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Postmortems from Game Developers.Pdf

Postmortems from Game Developers.Pdf

POSTMORTEMS FROM

Austin Grossman, editor

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ISBN: 1-57820-214-0 iii TABLE OF CONTENTS

Introduction: Tales from the Front Line ...... ix

SECTION ISTARTUPS ...... 1

Irrational Games’ 2 ...... 5 by jonathan chey It’s the Engine, Stupid ...... 7 What Went Right ...... 7 What Went Wrong ...... 12

Bohemia Interactive Studios’ ...... 19 by marek spanel and ondrej spanel What Went Right ...... 21 What Went Wrong ...... 24 Future Dreaming ...... 28

Surreal ’s DRAKAN: ORDER OF THE FLAME ...... 29 by stuart denman Origins of the Team ...... 29 Origins of the Beast ...... 30 What Went Right ...... 31 What Went Wrong ...... 36 Onward to the Next Project ...... 40

Pseudo Interactive’s DAMAGE ...... 41 by kevin barrett, john harley, rich hilmer, daniel posner, gary snyder, and david wu What Went Right ...... 42 What Went Wrong ...... 47 Damage Control ...... 50 iv Table of Contents

Nihilistic Software’s VAMPIRE: THE MASQUERADE—REDEMPTION .51 by robert huebner What Went Right ...... 53 What Went Wrong ...... 58 At Last, Redemption ...... 61

Ensemble’s ...... 63 by matt pritchard Designing the Past Perfect ...... 63 Blazing the Multiplayer Path ...... 65 Painting the Scene ...... 66 Going for Speed ...... 67 Things That Worked Out (S)well ...... 68 Things That Went Wrong Or We Could Have Done Better ...... 70 Patching It All Up ...... 73

SECTION II SEQUELS AND SOPHOMORE OUTINGS ...... 75

Blizzard Entertainment’s II ...... 79 by erich schaefer What Went Right ...... 81 What Went Wrong ...... 86 The Final Word ...... 90

Epic Games’ ...... 91 by brandon reinhart Early Development ...... 91 A Game Takes Shape ...... 92 New Code, New Features ...... 94 In the End, It All Worked Out ...... 95 What Went Right ...... 96 What Went Wrong ...... 100 Where We Go from Here ...... 102 Table of Contents v

Westwood Studios’ TIBERIAN SUN ...... 103 by rade stojsavljevic What Went Right ...... 104 What Went Wrong ...... 109 Overall Tips ...... 113

Ensemble Studios’ AGE OF EMPIRES II: THE AGE OF KINGS . . .115 by matt pritchard Catching Up ...... 115 Designing a Sequel ...... 115 What Went Right ...... 117 What Went Wrong ...... 121 The Show Goes On ...... 124

Presto Studios’ III: EXILE ...... 127 by greg uhler What Went Right ...... 128 What Went Wrong ...... 133 Closing Thoughts ...... 135

Poptop Software’s TROPICO ...... 137 by brent smith What Went Right ...... 138 What Went Wrong ...... 141 In Hindsight ...... 146

SECTION III MANAGING INNOVATION . . . . 147

Lionhead Studios’ BLACK & WHITE ...... 151 by What Went Right ...... 152 What Went Wrong ...... 156 “Just More” ...... 160 Table of Contents

Bungie Software’s : THE FALLEN LORDS ...... 161 by jason regier The Making of a Legend, er, Myth ...... 162 What Went Right ...... 163 What Went Wrong ...... 165 Post-Release Reactions ...... 168

Looking Glass’s : THE DARK PROJECT ...... 171 by tom leonard The Concept ...... 171 What Went Right ...... 173 What Went Wrong ...... 178 Stepping Back from the Project ...... 181

DreamWorks Interactive’s TRESPASSER ...... 183 by richard wyckoff An Ambitious Project ...... 183 The Concept ...... 183 What Went Right ...... 184 What Went Wrong ...... 188 Lessons Learned ...... 193

Ion Storm’s ...... 195 by What Went Right ...... 196 What Went Wrong ...... 202 The Bottom Line ...... 207

Naughty Dog’s & : THE PRECURSOR LEGACY . . . . . 209 by stephen white What Went Right ...... 210 What Went Wrong ...... 214 The Legacy ...... 217 Table of Contents vii SECTION IV BUILDING ON A LICENSE . . . . 219

LucasArts’ ™ STARFIGHTER ...... 223 by chris corry What Went Right ...... 225 What Went Wrong ...... 231 Back to Earth ...... 235

Raven Software’s STAR TREK™: VOYAGER—ELITE FORCE . . . . .237 by brian pelletier, michael gummelt, and james monroe What Went Right ...... 239 What Went Wrong ...... 245 Final Thoughts ...... 249

Red Storm Entertainment’s RAINBOW SIX ...... 251 by brian upton The Concept ...... 251 The Production ...... 252 What Went Right ...... 255 What Went Wrong ...... 257 In the End… ...... 258

Raven Software’s SOLDIER OF FORTUNE ...... 259 by biessman & rick johnson What Went Right ...... 261 What Went Wrong ...... 265 A Direct Hit ...... 270

SECTION VTHE ONLINE FRONTIER . . . . . 273

Mythic Entertainment’s ...... 277 by matt firor What Went Right ...... 281 What Went Wrong ...... 283 For the Ages ...... 285 viii Table of Contents

Multitude’s FIRETEAM ...... 287 by art min History ...... 288 FIRETEAM’s Components ...... 289 Who Worked on FIRETEAM ...... 289 What Went Right ...... 290 What Went Wrong ...... 293 Evolving Right Along ...... 297

Turbine’s ASHERON’S CALL ...... 299 by toby ragaini What Went Right ...... 301 What Went Wrong ...... 306 A Unique Company Résumé ...... 309

Afterword Independent Game Development ...... 310

Appendix A Game Development Team Roles ...... 313 Artist ...... 313 Audio ...... 314 Designer ...... 314 Producer ...... 315 ...... 315 Quality Assurance ...... 315

Glossary ...... 317

Index of Game Titles & Developers ...... 319

Index ...... 323 ix INTRODUCTION

Tales from the Front Line

We are only beginning to how to time and budget, they know it and they know video games. what to do to minimize losses and get it in the can and out the door. They have put their pro- A couple of years ago I was working at a com- duction techniques through more-than-complete puter game company in Los Angeles, and one shakedown. afternoon I took a walk through Universal Stu- dios’ nearby lot. I was new to the West Coast, so Compare this to making a . This is it was a big thrill knowing that I was standing at another enormously complicated and expensive the physical place where movies were made. I enterprise, but one much less clearly under- roamed around and peered in open doorways at stood. Schedules, staffing, and budget are rou- the cavernous sound stages stacked with pipes tinely inaccurate, if not vastly overoptimistic. and lumber. Projects routinely run months and millions of dollars over what was initially projected. Job I had no idea what any of it was, but two things descriptions are vague and changeable. No uni- were immediately clear: (a) whatever they were versal vocabulary of design and production ter- doing was enormously complicated and expen- minologies exists. Individual jargons are ad-hoc sive, and (b) they knew exactly how to do it. inventions, varying from company to company and project to project. Universal Studios was founded in 1912, and after 90 years of filmmaking, they have it down Every year new technologies for both produc- to something like a science. Every single item, tion and display are introduced, and every year down to the orange cones, had a name or num- expectations change and the scale of ber stenciled onto it. Somewhere someone with the enterprise goes up. During the two years a a clipboard knew what everyone on the project project is in production, the whole medium was doing that day and every day until the red- evolves. The product quality in the game indus- carpet premiere, and how much every minute try is immensely variable. Only a relatively was costing the studio. If the movie runs over small percentage of video and computer games x Section I: STARTUPSx are substantially profitable and many lose Our collective inability to complete projects money. What’s going on? smoothly is damaging on a number of fronts. Budget overruns and delayed product releases The game industry is in its shakedown phase. are obviously costly and make it much harder We have a loose set of procedures, methodolo- for companies to stay in business. This has indi- gies, heuristics, and advice about how to make rect effects as well, as small companies without games, but judging by the rate at which projects financial resources can go under even if they go seriously off-track, it’s not enough. have strong, original game ideas. It suppresses creativity—with smaller profit margins and tight One reason for this is that the medium itself is schedules, there is increased pressure to stick to still changing rapidly—in form, in content, and proven formulae and reliable money-makers, in scale. Computer games began as one-person rather than to experiment. projects, a single person doing code, design, art, and possibly marketing and distribution. The Too many games are released before they are whole thing could be around 100 kilobytes, actually complete, because they have to be something like 50 typewritten pages of data. In shipped in order to balance the quarterly bud- the year 2000, an average game published by a get. The pressure to sign off on a game is enor- major game publisher cost $5–10 million to mous. This is clear from the number of games develop, required 1–3 years in development time that require patches, meaning that they weren’t and a team of 10–50 developers and artists pro- ready to ship at all. Game companies operate so ducing 500 megabytes of data, comparable to a close to the margin that almost no one has the 10-volume encyclopedia set. luxury of shipping a game “when it’s ready.”

Organizing the creation of this much data is When projects go bad, the first casualty is qual- daunting, to say nothing of shaping it into a ity of life. Many products are shipped only at a functional software application that produces grueling cost of lost sleep, strained relationships, the delicate, ephemeral quantity known as weekends away from family and friends. There “fun.” To compound this, we have the indus- is such a thing as hard-core dedication, where try’s collective lack of experience. The entire you work long hours for the tremendous thrill industry is only 25–30 years old, and for the of getting paid for what you love, of staying up first 20 years of that it was relatively tiny. until 3 A.M. to get a key feature up and run- According to a survey by the IDSA, the average ning, and watching the game come alive before game programmer has 1–2 years experience; your eyes. But too many of us have experienced other game development staff, including techni- the agony of being stuck in a morass of a cal directors, lead artists, and designers have on project, missing milestone after milestone with average 3–5 years’ experience. So only half of no end in sight, flinching and growling when the people in the industry have been there long innocent bystanders ask us how “that game enough to have shipped more than 2.5 games. thing is going.” This has become an accepted INTRODUCTION xi part of the industry, rather than a symptom of by What Went Wrong, a list of five misjudg- project mismanagement. ments, failures, or missed opportunities.

