For
most of the last five years, I was an audio and video producer for Madden
NFL Football for Electronic Arts. In this column I’m going to pass
along some of what I’ve learned about the sports game genre.
It seems
to me that sports games don’t get the respect from the developer community
that they deserve, and I don’t say that just because I used to work on
one. Sports games seldom win major awards except in their own category,
and they’re rarely named Best of Show after a trade event. When I talk
to wannabes, not many of them say "sports games" when I ask
them what genre they’re interested in.
I think
there are two reasons for this. First, most developers aren’t jocks. The
kinds of people who like to sit twiddling bits in a darkened room have
little in common with the kinds of people who enjoy getting all sweaty
trying to throw a ball through an iron ring. The fundamental jock/nerd
dichotomy is pretty well established by the time junior high school is
over, and from then on the two groups are polarized by stereotyping and
social pressure. Most game developers didn’t like P.E., didn’t play sports,
and don’t play sports computer games. On the other hand, they’re the same
kind of geeky kids who read science fiction and fantasy novels and — would
you believe it? — a colossal number of computer games are set in those
environments. Hence: no respect.
The other
reason sports games don’t get the respect they deserve is that they’re
unfairly perceived as non-creative. No dragons, no space marines, no story;
just people playing a game that you can see on TV anyway. For this I think
the press is largely to blame. The game press is always on the lookout
for something new to write about, and whatever else athletics may be —
exciting, suspenseful, dramatic — they aren’t new. The problem here is
that the press (and many game developers and gamers) are confusing novelty
with creativity. If we’re really honest, many of the SF/fantasy
worlds that appear in computer games aren’t that creative either; they’re
rehashes of old ideas and borrowed genres. They seem novel because of
advances in technology, but few contain real advances in game design or
storytelling.
This isn’t
to say that I believe sports games are more creative than shooters and
role-playing games, but the creativity is in a different place. It isn’t
in the design of the actual game you’re playing, because that’s already
given to you. Rather, it’s expressed in more subtle areas: user interface
design, player behavior AI, interacting character animations, and intelligent
audio to name a few. In the face of ever-more-impressive explosions, that
subtlety tends to be lost on the average reviewer.
Here’s why
I think sports games deserve more respect: they make a real effort to
address the second-greatest challenge in all of computer gaming, and they’re
getting better and better at it all the time.
The greatest
challenge in computer gaming (and, for that matter, in computing generally)
is the creation of credible artificial people. That’s a problem whose
solution is still a long way off, and most adventure and role-playing
games don’t make any serious effort to address it. The second-greatest
challenge, however, arises from the basic premise of almost all sports
games: that they are an accurate simulation of the real world.
Sports games’
closest relatives in game development are military simulations. At first
glance, it might seem that they have nothing to do with one another, and
it’s true that their actual content is completely disjoint. But what they
have in common, and what sets them apart from almost all other games,
is the claim to realism. Sports games and military sims pride themselves
on being accurate simulations of the real world, and that’s why they’re
such a challenge to developers.
With most
other kinds of games, if the user interface doesn’t work or the AI isn’t
smart enough to beat the player, it’s possible to change the game itself
to compensate for these problems. With sports games you can’t do that.
The game is already designed for you, and you’re not allowed to make any
modifications. You must make the user interface work and you must program
the AI within the context of the game as it is played in the real world.
All simulations
"fake it" to one degree or another — they take shortcuts in
their calculations, which cause the simulation to diverge from reality.
They generally need to do this because the machine doesn’t have enough
processing power to do the job in real time. Wherever they can, they keep
the shortcuts out of sight and hope the player won’t notice the difference.
In the case of military simulations, the designers can usually get away
with it. The number of people who know the true flight characteristics
of an F-16 fighter jet is a very small percentage of the game-buying population.
If an F-16 simulation doesn’t get it quite right, very few people are
going to know the difference. With sports games on the other hand, millions
and millions of people know exactly how a star linebacker is supposed
to behave, and what’s more, they have the real thing available for comparison
on TV every weekend. Sports games are held to a standard of accuracy unimaginable
in any other genre.
