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A Deeper Look Into The Combat Design Of Uncharted 2
 
 
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  A Deeper Look Into The Combat Design Of Uncharted 2
by Benson Russell [Game Design, Production]
12 comments Share on Twitter Share on Facebook RSS
 
 
July 1, 2010 Article Start Page 1 of 3 Next
 

Hello, my name is Benson Russell, and I'm an addi-- wait... wrong meeting! I'm a designer here at Naughty Dog in beautiful Santa Monica, and I was the primary combat designer for Uncharted 2: Among Thieves. I helped to implement the majority of the combat encounters across the game, as well as work with other designers and our programmers in developing our AI and weapons systems.

That being so, I wanted to write an article regarding how we approached combat encounter design for Uncharted 2. It turns out there was a lot of information to share, so I was given the opportunity to create a short series of articles on the subject. This is the first in that series, and I hope you find the information... informative.


Where We Came From

After completing Uncharted: Drake's Fortune (U1), we wanted to take a step back, look at what we accomplished, and then decide how we wanted to evolve it for our next game.

To set the scene, the combat in U1 didn't get a chance to fully come to light until the last year of its development cycle; hence we weren't able to make it as deep as we had wished. There were several key reasons as to why this had happened.

Firstly, U1 was our first foray onto the PlayStation 3 hardware. We decided to write a new engine from scratch rather than adapt our previous technology. This resulted in a lot of our efforts being aimed at just trying to make a solid-playing game and finish it on time.

Secondly, the style of combat wasn't determined until the last year of the project. We were still figuring out the direction we wanted to go (for example, we had a lock-on auto aiming style system up to this point). Lastly, our AI systems didn't fully come online until there were only about eight or nine months left on the project.

So given the time constraints, we really had to focus in on our combat to make sure the game would hit Naughty Dog's standards of polish by the time we shipped! We experimented with weapon tunings and AI strategies to see what was the most fun, as well as what was going to be doable in the remaining time. We came away with three core precepts to making fun encounters:

  • Establish a front between the player and the enemies.
  • Force the player to move around the encounter space.
  • Spawn new waves of enemies to change the direction of the front.

Using these principles we were able to create a solid, polished and fun combat experience, but as the player progressed through the game, the combat started to feel repetitive and shallow. Here are some of the key lessons and issues we took away from making U1 and wanted to try to address.

Better Production Pipeline for Design Iteration

We crafted a lot of the encounter spaces first while we were waiting for various systems to come on-line. Hence we ended up having to shoehorn combat encounters into these spaces because of how far along they were.

As we started to iterate on these encounters, we were very limited in the kinds of changes we could make to the space, which in turn limited how well we could use our gameplay mechanics (such as shooting while traversing). We addressed this by having designers create a simplified blockmesh layout of an area to get the gameplay right. Then we would hand it off to our talented artists to make it look fantastic.

The Endless Assault of Enemies

We had several complaints about our enemies with regards to the number of waves players would have to fight. This came about due to technical limitations with our engine at the time. We were generally restrained to only having six to eight enemies active at any given time, so we decided to go with more intimate combat encounters with fewer enemies. When we needed to extend an encounter, we had to spawn additional reinforcement waves -- sometimes to the point of nausea.

Why Won't You Die!?

Another side effect of our limitation on enemy numbers was that we had to let them take more hits so they would last longer in combat. Normally this wouldn't be an issue, but due to a combination of several choices we made, it ended up causing frustration for some players.

First, the majority of our enemies weren't particularly well armored, wearing just shorts and T-shirts. This created an expectation that they should only take one or two shots to go down. Second, we didn't offer enough feedback with the hit reactions of the enemies, so it was unclear when a bullet actually scored a hit.

Last, our weapon feedback was very minimal due to development time constraints. We weren't able to put tracers on the player's weapons, our impact effects weren't as pronounced as they could have been, and weapon accuracy wasn't communicated well. This lead to players not realizing the true accuracy of the weapon they were using, and not realizing they were missing with a lot of their shots.

As an interesting side note to how critical these points were, we corrected these issues for Uncharted 2 and the average player thought the enemies took less damage than they did in U1 -- when in fact they actually took a little more.

Training

The last key lesson we learned was that we needed to do a much better job of training the player on our mechanics, as well as crafting scenarios that can allow the player to creatively use those mechanics.

 
Article Start Page 1 of 3 Next
 
Comments

Jonathan Lawn
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I like this article a lot, despite not having played the game. It's always interesting to hear how people work, and the questions they ask themselves, as well as the answers they come up with. It fits well with the recent articles (e.g. http://www.gamasutra.com/blogs/ChristopherTotten/20100625/5444/Mechanics_vs_Moti
f.php) on combining the narrative and the mechanics of a game too. Looking forward to the future sections!

Michael Rowe
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This game was a pleasure to play. I often found myself saying something seconds before Drake himself said it ("Why do they need a tank?"). There were very few moments I felt utterly lost, but then dialog or scenery would clue me into what was needed next. I have to agree with the author, the combat did not feel thrown in or tacked on. Each piece made logical sense with the previous encounter. I have particularly enjoyed the thematic and scenic breakdown of the story arc in this article.

Robert Marney
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Playing Uncharted 1 and 2 back to back I really appreciated U2's limit of 2 or 3 waves of enemies per combat encounter. Dying and restarting too far back breaks the narrative flow. Drake still racks up a horrific body count though.

Josh Foreman
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Cool article! Fantastic game, and this shows why.

Anthony Flamer
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Well done, and thanks for sharing :)

Ethan Verrall
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Never played the first one, but the waves of guys in Uncharted2 was still silly along with the amount of bullets the bad guys took. It's not that the combat itself was tough or frustrating difficulty wise, just to me, having guys respawn or take a full clip (or multiple clips sometimes) totally breaks the immersion for a game that is trying to be somewhat 'realistic'.

