tax evasion conviction)
- managing your own vices (maybe the simulation forces you to pick up X points worth of vices from a list) and demons
a - alcohol and substance abuse
b - sex addiction
c - paranoia
d - psychosis
e - depression
f - bipolar disorder
g - guilt
h - gambling addiction
Yes it's all just a lot of wishful thinking off the top of my head type stuff. But my point is, let the user make his own story. Let's try to move away from these heavy handed story games. Those are just becoming examples of lazy uninspired game design i must say. We need all these stupid achievements in games because the emperor has no clothes.
Obviously.
However in this game using weapons is pretty much all you can do! The variety comes in as follows
- you can shoot them while standing still
- you can shoot them while running
- you can shoot them in slow mo'
- you can shoot them from a car
- you can shoot them inside a car from a car
- you can shoot the car tire from a car and kill'em that way
- you can shoot them from a motorcycle
- you can shoot them from behind a crate
- you can shoot them wearing a hat
- you can shoot them while eating green eggs and ham
- ok there's kung fu too for when you run out of bullets :)
inbetween all the shooting enjoy a cutscene
PHENOMENAL COSMIC OPEN GAME WORLD! itty-bitty game play...
http://www.youtube.com/watch?v=xpuf2jkznN8 <-- gameplay vid
I really like your "wish list" for an Open World crime game. What has occurred to me in the past is that although Liberty City is simulated (motorcycles, cars, buses, trains, planes and pedestrians), it is all a piece of clockwork in which the illusion of a living metropolis depends upon the player only being aware of a "slice" of the whole system. I'd prefer a game in which there were sophisticated AI "bosses" in charge of organised gangs:
Yakusa - Japanese
Bratva - Russian
Yardie - Jamaican
Mafia - Italian
Triad - Chinese
Cops - Irish*
I.A. - Internal Affairs
D.A. - District Attorney
F.B.I. - Federal Bureau of Investigations
I.N.S. - Immigration and Naturalisation Service
A.T.F. - Bureau of Alcohol, Tobacco, Firearms and Explosives
D.E.A. - Drug Enforcement Agency
D.H.S. - Department of Homeland Security
N.S.A. - National Security Agency
*incorporates S.W.A.T. - Special Weapons and Tactics
U.S.S.S. - United States Secret Service (in case of a Presidential visit)
...in addition to the office of the Mayor... all of which can be joined, either as a bona fide member or infiltrated in a manner akin to the Movie "Infernal Affairs" (which was remade as "The Departed"):
http://www.imdb.com/title/tt0338564/
Once inside you can seek promotion (which depends as much on trust as it does on your performance), in order to seek a place of power from which you can gain access to higher security operational intel. In effect, each organisation is the same in that it protects itself from spies and saboteurs by making its critical plans opaque to new hires. Breaking into offices and filing cabinets and hacking computer networks can help overcome this barrier at a risk to the discovery of your disloyalty. All organisations can be corrupted. Temptations abound, such as money and women. Ostensibly incorruptible officers of the law can be manipulated by blackmail (although, you would have to follow them around for a while to find out their dirty secret). These groups form a complex self-balancing system. The criminal gangs are not at war when you start the game, but can be manipulated to fight against each other through your involvement with them, somewhat like:
http://en.wikipedia.org/wiki/A_Fistful_of_Dollars#Plot
Access to the crime bosses themselves will be initially restricted in order to prevent assassination attempts. Much of the game engine's AI is devoted to simulating what these bosses know about the intent of their rivals and making tentative plans to preserve their "turf" accordingly. Their intel is only second-hand as it come via their unreliable henchmen. If you become one of these you can mislead them if you are the sole source of some "tip", but this is risky as they will know you betrayed them as soon as your "facts" are disproved by reality. Ultimately, you can rise through the ranks to challenge, or kill, the head of any organisation (although, membership of one precludes membership of another you can appoint proxies and end up running the entire city, appointing yourself Mayor through the intimidation of all the business owners your gangs get protection money off).
There need not be a predetermined script with this, just as there isn't one in Pac-Man. It is called an "Emergent Narrative".
A sandbox game, take yours as an example. When you install the game, you have to agree that your computer can be used as a node in the data-processing network for the game when you're not playing. Doing so will also earn you something in-game: a kind of currency makes most sense to me. Maybe you'd have to dedicate a minimum of 5% of your processing power, and then whatever you add on top of those 5% goes directly to your own game-world. You pay a monthly subscription to the developer for server-space and processing (dunno if this is necessary?).
The state of your game-world is kept on their server, and is iterated through by use of the combined processing-power of the game-network, and your own computer.
You link your game-world to an account, and you can download node-slave client-programs to install on other processing units like smartphones, work-laptops, etc. These would solely be used to leech processing-power to the game-network. To use them, you log on to your account and start the leeching. An account can be logged on to many clients at once, and thus you earn more in-game currency and processing power towards your own game-world.
I have no idea if this is technologically possible, as I'm not that tech-savvy. But I thought the Bitcoin-guys did something similar where you rent your computer out for data-crunching, and earn Bitcoins for it.