|
We
worked on back-story stuff so we'd know what was going on in the world,
even in places the player never got to visit. Some of this stuff may
come to the forefront in Deus Ex 2 but, for Deus Ex, it
was just a way of making sure we knew enough to include the kinds of
small details that make a fictional world convincing.
We
did a vast amount of research into "real" conspiracies --
the Kennedy assassination, Area 51, the CIA pushing crack in East L.A.,
Dwight Eisenhower's UFO connection, and of course Freemasons tunneling
below the Denver airport and building abducted-baby cafeterias for alien
invaders at George Bush's direction. Only a fraction of this stuff ended
up in the game, but it gave us a peek into the minds of conspiracy buffs
that was both scary and useful.
We
also created a cast of more than 200 characters, many of whom didn't
yet have specific roles in the game. Ultimately, this list proved to
be both a help and a hindrance to designers as they fleshed out the
missions. Characters sometimes suggested missions or subquests, but
just as often ended up being filler we were reluctant to cut, even though
their missions or story purposes changed during our storyline-focusing
passes.
We
worked out a bunch of missions -- more than 25 of them, taking the player
from New York to London to Paris to San Antonio, to Austin to Siberia
to Washington, D.C., to NORAD to Sunken L.A. (post-earthquake) to the
Moon. We had wars in Texas, raids on concentration camps to free 2,000
prisoners from UN troops under FEMA control. Those of you who think
the Deus Ex story line includes everything plus the kitchen sink
now should have seen what we started with!
 |
Either
a failed stealth attempt or a frontal assault -- the choice
is up to the players in Deus Ex.
|
We
hammered on game systems. We conceived a skill system that didn't depend
on die-rolls or tracking skills at a fine level of granularity. We came
up with a system of "special powers" (nanotech augmentations)
that differentiated the player character from ordinary humans. We designed
a conversation system with some cinematic elements and some elements
borrowed from console RPGs. We mocked up 2D inventory, skill, and augmentation
upgrade screens, map screens, even a text editor so players could take
notes. We conceived several player reward systems, including skill point
awards, augmentation upgrades, weapon availability timelines and tool/object
availability timelines.
By
March 1998, we had 300 pages of documentation and thought we knew everything
we'd needed to know to make a game. Were we ever wrong. In the time
between March 1998 and our Alpha 1 deadline of April 1999, that 300-page
document mushroomed into more than 500 pages, much of it radically different
from what we thought of and wrote initially. Clear goals and a detailed
script are all well and good, but goals change, thinking changes, and
game designs have to change, too. Which leads nicely into the next thing
that went right.
3.
Recognizing that game design is an organic process. Why did our thinking
and goals change? There were lots of reasons.
NEW
PEOPLE = NEW IDEAS
First,
new people joined the team, with new ideas. Our staff grew from six
people to roughly 20. I hired a bunch of people, of course, but we had
the added excitement of integrating an entire art team assigned to us,
in Austin, by an art director a coupleof hundred miles away in Ion Storm's
Dallas office.
Despite
all the preproduction work, despite all the rules and manifestos, Deus
Ex was, like all projects, going to be created by a group of people,
each with his or her own agenda, many of whom hadn't been involved in
the preproduction process. In other words, like all projects, Deus Ex
was a living, evolving, growing thing. And there were some amazing growing
pains associated with its development. Getting everyone on the same
page wasn't always easy. (O.K., sometimes it was a nightmare!)
 |
A
Hong Kong temple, modeled from actual photographs.
|
As we brought on new people, we found ourselves to be a team of hardcore
Ultima geeks, hardcore shooter fans, hardcore immersive sim fans, strategy
game nuts and console gamers. Some of our new team members proved to
be "maximalists" -- wanting to do everything, special-case
lots of stuff, and stick as close to reality as possible. Other team
members proved to be minimalists -- wanting to include fewer game elements
but implementing them exceptionally well, in ways that could be universally
applied rather than special-cased.
Also,
we made a point of letting select friends and colleagues play the game
at various points along the way. We were interested in well-reasoned
opinions from folks who understood the kind of game we were making intimately
and who had a handle on the development process that was at least as
good as our own. With all the new folks contributing and all the feedback
from our chosen critics, well, let's just say we had some interesting
debates at Ion Storm, Austin. Out of those debates new ideas arose,
and the game changed as a result.
