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Ron Millar of Lionhead Studios
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The central theme of Ron Millar's session "Black and White 2:
How to Design a Giant" was the relationship between the user interface
and the user experience. Through the presentation Millar explained the
design philosophy behind the B&W 2 UI, its implementation and the challenges that innovations in B&Ws gameplay presented.
Keeping the User in the Game
The design philosophy that Lionhead Studios adopted for the sequel to Black and White
was to enhance the player's feeling of being a god in the game world by
immersing them as fully as possible in that world. What this meant in
practice was to largely reject the standard model of game menus and
data-panels for an interface that forms part of the game world itself.
This presented the design team with all kinds of challenges which were made even harder by the decision to expand the scope of B&W 2 beyond its god game heritage to include elements such as real-time strategy, simulation, city building and a physics engine.
Undaunted
the team believed firmly that "underlying systems can be deeply
complex" just so long as you "make them simple and fun for the player
to access."
Part
of the solution that Millar's team developed to maintain the sense of
worldness is to represent status data within the world of the game.
Another was to center the view of the game on the player's in-game
representation - a god-like hand that floats around the game world.
These
tactics take on many forms depending on the context of game play. One
example is the Town Center. Here a fountain and set of statues provide
a geographic hub for the in-game village. They also change in form to
provide the player with an instant, if approximate, guide to status of
the village. This instant view is supplemented with detailed status
data when the player lets their hand hover over each of the
statues.
Hands on Design
The
use of hand-over tool tips, which is extensive in the final game, was a
controversial decision even with the design team, though Millar firmly
believes that it is an effective device. One important aspect of the
hand-over metaphor is that maintains the use of the hand as a bridge
between the player and the world, it's also simple and contextual.
Millar
gave a few more examples of the way that the use of the hand changes
based on the world element that the player is interacting with. The
hand can be used as a tool for building roads by simply drawing on the
ground and creating fields by selecting areas of earth. Here Millar
pointed out that fields automatically fill to meet the road, so making
expanding the village as simple as possible. The experience, Millar claimed, "feels very zen."
The
hand can also interact with world elements directly such as picking up
villagers, stroking and leading the creature around, and picking up
rocks - which can be thrown or dropped on random villagers, all with
the help of B&W2's new physics engine.
In
addition to the day to day tasks the team wanted to ensure that the
player felt like the god of the game world. So stroking the "good" hand
over grass makes it burst into flower, whereas the "evil" hand will
leave a trail of scorched earth. The goal was to push this metaphor all
the way and allow the player to turn day into night by taking hold of
the sun and moving it in the sky, though this lead to a UI compromise
when it was ruled out by the tech team. The end result was a dial that
the player can use to change the time of day.
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In Black & White 2, your hand is your representation in the game world.
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Design Process
The
other element to Millar's talk was the design process itself. Millar
started by describing the design team and his method for building a
good team. For Millar the ideal team mixes old and new talent with a
good level of mutual respect. The challenge for the experienced
designer, Millar suggested, was to guide but at the same time realize
that just because they had created games in the past did not mean that
they had
all the answers.
Millar
then described how powerful the team found the use of physical props in
the design process. At a management level there were so many tasks
going on the easiest way to handle things was not Excel or project
tracking software but going "analog" through using simple diagrams and
Post-it notes. One example of this was that an early map of the island
where the game is set was first drawn physically then blocked out
simply using software - the resulting map instantly showed the team
that the design concept was too complex. Other physical version of the
map could also be annotated to understand how design and technical
elements were coming together.
Play, Play, and Play Again
Millar's
final point was one familiar to anyone with a passing knowledge of
Lionhead - the only way to really understand how the design process is
going is to stop what you are doing and play the game. Millar described
play sessions, some of which carried on all night, as central to the
design process, allows the team to generate ideas, set priorities
and see what was really working. He also stressed the importance of
getting a range of views and taking them seriously. As an example he
recounted an incident when the team thought that they had balanced an
area of game play only to see a visitor to the office "get their ass
kicked."
Playing the game is always the final test as we and Lionhead will see when Black and White 2 is released next month.
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