Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 31, 2014
arrowPress Releases
July 31, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

 Brink  Creative Director Ham: We Want To 'Just Leave The Good Stuff' Of Multiplayer
Brink Creative Director Ham: We Want To 'Just Leave The Good Stuff' Of Multiplayer
April 25, 2011 | By Staff

April 25, 2011 | By Staff

As part of a larger Gamasutra feature, Splash Damage's Richard Ham, creative director on the Bethesda-published Brink, explains how the developer hopes to control player behavior in multiplayer sessions.

The game, a story-driven class-based shooter, blends single player and multiplayer; essentially, the only difference between the two is whether or not you are actively online. When players do first elect to go online, the game helps to smooth out pick-up matches by offering suggestions via its "Squad Commander," which suggests minute-to-minute objectives.

"The Commander is primarily a tool to help coordinate strangers who may not be able to work together effectively. But once you've reached that level of socialness with others in Brink, you can get everything you need from them directly, and in some cases, the HUD."

"We want to eliminate all the bad stuff and just leave the good stuff," said Ham, when it comes to multiplayer. This includes leaving "VOIP off by default." Advanced players who wish to work as a tight-knit group can form their own teams and play together, but to avoid abuse, players who jump into multiplayer matches will not be able to by default speak over the network.

For advanced players, "We've found in those sorts of situations the Squad Commander takes a back seat to players communicating directly, which is totally fine with us," said Ham.

The game is the latest in a series of evolutions of how shooters function, and how they react to and engender certain behavior via underlying systems. "We've been working on Brink since before Left 4 Dead came out, but when the first one came out there were so many things in that game that validate and legitimize the kind of stuff we're doing," Ham said.

For more on the complex design decisions the team butted up against when creating this unique online/offline hybrid title, read Gamasutra's latest feature, A Missive From The End Of Genre: How Brink Works, which is live now.

Related Jobs

Petroglyph Games
Petroglyph Games — Las Vegas, Nevada, United States

Unity Engineer
Retro Studios - Nintendo
Retro Studios - Nintendo — Austin, Texas, United States

Gameplay Engineer
Crystal Dynamics
Crystal Dynamics — Redwood City, California, United States

GREE International
GREE International — San Francisco, California, United States

Senior Software Engineer, Unity


Eric Geer
profile image
super excited for this game...I really hope it does well...

I think they ahve some extremely cool concepts going on with the online story/coop/multiplayer modes.

But I have a feeling that many people have no idea what this game is...will probably get shadowed out by some AAA title with a huge marketing/advertising budget.

Tom Dazed
profile image
Im watching this closly. But as a quake veteran im concernd how the movement will turn out. Right now it looks like a huge loss in control. Predictable movement is doom in shooters. It may look/feel cool/fast. But when the moves allways take the same paths it will be sniperheaven.

profile image
Really, really hope this goes over well.