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Things
that went right
Some have
dismissed Trespasser altogether because it was such a visible failure.
Respected columnists and editors use it as a reason why physics is bad,
or make it the butt of their jokes ("at least it wasn’t as bad as
Trespasser!"). However, from a project perspective there were
a number of successes. Before we get into the problems which ended up
sinking the ship, let’s look at these successes.
1.
Use of license
From my
own perspective as a designer, licensed properties are the least fun games
to work on. Even Star Wars, perhaps the only movie license just about
any game maker might donate a limb to be allowed to use, brings with it
a huge amount of restrictions which can make that initially attractive
license turn into a lead weight over the course of development. From a
game player’s perspective, the vast majority of games with movie licenses
have been just plain awful. And finally, from a movie aesthete’s view,
the Jurassic Park movies are among Spielberg’s (and original novelist
Crichton’s) worst work, lacking in just about anything beyond pacing and
special effects.
However,
Trespasser’s Hammond diary actually contains lots of interesting
tidbits about the early days of characters like Henry Wu (the scientist
from the beginning of the first movie) and even Dennis Nedry (Wayne Knight’s
character who basically caused the first disaster). The player can also
check out locations on the island which imply back story which isn’t explicitly
told, like Henry Wu’s house with its 80’s executive bachelor stylings,
Nedry’s office with its poster for the fictional computer game series
"Swords of Kandar," and Hammond’s lavish mansion. The settings
and the diary itself serve to reveal much of Hammond’s motivation and
personal reactions to the building of Jurassic Park, creating more of
a character than exists in either the books or the movies (Crichton killed
Hammond off in the first book, anyway).
The overall
plot of our game is as simplistic as most others (Character finds way
to escape death trap), but the details revealed about the Jurassic
Park world extend it in a way which is faithful to the originals.
Although it is quite likely that the next Jurassic Park movie to
be released will make Trespasser non-canon, for now it stands as
the only real extension of the series published. If there are such things
as Jurassic Park fanatics and they were able to look past the gameplay
flaws, they hopefully enjoyed our development of the world.
2. Art
and music
On an individual
basis the models created for Trespasser rank with the best-looking
work done for computer games. We limited the largest texture size to 256x256
pixels, and at model import time textures were converted to 8-bit paletted
images, but artists worked with their models using 24-bit art in 3D Studio
Max, applying the textures using any mapping methods that Max supported.
We had the standard limits on visible polygons, so most models were made
with as few polygons as possible, with dinosaurs ranging from 300-500
and trees from 50-120 for example, but this still gave our artists more
complexity than was standard at the time.
Many of
Trespasser’s artists had never worked on games or done 3D modeling
before, and some had never even used computers at all. This was a fairly
deliberate decision, in an attempt to achieve a much higher standard of
art than we were used to seeing on previous products. The number and resolution
of textures we were able to support called for painting skills far beyond
the average game-trained artist.
The music
is one of Trespasser’s best accomplishments. Trespasser was not
able to use the Jurassic Park license for free, despite Spielberg being
a principal of our parent company, DreamWorks. A large chunk of our budget
went just for that license, yet that money bought little more than the
ability to use the name, locale and set designs from Lost World.
Everything else that a reasonable person would assume would be part of
a licensing deal, such as the amazing ILM dinosaur sound effects and the
John Williams theme, would cost extra. Luckily, our sound effects were
being done by professional effects company SounDelux, and they put us
in touch with one of their stable of composers who specialized in "imitation"
music. With very little prompting, he recorded about 30 minutes of music
for us which in some parts far exceeds the rather forgettable work Williams
himself did for the Jurassic Park movies.
Some reviews
still accused us of having spotty or inappropriate music, but this was
more an implementation problem than a problem with the music itself. The
music was recorded as a couple dozen short sections which were scattered
through the world on location-based triggers. Much like the voiceovers,
more attention could have been paid to their placement so that they only
played at appropriate and regular intervals. Even more desirable would
have been a system with the ability to play tension or combat music loops
and fade them in and out of the special-event songs to make it seem more
like a continual musical score.
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Trespasser
screen shot
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Velociraptor
read to pounce
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3. Innovative
systems
Our artists
were able to paint textures with near-total disregard to common memory-conservation
practices thanks to the texture caching system which was created fairly
late in the project by one of the last programmers to be hired.
Textures
for our game were MIP-mapped by our helper application as part of the
process of building level data (curved bump maps were also created at
this time). A level could have a nearly-unlimited amount of textures,
and once MIP levels were created, all textures and their MIPs were saved
into a single swap file. The app automatically organized the swap files
into pages based on texture size, with the lowest couple of MIP levels
for all textures on a set of pages which were always committed.
As the player
moved through the level and objects came into view, the appropriate pages
from the swap file would be accessed. In any circumstances where an appropriate
texture hadn’t been loaded in yet, the always-committed MIPs could be
used until the higher-resolution texture had been loaded. In theory, this
could result in a frame or two where an object was textured at a lower
resolution than desired, but in practice it rarely happened, even on the
most texture-intensive levels.
