this year's Game Design keynote, Neil Young, Electronic Arts Vice president
and production executive in charge of EA's immensely popular Lord of
the Rings games, talked about the widespread success of The Return
of the King and discussed the critical difference between gameplay
Games' Lord of the Rings franchise, now including both The Two
Towers and The Return of the King, have been dynamite titles
for the company in the last two years, selling over ten million copies
worldwide and shipping in seventy-seven different platform/language combinations.
to Young, the key to the success of the games lies in the understanding
that these titles were not simply mass appeal games, but also mass entertainment
experiences. Gameplay -- the mechanics of game design -- can certainly
make or break a game, Young said, but on a broader level, the widespread
success of a title depends equally on how broadly engaging a title is
in terms of its general entertainment value.
into just what makes an experience enjoyable, said Young, is a matter
of understanding what he termed finding the "User Fantasy" --
that which reaches into the player's head and heart and captivates their
imagination. The Fantasy of FIFA Soccer is to be a pro soccer player;
the Fantasy of Need for Speed: Underground is to be an illegal
street racer. And the Fantasy of "The Return of the King," said
Young, is to live out the Lord of the Rings saga.
secret of the success of EA Games, Young said, is what the company calls
"X'ing" -- identifying the core (or "X") of a title,
and making sure that the development team understands that "X"
and is capable of communicating it back to the producers. It sounds simple,
Young said, but reaching that level of product focus is one of the keys
to successful game design.
the case of The Lord of the Rings games, Neil Young and his team
were clear that their "X" was to create an entertainment experience
with simple, scaleable gameplay, leveraging the production assets of the
Lord of the Rings films, such that a player would be able to "live
out" the movies. The challenge, then, was to find a way to manage
that experience and succesfully manipulate the Fantasy.
Six-Sides of the Ring
solution to that challenge evolved for Young as a six-pronged approach
to the game's design.
Impressions and Expectations. According to Young, you have one chance
to make your initial impact on a player, one chance to introduce them
to your game and show them what to expect from the experience. In The
Return of the King, the first image and sound to appear to the player
are, aptly, the THX logo -- a brand that carries with it the promise
of aural richness and intensity.
Punctuation and Simple Words. In The Return of the King,Young
found that the secret to creating a mass entertainment experience was
to keep game moments short but powerful. If games are books and levels
are paragraphs, said Young, then his goal was to use simple phrases
dotted in frequent exclamation points. This technique, said Young, helped
the game develop and keep a wide, captive audience.
Moments, and Missions. Finding a cohesive structure to the games
was another point that Young found important in the development of the
series. Gameplay occurs at many levels, Young said -- in beats, in moments,
in missions. The questions he asked himself as a designer was, What
will the player be doing most in this game? How can smaller actions
be made cohesive with the game's larger structure? And how can this
be done in a way that keeps the gameplay both simple and scaleable?
Ambience. Maintaining a consistent atmosphere was another point
that Young believes helped immensely in giving the Lord of the Rings
games an appropriate and recognizable energy. Scene ambience does not
need to be subtle, Young said -- it just needs to be consistent. For
example, The Return of the King makes use of analog air and lighting
elements to set itsvisual tone, and relies extensively on handheld camera
effects that mimic the frenetic camera motion of a live action battle
Leveraging the resonance of a musical score -- particular a score as
powerful as Howard Shore's -- has immense power to draw a player into
an experience and help them live the User Fantasy, Young said. Young
emphasized several times through his lecture that sound was a major
component in the design of The Return of the King.
and Aural Correlation. The Return of the King was built on
Peter Jackson's vision of Middle Earth, said Young, and leveraging that
vision was perhaps the key to the success of the games. Combined, The
Two Towers and The Return of the King leveraged some 200,000
assets from the movies, and finding ways to integrate those assets into
the games was the challenge of making these particular titles work.
an Entertainment Experience
concluding, Young said that the mass appeal of The Return of the King
stems from its development as a mass entertainment experience. By connecting
to the core Fantasy of the player, and learning to properly manipulate
that fantasy, Young and his team at EA Games were able to translate The
Lord of the Rings into an interactive format and bring the audience
into the heart of the experience.