Why does the combat for a particular area need to take X amount of time? Would the game truly suffer if guys died quicker or spawned less?

Matt Zeilinger
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This was a great read! A tantalizing glimpse into the creative process behind one of the aspects of a great game. It was very helpful to stage this against the backdrop of the shortcomings of the first game (amazing as it was). One question, though: Were the changes to be made in the second game immediately apparent after or during the designing of the first game, or did these revelations come later upon feedback from the gaming world? I'm looking forward to reading the next articles! Thanks for taking the time to write this!

Bay Pantoja
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A great article for a Legendary game. Indeed the sequel has improved a lot on combat tactics and combat related stuff. Uncharted and mass effect are my favorite games from this generation so far. One question for the author....it is possible to implement a moderate system of weapon progression for Uncharted 3? For example, acquiring some weapons (permanently) and a few items and been able to upgrade them? I know is an action game not a rpg oriented one, and it will still be a majestic game without them, but that will be very cool stuff, but of course you guys decide. That could also be implemented in the multilayer. Also, i would like to see Drake with a knife. Or maybe you don't need Uncharted 3, you could do something in between, something very different...let me dream....for example...a surprising introduction of some moderate science fiction stuff, imagine that drake were after some strange treasure in some underground area, and he accidentally open some kind of portal that will activate some kind of mysterious force that will go after him in the game. That entity would not be his only enemy, some foreign government guys will be looking for him because they are interested in some secrets that Drake knows about other important treasure in the adventure (not related to the other one), at some point in the middle of the game both enemies find him...will Drake join the other guys for a while?....The last chapter of the game could be in a dark castle, under a heavy rain, under the biggest lighting storm that has ever arrive to a video game....he will need to fight the foreign government guys (which the dark entity has influenced their minds) with guns...he could later find the entity, evolved in a cloud of mystery itself....and fight it!!!! hehehehehe sorry for my imagination.

Mike Stoddart
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I played Uncharted 1 and really hated it. The fights were overly repetitive and simply used to fill out the gameplay. They served no real purpose and I eventually gave the game away out of frustration. I have no intention of buying or even playing Uncharted 2.

Emma Smith
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This articles amazing :) I always wondered what made uncharted much better than Uncharted 2, I always loved the first one but it's nothing on the second. I thought the bit about making the AI less intelligent was genius!

Wylie Garvin
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I recently played through Uncharted 1 and am playing through Uncharted 2 now. They are both great games, although the enemies in the sequel are even more bullet-spongy than in the first game, and there's a great dissonance between the "cutscene version" of Drake and supporting characters (e.g. Elena), and the "gameplay version". By which I mean, during the cutscenes, Drake acts out nice emotional scenes with his supporting cast, and then in gameplay he runs around mass murdering hundreds of enemies and occasionally after I score a headshot he barks out "You like that? Huh?". Its good that games are finally starting to have solid characterization and story that make me care about the characters, but it just hilights how ridiculous the core gameplay is in real-world terms. (How many hundreds of mercenaries does this one uber-bad-guy have working for him, anyway? Its a little bit immersion breaking when you get your third or fourth "70 kills with weapon XXX" trophy... It reminds me of Rainbow Six Vegas where I got an achievement for "500 terrorists killed" after just a couple of hours of gameplay. It probably takes the U.S. military in Iraq a couple of months to kill that many insurgents, its not exactly realistic. And in Drake's case its even worse because he's basically an Indiana Jones character. How many Nazis and other villains did Indy kill in the first three movies combined? A dozen maybe?

The fight gameplay for Drake is basically equivalent to what Fenix is doing in Gears of War. Just like Fenix, you have your computer-controlled sidekick (Elena or the other girl) who, with her trusty handgun, will face waves of dozens of attacking mercs with no hesitation. There are enemies in Uncharted 2 who can stand there and take 3 or 4 seconds of sustained fire from a gatling gun, or you can empty entire clips from an automatic weapon right into their face and they will still stand there and shoot at you. And then when Drake finally takes them out, he yells out some testosterone-fueled macho bark which is entertaining, but really hilights this psychopathic mass-murder side of his personality.

Anyway, I love the game and I can't wait for their next production, which will hopefully be just as good. It contains some really cool set pieces (gunfights on a moving train, breaking into a museum, the sequences where you dodge the enemy tank, the sequence where you're in a building while it gets destroyed, etc.) Those are amazingly well done, and there is lots of stuff like that in Uncharted 2.

Rui Campos
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@Ethan, I feel the same way. I really felt like there was far too much combat in U2 and way way too many enemies. The amount of bullets it took to kill an enemy was also ridiculous. I clearly remember manning a turret and wasting all of the bullets on two heavy armored guys. Ridiculous. It felt like padding and busy work and took away the possibility of drama from the important fights. The combat, in my opinion, was not strong enough to warrant having so much of it. The cover system was clumsy compared to SC Conviction and even Mass Effect had better cover. Cant' tell you how many times I was denied cover on things that were cove in other levels.

For my taste, the combat detracted from the game's overall experience and turned what could have been a great game into a pretty good one.

"Why does the combat for a particular area need to take X amount of time? Would the game truly suffer if guys died quicker or spawned less?"

The game wouldn't suffer, but it's play time would. That's why I think it's largely padding. If you enjoyed it, you won't notice it.

@Wylie, also agreed! I think a character like Drake should be more thief like, sneakier. Instead he's a Rambo-style killing machine in a tshirt. The stealth missions in the game felt unpolished, but also felt truer to the spirit of this character and genre.


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