As an industry, we are gradually becoming The postmortems in this book are grouped into aware of this. Grim experience tells us that no five sections: matter how good your idea or how brilliant and • Startups, dedicated your team, project mismanagement • Sequels and Sophomore Outings, can wreck things. Project management is a com- • Managing Innovation, plex subject worth studying—a collection of • Building on a License, and skills and knowledge as difficult and important • The Online Frontier. to game production as art, programming, and These categories are designed to group games by design. While it is generally becoming accepted factors relevant to production, rather than (for that the simple “waterfall” model of software instance) gameplay or technology issues. They development isn’t enough, flexible development don’t function with true Aristotelian purity, models are harder to implement than they look, however, so some of the postmortems concern and require daily courage, patience, and good games that belong to more than one cate- judgment. gory—some of the online games were also made by startup companies, and so on. What this book hopes to do is speed up the game industry’s shakedown process. The post- The Game Developer postmortems have gradu- mortems in this book are the next best thing to ally become an industry institution, and deserv- actual game development experience. They fol- edly so. The honesty, thoroughness, and low projects from start to finish, talking about specificity of these accounts make them a unique mistakes as well as good decisions, giving can- resource. One of the great strengths of the game did accounts, rather than just trying to abstract industry is its ethic of cooperation and commu- general guidelines. They record the experiences nication, and the belief that our identity as a of average game developers as well as high- community of passionate creators is more ranking producers. important than edging each other out for more money. This has created an atmosphere where Each article is written in the same simple for- we can share information about our successes mat. A member of the development team writes and failures and help each other make better down how the game got made, starting from the games. initial and the starting goals, what kind of company and project team was involved, what This is part of the reason that games as a tools were used, and any major events along the medium has come so far, so fast. This book will, way. The author then lists five successes, five I hope, be a part of that process, the candid things that Went Right and conspicuously con- exchange of experiences as we all struggle up tributed to the project’s success. This is followed the learning curve together. 1 SECTION I

Startups

The startup company is truly the heroic myth of what they love. Even as the industry matures, the game industry. It’s the young success story of there is still a niche for startups, as larger com- a new generation, like a garage band getting a panies sometimes fail to keep pace with street- big record contract, or a goateed 22-year-old innovation. writing the latest Great American Novel. We know it by heart already: a collection of dedi- The realities of the startup company are often cated twentysomethings (the genius hacker, the hard work, long odds, endless delays and hassle visionary designer, the gifted artist), college bud- and frustration. The postmortems collected here dies or the remnants of someone’s high school are the success stories—we don’t chronicle &D campaign; the brilliant concept, the next the hundreds (thousands?) of startup efforts that or TETRIS, neon lightning caught in a broke apart when money ran out, enthusiasm bottle; the cluster of PCs set up in low-rent flagged, schedules slipped, or law school beck- office space or someone’s living room; the late oned. Startup companies far more often nights, the pizza boxes, the copy of Business than they succeed, and in the end the deal Plans for Dummies. And of course the happy doesn’t get made, the product never ships, and ending: killer demo for an industry publisher, a people go their separate ways. What makes the distribution deal, buzz, and the private difference? dream is now a number-one seller. Fame and fortune, not to mention royalties and stock The postmortems in this section were all written options, ensue. And above all, a true passion for by developers who succeeded. They all shipped the work, the holy fire. great games their first time out, and were willing to share what went right and what went wrong. And it happens, too. Look at the game indus- If you’re working on a startup game company, try’s premier development houses, and you’ll see none of their situations will be exactly the same garage companies started by hobbyists and ama- as yours, but chances are much of it will have a teurs who worked out a way to package and sell familiar . Section I: STARTUPS 2

Startups typically have a few enormous advan- shoestring budget, conceivably angsting tages, which we’ll see repeated in the pages to about making payroll. come: Overtasking. Everyone seems to be in agreement that small teams work better for Youth. Young, enthusiastic teams, willing to many projects, but this can mean team work long hours for low salaries. members wear multiple hats. The problem is No bureaucracy. When the whole company compounded when the same people are fits into one office and your CEO is also running the business and administration of a your lead programmer, communication small company. happens faster. Overambition. Sometimes total freedom can Low overhead. Lean and mean companies be too much of a good thing. Big-company have a low burn rate, especially when you’re structures that force you to make milestones working out of someone’s parents’ living and ship product can be necessary discipline, room. ensuring that you cut unnecessary features Freedom. Until you’ve made a distribution and that someday you actually put the deal, you call the shots—you can make the product in a box and ship it. game you want to make, not the one you got New company culture. A project being run at handed because upper management an existing firm already has guidelines and managed to score the interactive licensing an outline of how to a game. These rights to a 70s TV show. can be a hindrance, but they can also be the New company culture. It’s a chance to form road map that gets you through unknown your own company culture and try out new territory. models of game development, instead of Here are a few of the lessons that can be drawn inheriting them from an older company’s from them: bureaucracy. You design the work pipeline, organizational chart, greenlight process • There’s more than one way to form a yourself, and change them right away if they startup. don’t work out. and There are also some perilous downsides: both took the traditional garage-band route, but there are other models. Some develop- Rookie management. Software development is ment houses start small, just doing ports of an enormously complex task, almost a existing games, or add-on packs—you don’t discipline in itself. Screwing it up can have necessarily have to reinvent the wheel. Maybe grievous costs in time, money, and quality. someone has a gee-whiz piece of technology No money. Unless you have a sweetheart deal that needs a game built around it. Maybe a from the start, you’ll be running on a project team detaches from an existing com- pany, then contracts with the parent 3 Section I: STARTUPS

firm—this is a model that gives you some of • Hire the right people. the freedom of a startup, but with an experi- Startups are almost always small operations, enced team and a useful relationship to a which means every employee has to be some- larger company. one you can work with and rely upon, and a good team dynamic is absolutely essential. • Publishers aren’t necessarily the enemy. Also, in a small company you probably won’t It’s easy to adopt a siege mentality when you’re have every single one of the skill-sets needed a small developer: your publisher is The Man, to make a game, so very likely you’ll have to and he’s going to stifle your creativity, make contract out certain elements of the game, you jump through bureaucratic hoops, and like or some modular part of the then take the lion’s share of the profits. Occa- engine. This means finding reliable contrac- sionally there’s a grain of truth to this pic- tors and managing them carefully, giving ture… but it’s also possible for the publisher to them a clear idea of how their work fits into be a partner. A truthful, realistic relationship the game you’re making. may serve both parties better than the usual adversarial one—the publisher is putting up The grand tradition of the garage startup com- the money, and if they understand what the pany is changing. Over the last decade there has product is and when it’s actually shipping, they been a trend toward consolidation, larger com- can market it more effectively and everyone panies buying up smaller development houses, can benefit. If they’re an established game pub- companies with deep pockets that could survive lisher, they may actually be able to help man- lean fiscal quarters while smaller companies age the project or put you in touch with went bankrupt. It’s a high-risk industry, and reliable contractors to help finish the game on diversified product lines mean you don’t have to time. craft a hit every time out, especially if you have a few regular sellers to keep you in the black. • Perseverance counts. None of these projects shipped without diffi- The scale of game production is also chang- culties, and part of the reason they did ship is ing—consumers are expecting higher and higher that the developers didn’t give up, even when production values, up-to-date technology, and they lost their publisher, or key technologies -quality art and animation. These didn’t work out, or they ran years longer than are things that require multimillion-dollar bud- they had expected, or they had to slash key gets and bigger teams. It may become harder features to keep their budget and schedule and harder to write a hit game with five people realistic. It was hard, but there isn’t much and a brilliant idea. glory in the making the Greatest Game That Never Shipped. There may be a valid analogy with the film or music industry, with the way independent film and grassroots music movements feed their Section I: STARTUPS 4 influences in to the more commercial scene. As I’m afraid of is two guys in a garage, working in ’s Jay Wilbur once told Wired maga- total obscurity. That’s where the heart and soul zine, “People ask me who I fear, which of our of this business is at. Those are the guys who are competition—LucasArts, , any of the going to come up with the stuff that blows us big companies. They don’t frighten me. What out of the water.” 5 by jonathan chey Back-Story This is the story of a young and inexperienced SYSTEM SHOCK 2 came out in 1999, as the sequel to SYS- company that was given the chance to develop TEM SHOCK, the critically acclaimed action/role-playing the sequel to one of the top ten games of all game released in 1994 by . Like time. The sequel was allotted roughly one year its predecessor, SYSTEM SHOCK 2 is an of development with its full team. To make up shown in first-person perspective but with a richer nar- for the development cycle and correspond- rative and game-system than most shooters—players ingly small budget, the project was supposed to could hack into computers and access psychic abilities. reuse technology. Not technology in the sense of It also tells a complex story—the player explores a dere- a stand-alone engine from another game, but lict spacecraft after something has gone wrong with individual components that were spun off from humankind's first interstellar colony mission. These ele- ments blend in a marriage of design and technol- yet another game, THIEF: THE DARK PROJECT. ogy—the rich level design and complex character- The THIEF technology was still under develop- ment and months away from completion when creation never get in the way of the storytelling and sus- our team started working with it. To cap every- penseful action gameplay. SYSTEM SHOCK 2 is part of a thing off, the project was a collaborative effort wave of deeper, more story-oriented action games that between two companies based on a contract began appearing in the late 90s (starting with UNREAL that only loosely defined the responsibilities of and HALF-LIFE), a change from the stripped-down, all- each organization. action approach of DOOM and QUAKE.

