|
To go back to something Mike said, at the beginning of his answer, it sounded like, Mike, you were going to talk about preproduction to an extent. You made me think about preproduction in the sense that you were talking about making sure all the different parts of the game support each other. Is that something that you looked at from preproduction, or was that something that, as the game took shape, you started to think about how they could support each other?
MS: We definitely looked at that from preproduction. Having worked on an open world game before, a lot of us knew how important this was. Obviously, we still make mistakes, as does anyone, and we've learned a lot more since; but we've continuously looked at those elements and analyzed how they've impacted each other throughout the course of development.
We're still even looking at that today. While we're beyond the stages of making fundamental changes to the game, there are certain elements where we'll need to address an inconsistency or guide the player toward a certain aspect of the game -- or strengthen a certain aspect of the game. While we may not have the resources available in one department, we often find that, because we've developed the game this way, we can use another medium to convey a message.
For instance, let's say all of our voice recording is done on a particular character. We can utilize something like a PDA or a text message because they convey a similar message -- or we can even go in and do something in, say, mission-objective text or whatnot. So there's a lot of tools that we can use to strengthen each discipline.
How much time have you given yourself to really take a look at the results from playtesting and really realize how you have to tweak and nudge the game in different directions like you just described?
SvdM: Obviously, our goal is to get all the content in there and then really, like you say, analyze things. The open world experience is so much about having things in proximity with each other; focusing content in the right areas -- little things like the right line of dialogue or the right music playing when you go into a place.
It's those little details that pull together the experience and make it feel like something more than just a game and a linear experience. How much time? That's tough to say. I can say we've been doing that for a couple of months now, so, all in all, I would say a good seven or eight months that we would have been analyzing the things and understanding whether the content is in the right place, what needs to be moved around, and how we can support it stronger.

JO: In addition to really heavy focus group testing of playing through the game flow, from early on in development we actually did a lot of internal focus group tests where we'd look at individual components such as mechanics or missions and really utilize focus group testing and user testing both from getting interviews and information from people and also from just watching other people -- even on the development team -- playing the game and really seeing those little things that people stumble upon or get confused with or even knowing what we should really focus more on in the game.
You can see from people playing the game at an early stage the things that they really gravitate towards, and that way we know where we should really put our emphasis.
SvdM: I think, just to close off on that point, Mike mentioned that a few of us have developed open world games before, so we've tried to bring our learning into this experience. The biggest difference for me working on this game than other games has been that there was an internal focus on the tools, in terms of being able to manipulate the flow of the game very, very easily.
The thing with our tools, even the way in which we tie some of the progression of the game together, the ability has been there from the get-go to play through sequences of it and move stuff around very, very easily and quickly so that we can start to get a proper sense of flow and a proper sense of feel. So even though there's stuff that we obviously focused more heavily on in the back-end, that has been worked on the entire development of the game.
|
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.