TECHNOLOGY
IMPOSES LIMITS
Technology
forced design changes, too. It took time to become familiar with the
Unreal engine. I wish I could say we uncovered all its potentials and
limitations quickly, but we didn't. Months of experimentation were necessary
to reveal how best to do things in Unreal and what things not to do
at all. When we stopped playing with Unreal andactually started working
with it (roughly six to nine months after we got our hands on it), lots
of ideas we'd come up with in the abstract didn't work quite as well
in reality.
Multiple
solutions falling out of our simulation didn't happen as often as we'd
hoped. We just didn't have a deep enough simulation nor did we have
the time or personnel to create one. We found ourselves in the position
of having to brute-force the multiple-path idea, as developers on Ultima
games, for example, have done for years -- though I think we do more
of it, more consciously and more effectively, than anyone else has to
date. Designers have had to plan a "skill" path past problems,
an "action" path and a "character interaction" path.
It works, but it's not what we originally intended.
Our
original plan to build large, outdoor areas -- whole sections of New
York, Area 51, lovingly recreated in excruciating detail gleaned from
maps and satellite photos and, most notably, my dream of allowing players
to explore the entire White House -- just proved to be unfeasible. There
was no way any then-current renderer was going to allow us to do all
that. The design had to change.
GAME
SYSTEMS DIDN'T WORK AS INTENDED
A
third area that influenced the changing nature of the game's design
was when the game systems didn't work as we intended them to. High-level
concepts imply gameplay but don't -- and can't -- define it. We quickly
found that descriptions of game systems are no substitute for prototypes
and actual implementation. We prototyped every game system, as documented,
relatively early on. We built some test missions, not quite early-on-enough
but still early.
These
test systems and missions revealed gaping holes in our thinking or things
that we thought would be true that turned out not to be true at all.
For instance, our augmentation and skill systems proved dry and rather
dull, once implemented, despite looking really good on paper. Those
systems were designed around the totally valid idea that the computer
would resolve actions without any secret (or even non-so-secret) die
rolls required. Players would always know, with absolute certainty,
based on their character development choices, whether they could accomplish
something or not. The trick would be whether they wanted to do something
or not, based on an assessment of the likely outcome and the likely
consequences (for example, blowing down a door and setting off alarms
versus the risk of picking a lock and being caught while doing it).
In addition, I thought the tension of standing outside a locked door,
not knowing if a guard was going to show up while you picked the lock
would provide sufficient excitement. I thought knowing you could leap
across a chasm because you had the Jump augmentation at Tech Level 3,
opening up new paths through maps that were inaccessible to players
without that augmentation, would be good enough to keep players interested.
When
Gabe Newell from Valve came down and played our prototype missions,
he correctly identified the utter lack of tension in our skill and augmentation
use, as written up in the design doc and ably implemented by the coders.
The worst was confirmed when Marc LeBlanc, Doug Church, Rob Fermier,
and other friends from Looking Glass Studios and Irrational Games played
the proto-missions and came to the same conclusions. Actually using
skills and augmentations revealed things that merely thinking about
them could never have revealed.
We
took the criticism, and with it in mind, lead designer Harvey Smith
revised the skill and augmentation systems pretty thoroughly, proposing
an elegant system of consumable resources and time passage, all tied
to skill level. This increased the tension level, provided new rewards,
and allowed players to think and make informed decisions. Harvey also
proposed a revision to the augmentation system, introducing an energy
cost for their use (something I had foolishly rejected earlier on).
Again, this gave us the opportunity to hand out items that would replenish
energy -- in other words, we instantly had more things to hand out to
players as rewards. It also introduced a level of tactical thinking
to augmentation use that makes the system work. None of this would have
happened without prototype missions and some harsh (but fair) criticism
they allowed.
HOW
FUN IS THE REAL WORLD, REALLY?
Another
big reason for changes from our original design doc was our realization
that the idea of a real-world RPG with real-world locations and real-world
weapons was better in some ways than it turned out to be on the screen.
Not to put too fine a point on it, Deus Ex became a lot less realistic
as time went on.
When
we started building places such as the Statue of Liberty, a couple of
square blocks of New York City, the White House, Parisian streets, and
so on, we found ourselves constantly asking several questions:
- How interesting is most of the real world as a gaming environment?
