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Introduction
Despite
the tragic events in central London, the Non Trivial Interaction
game-related arts festival, the first of what's hoped will be regular
event in the UK gaming calendar, got off to a enthusiastic start. Held
at the spiritual headquarters of the UK 's independent movie
establishment, the National Film Theatre on the South Bank, the first
theme of NTI* (as it's labeled) was an exploration into growing
closeness between the game and movie industries. And there were
certainly plenty of luminaries on hand to give their personal opinions,
as well as unpick examples of how they've got the best out of the
game/film interface.
Molyneux On Zombie-Human Love
Appropriately,
considering the title of his next game, first up was Lionhead's Peter
Molyneux. Already three years in development, but finally due for
release in November, The Movies has been something of a departure from his classic god-style games. More of a cross between The Sims and Theme Hollywood in terms of direct gameplay, The Movies cuts both ways, thanks to its built-in machinima package.
"Making
sure any slapped-together movie looks good has been one of the hardest
parts of the game to get right," Molyneux explained.
Since
making movies is part of the gameplay - there's even an AI system that
will judge the virtual commercial success of your movies using a
complex conglomeration of the plot and the movie stars that you choose,
as well as more artistic elements - the game has to ensure
automatically generated content looks neat. But for those players who
really get into the directorial mood, there will be plenty of
opportunity for expansion from importing the faces of friends and
family, as well as props and scenery. There will also be an official
website for The Movies-generated films. Molyneux also revealed that there will be a monthly competition for the best films, sponsored by The Hollywood Reporter.
As
an example of how easy these were to produce, he finished up by showing
some of the 50-odd films produced by Lionhead staff and testers. And
there were some odd examples too, with a zombie-human love story to the
tune of "I Will Survive," and a gay twist on one classic wholesome
American series that unfortunately must remain nameless.
"We
won't enable the models to be naked but they are anatomically correct,
so I won't be surprised if someone releases a naked patch," quipped
Molyneux, also pointing out the one area of films with which games to
date have seldom got involved is what he described as "the light
eroticism of mainstream action films." Maybe that's something The Movies can change.
Smith, Fristrom Talk Games To Movies
Two
very different approaches to games based on movie licenses came
courtesy of Jonathan Smith and Jamie Fristrom. Respectively creative
director on Giant Interactive/Travellers Tales' Lego Star Wars game and the technical director on Treyarch's Spider-Man 2 game, both described the careful reinterpretation that's required to make a successful license-based game.
In the case of Smith, he said it was the combination of the Lego and the Star Wars
licenses that provided the necessary synergy. "Lego is all about the
concept of playfulness, so when we were pitching to Lucas, the concept
was that this will be a game set in the films' universe, not a game of
the films," he explained. The non-realism of Lego also gave the
developers the chance to do things that wouldn't work in other games,
such as letting players switch between any unlocked characters at any
point in the game, as well as taking the stars of Episode I into Episode III's scenario, for example.
Fristrom's take was different. Having worked on both of the Spider-Man
games, he said that one of the biggest issues was that games take
longer to make than films. The result is it's often hard to know what
you're supposed to be putting into the game. One example was Spider-Man's web swinging technique, which the developer was only told about late in the process.
"We'd secretly been working on a pendulum-style experiment but we just didn't have time to get it into the game so in Spider-Man 1,
he seems to be firing his webs into thin air or maybe low-flying
helicopters," joked Fristrom. Another problem is plot. If players have
already seen the film, they know what's going to happen, which reduces
the developer's opportunity for drama. "With future projects, we're
looking to incorporate more minor characters to get around the issue of
the known main plot thread," he stated.
GoldenEye Revisited
Film inspiration, of course, was the cornerstone of David Doak's retrospective look at GoldenEye but surprisingly, 007's exploits weren't top of the list. "We'd constantly listen to the soundtrack of Heat while we were making the game," he said, while more direct choreography came from the films of John Woo; GoldenEye
being notable as one of the first games to enable dual wielding. "We
called it double guns back then," he sniffed. "We were obsessed with
double guns."
Despite
being one of the most success games based on a movie license - 8
million units sold - Doak said back in the mid-1990s the team had
plenty of leeway. "At the time Nintendo picked up the license, games
were as important as mugs in terms of the Bond license," he said. More
problematic was the team's attempt to add all the previous Bond actors
as multiplayer characters. "Nintendo pointed out we'd have to pay
them," he said, although revealing screenshots with Sean Connery in his
classic white suit had slipped out.
But perhaps one of the most significant points was also one of the most subtle. GoldenEye
remains one of the few significant Bond experiences where you regularly
see him die. "We just left the camera attached to the head when the
player was killed, kept the game system running and then cycled through
different cameras," Doak said. "Bond never dies in the films so I think
when you see it, it makes you want to go back and do it right next
time."
Van Buren's Animation Approach
The final talk of NTI* came from Bill Van Buren, Valve's lead animator for Half-Life 2.
Entitled "Acting in an Interactive Environment," Van Buren picked apart
the processes which led from the casting of waiters and janitors as the
visible basis of game characters, through to Valve's innovative runtime
eye simulation, facial animation and procedural skeletal systems. The
result is in-game characters who will always look at the player, no
matter where their position, even to the extent of twisting their torso
or rotating their entire bodies if necessary, to ensure the plot drama
remains immersive.
"One of our goals was to create characters you care about," Van Buren said. "And it's something we're still working on. With Aftermath [the Half-Life 2
expansion] we're trying to get a character who will stay with you
throughout an entire game, and remain useful, not annoying." Another
example of the developer's desire to continue pushing the boundaries is
the recent hiring of Bay Raitt, the facial animation lead for Gollum in
Peter Jackson's Lord Of The Rings trilogy. He'll be working on improving the facial animation system for the characters being primed for Half-Life 3.
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[Photographs by Jon Jordan.]
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