Add to these gloomy initial conditions the fact SYSTEM SHOCK 2 shipped within two months of that the game from which our shared its targeted date and will, I hope, be recognized technology was derived slipped more than six as a sequel worthy of its esteemed ancestor. months from the initially estimated date, that several developers quit during the project, that Let’s step back and trace the origins of the com- we didn’t bring the full team up to strength until panies and the project. Looking Glass Studios is six months from the final ship date, and that we familiar to many as the creator of a series of struggled with financial and business problems highly innovative titles including the original during the entire project. Having learned this, SYSTEM SHOCK, the UNDERWORLD you might anticipate the worst. Strangely, series, the line and TERRA Irrational Games’ SYSTEM SHOCK 2 6

NOVA, among others. Three years ago, Ken sible design, focus on gameplay, and force our- Levine, Rob Fermier and I were developers at selves to make decisions rather than allow Looking Glass, struggling with the aftermath of ourselves to stagnate in indecision. We wanted VOYAGER, an aborted Star Trek™: Voyager™– to run a project. So we formed Irrational licensed project. At the time, Looking Glass was Games. in financial and creative disarray after a series of titles that, though critically acclaimed, had After some misadventures with other develop- ment contracts, we unexpectedly found our- Game Data selves back at work with Looking Glass as a Release date: August 1999 company rather than as employees. Initially, our Publisher: brief was to prepare a prototype based on the still-in-development THIEF technology recast as Genre: 1st-person science fiction action-adventure a science-fiction game. The scope of the project Intended platform: /98 was very wide, but we quickly decided to follow Project budget: $1.7 million in the footsteps of the original SYSTEM SHOCK. Project length: 18 months Our initial design problem was how to con- Team size: 15 full-time developers, 10–15 part-time struct such a game without the luxury of the developers actual SYSTEM SHOCK license, since no publisher Critical development hardware: Pentium II had yet been signed. machines, 200MHz to 450MHz with 64MB to 128MB RAM, Nvidia Riva 128, Voodoo, Voodoo 2, TNT cards, Our initial prototype was developed by the Creative Labs’ sound cards, Wacom tablets, Windows three of us working with a series of contract art- 95/98. Also used SGI Indigo workstations. ists. Our focus was on the core game-play ele- Critical development software: Microsoft Visual ++ ments: an object-rich world containing lots of 5.0, Opus Make, 3D Studio Max, , interactive items, a story conveyed through Alias|Wavefront Power , DeBabelizer Pro, recorded logs (not interaction with living RCS, Filemaker Pro, and Adaptive Optics motion NPCs), and gameplay realized through simple, capture software. reusable elements. This focus enticed Electronic Arts into signing on as our publisher early in failed to meet sales expectations, the latest being 1998—a fantastic break for us. It meant we and BRITISH OPEN CHAMPIONSHIP could now utilize the real SYSTEM SHOCK name GOLF. and characters.

Frustration with the 18 months wasted on VOY- Immediately, we went back to our original AGER and a certain amount of hubris prompted design, threw away some of the crazier ideas three of us to strike out on our own to test our that had been percolating and began integrating game design and management ideas. We wanted more of the rich SYSTEM SHOCK universe into to nail down a rigorous and technologically fea- 7 Section I: STARTUPS7 the title. That was the point at which the real bug-fixes and engine enhancements flowing development began. from the THIEF team. It exposed us to bugs that the THIEF team introduced, but it also gave us the ability to fix bugs and add new features to It’s the Engine, Stupid the engine. Because we had this power, we were sometimes expected to fix engine problems our- Nothing impacted the development of SYSTEM selves rather than turning them over to Looking SHOCK as much as the existing technology we Glass , which wasn’t always to our got from Looking Glass. This fact cannot be benefit. At times we longed for a finished and classified monolithically under the heading of frozen engine with an unalterable API that was “what went wrong” or “what went right,” rigidly defined and implemented—the perfect however, because it went both wrong and right. black box. But being able to tamper with the The technology we used was the so-called engine allowed us to change it to support SYS- “,” which was essentially technol- TEM SHOCK–specific features in ways that a gen- ogy developed as a result of Looking Glass’s eral engine never could. THIEF: THE DARK PROJECT (for more about its development, see “Looking Glass’s THIEF: THE DARK PROJECT,” Postmortem on page 171). What Went Right The THIEF technology was developed with an eye toward reuse, and I will refer to it in this article as an “engine.” However, it is not an 1. The irrational development engine in the same sense as QUAKE’s, UNREAL’s, and LithTech. The Dark Engine was never deliv- model ered to the SYSTEM SHOCK team as a finished In our hubris after leaving Looking Glass, we piece of code, nor were we ever presented with a formulated several informal approaches to final set of that the engine was to imple- development that we intended to test out on our ment. Instead, we worked with the same code projects. Most of these approaches proved to be base as the THIEF team for most of the project successful and, I think, formed the basis of our (excluding a brief window of time when we ability to complete the project to our satisfac- made a copy of the code while the THIEF tion. team prepared to ship the game). Remarkably, it is still possible to compile a hybrid executable First, we designed to our technology rather than out of this tree that can play both THIEF and building technology to fit our design. Under this SYSTEM SHOCK 2 based on a variable in a con- model, we first analyzed our technological capa- figuration file. bilities and then decided on a design that would work with it. This process is almost mandatory This intimate sharing of code both helped and when reusing an engine. Sometimes it can be dif- hurt us. We had direct access to the ongoing ficult to stick with this when a great design idea Irrational Games’ SYSTEM SHOCK 2 8 doesn’t fit the technology, but we applied the 2. Use of simple, reusable principal pretty ruthlessly. And many of the times when we did deviate, we had problems. game-play elements The field of companies developing first-person Another feature of our development philosophy shooters like id and Valve, among others, is is that everyone participates in game design. impressive. It would be a futile attempt to create Why? Because all three of the Irrational scarier monsters, bigger guns, or higher- founders wanted to set the design direction of environments. Additionally, we realized that our our products, programmers were able to resolve design time and budget were very tight and that design issues without having to stick to a design we would not have time to carefully hand-script spec, and we strongly emphasized game design complicated game-play sequences in the engine. skills when hiring all of our employees and con- tractors. In all our interviews, one of our most pressing questions to ourselves was “Does this person get games?” Failure to “get” them was a definite strike against any prospective employee. Ultimately, the team’s passion for and under- standing of games was a major contributor to the design of the final product.

The final goal of our development process was to make decisions and hit deadlines. We focused on moving forward, and we didn’t allow our- selves to be bogged down. We desperately wanted to ship a game and believed that the dis- cipline imposed by the rule of forward motion Xerxes, central computer of the Von Braun. would ultimately pay off in terms of the final product quality as well as delivery date. While there are features in SYSTEM SHOCK 2 that could have been better if we had not rushed them (the character portraits for example), we still firmly believe that the game as a whole was made bet- ter by our resolve to finish it on time.

Cold comfort in Hydroponics. 9 Section I: STARTUPS9

Instead, in an attempt to shift the battlefield, we For example, take the ship’s security system. chose to focus on simple, reusable game-play Early on we decided that we wanted to continue elements. The success of HALF-LIFE, which the surveillance theme from SYSTEM SHOCK, launched while we were in the middle of SYS- which we could leverage throughout the game TEM SHOCK 2 confirmed our intuitions in this to provide lots of gameplay for very little imple- respect. We simply didn’t have the time, mentation cost. We realized that security cam- resources or technology to develop the scripted eras would be trivial to implement using cinematic sequences used by HALF-LIFE. We con- existing AI systems (they are just AIs pruned of soled ourselves with the knowledge that we many of their normal abilities) and that once we were not even trying to do so. This strategy had cameras that could spot and track the melded very well with our acquisition of the player, we would be able to build several game- SYSTEM SHOCK license, as the original SYSTEM play elements out of them. Cameras could sum- SHOCK had already been down this road. We mon monsters to the player, so much of the decided to expand on elements that we liked in gameplay consisted of avoiding detection by SYSTEM SHOCK and then add similar new sys- security cameras and destroying cameras before tems. Each such new system was evaluated rig- you were seen. Because cameras scan fixed arcs, orously in terms of game-play benefits, the player can utilize timing to sneak by cam- underlying technology, and design-time require- eras, pop out and shoot them at the right ments. moment, or get underneath them and bash them with a melee weapon. Once a player is spotted, monsters flood the area until the player is able to shut off the security system somehow or the system times out. This introduces the need to deactivate security systems via security comput- ers that are scattered throughout the level.

This type of system was technologically simple to implement and required minimal design effort. While not completely formulaic, the procedure to set up a camera and security sys- tem could be shown to designers quickly using a few simple rules. From this one system and a couple of associated subsystems, we derived a large amount of gameplay without having designers create and implement complicated scripted sequences and story elements. When Concept Sketch and game version of the Psi Reaver. you throw together many such systems (as we did), you end up with a lot of gameplay. Irrational Games’ SYSTEM SHOCK 2 10