The answer was a tough-to-swallow "not very." Hotels and
office buildings aren't great game spaces. And we were a bit naïve
in thinking we could create a believable environment that didn't include
many such locations.
- How
do we live up to people's expectations, particularly of places they've
actually been? Believable settings raised expectations to unrealistic
levels. We started facing comments like, "That's not what the
inside of the Statue of Liberty looks like. I've been there. I know."
- How
do we force current simulation tools to deal with the object and NPC
density and, even more crucial, the level of object and NPC interaction
people expect in a "real-world game"? We worked very hard
to make sure our world was overflowing with people and objects. But
we wanted every person and object in the game to be believable. People
had to behave like people. Every last object in the world had to serve
some purpose. There would be virtually nothing that was "just"
decoration. But that doesn't mean that everything works just the way
you'd expect. We started hearing things like, "Hey, why can't
I use that telephone to call anyone I want whenever I want?"
and thus had to cut some objects whose real-world functionality we
couldn't capture in the game.
- Are humans interesting enough to carry an entire game? The answer
to this question surprised me more than anything else we encountered
during development. We were about year into the game's development
when designers and artists started balking at a game that was entirely
about human beings. Movies don't need nonhumans to be cool but the
same cannot be said, apparently, for games. People seemed to want
monsters and nasty bad guys. The feeling was so pervasive that it
changed my thinking completely. The original design spec called for
a couple of robots, but the team demanded that they be made a more
important part of the landscape, so we added several new bot types.
We also introduced genetically manipulated animals and even some alien-looking
creatures, all of which grew naturally out of our game fiction. The
game benefited, but this was a radical change from the original plan.
How
do you know which of your core game goals are valid and which need rethinking?
How do you know which game systems work and which don't? When is it
possible to know what your game is really about? These questions are
all answered by the "proto-mission." This is the first implemented
mission, playable start to finish, the one that captures everything
you want your game to be. Get this mission working as early as possible,
so you can see all the things you thought would work that didn't. Then
fix them
 |
A
genetically manipulated creature called a "Greazel"
was added to Deus Ex in response to the team's feeling
that human interaction might not be enough to carry the entire
game.
|
4.
Scheduling around successively more refined "proto-missions"
It's a truism that milestones should be testable, showing visible progress,
whenever possible, and we lived up to that standard. We could always
pull a version together, always show off for press or our publisher.
Most importantly, we always knew where we were (even if that knowledge
was sometimes painful). But the proto-mission idea is something beyond
simply visible, testable milestones. The proto-mission is critical in
the process of design, as well as in milestone and schedule setting.
One
example of where our proto-mission idea was successful was in May 1998,
when our milestone was to have prototypes of critical game systems in
place and two test maps running, in this case the White House and part
of Hong Kong. The maps were crude, the conversations raw, and the game
systems hacked, but we could see -- and show -- the potential. To our
advantage, we resisted the temptation to do just the stuff we knew would
work and the stuff that would look the prettiest, and prototyped new,
risky stuff first. Conversation, interface, inventory, skills, and augmentations
were all at least hacked in so we could see them in action. The White
House was likely to prove our toughest map challenge, so we built it
first. (Almost unbelievably, I missed what may have been the riskiest,
most critical game system in all of our early prototyping, NPC AI. I
should have insisted on early prototyping of our AI but I didn't.) With
the proto-mission system, we could immediately see some of the limitations
of our technology. For example, we had some serious speed problems with
areas as big as the White House and Hong Kong. After this, we knew we'd
have to break maps up into small pieces. And we began to suspect, though
I couldn't quite embrace the idea, that we'd eventually have to cut
maps and missions from the game -- most notably the White House.
 |
One
of the many weapons which can be chosen by players.
|
In
May 1999, we had a milestone calling for the delivery of the first two
missions of the game, playable start to finish. All of our game systems
were implemented (not hacked) as originally documented. You could start
a game, create a character, upgrade skills, solve problems in a variety
of ways, manipulate inventory, acquire augmentations, talk to NPCs,
get and accomplish goals, save your game, and so on. To the team's chagrin,
I had a tendency to call this the "Wow, these missions suck"
milestone. It was around this time when Gabe Newell came for a visit
and gave us our wake-up call, and where we all went, "Ulp! We have
a lot of work to do." Our earlier demos had shown the potential
of what we were doing. This demo showed us how far we had to go before
we reached that potential.