When you’re
designing and developing a sports game, here are some things to think
about.
The Rules
The sports
game customer is a rather special person: a sports fan who is also a video
game player who wants to play the sport on a computer, not just watch
it on TV. These people know the game well; they’re not just casual watchers.
Attention to the detail of the sport is critical. You must implement every
rule and get them exactly right (and in American football, this is really
complicated), or the customers will roast you.
Some of
the rules may be more complicated than you realize. For example, most
people probably think that whoever wins the coin toss at the beginning
of a football game earns the right to choose whether to kick or receive
the ball. However, that’s not strictly true. In fact, what they earn is
the right to choose to kick or receive, or to choose an end of
the field to play on (and on a windy day in Cleveland, this can make a
big difference). Since the TV networks seldom show the coin toss, you
might not notice this — but you have to get it right. Be sure to get the
official rulebook from the league whose sport you’re simulating, and study
it closely.
There are
a couple of important decisions you have to make about the rules. One
has to do with the balance between accuracy and user frustration. (When
talking about sports games we have to talk about the customer as a "user"
rather than a "player," because "player" refers to
the athletes who are being simulated in the game.) In games like soccer
and football, fouls are fairly common and they’re caused by actions the
players take on the field — actions that the user may or may not have
control over. In football, for example, holding penalties by the offensive
and defensive linemen are among the most common. The user doesn’t ordinarily
control these players directly, so the computer could perfectly well simulate
penalty-free play, in which the players never commit fouls. However, penalty-free
play isn’t how the game really looks on TV, and would seem rather artificial.
As the designer, you have to decide: should the game call penalties at
random to simulate their frequency in the real game, or is that frustrating
for the user because the penalties are not his fault? (Of course, frustration
at penalties his players caused is part of a real coach’s experience,
too!) In the end what we decided to do with Madden was to allow
the user to set how "tough the referees were," i.e. how frequently
the game called random penalties. This enabled the users to choose for
themselves between verisimilitude and low frustration levels.
Another
question to ask about the rules is what to do if you have old-time teams.
A lot of games let you play with teams made up of players from yesteryear
— DiMaggio’s Yankees, for example. This enables the users to set up fantasy
matches that never really happened at the time. But do they play according
to the rules used today, or the rules current at the time? Since the rules
are usually hard-coded into the software, it’s a lot of extra effort to
have multiple variants for different eras in history, especially with
a game like football where the rules change frequently. Purists would
love it, but are purists your target audience?
User
Interface
Camera control
and user interface design are critical issues. In other games, the user
interface and the game are designed together. In sports games the user
interface must be made to fit an existing athletic activity, and many
athletic moves do not translate well to a D-pad and buttons. In most soccer-like
games (hockey, water polo, basketball) most of the vital action takes
place in one location — where the ball is. In baseball, the ball and the
baserunners can be 300 feet apart, which makes for some tricky decisions
about camera control.
Camera control
is especially problematic for single-machine multi-player games. A lot
of sports games are played by two people on a single console, watching
a single TV. The optimal view for a given player may be completely unusable
for his opponent. To be fair, the same view must be equally playable for
both of them. You need to think this over very carefully too. Buy a few
games and study them. Pay close attention to button layouts, changing
modes, and camera behavior.
Sometimes
you simply have to make compromises for the sake of playability. In baseball,
a major-league fastball thrown at 95 miles per hour requires just over
0.4 seconds to get from the pitcher’s hand to the plate. However, the
ball isn’t actually within reach of the bat the whole time. Of the 60’6"
that the ball travels, it’s only hittable within about the last six feet,
which reduces the time available to hit it to 0.04 seconds. That’s why
major league baseball players are paid so much money, and why they’re
doing well if they get a hit one time in three. Making a game for the
general public, you simply have to fudge these numbers a bit. Video games
always throw the ball more slowly, and they allow you to hit it over a
much wider area.
Modes
of Play
Another
thing to consider is exactly what experience you’re going to sell the
user. Team sports especially have a wide variety of roles you can play,
and over the years we added more and more of them to Madden NFL Football.