3. Cooperative development “resource debt” could never really be paid off until THIEF shipped—nothing is so difficult as SYSTEM SHOCK 2 was truly a cooperative devel- prying resources away from a team that is trying opment between Irrational and Looking Glass. to ship a product before Christmas. It wasn’t Looking Glass provided the engine and a lot of until December 1998 that we first began to see infrastructure support (such as quality assur- some of these promised resources. However, ance), while Irrational handled the design, these “resources”—real people—had just fin- project leadership, and the responsibility for ished up THIEF and were totally fried following marshaling resources into the final product. the grueling crunch to ship THIEF. The saving Both entities contributed personnel to the devel- grace and reason that this arrangement was ulti- opment team. Inevitably, some friction arose mately successful was that these developers were from this process while we sorted out who was all talented and experienced and already knew responsible for what. However, this cooperation the technology. Their addition to the team gave was ultimately successful because both sides us a solid boost during the final months in our were interested in developing a great product, ship cycle. and we were able to compromise on most issues. (On the most mundane level, Irrational ended The other benefit of the cooperative develop- up providing late-night, weekend meals for its ment agreement between Irrational and Looking development team and for Looking Glass on Glass was that our respective engine program- some days during the week.) Our cooperative mers could share knowledge. The ability to arrangement was founded on a contractual walk over and quiz engine programmers about agreement, but we avoided falling back on this systems proved to be an invaluable benefit that contract in most cases. We preferred to resolve more than compensated for the lack of a rigor- issues through informal discussions. Conceptu- ously specified and documented engine. Without ally, Irrational was to be responsible for the a formal understanding of the engine, we had to development of the product and Looking Glass resolve engine issues in a personal and informal was to provide A/V content and quality assur- manner. This process relied on the personalities ance services. of the responsible individuals on the engine team. Thus, the Irrational programmers bal- During the early stages of the project, a deal was anced their time not only according to the com- worked out whereby a small number of Looking plexity of their tasks but also according to how Glass personnel were subcontracted to Irratio- much support was available from the engine nal when it was determined that Irrational’s side. Overall, Irrational’s relationship with development budget could not cover all the SYS- Looking Glass was an unusually close one and TEM SHOCK 2 development costs, and as com- ultimately successful as a result of our mutual pensation for the late delivery of the THIEF respect and willingness to work with each other. technology. Unfortunately, these personnel were Despite our partnership being based on a formal not always available on time—a situation which contractual arrangement, it was our ability to caused us much concern. We knew that this 11 Section I: STARTUPS11 work flexibly above this reinterpreted (such as the legal level that enabled the look of the environment, development to proceed player interface, and tech- smoothly. niques for interacting with the world). A small number 4. Design lessons of items were simply cut, most notably the cyber- from SYSTEM SHOCK space sequences—we were Though the SYSTEM SHOCK fairly united in our opinion license was wonderful, that these just didn’t work there were some problems. well in the original. The biggest was simply the challenge of living up to the Notably, as with the origi- original. Fortunately, we nal SYSTEM SHOCK, we had the freedom to pay opted to omit interactive homage to SYSTEM SHOCK NPCs in the game. SYSTEM legitimately by reusing ele- SHOCK eschewed living ments from it. Additionally, NPCs because the technol- we had access to some of Concept ogy of the day was simply sketches of the Midwife. the original developers, inadequate to support including our own lead pro- believable and enjoyable grammer Rob Fermier. interactions with them. It’s been four years, and that technology is still not available. So we con- As with most sequels, we faced the challenge of tinued the tradition of SYSTEM SHOCK and pro- keeping the good elements of the original game vided players with background information while not blindly copying them. We knew that using personal logs and -mails gleaned from most players would want a new story set in the the bodies of dead NPCs. same world, with the same basic flavor as the original game, yet we also wanted to reach out Perhaps our biggest deviation from the original to a broader audience. We resolved these issues revolved around the player interface. It’s com- by identifying the key elements that made SYS- monly accepted that SYSTEM SHOCK’s interface, TEM SHOCK so good and reinterpreting those while elegant and powerful once understood, elements using current technology. Some ele- presented a significant barrier to entry. Our pri- ments made it through largely unchanged (for mary goal was to simplify this interface without example, the storytelling logs and e-mails, the dumbing it down. We devoted more design übervillain Shodan and her close involvement effort to this task than to any other system in with the player throughout the game, and the the game, and it required many iterations before complexity of the world). Other elements were we were happy with it. We adopted a bi-modal Irrational Games’ SYSTEM SHOCK 2 12 interface in which there are two distinct modes also worked hard to transfer knowledge from (inventory management and combat/explora- the more experienced developers to the less sea- tion) between which the player can toggle. This soned individuals. Rob worked on an extremely was a risky decision. This bi-modal model was comprehensive set of documentation for the mandated by our desire to keep the familiar and functional object tools, as well as a set of exer- powerful mouse-look metaphor common to cises (“object school”) to be worked on each first-person shooters while retaining cursor- week. These kinds of efforts paid back their based inventory management. How we switched investment many times over. between modes became our biggest design chal- lenge. Sometimes these mode changes are explic- This is not to say that our progress was all itly requested through a mode change key, and sweetness and light. The art team, for example, sometimes they are invoked automatically by floundered for a long time as we tried to inte- attempting to pick up an object in the world. So grate the junior artists and imbue a common art far this system seems to be working well, though look in the team’s psyche. We had a lot of very only time and user feedback will tell whether we mediocre art midway through our project and really got it right. the art team was stagnating. Ultimately, man- agement had little to do with the art team’s suc- 5. Working with a young team cess—they were largely able to organize themselves and create a solid, original look. On The SYSTEM SHOCK team was frighteningly the management front, our inexperience was young and inexperienced, especially for such a apparent. We blundered through the early stages high-profile title. Many of our team members of development with scheduling and manage- were new to the industry or had only a few ment issues. A large problem was our failure to months’ experience, including the majority of assign specific areas of responsibility and artists and all the level builders. Of the three authority early on. Bad feelings arose as a result, principals, only Rob had previous experience in which could have been avoided if we had clearly his role as lead programmer. Neither Ken, the delineated areas of responsibility from the start. lead designer, nor I, the project manager, had previously worked in these roles. It’s not totally clear how we pulled off our project with our limited experience. What Went Wrong

Partially, it must have been due to our ability to bond as a team and share knowledge in our 1. Poor level design process communal work environment (“the pit”). To a certain extent, inexperience also bred enthusi- Level design is a clearly defined professional asm and commitment that might not have been activity in the game industry. It’s a profession present with a more jaded set of developers. We that mixes artistic and technical skills in equal measure, and the bar is raised on both fronts 13 Section I: STARTUPS13 every year. Despite our understanding from the levels means that the difficulty of a level cannot very beginning that the level building would be be adjusted in isolation from the rest of the a problematic part of the SYSTEM SHOCK game. Often we had to impose global changes development process, we didn’t quite grasp across all levels, which could be very expensive how difficult and time consuming it would be, even when the change was relatively minor. nor did we expect that it would eventually block the shipment of the game. We took a novel approach to the level building process by attempting to design levels using a In hindsight, our failure to understand the production-line method. Using this metaphor, amount of work needed to design levels is repre- we attempted to divorce the different stages of hensible given that we had seen the same prob- work on the level: rough architecture, decora- lems emerge on THIEF, and that SYSTEM tive and functional objects, architectural polish, SHOCK 2 levels involved substantially more and lighting. It was not considered necessary for complex object placement than THIEF. I the same individual to be involved in all stages attribute this error mostly to of this production process. our denial of the prob- This approach had positive lem—we had a limited bud- and negative consequences. get for level designers and The advantages were that we there is a long training time could track progress on lev- required to get designers els, we could “bootstrap” familiar with the complex levels fairly quickly, and we Dark Editor. So we locked could (in theory) swap indi- ourselves into working with viduals in and out of different the resources we had. tasks. The disadvantages are Hacking the security system. fairly obvious, and most stem Since each individual task from the fact that the various required from the designer (apart from initial stages of level design are clearly not independent architectural work) was relatively simple, it was (for example, architecture is ideally built with easy to believe that the sum total of work was an understanding of the functional objects that also relatively small. What we overlooked was are to be used in the level). the fact that SYSTEM SHOCK 2 involves so many objects, scripts and parameters. As such, the Although I think our process was necessary in work load on level designers was excessively order to get the game out on time, it probably large. In addition, we made a classic beginner’s detracted from the quality of some of the levels. mistake and failed to provide adequate time for In addition, psychological factors, such as lack tuning in response to playtesting feedback. In of ownership and training issues (stemming from SYSTEM SHOCK 2 this was particularly impor- unfamiliarity with levels) speak very strongly tant because the ability of the player to reenter against transferring people from one task or Irrational Games’ SYSTEM SHOCK 2 14 level to another. Nevertheless, there were several as well. Primarily, the system was hampered by benefits of our procedure—mostly the ability to the fact that data frequently had to be modified employ particularly talented individuals to pinch by hand, that mysterious bugs would appear in hit on particular levels, and the psychological motions during playback which had not been benefits of completing architectural work early present in the source data, and that few tools in the schedule. were available for debugging and analysis. We were ill-equipped to deal with these kinds of Perhaps the rudest shock in our level building problems, having devoted few resources to deal- process came from our misunderstanding of ing with the technology problems. what part of the process would prove to be most difficult. Architectural work was actually fairly Our primary animation source was motion cap- simple, because we intentionally kept our spaces ture data. We were nervous about the technol- fairly clean and did not attempt anything too ogy from the start and attempted to minimize unusual. However, placing and implementing our risk by concentrating primarily on human- our objects was far more complex and involved oid creatures with a small number of interesting than we expected. One difficulty that we variants such as spiders and floating boss mon- encountered was educating our designers in sters. In retrospect, this was a very wise deci- what was expected from them in terms of game- sion, as we had a lot of trouble even with this play implementation. Most of our level builders simple set of creatures. had previously built QUAKE or UNREAL levels and were not familiar with the style of gameplay technology and capture services that we were trying to build in SYSTEM SHOCK were contracted from a local company, but 2. Partially this was because we were simply unfortunately this company viewed its motion exploring a style of gameplay that we did not capture work primarily as a side business and entirely understand ourselves. But it reflected a did not display much interest in it. In fact, they failure on our part to properly educate the cancelled this sector of their business during our designers. Building prototypical spaces, looking project, and we had to fight hard to complete at past games, and conducting more intensive the sessions that we had already scheduled with discussions about gameplay will all be part of them. our future projects. Our capture sessions were hampered by our 2. Motion capture difficulties inexperience with the technology and by the fact that we did not plan properly for the sessions. The Dark Engine has a complex creature anima- We hadn’t defined key poses, rehearsed the tion playback system and deformable mesh ren- motions, or ensured that our motions were com- derer. We encountered many problems with this patible with the technology. Optical capture piece of technology along our data integration technology, the technology that we used, can be path, and found quirks in the playback systems glitchy and has difficulty with motions that have 15 Section I: STARTUPS15 obscured markers, as in the death motions that Engine does not support complex scripted were necessary for SYSTEM SHOCK 2. Over the sequences well because the toolset (AI, moving course of three sessions, we gradually refined terrain, and animation) is not optimized for this our motions, but we spent a lot of time reshoot- sort of behavior. The moral is, once again, to ing failed captures from earlier sessions. Even in work with your technology, not against it. cases, most of our captures exhibit strange artifacts (feet pointing down through 4. Inexperience with multiplayer the ground, hands improperly aligned, and so on), whose causes are still unknown to us. In game development future projects we will hand-animate almost all Early in the project we were asked to identify of the data, and we will need to understand bet- the major risks associated with the project. Our ter what aspect of the conversion process intro- number one candidate by far was the multi- duced these artifacts into our final game player component. This was the only new sub- , although the irregularities never stantial engine feature that was to be added and appeared in our raw data. Motion capture tech- it was a complicated piece of work. We were nology, while highly efficient compared to hand particularly nervous about this technology for a animation, must be approached carefully to couple of reasons. First, it is usually much obtain good results. harder to make this kind of pervasive change to an existing piece of software than it is to build 3. Implementing scripted it in from scratch. Second, Looking Glass had no track record in shipping multiplayer tech- sequences nology, and we were not confident that the Motivated by the dramatic scripted sequences in development was fully understood. Irrational HALF-LIFE, we attempted to introduce similar did not want to introduce multiplayer support elements into SYSTEM SHOCK 2. In doing so, we into SYSTEM SHOCK 2 because we considered it broke one of our rules: we tried to step outside a tangential feature that did not contribute to the bounds of our technology. Although we our core strengths. However, marketing con- attempted relatively simple sequences and ulti- cerns dictated it, so ultimately we acquiesced. mately got them working, they were time sinks, Our lack of enthusiasm for this feature contrib- and the payback was relatively slight. For exam- uted to its developmental problems because we ple, we scripted a hallucinatory sequence in failed to monitor its progress adequately or which the rides through the raise concerns when that progress fell behind interior of the alien boss-monster, known as the schedule. Because this was the first multiplayer Many. This so-called “Many ride” was the product developed by Irrational or Looking source of innumerable bugs—the player would Glass, we did not properly estimate the time be thrown off the moving platform, manage to required for the multiplayer testing. We did not kill his projected self, bump into walls, and so devote adequate quality assurance resources to on. We confirmed our intuition that the Dark this feature. Too much time was spent testing Irrational Games’ SYSTEM SHOCK 2 16 the multiplayer features over the LAN and not run a business knows, there is a lot more to enough over the more demanding modem con- starting and maintaining a company than sitting nections. Given the difficulties posed by the around at board meetings smoking cigars. From multiplayer technologies, the engine developers the mundane matters of making payroll, orga- working on the task made great efforts, and nizing taxes and expense reports to business their early results were promising. However, the negotiations and contract disputes, there is sub- early departure of one of the programmers, and stantial overhead involved in running even a the fact that he was not replaced, ultimately small company such as Irrational. doomed any possibility of shipping the multi- player technology with the initial SKU. Reluc- In our naïveté, we did not factor these tasks into tantly, we opted for a that would be our schedules, and the result was that they available at the same time as the single-player mostly became extra tasks that kept us in the box reached shelves. Our cooperative multi- office late at night and on weekends. As a result player game will undoubtedly be fun and will of our misjudgment, we just had to work harder. probably be enjoyed immensely by a relatively Rather than enduring a crunch period of a few small number of our customers. However, we wonder whether our failure to deliver a promised feature in the box will ultimately hurt us more than the absence of that fea- ture from the start would have.