This
milestone also benefited us in that it showed us all the steps necessary
to create a mission, and revealed the elements that really made the
game work. That knowledge allowed us to go through our 500-page design
document and cut everything that was extraneous, winnowing it down to
a svelte 270 pages. Less game? Not at all. What was left was the best
270 pages -- the stuff that worked. "Less is more" was something
Harvey Smith had said over and over, from the day he signed on as lead
designer. While some team members resisted this notion outright, I took
a middle road, which just frustrated everyone. In the end, we cut a
lot, left a lot, and made a game that everyone on the team was happy
with (I think). This milestone made it clear that the time had come
to make cuts, while giving us enough knowledge to cut intelligently.
If we had waited until beta to make cuts, with just a few months to
go before our ship date (as many developers do), it would have been
a disaster.
 |
A
detailed weapon sketch.
|
5.
Licensing technology. We went into Deus Ex hoping that licensing
an engine would allow us to focus on content generation and gameplay.
For the most part, that proved to be the case. The Unreal Tournament
code we ended up going with provided a solid foundation upon which we
were able to build relatively easily. Dropping in a conversation system,
skill and augmentation systems, our inventory and other 2D interface
screens, major AI changes, and so on could have been far more difficult.
UnrealEd, the main tool our designers used to generate our maps, was
superior to anything else available. UnrealScript was very powerful
and allowed programmers to do lots of interesting things quickly and
easily. The dollars and cents of the deal were right, and I didn't have
to hire an army of programmers to create an engine, 80 percent of whose
functions already existed in Unreal Tournament. We were able to make
what I hope is a state-of-the-art RPG-action-adventure-sim with only
three slightly overworked programmers, which allowed us to carry larger
design and art staffs than usual.
However,
to my surprise, licensing technology didn't save us all the time I'd
hoped it would. You'd think cutting a year or more of engine-creation
off a schedule would result in an earlier release date. On Deus Ex,
that didn't prove to be the case. Time that would have been lost creating
tools was lost instead to learning the limitations and capabilities
of "foreign" technology. Time that would have gone into making
an engine went into focusing more on gameplay systems and tuning than
normal. Unreal certainly allowed us to focus on content generation over
everything else, but we spent more time doing it.
 |
Everything
in Deus Ex is about choices -- who you are in the world, how
do you interact in the world, what are you carrying, and so
on. In this case, the player has clearly decided to go through
the game as a heavy weapons specialist, despite the fact that
this will leave little room in inventory for anything else.
[Expand
Image]
|
The
biggest downside to licensing was that we were just never going to understand
the code as well as we would have if we'd created it ourselves. That
led to two distinct kinds of problems. First, there were areas where
we ended up treating the engine as a black box. I think it's pretty
well documented by now that we shipped Deus Ex with some Direct3D
performance issues. Honestly, that didn't show up in any significant
way during our QA process -- a slight problem here or there, but none
of the dramatic slowdowns some players reported in the early days following
our ship date. Once players started reporting troubles, we were kind
of in a lurch -- we couldn't very well go in there and mess with the
Unreal engine -- we just didn't understand it well enough to do that
safely. We had built around the edges of Unreal without ever getting
too deeply into the nuts and bolts of it.
Second,
because we didn't know the code inside out, and because we'd shelled
out a fair amount of money for it, we tended to be conservative in our
approach to modifying it. There were times when we should have ripped
out certain parts of the Unreal Tournament code and started from scratch
(AI, pathfinding, and sound propagation, for example). Instead, we built
on the existing systems, on a base that was designed for an entirely
different kind of game from what we were making. It's not that Unreal
had bad AI or pathfinding or sound propagation, but those systems were
designed for a straightforward shooter, which was not what we were making.
Technology
licensing bought us a lot and cost us somewhat less. I guess the fact
that we'll be licensing technology for our next round of projects, Deus
Ex 2 and Thief 3, says the price was right. But it
remains an interesting dilemma, and we will be able to approach our
next licensed engine with the wisdom gleaned from using Unreal for this
project.
|