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  How Sleeping Dogs Tackles Open World Design
by Christian Nutt [Design, Interview]
8 comments Share on Twitter Share on Facebook RSS
 
 
June 29, 2012 Article Start Previous Page 2 of 4 Next
 

This is kind of interesting. There've been a few significant attempts to do a Hong Kong cinema-style game: there was obviously Stranglehold; there was Rise to Honor that came out of Sony… But it doesn't seem like anyone's quite hit the mark in terms of getting it -- both hitting the nail on the head creatively and stylistically, but also making a huge success out of it. I was wondering if you could talk about that.

MS: I think when we started we had that very same concern because there have been other attempts -- not just set in Hong Kong. Obviously, Hong Kong cinema has influenced a lot of games over the years. So tonally we knew we had to do something a bit different, and that's when we kind of stumbled across the more recent types of Hong Kong movies that have come out in the recent past, from Johnnie To where you have the Triad Black Society series, Infernal Affairs and that.



But, looking at that, we didn't see a lot of games that had necessarily been influenced by that -- at least not heavily. By looking at this style of cinema, we knew that we could have a little bit different tone and tell an authentic Triad story and pay a lot of attention to the reality of the crime in Hong Kong. Obviously, we've sensationalized a lot of it, but that attention to detail and authenticity is important to us.

Jeff O'Connell: Mike mentioned Infernal Affairs, which became The Departed, and won Best Picture just prior to when we were starting. That has served as sort of a general blueprint for our story. That, obviously, was an incredibly well-received film in the West, and for us that's always been considered a touchstone.

We've gone back to that on many occasions from a character point of view and from a story point of view. We really try to make sure that we have that level of -- as Mike said -- authenticity and maturity in the story and likeability among all of our characters. That for us is an important thing.

MS: I think that was the big exciting moment there -- when we felt this won't just be a genre game; we actually have a good story to tell, and we're dealing with subject matter that not a lot of people have been exposed to. Hopefully, when people play this game, they'll do a little research of their own on the themes of the story. I think there's also a real acceptability in melee now with games like Batman being very successful, and even Assassin's Creed to some extent. The massive growth of the UFC worldwide has delivered an awareness of the core audience of melee and fighting. Having that as a key hook for us maybe is another reason why we believe the game will have a strong audience.

There's a little bit of debate as to the best way to integrate story into games, or whether or not to do it at all. But particularly in open world games that are really predicated on a sense of freedom, there can be a real contrast. I was curious about your thoughts on that.

SvdM: If you think about an open world experience as more of a TV show than a movie, and you think about some of the great TV shows like HBO or Showtime -- anything like The Wire or Sopranos or The Shield, any of those kinds of shows -- the approach that we've taken is that all of the characters in the game play a role in the story.

They actually develop a little further, and the open world structure actually allows you more opportunity to get to know them better in the context outside the core story. They may become characters that give you things to do like a story mission, or they may be involved in a case that you do which is not part of the core story but you get to learn a little bit more about them.

The story we wanted to tell from the get-go was a very directed story. We did not want to bring in a whole bunch of branching with people deciding: "Oh, I'm going to do this; oh, I'm going to do that." The story is fairly linear. As you play it, from beginning to end, there's very little impact that you're going to have on the outcome of the narrative.

However, what we take great care to do is to really expand on the characters that you meet throughout the rest of the world so that they become fully fledged; you actually start to care for them, and you understand a little bit more about them. We put them, I think, in a lot of normal situations -- things like weddings and funerals, the kinds of things which happen to ordinary people. I think there's an easier route to understand the characters, sympathize and empathize with them, and become involved in the story.

MS: I think, outside of the core narrative, one of the big aspects of any undercover cop story is you get to go into an organization and see it from the inside. So, in addition to our own character's personal journey, there is a lot of exposure that you get to different characters and different lifestyles; some of those are actually only obtained through secondary content, as well.

While our core storyline is fairly linear, you can really push when and how you want to move it forward as well as flesh out more detail through doing a lot of the secondary content or investigating different aspects of the world -- and that is scalable to each player's different level of experience.

JO: One of the things we try to do on the gameplay side is create a number of custom interiors in the game. Some of them are quite large buildings that sort of have these story set pieces that unfold in these arenas. The reason why we've done that a little bit differently than many urban open world games is because of our mechanics. We feel like the melee, the shooting, the free-running is really well showcased in an environment like that. You can really choreograph an action sequence in there.

We can make some of those experiences more linear for the player, as well, which is an easy way to tell a story and also give some people who prefer a more linear game a taste for that as well. There's definitely the sandbox there, and, as Stephen said, we've integrated characters from the main story throughout that sandbox, but we've also tried to craft action experiences to put finer points on the story using these interiors.

 
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Comments

Thomas Baltzer
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"We did not want to bring in a whole bunch of branching with people deciding: "Oh, I'm going to do this; oh, I'm going to do that." The story is fairly linear. As you play it, from beginning to end, there's very little impact that you're going to have on the outcome of the narrative."

I understand wanting to tell a tight story, but that's still faintly depressing.

Michael Joseph
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I know where you're coming from.

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.

dario silva
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The reason they made things linear is to make for better action scenes. Didn't you read that part of the article? You cant make an open world game where every object in the environment can be used as a weapon just yet folks... and the same goes with free running. Theres a reason Mirrors Edge was not an open world game, and even though us fans of the game would love it to be open world, we're just grateful that we got a free running game to begin with. So far i'm seeing some great action scenes from this game that i havent seen in any other games (the on foot chase scene through the crowded market looks amazing). So if it turns out to be a great action game, ill be grateful regardless if its open world or not.

Michael Joseph
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"You cant make an open world game where every object in the environment can be used as a weapon just yet folks."

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

dario silva
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Vanquish is a pure moving-shooting game, and its one of the best engaging games ever made. Theres nothing wrong with just shooting and martial arts defining the mechanics of a game, especially due to the fact that noones really combined the two genres really well just yet.

Nick Harris
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@Michael Joseph

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".

Ole Berg Leren
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That sounds like it would need a tremendous amount of processing-power. So, just going on a tangent off that:

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.

Joe McGinn
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Looking good guys ... one of the few games this year I'm really looking forward to. Day 1 purchase for me.


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