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A New Vocabulary For Development: Chuck Beaver And Dead Space
 
 
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Features
  A New Vocabulary For Development: Chuck Beaver And Dead Space
by Chris Remo
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September 29, 2008 Article Start Previous Page 7 of 7
 

That's one of the challenges. If you're making a big triple-A game, there is so much groundwork that has to be done regardless of whether there's any creativity or meaningful design work, and no matter what, you've still got to have the engine [and everything else].

CB: Think about all that, right? You're making a piece of bug-free software that goes on a disc, and you're making an experience like a movie... and it's about four times longer than a movie. GO! (laughs)

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And so to act like that's not some sort of huge creative endeavor that dwarfs a movie production is just not realizing what's going on. So you have engineering staff, there's a gigantic engineering staff because you're trying to innovate technically. You've got platforms that are changing every five years, so those can't even stay the same... It's just a really challenging environment, then, to have this creative thing happen.

I'll have to give our creative director, Brett Robbins, a lot of credit, too; he's got a gameplay sensibility. He did a really great job of keeping his eye focused on gameplay, because a lot of times you forget that the creative director has the whole fuckin' game to work with.

He's got the meta-game, and story, and character, and level design, and what's happening in mechanics. And then you have to worry about what's happening in the gameplay -- the sort-of conflux of all that -- and that's where if you take your eye off the ball, you lose. So he's always kept his eye on, "Okay, is it fun? Is it working? What are we doing? Is it fun? Is it working? What are we doing?"

And by doing that, it helps drive all the departments towards one answer; little X moments, where you're like, "Okay, here's what's supposed to happen in this moment: the raptor's supposed to jump at me, I'm supposed to hit him with stasis, and I'm supposed to cut off his arms."

That, alone, invoked every department in the whole team. They all had their tasks to do, and they would build these gameplay moments, as opposed to just building a mechanic over here, and building another mechanic over here, and then hoping that at some magical moment their systems would interact properly. You start with the interaction that you want, and then you build the spiral out from there.

Are you familiar with the MDA Framework [PDF link]? It's a theory about game design. It's based on what you just said. You start with the thing you want to evoke, and then you work backwards to the more mechanical side.

CB: Well, and it sounds like common sense, but when you have so much work involved to get it done, that can get obliterated really fast. Now unless that's a spoken ideal, people just... and they don't even realize that they're missing it, right?

I've been on games where we thought we had it, we established it, and we went off and established all the things around it. But then we forgot to keep checking in, to see where we were all going. And then we were all like, "Wow, that didn't work very well..." So, you know, you live and learn.

That speaks to what you were saying about the concept of design documents becoming less of a rigid thing; because if you're trying to let your more base-level mechanics emerge from the sort of emotion or interaction that you're trying to create, it's not very useful if you've already decided that these are the mechanics.

CB: Well think about that. Think about the lightning in a bottle that you're trying to capture, right? You've got all these different mechanics finally coming together, and it's a big layer cake.

The first foundation is the mechanics, right? You get those in, and you put them together -- like stasis, and [the TK gun] -- and people start playing with them and doing setups.  In some random meeting, after hundreds of meetings, a flash of inspiration hits the team, and we're like, "Oh! That was cool moment! Did you see that? There was a flash and he ran around the corner, and you hit him, and this happened!

If you cannot capture those flashes of lightning, if your process doesn't let you capture those, and institutionalize those, then you're failing as a creative culture. So if you're basically saying that, at some point I take a snapshot of my thinking, which is a design doc, and it doesn't get a chance to evolve and move? You don't really get it, as a creative culture; you're not really understanding what it means to be creative.

Now the other half of that is, you've got to get the goddamn game out, so you can't keep changing forever. So there's a healthy [balance] between the two, but you have to be able to just take a snapshot and make a design doc, which means that you've done your homework and researched it. Then you can be like, "OK, but if we find something cool, we get to do it!", right? So that's a real challenge.

But I think we've done an admirable job with holding off our development guys, who are the scheduling and capacity people, and having them feel comfortable enough to let us innovate when we can, and catch those flashes of lightning in a bottle.

And, of course, it's all statistics, so the longer you have, the more that you can do; like a five year game catches a lot of lightning in a bottle, but a two year game doesn't have much lightning to catch in a bottle, since you're too busy with everything else.

 
Article Start Previous Page 7 of 7
 
Comments

Chris Melby
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The point about horror and realism gave me allot of confidence in this game.

Real is how System Shock felt to me and to this day it's still one of my most memorable experiences in gaming. System Shock 2 failed in this sense, because of poor decisions on the developer's part. Things like unrealistically fragile weapons and re-spawning monsters from thin air took away from that sense of it being real -- and it ticked me off. The choice of different classes also made the game worse, because it made the game feel incomplete and unbalanced.

I thought this game looked like a cross between RE4 -- loved the Wii version -- and System Shock and now I know that it is to a degree. :)

I look forward to this game. I hope it's story is truly immersive like System Shock, where I feel an actual sense of accomplishment after completing it, but I also hope that it's as re-playable as RE4 Wii, which is easily one of my favorite console games. I didn't play System Shock again, because it probably traumatized me. Shodan's voice was scary as hell.

Anyways, I'm playing this on the PC, so for the love of all things good, I hope this isn't another focus-group-jacked console game like BioShock.

john McCreadie
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" I hope this isn't another focus-group-jacked console game like BioShock."
What do you mean?

