Editor’s
note: This Postmortem appears in the June issue of Game
Developer magazine. Due to space restrictions in the magazine,
we were forced to shorten it somewhat. This article contains quite
a bit of additional information not printed in the magazine version.
"One
seldom hears the true story of what happened at the place where the world
changed. How
it began. What were the reasons? What were the costs?" -John
Parker Hammond
This quote
from Trespasser’s intro movie serves just as well to open the real
story of a game development team’s struggles to develop a breakthrough
dinosaur game as it does to open the fictional story of Hammond’s struggle
to develop a biotechnological breakthrough and clone dinosaurs. The parallels
between the Trespasser project and Hammond’s cloning project were
numerous: ambitious beginnings, years of arduous labor, and the eventual
tragic ending. Hammond’s diary, as related in the game itself, dwells
on the past and never attempts to explain Hammond’s future direction now
that he has failed so grandly - this postmortem is intended to be much
more forward-looking.
Trespasser
was begun by two former employees of Looking Glass Technologies, Seamus
Blackley and Austin Grossman. By the time the game was rolling, two more
ex-Looking Glass employees would join the team, and our common background
was instrumental in setting the direction for the project. Looking Glass’s
most distinguished products, Underworld I and II and System
Shock, are games which in some ways are still ahead of their time,
specifically in the areas of object-rich, physics-based environments and
emergent gameplay.
Quake
did not even ship until after coding on Trespasser had begun, and
to the Trespasser team with its founding in Looking Glass’s design-focused
philosophy, it represented the stagnation of 3D games rather than the
step forward it was proclaimed in the press. Quake did nothing
to extend the basic first-person shooter game design standards of "find
weapons and keys" which id had first created in Wolfenstein 3D,
and replaced the fairly-consistent atmospheres of Wolfenstein 3D
and Doom with a bizarre mishmash of medieval and science-fiction
themes. Trespasser was intended to be a high-technology game where
game design and world consistency came first.
The Jurassic
Park license was inevitable from the start, for a couple reasons. The
obvious reason was that Lost World was on its way and expected
to be a gigantic hit, and standard Hollywood thinking dictates that all
projected hits be exploited seven ways to Sunday. The less obvious reason
was that Seamus had been working on a physically-simulated biped model
originally intended for Terra Nova, and had been shopping it around to
several movie animation groups working on dinosaurs before ending up at
DreamWorks Interactive.
The pie-in-the-sky
concept for Trespasser was an outdoor engine with no levels, a
complete rigid-body physics simulation, and behaviorally-simulated and
physics-modeled dinosaurs. The underlying design goal was to achieve a
realistic feel through consistency of looks and behavior. Having an abandoned
island setting was a useful way to exclude anything which did not seem
possible to simulate, such as flexible solids like cloth and rope, wheeled
vehicles, and the effects of burning, cutting, and digging.
The game
would play from a first-person perspective, and you would experience the
environment through a virtual body to avoid the "floating gun"
feeling prevalent in the Wolfenstein breed of first person games.
Combat would be less important than in a shooter, and dinosaurs would
be much more dangerous than traditional first-person shooter enemies.
The point of the game would be exploration and puzzle-solving, and when
combat happened, it would more often involve frightening opponents away
by inflicting pain than the merciless slaughter of every moving creature.
"Limited
but rich" was a phrase which was used often early in Trespasser’s
development. This phrase describes a game design philosophy consisting
of choosing a reduced feature set, but putting more sophistication into
each feature. Although solid-body physics based entirely on box-shaped
solids might seem like only a rough approximation of the real world, the
thinking was that a perfect simulation of solid boxes would be so much
more flexible than the emulated physics of previous games that our gameplay
would be deep and absorbing.
Likewise,
though we would only have a few different types of dinosaurs, the dinosaur
AI system would allow them to react to each other and the player in a
large variety of ways, choosing appropriate responses depending on their
emotional state. Sophisticated, fully-interruptable scenes would occur
spontaneously rather than requiring large amounts of scripting, and observing
the food chain in action would be as absorbing as playing the game itself.
Interacting with the limited but rich features would lead to "emergent
gameplay," the grail for many of Looking Glass’ best thinkers since
Underworld I shipped and fans began to write in describing favorite
moments - moments which had not been specifically designed or even experienced
by the team itself.
The original
plan for Trespasser certainly seemed like a good one. It was very
ambitious, but the team had made tradeoffs for implementation and execution
time from the very beginning, such as not attempting to do multiple or
moving light sources or Quake-style shadow generation in order
to accommodate arbitrary numbers of moving objects and long, wide-open
views. Unfortunately, there is a difference between having a plan and
successfully executing it, and the product that we eventually shipped
was as disappointing to us as it was to the great majority of game players
and game critics.