5. Running a company while building a game As the principals of the company, Ken, Rob, and I didn’t really under- stand what it took to run a business and simultaneously work in that business. None of the Irrational The team at Irrational Games, from left to right: FIRST ROW: founders started the company to be Steve Kimura/Artist, Jonathan Chey/Project Director, Justin businessmen, and we have always Waks/Multiplayer Programmer, Mauricio Tejerina/Artist, Rob believed that the ultimate health of “Xemu” Fermier/Lead Programmer, Dorian Hart/Designer, the company depended on us all Lulu Lamer/QA Lead. SECOND ROW: Ian Vogel/Level staying involved in the development Designer, Scott Blinn/Level Designer, Michael Swiderek/Artist, Rob Caminos/Motion Editor, Nate process, which is, after all, what Wells/Artist. THIRD ROW: Mike Ryan/Level Designer, Ken each of us enjoys and wants to do. Levine/Lead Designer, Mathias Boynton/Level Designer. Unfortunately, as anyone who has NOT SHOWN: Gareth Hinds/Lead Artist. 17 Section I: STARTUPS17 months, the entire last year of the project was financial work until the end of the project or our crunch time, as we struggled desperately to hurry it through. The results were less than opti- fulfill our jobs as programmers, designers, and mal all around. managers as well as keep the money flowing in (and out) of the company. Ultimately, SYSTEM SHOCK 2 turned out better than I ever hoped it would. The final vindication Our tasks were complicated further by the need for me was sitting in my office and playing the to reincorporate the company from an S-corpo- game in the final couple of weeks of the project, ration to an LLC during the final two months of while waiting for EA to approve our final build. the project (a legal maneuver designed to allow Despite the lack of sleep, the near-complete me, an Australian national, to be allocated com- breakdown of my nervous system, and the 18 pany stock). As well as destroying our personal months of time I spent working on the project, lives, our failure to judge the magnitude of our it was still fun to play. I like to think that we task meant that we had to devote less time than have managed to capture the feel of the original we desired to every aspect of our work. My pro- game by putting more gameplay into what ini- gramming time was severely curtailed and I was tially looks like a fairly straightforward first- able to spend far less time on SYSTEM SHOCK 2’s person shooter. It’s been a great first project for AI than I wished. Simultaneously, I was unable Irrational Games and we look forward to doing to provide the level of direct management that I even better the next time around. wanted, and I was forced to postpone company Irrational Games’ SYSTEM SHOCK 2 18

This Page Intentionally Left Blank 19 Bohemia Interactive Studios’ OPERATION FLASHPOINT by marek spanel and ondrej spanel Back-Story OPERATION FLASHPOINT is one of the most realistic simu- The story of OPERATION FLASHPOINT’s develop- ment is quite unusual in the game industry these lations yet made of modern infantry combat. Players days. For one thing, the team didn’t start out as assume the role of a Marine and progress from basic professionals; originally only the lead program- training to command roles, in a variety of real-world mis- mer was allowed to work on the game full-time. sions set against a background of 1980s central-Euro- Switching publishers three times, starting a new pean realpolitik. Bohemia Interactive accomplished the company, growing the team from one to 12 full- difficult task of adding realistic details, such as limited time members, and moving offices five times inventory and critical hits, without losing gameplay, rais- during the game’s development were just some ing the difficulty bar while substituting tension and of the hurdles we had to clear. Only the team’s immersion for the usual explosion-heavy killfest. OPERA- vision and obsession for the game remained TION FLASHPOINT expands the standard formula with consistent from the very first playable version ground and air vehicles and squad-based combat, mak- until the end. It’s not possible to describe whole ing this game as much a tactical simulator as first-per- story in the space given for this article, so let’s son-shooter. just jump directly to the final moments. graphical anomalies with the hardware transfor- It was 8 P.M. on Friday, May 25, 2001. Our mation and lighting (HW T&L) rendering. If he publisher’s representative, who had been in Pra- were to fail, HW T&L would not be included in gue for the last few days to make sure every- the final release. If he solved it, some data orga- thing was going OK as we were finalizing the nization changes would be necessary to suit the gold master, left Prague feeling confident that needs of the HW T&L. He spent nearly the things were going well—the disc was almost whole day resolving some random crashes that ready and could be sent to final testing and then appeared in the game during the last day, going to manufacturing after some weekend testing. back and forth over e-mail with an Nvidia sup- port engineer. Meanwhile, our lead programmer (To make matters even more exciting, he was then work- The crash was fixed by late afternoon, and by ing at his temporary home in for couple 10 P.M. it looked like the HW T&L problems of weeks.) was trying to resolve some serious were at an acceptable level. Around midnight, Bohemia Interactive Studios’ OPERATION FLASHPOINT 20

the tools that would perform the data format with it, most of the team had to go home to change were ready. On the other front, the team have some sleep. Still, the team leader stayed had received the final localized strings for the behind at the office, trying to use the new HW game. However, the file containing the core T&L data format, going over each step by strings of the game that had been delivered by phone or e-mail with the lead programmer our publisher appeared to be untested and unus- (while also trying to implement new localized able. After spending a couple of hours dealing string and fix some problems in the cam- paign and missions). At 3 A.M. it looked like all Game Data the data had been converted—and both the lead Release date: June 22 (worldwide except North programmer and the team leader could go have America), August 29 (North America), 2001 some sleep. Publisher: Genre: realistic first-person shooter Saturday morning, our publisher realized that the gold master hadn’t actually been delivered. Platform: /ME/2000 Tensions rose even further, and nerves began to Full-time developers: 10 unravel. Only two days remained before mass Part-time contractors: 3 production was scheduled to begin. Everyone on Estimated budget: $600,000 the team had been working since early Saturday Length of development: Over 4 years morning, but at times a successful end to these Development hardware: Various PC systems from last-minute crises seemed to be so far away. By 266MHz Pentium IIs to 1GHz Pentium 4s and 1.2GHz around 5 P.M. on Saturday, most of the impor- Athlons with 20GB hard drives and Voodoo 2 or tant issues in the code had been resolved, and GeForce 2 cards the lead programmer decided to take another Development software: Windows 98/2000, look at the HW T&L implementation. Luckily, servers, Visual C++ 6, SourceSafe, Adobe Photoshop within a few hours, he suddenly discovered the 5.0, 3DS Max, Microsoft Office, TextAloud (for voice root of all of the HW T&L problems and fixed prototyping) them. : Oxygen (3D low polygon modeling and texturing tool), Visitor (landscape The plan was to deliver the gold master to our editor), and some other proprietary tools publisher via FTP by that evening. Nobody Notable technologies: DirectX, Vorbis , Vicon 8 expected that it would actually take until Sunday motion capture system morning. After a long, sleepless night of playing through the game and fixing any problems that Project size: 10,000+ files, 250,000 lines of C++ (some assembly), 5,000 textures, 800 3D models, appeared, everything looked fine, and most of 100,000 words (localized into six other languages), the team could finally go to sleep again. With more than 60 single-player and multiplayer missions some relief, we finally started the game upload on Sunday around 9 A.M. But were we done? Not yet. Suddenly, a seagull stopped flying in 21 SECTION I: STARTUPS21 some of the in-game cut-scenes. The team leader called to wake up the lead programmer in France: “The seagull is not flying. What should I What Went Right do?” We had to stop the upload until the lead programmer delivered necessary code fix. 1. The team

