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What
Went Right
Now that
you have a good idea of how the Viper engine was implemented, I’ll summarize
the most prominent things that we did right and wrong. As is always
the case at the end of a project, battles lost are always more prominent
than battles won. If it were not for some key things that we did right,
we might very well have failed.
1.
Hardware acceleration support
Two years
ago, publishers looked at 3D hardware accelerators with skepticism.
Zombie made two key decisions at this point. First, we decided to fight
tooth and nail to target a set of art specifically for hardware accelerators.
Second, we made this art push the limits of the best accelerator on
the market (at the time, the 3Dfx Voodoo 1). The result was that by
the time the game shipped, there were many cards that were capable of
running the game. In fact, even overshooting the graphics complexity
by as much as we did, we weren't pushing the second generation of accelerators
at all.
2.
Using a third-person perspective
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The
third-person perspective effectively conveyed the sense of being
a Ranger.
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SpecOps
was designed and under development for almost a year as a first-person
game. When we set up a camera over the shoulder of the AI characters
as a debugging tool, it was immediately clear that the game was meant
to be third person. The sense of being a Ranger, the most important
element of the game, was conveyed perfectly by seeing the character
move through the environment as a Ranger. I thank Tomb Raider and Resident
Evil for establishing this as a valid game interface. If we hadn’t been
exposed to these titles, I know we would have thought it was too risky
to change perspective that late in the project.
3.
Outdoor environments
We wanted
this title to kill the flood of dungeon crawlers that have monopolized
the market for years. We also wanted to present beautiful, realistic
environments that demonstrated the computer’s capabilities. Our levels
were built to allow (and even encourage) the players to explore the
world in which we placed them. Our first levels were more than two miles
across, had nearly 100,000 trees, and required hours to traverse. We
ended up scaling the levels back for playability purposes, but still
managed to retain this concept. We also chose to create five totally
different environments (forest, snow, jungle, desert, and city). This
decision had two purposes: to create different tactical combat situations
and to keep players’ visual interest as they progress through the game.
Kudos to games such as Terra Nova for helping us break down the
walls of the dungeons.
4.
Complex mission objectives
Games
are based on levers and keys because they’re easier to program. Most
gamers just find this insulting to their puzzle-solving skills. As the
lead programmer, part of me likes switches and keys. But as a game player,
another part of me (the part that, admittedly, makes projects late)
wants to constantly confront players with new and different challenges.
The latter required painstakingly-created custom logic for every mission,
with little reuse between levels. It also made debugging levels more
painful than it might have been. Still, the end result was a big win
for players. You will never quite get familiar with the game, because
it will always throw something different at you. I hope more developers
will pick up on this and stop building tools that spit out myriad games
that all look and feel the same.
5.
Realism
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SpecOps
Producer Sandra Smith on maneuvers with the U.S. Army Rangers.
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Whenever
you’re making a product that targets simulation fans, realism is key.
The executive producer (a former Army Ranger) told us from the start
that the product "was more like a movie than a game." With
this as a premise, every detail in the game was researched and reproduced
as perfectly as possible. We had Rangers come in for the motion capture
sessions and photo shoots. We sampled sounds from the actual weapons
used in the game. SOCOM (Special Operations Command) officers came in
and reviewed our missions, and the game designers spent the better part
of a year researching everything from environment characteristics to
standard equipment carried by troops. Any one of these details might
not have made much of a difference, but as a whole they brought the
game up several notches. This attention to detail also created a very
positive atmosphere for the entire team.
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