Another
major system for Trespasser was its audio system, which we described
as "real time Foley" because of its ability to generate collision
and scraping effects between differing sound materials in real time. Although
the system could have used more sound material data, even with what it
had it resulted in some wonderfully immersive sound effects which most
other games do not duplicate - things like scraping a board down a concrete
surface or hitting an oil barrel with a metal bat sound just about perfect.
Since the system doesn’t simply play two sound effects but actually chooses
from a group of samples and sets volumes based on the underlying physics
collision, it sounds much more natural than most other audio systems currently
used.
Finally,
our image caching system, which rendered groups of distant objects into
single 2D bitmaps to speed rendering, while responsible for the most-disturbing
visual anomalies in the game, was also by its own right an amazing piece
of work. Image caching made it possible to render scenes with tens of
thousands of polygons in near-real time, and it is the first technology
which allowed outdoor scenes to have a reasonable fraction of the complexity
of the real outdoors.
4. Outdoor
level design
When we
created our terrain geometry, we were deliberately trying to avoid the
"marbles in rubber" look of a lot of bad fractally-generated
outdoors terrain. To this end, we decided that we needed to base our island
on real-world terrain rather than build it from scratch. Luckily, we had
a real-world model to go from: Costa Rica’s Isla Sorna, the same island
Crichton used as his inspiration for Site B. Unfortunately, no relief
maps of sufficient detail existed for Isla Sorna, so we ended up having
our lead artist sculpt a large model of the island, had it laser scanned,
and did all our work on it in 3D Studio Max.
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Outdoor
levels are a hall mark of Trespasser
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The hope
was that the scanned model would provide enough fine detail of the island
that we could approach it as if we were InGen’s engineers and simply "bulldoze"
a few roads and building sites into it. As it turned out the scanned model
was only useful to set the rough contours for each area, and gameplay-relevant
detail such as sight- and movement-blocking hills was largely hand-built.
However, having an idea of where all the ridges in the island lay gave
clear direction in the level-design sessions for how the gameplay would
flow and what would happen in each area. The scanned model also provided
continuously rolling terrain rather than a flat base with mountains sticking
out of it (as hand-built outdoors areas tend to resemble). The number
of slopes did increase difficulty of modeling the gameplay areas, but
it was a worthwhile tradeoff for a natural feel.
Modeling
was only the first step on a level: after the terrain was mostly established,
there was a significant time investment in populating the levels with
objects. A typical level consisted of 10 - 15,000 trees, shrubs and rocks,
and a few thousand man-made objects as well. Every object could be placed
individually, but for time-saving reasons we generally used groups of
objects for areas off the game path and only spent a lot of time hand-placing
items in places we knew the player wouldfrequent.. The rolling terrain
and a random-delete tool we often ran for optimization generally kept
the repetition from seeming obvious.
In the end,
though our levels didn’t quite fulfill our personal expectations, they
usually look more like real environments than previous games. Starting
from real terrain seemed to be the most useful tactic for this, and creating
a natural algorithmfor vegetation placement is the next obvious step for
outdoor games.
5. Realistic
physics in first person
The first
discovery we made as our physics simulation was slowly implemented was
that it was an engrossing toy. When we finally got support for compound
object physics (so that a bench could consist of a top and two legs instead
of a single block, for instance), it was possible to spend an hour just
dropping the bench onto things to see how it would catch on edges and
flip and slide around. Toys do not make games, however, and trying to
establish a gameplay which would work with the simulation was our major
challenge.
Due to the
vagaries of our particular physics simulation and interface, we eventually
arrived on gameplay that primarily involved knocking things over rather
than stacking things up. Knocking over will probably be the first application
of realistic physics to see wide-spread use, as it will work even with
a less-than perfect physics model such as Trespasser’s. It is also
a behavior which easily shows off the difference between realistic physics
and what we usually referred to as "fake" physics - compare
pushing a box off a ledge or hill in any game which actually lets you
move boxes to the same action in Trespasser.
Since our
gameplay was supposed to revolve around the physics, however, we needed
to apply that knocking-over behavior in slightly more sophisticated ways
than just using it as eye candy. The best uses that we found in the small
amount of time we had involved knocking stacks of boxes down to fill holes,
or unbalancing something resting on a high ledge in order to get it or
use it as a step. It also quickly became apparent that building even a
simple-seeming knocking-down puzzle required a much more highly refined
sense of physical laws than is common, and many designers ended up with
a collection of blocks and small boxes to aid in brainstorming puzzles.
We had originally
intended to have much more interesting physical challenges for the player
consisting of making stacks and bridges to cross gaps or reach high players.
Due to the problems with the physics engine, we ended up cutting nearly
every puzzle which depended on this behavior, as it was too difficult
and unreliable to actually make stacks. However, as it seems like such
an obvious thing to do (and was so central to the design at one point),
many players still try to make stacks, and come away from the game extremely
frustrated. In different circumstances this constructive gameplay should
be even more interesting than the purely destructive gameplay of knocking
things over, and making it work ought to be one of the foremost goals
of post-Trespasser physics engines.
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