After the project leader received the updated files Probably the most positive thing we encoun- from the lead programmer, he started to rebuild tered during development of this game was the the game in Visual Studio. It was Sunday around people working on it. Almost all of the people noon, and the game had finally gone to the pub- who joined the team really helped to improve lisher for final testing. The publisher’s test staff the game and remained fully dedicated to it started playing the game Sunday afternoon. from the first day until the final moments. While Everything went smoothly at first, but later they we were understaffed almost all the time, we are discovered one serious scripting bug in one of happy to say that while the team was growing the campaign missions that made it unplayable. steadily, it was very stable—almost all the peo- Late in the evening, they called the team leader ple who participated in the development of about the bug, and he had to drive to the office OPERATION FLASHPOINT are still working at our after sleeping just a couple of hours over the past studios now that the game is finished. three days to fix the bug as quickly as possible and then upload the fixed version to the pub- Another advantage was that the team was very lisher’s server in the U.K. Around midnight Sun- cooperative. Some roles on the team were not day night, the disc was finally ready to go. demarcated very strictly. Still, between the pro- grammers, designers, and artists, everyone could Three weeks later, hundreds of thousands of comment on any part of the game, and every- copies of the game were available in stores one’s opinions were taken seriously. While this worldwide. In the meantime, the development often made communication more difficult, it team was playing the game, terrified of finding a definitely helped the design and development disastrous bug. Fortunately, no such critical bug process and enriched the game in many areas. appeared. Considering the amount of work One of the most powerful tools we used for we’d done on the game in those last couple of internal communication was our intranet news days and hours, the risk of finding some major server, which proved to be an invaluable tool problems was pretty high. On Friday, June 22, during the whole design process. The game was the game was released, and it immediately mostly designed on the fly, and the newsgroups became the top-selling PC game in many coun- made the design process not only convenient, tries. The team knew that their mission was suc- but really quite enjoyable. cessfully completed. The passion and hard work of every single member of the development and publishing teams started to pay off. Bohemia Interactive Studios’ OPERATION FLASHPOINT 22

2. The community

OPERATION FLASHPOINT’s public following is incredible. We ourselves are surprised by the number of people creating fan sites, developing new content for the game, or just keeping in touch with the community by reading news and forums. Currently there are hundreds of differ- ent sites dedicated to FLASHPOINT, and dozens of them are of a truly professional quality with news updated almost hourly. Another great thing about the community is that some of the people have been following this game for years The Head of a tank crew in Oxygen. You can see face of Petr Pechar, one of the already, and they still carry a great deal of artists on OPERATION FLASHPOINT, under the enthusiasm for it. helmet.

Some of the first great fan sites started out more than two years before the game was released, and we managed to keep people’s excitement going with regular updates about the improve- ments we were making to the game throughout its development. We take it as a good sign that most of the sites are still online and updated reg- ularly. About halfway through development, we invited some people from the community to par- ticipate in the design of the game directly, via external forums and newsgroups. Their skills in both military and gaming areas were invaluable, A Soviet AKSU rifle shown in Bohemia and we constantly used their feedback to Interactive’s proprietary modeling tool, improve the game. Oxygen, with direct real-time previewing using the game’s engine. Since the release of the public demo version (around three months prior to the release of the But the community still looks really vital and final game), the community following has the most-visited fan site has counted millions of become much bigger. The only downside to the page views already. Recently, fans have been cre- increase in the community base is that the com- ating custom-made tools and enhancements to munity has become much less focused and less the game in addition to the various Web sites mature, as the average age of those visiting the and services. Web sites has descended. 23 SECTION I: STARTUPS23

3. Open architecture expression evaluator for trigger activation, which was surprisingly powerful, and a full Since we know that plenty of players enjoy not soon followed. When the just playing games but also providing their own game was released, we knew immediately that content for them, we wanted to enable this scripting was a really good choice, as many user- extensibility as much as possible. Therefore, the made mission used scripts to implement specific game included exactly the same mission editor new functionality. Looking back, we can say that we had used to design our missions. In scripting proved to be much more powerful addition, much of the game’s functionality is than we expected. data-driven instead of being hard- coded. This includes not only the mission files and world maps but also the capabilities and properties of units. The units are stored in a very powerful hierarchical configu- ration tree with inheritance capabil- ity, yet they are relatively easy to edit.

By using these configuration files, it is possible to add completely new units and worlds to the game or add modified versions of existing ones, which is what many players Bohemia Interactive’s in-house motion capture facility has are doing to create their own con- proven very beneficial in creation of lifelike human tent, thus lengthening the product’s movement animations. lifespan. We wanted to use configu- ration files to shorten coding time as well, We only wish we had added it sooner in the because we figured that the fine-tuning of most development cycle, so that some of the function- values could be done by designers or testers ality that we hard-coded into the game could instead of programmers. But this didn’t work as have been scripted instead, including some AI we expected, mostly because only the program- behavior. mers really knew meaning of the values. At a later stage of development (after the Euro- Our scripting language also featured promi- pean release, in fact), we extended the game’s nently in the game’s development and extensibil- ability to support add-on content. Single files ity. We started to build the mission editor as a stored in specific folders could add, for visual tool, but we soon recognized its limita- instance, new models, units, or islands. Besides tions in certain areas. Seeing this, we added an Bohemia Interactive Studios’ OPERATION FLASHPOINT 24 some official add-ons that we have introduced 5. Long development cycle since the game’s release, there is already a mas- sive number of user-made add-ons, all available The unusually long time that FLASHPOINT was for free on the Internet. in development was very beneficial. In terms of gameplay, the game is very mature, which would not have been possible in a shorter devel- 4. Creative freedom opment cycle, especially because this was our From the very beginning of the project, we tried first major game. Two or three years into devel- to create the game that we really wanted to play. opment, the game started to be really enjoyable. We didn’t look too much toward other games In fact, it was polished enough then to suit our for inspiration, and we virtually ignored games original plans for the release version. But due to that might be considered our competition. We various things (mainly on the publishing side), also gave little regard to whether the market the game wasn’t released at that point, which would like the game or not. Our relationships gave us more time to polish and improve it. We with publishers were never too strong (actually, were able to incorporate various features that we changed publishers several times), and all we originally hadn’t planned to develop, either important decisions were made by the core because they were too difficult or required development team, keeping us relatively inde- excessive CPU or memory resources. pendent throughout the game’s development. We were also able to incorporate feedback from In fact, changing publishers so many times various external testers—our friends as well as wasn’t strictly a negative thing. Even though it colleagues at well-known gaming companies led to some financial uncertainties, the creative who evaluated the game throughout its develop- freedom we enjoyed instead of some more ment. We refocused and redesigned the game a money was more than worth it. The result of couple of times, always opting to keep every- this creative freedom is a game that is really dis- thing that worked well and change the things we tinct. Our design-on-the-fly approach (or felt could work better. “design by playing,” as we prefer to think of it) made the game very enjoyable and a different experience from any other. What Went Wrong Most design decisions were first discussed (mostly in newsgroups as mentioned earlier) and then tried out in the game. No matter how nice 1. Development cycle much a design idea might have seemed at first, only longer than expected the elements that worked well in the game Ironic as it is, we have to start What Went ended up being included. Wrong exactly where we left off with What Went Right. Despite some of the usefulness the 25 SECTION I: STARTUPS25 extra development time offered The main problem wasn’t that us, in the end the cycle was the development cycle was too probably too long, and in opti- long per se, but that the devel- mal conditions would have opment was so much longer been at least 20 percent shorter. than we’d expected. Next time, It may have been possible to we will work much more dili- shorten the cycle, but we expe- gently to better estimate our rienced various external events development time—and we will or internal missteps that pre- probably try to aim higher with vented us from accomplishing the detail of our artwork, even that. if it seems insanely detailed for present and predicted hardware First of all, some technologies capabilities. in the game were a bit outdated after more than four years. We OPERATION FLASHPOINT 2. Documentation didn’t know at the outset that enables the player to use any the game would be still in vehicles, including gunships Lack of documentation is a development after so long, and and planes. common affliction among game we hadn’t left time at the end to developers, but some aspects of rework parts of the engine. Some of the criticism this problem were so severe in our case that they of OPERATION FLASHPOINT addresses the are worth mentioning. While we’d never amount of detail in the textures and some - believed too much in designing the game on els—and we have to admit that these could have paper, the real problem was that we never even been better. had documentation of the things that we’d fin- ished. This situation led to incredible problems Furthermore, the excessively long development in the final stages of development. Many tasks cycle led to and heavy exhaustion, par- could only be done by one person on the whole ticularly for the people who had been working team. In other cases, hours were spent trying to on the game since very beginning (the lead pro- investigate how something had originally been grammer, lead artist Jan Hovora, and the team meant to work. leader). In some cases, we weren’t able to sus- tain some of the features we’d implemented two We recognized these problems and tried to or more years prior. They just disappeared improve them, but apart from a few instances, somehow in the process of reworking parts of our effort wasn’t really successful. As the devel- the code, and we didn’t even notice. Newcomers opment team grew, the missing documentation to the development and testing process never was becoming a more serious problem. But the knew such features had ever existed. final project deadlines were getting closer as Bohemia Interactive Studios’ OPERATION FLASHPOINT 26 well, so it was nearly problems we had tried to impossible to find the fix. time to address the prob- lem. Even when the publisher dedicated a pretty big 3. Quality testing team to the game, it sometimes seemed assurance something of a waste of We experienced various time for everyone problems in communica- involved in it. In the end, tion and cooperation we had to largely ignore with our publisher. Gen- the publisher’s QA erally, their focus and reports, because they con- assistance in some areas tained too much useless of the production of the information and very few game (design sugges- real bugs. We tried to tions, voice-overs, trans- focus on very limited lation, scriptwriting) external testing managed were really helpful. But in directly in the very late other areas, we experi- stages of development to enced some events and ameliorate this prob- circumstances that lem—but this approach slowed down and compli- The combination of infantry combat with could hardly replace real, cated the game’s develop- full simulation of vehicles is a crucial part full-time testing of the ment rather than moving of the design of OPERATION FLASHPOINT. game. things forward. We admit the situation was very difficult for the One of the most unsatisfactory areas was the QA team as well—in no small part because of way the QA procedures were managed and the lack of documentation on our side—but we designed to work by the publisher. We never still believe this process could have been han- succeeded in achieving a common bug database, dled much better. One of the mistakes we made and the publisher enjoyed an illusory feeling was assuming that the publisher’s QA would be that its QA database really covered the project. sufficient, so we didn’t build a strong testing The truth was that such a database (even with- team in-house. We definitely will find a solution out any direct access for the development team) for any future projects, because the way it was hardly said anything about the project’s status done for OPERATION FLASHPOINT wasn’t satis- because it covered just small fraction of all the factory. 27 SECTION I: STARTUPS27