These are some of the things a user can do:
Be a player on
the field, executing the play itself.
Be a coach on
the sideline, calling plays and substitutions during the game.
Be the general
manager of the team, hiring and trading players.
Be a coach over
a series of years, trying to build a franchise (and trying not to get
fired).
Look at
all the events that appear in a team’s annual calendar — hiring rookies,
trading players, training, exhibition games, regular season play, and
finals — and think about how many of them you want to implement. Can users
build a perfect fantasy team? Can they trade players among teams without
regard to salary issues? And so on.
You can
also implement special modes of play. A practice mode can let you practice
the same activity over and over without actually playing a game. A situation
mode would allow you to set up any situation you like and see if you can
win from it. In football, for example, with the ball on your own 8 yard
line and less than four minutes remaining, can you duplicate the 49ers’
spectacular 92-yard drive to win Super Bowl XXIII?
Licensing
In the early
days of computer gaming, most sports games weren’t licensed. The sports
leagues didn’t treat interactive entertainment seriously, and the game
companies didn’t have the business experience to negotiate licenses anyway.
Athletes were used to seeing their names in the newspapers and record
books without being paid for them, and didn’t expect, or know to ask,
game companies to pay them. The whole business was very relaxed.
All that
has changed. The leagues and players have gotten savvy about the value
of their names, photographs, and trademarks. It’s still possible to develop
an unlicensed game based on a real professional sport, but you have to
be extremely careful. The team names and logos cannot be used, nor can
player names.
Nowadays,
it’s not unusual to have quite a number of licenses associated with a
single product. A license with the league will entitle you to use the
league’s own logos, plus the team names, logos, and colors — assuming
the league owns all those rights; different leagues have different rules.
However, the league doesn’t generally have the right to license player
names. To get them, you’ll have to negotiate with the players’ union,
if they have one, or with the players individually if they don’t. And
even if you do have the right to use a player’s name and image, that doesn’t
mean you can just put them on the front of the box. A license from the
player’s union will let you use the player in the game, but you can’t
create the impression that the player has endorsed the product — that
would require a special license directly with the player himself.
Old-time
players who aren’t current members of the union are another problem. There’s
no organization that can sell you the right to use their names as a group,
so you have to negotiate with them one at a time. For player photographs,
old or new, you’ll obviously have to have the right to use the player’s
likeness, and then you’ll have to get an actual photograph from somebody
— possibly the league’s photo office or a trading card company — and pay
the photographer as well. Even the stadiums have started getting into
the act, especially since many of them are now sponsored by big companies.
The stadiums are all owned by different groups, some public, some private,
so like the old-time players, there’s no one organization that can sell
you the rights to use their names and images.
Finally,
there are referees, broadcasting personalities, TV networks, and team
sponsors to consider. American sports teams don’t usually have a company
name on their uniforms, but European and Japanese teams routinely do.
Any and all of these can be licensed to increase the verisimilitude of
your game — and every license costs money, either in cash up front or
royalties afterwards. You’ll have to decide whether the benefits gained
are worth the price.
Conclusion
This column
has only scratched the surface of everything is to know about sports game
development. Sports games are a complex and challenging genre of the interactive
entertainment business, with a long list of special problems and considerations
not present in most other games. I didn’t address artificial intelligence
(tactical and strategic), statistics, motion capture, physics, or any
of the myriad other programming, art, and sound issues that make them
different from other games. Still, I hope it has served as a useful introduction.
My final
piece of advice to a potential sports game developer is this: get to know
the psychology of the sport—what makes the players and fans tick. For
example, golf is a slow-paced game with a lot of pretty scenery, in which
the competitors rarely even see one another. Australian rules football
is something between a sport and a barroom brawl. In theory, basketball
and soccer are non-contact sports, but the practice differs considerably
from the theory. In Britain, soccer is always accompanied by the fans
singing drunkenly in unison, and so on. If you’re serious about it, these
details will inform every development decision you make, from menu fonts
to motion capture. And paying attention to them makes the difference between
a good sports game and a great one.