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The Half-Life
saga has been praised worldwide for its innovations in gameplay
mechanics, from storytelling and physics to revitalizing the FPS genre.
So, there was great expectation over Jay Stelly's talk on physical
gameplay design in Half-Life 2 last Thursday at the Game
Developers Conference. It was a session that examined Valve's approach
to game mechanics design, and how physical interaction methods were
devised for last year's blockbuster.
Stelly
started by describing the initial prototypes his team started building
and, more importantly, the methods used to validate them. With titles
ranging from “glue gun” to “toilet crossing” or “skeet shooting”, these
simple tests tried to experiment with physics concepts to create novel
gameplay mechanics. After creating this series of prototypes, Valve
realized they needed a scientific way to allow designers validate the
suitability of each technique for the game. So, they developed the idea
that a game design is just a set of experiences that:
- Trains the player in some mechanics
- Allows him to show his skill using these mechanics
- Is presented with style
So,
creating good game designs actually boils down to improving the
training of the player more efficiently and allowing him to prove his
skills in more creative ways. From this initial assumption, Stelly
moved on to analyzing the different types of training methods that can
be applied to gameplay.
The
first training method was allowing the player to learn by example:
establishing some rules or mechanics by using a visual reference so he
understands the new rules. A good implementation of this is showing the
said activity in a game cinematic, so the player sees an NPC performing
an action and learns that he can perform the same action. A second way
would be to establish clues, and then allow the player to learn by
deduction.
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The gravity gun in Half-Life 2 shows off its physical gameplay.
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Scenarios
where this may be interesting can be learning to use items encountered
in the adventure: the player may find several pieces (like the gravity
gun and the rotating saws in Half-Life 2) and figure out the
way to use them together. A third, less subtle training method is using
an explicit test, such as a clearly presented tutorial or sequence
where an NPC tells us something, and then we are forced to pass a
simple test to ensure we got it right.
These
training methods, said Stelly, can be used to implement new game design
constructs which are unfamiliar to the player and make sure they are
integrated within his body of knowledge of the game. This was the case
with the gameplay physics: very few games had done it before, and
clearly none using the design decisions used by Half-Life 2, so a great effort was taken to ensure the player understood the new rule set.
Additional
training methods included the currently popular sandbox mode, where the
player has a virtual playground (in the logical sense, not the spatial
sense of the word) to experiment with the new rules. In Half-Life 2
this was used in the first areas where you had access to the gravity
gun: enemies were relatively weak, and there were lots of items to
encourage testing the gun's performance.
Still,
training the player can only be successful under some strict
circumstances. The speaker explained how their testing showed that the
learning rate diminished if the player was put under any type of
pressure during training time or, even worse, exposed to any sort of
peril or even combat situations. Clearly, stress makes us go back to
basic survival strategies rather than trying new ones.
On
top of that, putting the player in situations where he has to make
decisions also seems to stifle learning significantly as he needs to
focus in the decision-making process and not so much in acquiring new
rules or info. To address these concerns, Valve made sure the player
understood from the very beginning that it was okay to fail during
training, and that no bad consequences would result: suggesting
experimentation, as can be seen in the gravity gun tutorial you perform
in-game with another NPC.
Speaking
of the design of the physical gameplay, Valve begun by listing the
constraints needed for the system. First of all, it should allow
breakable objects, due to the heavy use of the crowbar during the game.
Second, and perhaps most important, the physics engine should interact
with the core combat mechanic, so you can use physics in the middle of
a fight. Throwing objects at your enemies causes damage, as the
collision speed inflicts a loss of hit points and thus creates a new,
unique way of fighting.
A
side effect of this is that both players and NPCs can use physics in
combat for cover, which also creates new gameplay situations. Last, but
not least, physics had to be integrated in such a way that they could
interact with the core puzzle engine so new, physics-based puzzles,
could be implemented. Many games have followed Valve's trail in this
one in the last year or so.
At
the end of the day, Valve created a blockbuster, but learned some
valuable lessons about game design and physics along the way. They
learned that integrating physics into a game is hard both from a
technology and game design standpoint. Technologically speaking, they
ran into numerical problems, some objects getting stuck, and even full
physics simulator breakdowns. Still, design problems were at least up
to par with these: training game designers to work in terms of torque,
impulse and force was challenging, but decomposing each system in the
game in physically correct blocks was even more challenging.
As
a final piece of advice, Jay Stelly recommended turning your designers
into “gameplay engineers”, so they use engineering methods to create,
test and improve their gameplay constructs. In the end, this was a very
complete session about one of the games that have recently raised the
bar of what a first-person game can do.
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