4. Some content was not under our full control One area of concern thing was that our final CD was still manipulated by the publisher. The pub- lisher applied SafeDisc protection to the final code, which caused some unexpected compati- bility problems that we weren’t able to control. The mixing of various SafeDisc versions and a serious compatibility problem with Windows 2000 that was present in the first European batch of CDs could have been avoided. Daytime and weather changes dynamically In addition, we weren’t able to finalize the in the game so the area looks pretty English language in the game because we didn’t different in various daytime and weather have a native English writer on the team. We conditions. also didn’t oversee the voice recording and voice actor selection, which led to some results that design the game code in such a way that it were unsatisfactory to us. would help us incorporate multiplayer later. For implementation, we wanted to avoid low-level 5. Multiplayer API network coding and instead use a high-level API. From the very beginning we were aware that our game had huge multiplayer potential, espe- As we were already using for graphics cially if it were implemented as a massively mul- and DirectSound for audio, and both suited our tiplayer . But we knew we would be needs quite well, we decided to use DirectPlay as unable to deliver such experience. our network API. DirectPlay offered high-level handling of all network communication, includ- Instead of aiming for such an unrealistically ing Voice Over Net capabilities. Unfortunately, high goal, we decided to implement mission- our experience with this API was extremely bad. based multiplayer that shared as much code as Often when trying to get some high-level func- possible with single-player game. Even this tionality working, we realized it contained bugs effort proved to be extremely difficult. that rendered it almost unusable. We had to implement our custom code for things we OPERATION FLASHPOINT was always developed thought DirectPlay would provide, but that was primarily as single-player game with a strong sometimes very hard, as we did not have the story, but for a very long time we were thinking low-level control that we needed. about multiplayer functionality, and we tried to Bohemia Interactive Studios’ OPERATION FLASHPOINT 28

We also encountered many performance prob- We always stayed focused on the game, and we lems, some very strange, such as significant (par- didn’t have too much regard for those who ticularly server-side) slowdown even with no believe that the success of any game is mainly a traffic over the network. This along with the question of marketing, securing a big license, or lack of documentation and a lack of stability working on a sequel. We always believed that resulted in many problems that were hard to it’s the game itself that makes the difference debug. Another drawback that we didn’t recog- between success and failure. We’re still playing nize beforehand is that DirectPlay is Windows- the game and we still like it. After such a long only, but many dedicated servers for games cur- time, it’s hard to believe that OPERATION FLASH- rently being played online run on Linux. Over- POINT remains the favorite choice of games for all, selecting DirectPlay as our network API was most of the development team. We’re still work- one of the most unfortunate decisions in the ing on new content for FLASHPOINT out of pure whole game’s development. enthusiasm. In the end, we don’t feel ourselves to be anything more than proud members of a big and healthy FLASHPOINT fan community Future Dreaming that has arisen around the world.

Most start-up game developers dream of devel- We know that someday we will have to leave oping a number-one title. We weren’t any differ- FLASHPOINT to its own destiny. But currently, ent. With OPERATION LASHPOINT F , this dream we still feel too involved in the game. We are has come true for us. The game achieved the already looking forward to future projects, but number-one position in sales charts of various it will take months for us to start one. We con- countries and regions, including the U.S., Ger- sider the success of OPERATION FLASHPOINT as many, the , Benelux, Scandina- the pole position for our next race. We plan to via, and Australia. More than 500,000 copies use all the experience and resources that we sold worldwide in just three months, proving to have gained during the last couple of years to us that our last four years of effort were worth push gaming even further in the future. something. 29 Surreal Software’s DRAKAN: ORDER OF THE FLAME by stuart denman Back-Story DRAKAN: ORDER OF THE FLAME is a fantasy 3D action- on the model with third- Origins of the Team person perspective highlighting the iconic central char- Because DRAKAN was Surreal’s first product, the acters: a beautiful woman with a sword teamed with a story of DRAKAN’s development is also the story fire-breathing dragon. The different abilities of the pro- of Surreal’s development as a company. Surreal’s tagonists combine to produce varied and new gameplay creation is the classic game development story in possibilities, with an aerial perspective unusual to the which four ambitious recent college graduates genre. decided they had nothing to lose and formed a game company. These four founders contributed and was the only member with any titles under four critical skills to the team: art, program- his belt. ming, design, and business skills. None of us had ever run a company or managed schedules, Our initial goal was to develop several game but we all loved games, and we knew what it concepts and a solid technological foundation took to make a good one. that we could pitch to game publishers. This would get us the funding we needed to pay our- Lead designer Alan Patmore had always played selves and start hiring programmers and artists games and had the business savvy to comple- without having to involve venture capitalists. ment Nick Radovich’s business experience and Once we got project funding, we were able to connections. I had been programming games build a strong team of artists, programmers, and and graphics since the age of ten, so even designers who all played games. Some of the though I didn’t have experience working at a team came from other game companies—lured game development company, I did have the by the informal atmosphere and the focus on skills and motivation. Mike Nichols, our cre- games, not profit. Others were inexperienced ative director, came from within the industry with game development, but had the skills and fresh ideas we needed. Surreal Software’s DRAKAN: ORDER OF THE FLAME 30

As the technology lead, I was determined to could be quickly put to use on another project if build Surreal’s foundations on its technology. By anything went awry. retaining rights to our engine and tools, we always had something to fall back on if a game We moved away from the popular DOOM-type design was cancelled by the publisher. This also engines toward a landscape-style rendering allowed us to develop multiple game titles from engine in order to set our games apart. There one generic technology and license the technol- were many unique ideas that we could build ogy to other companies. Any investment in time from this: flying, underwater environments, out- that the programmers and I put into the engine door , and so on. But the technology was not only about rendering; the tools had to empower the designers and be general enough Game Data to support almost any game. So I designed a toolset in which every game-specific property Release date: August 1999 and behavior would be provided by the game Developer: Surreal Software Inc., , Wash. code itself, and the editor would be just a http://www.surreal.com generic interface to the underlying game specif- Genre: 3rd-person fantasy action-adventure ics. Intended platform: Windows 95/98 Project budget: $2.5 million Project length: 28 months Origins of the Beast Team size: 23 full-time developers, 2 sound and After pitching several game ideas to all the music contractors major publishers, we finally sold the first Critical development hardware: Pentium II and AMD “dragon” concept to Enter- K6-2 (3DNow!), 200 to 450MHz, 128MB RAM with tainment (VIE) in the summer of 1996. The con- Nvidia Riva 128 and TNT, 3dfx Voodoo 2 3D cept was very different from today’s DRAKAN. hardware. Artist workstations: Wacom tablets. The first concept was for a dragon RTS game in Critical development software: Windows software, which the player’s dragon could fly around tak- Programming software: Microsoft Visual C++ 5.0 and ing over villages and forcing them to do their 6.0, Visual SourceSafe 5.0, Intel VTune 2.5, bidding. VIE wanted a more arcade-style InstallShield International 5.0. Art and animation to fill a slot in their product line, software: Softimage, 3D Studio Max, Adobe Photoshop, In-house modeling and texturing tools. so we started developing a fast-paced, third-per- Sound and music: Sonic Foundry Soundforge, Emagic son dragon-flying game. Logic Audio It was not until early 1997 (when VIE began cutting projects just prior to closing its doors) that Surreal sold the DRAKAN concept to . Psygnosis saw the strength in our team and gave us complete freedom to perfect 31 Section I: STARTUPS31 the design. We wanted more of an RPG feel, but support calls, since people would not have soft- as a dragon, the player was limited in what he ware rendering to fall back on if the 3D hard- or she could carry or interact with. Adding a ware failed to work correctly. human rider was the best solution, and a female character was the natural choice since she would offset the dragon’s immense size and power. With an increased budget under Psygno- What Went Right sis, we hired more team members and increased the art and game-play content to a level that the press called “ambitious” at our public debut at 1. Success with graphics in 1998. There’s no doubt DRAKAN had an ambitious design, so the graphics had to be top-notch in The production under Psygnosis allowed us to order to make the game world believable. The expand the technology as well. We added real- amount of art and animation content we would time lighting effects and expanded the simple need mandated careful planning, lest our sched- height-field landscape engine into our seamless ule slip. The solution to the problem was what I indoor/outdoor layer technology. Critical to this call “flexible reuse.” In addition to the sharing technology was Psygnosis’s willingness to drop of texture and geometry data between objects, support for software rendering (a risky market- DRAKAN’s engine (code-named the Riot engine) ing decision at the time). This allowed us was programmed to allow arbitrary scaling and unprecedented freedom. We switched over to rotation of art content. By assigning different true-color textures, increased the polygon behaviors and combining multiple art compo- counts throughout the game, and built arbitrary nents, we were also able to create totally new geometry for our worlds. The downside to rely- structures with minimal effort. Because we ing on 3D hardware was that we faced serious dropped 3D software rendering, we knew all of compatibility challenges—the game would have our textures could be created in true color. This to run on almost every 3D card. This also meant vastly improved the look of DRAKAN, so much battling Direct3D driver bugs, and the possibil- so that we decided to switch from using palette- ity that we would be inundated with technical based textures to true-color textures, which