Anonymous
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He probably means that Bioshock is a clone of SS but dumbed down for the masses. If so, it sure worked for me, I couldn't stand SS but loved Bioshock (the first 3/4 of it).

Chris Melby
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As Mr. "Anonymous" pointed out, it was dumbed down for the masses. I guess an inventory system would have been too difficult for these newer gamers... Why even call this a Shock game if they're not going to respect the sophistication of its predecessors?

I couldn't stand the first part of System Shock BTW. I almost wrote the game off completely, but decided to give it another go when they released the enhanced CD version. Unlike BioShock which became a repetitive Disney ride, SS evolved into a complex and suspenseful game that was actually worth finishing.

BioShock was "FUN" for a period time, but here lies one of its biggest faults. I know these are games, but BS shares its name with two of the "scariest" games I've played. It shares its name with a lineage of sci-fi horror games. Why on earth did they call this game a Shock, if the game wasn't scary, but FUN? The kind of enjoyment I got from the first two Shocks wasn't fun, it was suspense and in some cases horror -- especially in the first Shock. They evoked emotions that can be equated to viewing a really scary movie, but they brought it to a much higher level, because they were able to instill that I was that guy saving the day -- more so in SS than SS2.

At no point in BioShock did I feel any real concern. It was like any other FPS, I'll just re-spawn if I get killed. There was never any real sense of danger in this game, so it became a why even bother, it's not what I paid to play, it's not what I was expecting based on my experience with the other two Shocks.

Anyways, loving a game like BioShock over the other Shocks, would be like loving a sequel to "No Country for Old Men" directed by Michael Bay and it's now a typical Holllywood action movie.

Anyways, back to Dead Space. I want this game to be thrilling. I'm looking for that level of suspense that SS conveyed so well. If everything these guys are saying is true, I'm going to love this game.

Tim Carter
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"Anyone can write a cutscene..." LOL Kind of like what amateurs say in the movie industry: "Anyone can write a screenplay... After all, it's just writing... I know MS Word, I can write."

Chris Remo
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Mr. Gamemaster,

You consider Ken Levine an amateur?

Anonymous
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Amateur or not, he's wrong. Writing a GOOD cutscene takes talent. Don't believe me? Suffer through MGS4's plot. If your brain hasn't fled your skull, play through a second time. No skipping allowed. I think you'll find that cutscenes take some skill to write well.

Chris Remo
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I agree regarding Metal Gear 4's cutscenes. However, I think it's fairly evident that Levine's point was not "All cutscenes are good because anybody can write a cutscene." Rather than saying "It is easy to write," full stop, he was saying "It is easy to write a cutscene compared to conveying a story without cutscenes." The point was raised in that context, both in Levine's original statement (in an interview I did), and in being quoted here.

Anonymous
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the problem here is that there are non designers who want to do cutscenes all the fucking time. Why? Because they can't come up with something more creative to put in. SOOO

Lets do a cutscene and FORCE the player to watch our WORK!

The majority of hte time it comes off like a masturbation for wannabee hollywood types...im sick of it...

Bad company was a great example, a couple of the cutscenes I had no idea who the 4th guy in the screen was...then I realized "oh sometimes me, my avatar is in the movie and sometimes its in 1st person" seemed like a pretty poor decision.

Simeon Rice
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> And we had to make the pause not be in the inventory system

Wow, what an appalling decision, lead by ideology, trying to maintain the horror suspense, but one which ultimately can only affect the end user gameplay to its detriment.

I can understand the reasoning for it, but in practice i've yet to find game where it doesn't cause more grief than suspense. So whats the point? I'd rather lose a little of the sense of 'dread' than frequent dying due to a poor game mechanic designed solely to prevent on the fly reactive adaptation to events.

Take for example the recent 'Alone in The dark 5', that had all manor of wonder contraptions to build, but you were often exposed to danger in doing so. As the player you then have to adapt to avoid this, meaning reliance on tried and trusted combinations, pre-building specific combinations, running away and hiding etc.

Unfortunately without the foreknowledge that the game designers have you never know what or if you'll need a specific tool. All too often this can lead to having something equipped that you don't need or is the wrong tool and to top it all you're now in close courters fighting and don't have the time to re-equip. So you spend far too much time dead or disadvantaged, due to decision to take away control from the player.

Conversely BioShock does pause the game, especially useful for switching weapons when dealing with multiple enemies, requiring different ammo types. I'm sure they deliberately added this after testing with the 'no pause' option, but can't find a link to back that up atm. Anyway, a simple change it empowers the player to be far more productive and react dynamically to events as they unfolded, with impunity. Giving a far better game experience.

Now obviously having yet to play the game or a demo i've not seen the full context that the 'no pause' inventory system is used within. It may be that the use of the inventory doesn't implicitly mean encountering the issues i've outlined above, in which case all will be well. However I suspect from the type of game and similar games from the past that this will end up being frustrating, but thankfully not to the point of killing the game. Perhaps one of the first calls for being patched though ;)

Still even with this slight dampener, I'm so looking forward to its release at the end of the month. I was enthralled after I saw the first released video demo as it instantly brought back memories of System Shock 2. It may have looked similar to Doom 3, but unlike that game I suspect this will have real jump out of your seat moments. I have to say I like the concept of no cutscenes and the use of environment along with audio/video logs to tell the story should be perfect, after all it worked so well in SS2.


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