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The
origins of Big Mutha Truckers are very interesting.
Eutechnyx has a reputation for developing highly accurate racing
simulations based on lifelike physics and handling models, featuring
licensed vehicles and accurate performance dynamics. We'd just completed
another serious racing sim for the PS1, but when it came to our
next title, we decided we wanted to develop something that didn't
take itself as seriously and was not so focused on "pure"
racing.
Also,
as it was our first next-generation title, our goal was to produce
a title that would make maximum use of the new systems' improved
specifications and was much broader in scope, and not just do a
graphical update of a previous game. We'd been working on developing
streaming technology and so wanted to do a more "free roaming"
type of game, as this would be an ideal showcase for this newly
developed technology. This also meant that any titles we developed
would be much less linear in their design and could give players
something much more than "just racing."
We
were thinking around a number of ideas on this front when our publisher
at the time approached us with a simple concept: it wanted us to
produce a driving game based around truck driving, but they didn't
want a racing game or a coin-op style title, -- it wanted something
with more depth and strategy. In other words, a free-roaming style
of game.
During
a three-day series of meetings with our publisher's designers in
July 2001, we began to flesh out the ideas. We began with a simple
question: why would a trucker drive from one place to another? We
quickly hit upon the rather obvious motivation of "Trucks take
things to places… don't they?" and so the "trucking
and trading" model was born.
Any
ideas of "fixed delivery challenges" were quickly pushed
aside and instead we decided to let players purchase different "valuables"
from different cities and then deliver them to a place of their
choosing. This decision had the "free roaming gameplay"
box on our checklist covered.
But
the game still needed an ultimate objective, so we came up with
the idea of "The Trial by Trucking", where the player
chooses one of Momma's trucker kids as his or her persona and has
60 game days to make as much money as possible, thereby beating
their siblings and inheriting the family business. Sure, it sounded
like the plot to a chase movie, but that's exactly the mood we wanted
to reflect. With this in mind, we began to focus on some key scenario
elements, as we have found that the content we want to deliver affects
our technology choices.
We
came up with a short list of key elements:
- Setting
it in the deep south of the United States (or to be more accurate
-- the Hollywood perception of this region).
- Strong,
interesting, and diverse characters
- A
wide range of locations in the country to explore.
Because
we believe that games by their very nature should make players feel
good, one of the major motivators we put into the game was the ability
to make wads of money. Not just a few grand--we were talking serious
investment. A real "feel-good factor."
These
thoughts immediately brought visions of Kris Kristofferson in Convoy,
not to mention films like Smokey and the Bandit, and Every Which
Way But Loose. It was probably because we'd seen too many Burt Reynolds
movies that it just seemed natural that the game would be set in
the "Deep South", where the good ol' boys are running
moonshine, the sheriff's corrupt, and there's feudin' folk around
every corner.
With
our publisher in agreement regarding the basic concept and "plot
drivers," we went away and started fleshing the game design
out, beginning with the key characters. We started with the titular
Mutha, who would be everyone's nightmare for a mother. She's cheated,
swindled, and generally fiddled her way through life, and no matter
how much her kids try to follow in her footsteps, Momma always would
have gone a step further.
From
Ma, there were her four dysfunctional offspring:
- Earl:
An opinionated, overeating bigot
- Cletus:
Dropped on his head one too many times as a child
- Rawkus:
The cool guy, the brains of the operation
- Bobbie-Sue:
We don't know where she came from but she's a lot prettier than
Ma!
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Earl.
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Cletus.
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Rawkus.
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Bobbie-Sue.
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The
cast of rednecks from Big Mutha Truckers.
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We're
firm believers at Eutechnyx that the game's technology should be
used as a means to deliver the entertainment content, not replace
it. With this in mind, we were always keen to give as much thought
on the story, location and character elements of the game as we
did on our technology.
Taking
the characters forward though, for real interaction there had to
be conflict, and to achieve this we created a large number of non-player
characters with fairly weird and wacky backgrounds that each player
character would respond differently to. This was something we felt
very strongly about, as we wanted to make our characters as lifelike
as possible. It also meant - from a player's point of view - that
playing as each character offered a different experience beyond
simply having different handling. In effect, we wound up producing
four games in one.
We
then began populating our world with interesting and diverse characters.
We didn't want to simply have "a mechanic" or "a
barman," so we concentrated on developing characters with more
depth. For example, there was "Red", the ex-con bartender,
jailed for a series of major armed robberies and now recently released
from sing-sing. Now he's trying to shake off his past and open up
a franchise of bars, converted from former slaughterhouses. In total,
there were over 30 non-player characters in the game, with each
given as much thought and consideration as the player characters.
Of
course, travelling between locations had to present the player with
both entertainment and challenges, so we also worked on a number
of events players could encounter on the way: police, biker gangs,
natural disasters, and more.
The
design team melded this mix of character conflict with interesting
locations and driving challenges with the ability to make money
and get a real financial reward, to create Big Mutha Truckers.
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