Close
your eyes for a moment. Imagine what you would say if you heard someone
asking you to create a game using the Star Wars license. Most likely,
you would say, "cool!". Think of all the awesome levels you
can create with X-Wings swooping at Darth Vader or blowing those pesky
Rebels out of the sky with your rickety old Tie Fighter. Come on, it's
going to be fun and I'm sure we'll be able to sneak in the baby Ewok clubbing
bonus level somehow! Great huh? Just as you're wiping the drool off your
chin, the same person tells you that the game you're going to design is
a launch title for a new console system and it's going to be out for the
holidays. Yikes! " How much time do I have?" you ask. You see
a sadistic smile as the words "Nine months" form. The room starts
to spin. Sweet unconsciousness overwhelms you.
After peeling
yourself off the floor, you open your eyes and reality starts to set in.
That's exactly how we felt when we were getting ready to design Rogue
Leader for the Nintendo Gamecube. Because of the Gamecube's technical
capabilities, we knew we had the rare opportunity to make the Star Wars
game we wished for when we were kids. Yes, we were all thrilled and excited
to see what kind of Star Wars game we could create using the power of
the Gamecube but at the same time, we were also concerned about the tight
development schedule. As level designers, we had to ask ourselves, "Are
we going to have enough time to plan, design, implement and properly play-test
all the levels AND ensure that they're all fun?"
One initial
impulse might be to rehash a bunch of old level ideas, throw in some fancy
new graphics, slap the Star Wars sticker on the box and start booking
that trip to Rio. However, we at Factor 5 take games very seriously. We
felt that our mission was to create THE definitive game worthy of the
Star Wars license and the classic trilogy films. It wouldn't be
enough to simply cobble together some objects, heightmaps and mission
objectives and call the end result a game. We wanted to create a game
capable of making the player forget his surroundings, one capable of totally
immersing the player in the Star Wars universe. Toward that end, we knew
we would need to infuse our game environments with tremendous amounts
of authentic Star Wars detail. But how did we intend to do this and make
a fun game with the clock ticking away? What worked? What had to change
and what didn't work as well as intended? Here, we will try to shed some
light on these questions by delving into the experiences we had while
level designing Rogue Leader. Hopefully, by the end, you will have
gained insights into how we were able to maximize efficiency in the level
design process and deliver a game of uncompromising quality and (dare
we say) "fun".
Initial
Game Design
The decision
to base our game's story arc on events from the classic Star Wars
films seemed natural to us. The attack on the first Death Star seemed
like a logical place for our game to begin, while the destruction of the
second Death Star brought our game "full circle" to a logical
conclusion. Also, we knew players wanted relive classic Star Wars
battles such as the Death Star attack, the Battle of Hoth and the Battle
of Endor and closely following the original trilogy storyline gave us
justification to recreate them. Therefore, the background story and basic
structure of the game was already in place and all we were able to focus
on filling in the gaps, expanding on the source material and making it
relevant to the interactive experience. We didn't have to explain who
the good guys or bad guys were or what was going on. If you had seen the
movie, you knew to shoot the Tie Fighters and to shoot a proton torpedo
into the Death Star's exhaust port. We didn't have to spend precious development
time coming up with an elaborate background story and presenting that
to the player. Where there were gaps between the movies, we found it much
easier to come up with scenarios that bridged them than to have to spend
time developing a new story.
The background story and basic structure of the game was already
in place because of the movie -- we were able to focus on filling
in the gaps.
Because
of the fans' familiarity and obsession with the movies, we understood
immediately that from a quality standpoint, the levels that were based
on actual movie sequences would have to stand up to serious scrutiny.
Not only would they have to have the right Star Wars look, the
gameplay had to recreate the feel of the original trilogys' epic battles.
For example, in the Battle of Endor, we wanted to recreate the "oh
my God" feeling you had when you first saw the first swarms of Tie
Fighters filling the screen. We wanted to make sure that wherever the
player turned, he would see that he was not merely in a dogfight. There
would always be a Tie Fighter to shoot at, a fellow Rebel fighter to help
or a capital ship to avoid. We wanted the player to experience the desperation
and futility of the Rebels as they realized that they were in an Imperial
trap. Since the level was essentially outlined by the movie sequence,
we were free to focus our efforts at recreating the classic Star Wars
feel and expanding on the movie experience.
The Compromise between Movie and Game The classic Star Wars movies gave us a great foundation to
base our initial level design upon. However, we quickly realized that
certain movie sequences did not translate directly into good gameplay.
For example, having Darth Vader chase the player like he did in the movie
wouldn't be much fun since the player can't do anything but dodge his
shots. In the movie, Vader came from behind and took out rebels until
Han came down and knocked his wingman into him. Not all that fun if you
think about it. We wanted the player interacting with Darth Vader and
his wingmen in the game so we allowed the player to brake and shoot at
the Tie Fighters as they flew over.
In other
cases, we had to find a compromise between movie authenticity and fun
gameplay because we had specific game difficulty and playability requirements.
A good example of this was the "Death Star Attack" level in
Rogue Leader. Since it was the opening level of the game and we
definitely wanted to make sure it was a fun yet approachable level. We
never wanted to frustrate novice players at the beginning of the game.
However, we didn't want to make it too easy and mislead hardcore gamers
into thinking that the rest of the game lacked challenge. Therefore, we
tried to ease the player into the level by slowly ramping difficulty throughout
the three distinct stages of the first level. This led to the second problem
which was how to ramp up difficulty while maintaining the look and feel
of the climatic battle over the Death Star. After studying the movie sequence,
we were able to break the level down into three sub-levels. We decided
that the first stage of the level would consist of static, non-threating
objects. The second stage would introduce the player to dogfighting against
Tie Fighters. The third stage would bring together an obstacle element
with a simplified form of fighter combat. By the end of the third stage,
our goal was to teach the basics of the game without the player realizing
he had gone through something like a training level.
For the
first stage, we added gun turrets and made them barely miss the player
so that we could threaten him without actually shooting him down and possibly
causing frustration. The player's psychological reaction to seeing and
hearing laser fire whizzing by him was enough to produce the tension that
we wanted to recreate from the movie. In the second stage, we cranked
up the difficulty a little by allowing the player to destroy Tie Fighters
moving on splines. Initially, we thought this would be simple enough for
most players. However, after watching some non-gamers try out this stage,
it was obvious that some people weren't able to destroy all the mission
critical Tie Fighters in the allotted time. Still, just because some people
couldn't do it didn't mean we should dumb things down for more experienced
gamers. Therefore, we decided to add an alternate winning condition where
the player would still win if he was able to take out at least four Ties
by the end of the time limit. If he destroyed more, that was fine too.
If not, he could still proceed to the third stage of the level. Basically,
this compromise allowed the novice player to get past what would have
been a possible "gamestopper".
The trench
run was the most difficult stage to design because we had to ramp the
difficulty, keep the look and feel of the movie and provide fun gameplay.
If we were to simply have the player fly down the trench like Luke Skywalker
did in the movie, the game would be pretty boring. Instead, we decided
to pay homage to Atari's old vector-based Star Wars arcade game and include
an obstacle course in the trench. Obviously this wasn't in the movie but
it generated a similar amount of tension and suspense that was in the
filmed sequence. This led to the decision to use obstacle sections which
allowed us to create and tune an obstacle course in a very short amount
of time.