A panoramic view of the first level in DRAKAN. Surreal Software’s DRAKAN: ORDER OF THE FLAME 32 required quite a bit of 2. A green team reworking on most of the textures in the first few lev- with fresh ideas els. DRAKAN had an advantage that many large game This decision is just one development companies example of Surreal’s aes- sometimes overlook. It had thetic fussiness. Often if a a young team, highly moti- few people thought that vated, bursting with ideas, something within the game and ready to take risks. The didn’t look good enough, it ideas were unique and would end up getting motivated by the desire to redone until everyone was set DRAKAN apart from the satisfied. The benefits can shooters and TOMB RAIDER be seen in the final product, clones (although this was but our schedule some- still difficult, given the ten- times suffered as a result. dency of the gaming press Though the artists created to compare games to one the objects and buildings in another). the game, the designers were responsible for placing The most original idea in the objects into the game DRAKAN was the combina- and gave immediate aes- tion of dragon flight with thetic and game-play feed- sword and bow combat on back to the artists. They Arokh’s polygon mesh and alpha- the ground. This fundamen- also were responsible for blended wings (above). tal idea formed a devel- building the landscapes and oper’s carnival for more caves, which defined the overall level flow. This innovative ideas and forced the player to strate- process evened out the workload between artists gize in a way not often seen in action games. and designers, but it required the designers to The relative vulnerability of the female rider have a good artistic sense. This can be seen in contrasted with the powerful dragon required the very fantastical landscape architectures that careful thinking by the designers. Levels were the designers constructed and then painted with created with restrictions on the dragon’s ability tileable textures. The textures were drawn by to go places. Rynn could enter caves, but would the artists to have many variations and transi- come across areas where the dragon’s flying tions, which added to the organic nature of the abilities or strength would be necessary to pro- terrain. ceed. The player (as Rynn) would then have to find a large door or other method to get the dragon inside the cave system. In this world of 33 Section I: STARTUPS33 magic, creative ideas for special effects are very future of the system-specific functions to important, and these tasks were ideally suited to other platforms. The stability of this system can people who were not afraid to do things “out- be validated; we are currently creating addi- side the box.” tional games based on the DRAKAN engine with little or no code changes to the engine project. 3. Engine and tools To further reduce the debugging time, we put coding guidelines in place to ensure the consis- If ever there was an example to put the C vs. tency of code between programmers, and cre- C++ argument to rest, it is DRAKAN. There sim- ated classes to catch array boundary violations ply are no performance reasons not to go with and memory allocation problems. C++, as long as the programmers understand what is happening under the covers. Object-ori- DRAKAN has no scripting language. Instead, the ented code generates so many benefits, espe- programmers create modules that are visually cially for an engine that you plan to build on for connected by the designers to create scripted many years to come. In DRAKAN, the game-spe- events in the game. Such modules include trig- cific and engine source code were gers, switches, timers, counters, and more com- separated into different projects, so no game- plex modules such as doors, enemy creatures, specific code was allowed in the engine. The and weapons. The modules have programmer- game-specific code included such features as the defined parameters associated with them. A user interface, AI, and parameter can be almost game entities, and con- anything: a number, a list tained no platform-specific of options, a sound, a tex- code. ture, another module, and so forth. The system meant The engine is broken up designers could tweak into many classes that han- parameters and combine dle various engine tasks modules in ways that the and are the interfaces by programmers never which the game code intended. accesses the engine. For instance, there is a sound One particularly nice class for playing sounds, a example was an effect that texture class for working was originally created for with textures, a sequencing the “ice sword.” The effect class for playback of was made up of a number scripted cut-scenes, and of particles (originally numerous others. These snowflakes) that would col- Concept sketch of the Dark Union also form a framework for sailing ship. lect for a certain amount of Surreal Software’s DRAKAN: ORDER OF THE FLAME 34 time on the mesh of an it needs it. This is important affected object. After a time, during development, as art- the particles would fall to ists and designers are prone the ground and stick for a to leave unused textures, bit. All these properties, sounds, and models in a from the timings to the par- database. The result is good ticle texture, are config- engine performance during urable. With this feature at development, which is also their disposal, the designers representative of the final created glowing auras product. around ghosts by increas- ing the particle size and We tried to ensure that the making the stick-time infi- engine and tools always dis- nite. They created snow that played to the artists and landed on invisible plat- designers something that forms to guide players was representative of the across them. The snow final game (WYSIWYG). effect was attached to The best example of this arrows to drop ice behind was our real-time 3D editing them as they flew. All this system. The engine was inte- from a small bit of pro- grated into the editor, so any gramming. geometry, , or lighting changes made by The engine also has an effi- the designer would be cient caching system, so it’s immediately reflected in the able to handle hundreds of Colored conceptual sketch of a 3D view. The importance of megabytes of data on our Wartok grunt. this aspect of the tools minimum system require- should be emphasized ment of 32MB RAM. The two main characters, because it gave the designers the ability to tune Rynn and Arokh, total more than 20MB of ani- levels and game play very quickly and with a mations, plus 12MB of sounds (including in- minimum of guesswork. game cut-scenes). To pull this off, the system keeps the most recently used sounds or anima- 4. Compelling design tions in the cache and can flush memory that it hasn’t used in a long time. Further reduction of A good design will not only sell a game—it can memory usage is achieved by sharing anima- also help smooth the development process. The tions between characters with the same skele- DRAKAN world has immense possibilities, so ton, even if they have completely different skins. new ideas were born easily within its scope. This The system only loads the data that it needs, as kept the team highly motivated, as there were 35 Section I: STARTUPS35 always innovative things to do with the genre. AI behaviors, weapons, and level flows. It The varied environments gave a wealth of new served its initial purpose well, and was a blue- things to work on for the art and design team, print for our lead designer’s vision. The docu- and were an ideal canvas for programmer inven- ment was vital to the development team, tion. The design also kept Psygnosis very inter- especially when it came to scheduling, creating ested. DRAKAN became its top PC product, and tasks, and communicating with the publisher. it was comforting to us as developers to know But as you will read in the following “What that our publisher was behind the product. Went Wrong” section, feature creep overtook the project halfway through, and the document Psygnosis saw the marketing potential in a never kept up with the changes. A design docu- beautiful female character combined with a ment should always be maintained throughout fearsome, fire-breathing dragon and the press development to preserve it as a useful resource latched on to the concept with excitement. They for the team. Fortunately, the team could always could market it to TOMB RAIDER fans, AD&D rely on Alan to explain anything or to fill in any fanatics, and even 3D shooter addicts. holes in the design document.

Even the most brilliant design would be difficult 5. Indoor/outdoor environments to implement lacking a proper design document. The 175-page DRAKAN design document con- One of the major technologies that set the Riot tained outlines for the entire game, including all engine apart from the other landscape engines was its ability to render both indoor and outdoor environments using the same engine. The benefits to game play were huge because we could do arbitrary cave systems, arches, over- hangs, and other structures that were perfect for a fantasy game. The “layer” system that the landscape was created with was ideal for mas- sive outdoor environments and allowed the designers to create very organic-looking worlds.

Rectilinear structures such as build- ings and objects were created using arbitrary models imported from Surreal’s in-house level editing tool showing the real-time external programs. 3D editing window in the center and top-down layout view in the upper-left. Surreal Software’s DRAKAN: ORDER OF THE FLAME 36

Although these models were not included in the consideration, the designers decided to spend visibility calculations, the layers were included their efforts on enlarging and improving upon and were nicely suited for use in the visibility the ten best level designs. They also ended up culling of large environments. Because the layers cutting many features that did not show much were small height fields that made up the ceil- game-play promise. The dart gun and the boo- ings and floors of the surroundings, they took merang weapons were among those eliminated up very little space in memory. This meant that from the game. Even though these tasks had the levels could be vast, and it helped give the already been mostly completed (in terms of player a sense that there was a living world code) for several months, they had not yet been around them. put into the game.

By the end of the project, the designers did not have adequate time left to work with program- What Went Wrong mers to play-balance those features, and the art staff had not done any work on them either. So they got cut. The decision allowed us to focus on 1. Staying on schedule improving the weapons that worked well, such as the bows and arrows. We now know that it’s DRAKAN was originally slated for release in Feb- critical that programming tasks get put into the ruary 1999, but ended up being released six game and tested almost immediately so that their months later. Even with careful scheduling and effectiveness can be realized early on. This lack task planning, we failed to meet the final dead- of coordination between designers, artists, and lines. Part of the problem was that we didn’t programmers often caused prob- account for the time the team lems during development. Some would spend creating versions of of this was because our design the game for E3 and for maga- document wasn’t updated when zine and Internet demos. Each weapons, levels, or AI were rede- demo pulled nearly two weeks of signed. time away from our normally scheduled tasks. The majority of The initial AI programming fol- the scheduling problems were lowed the original design docu- due to feature creep and other ment, but didn’t work well when improvements that were consid- put into the game. It wasn’t until ered necessary during develop- our designers worked with the AI ment. programmers to figure out exactly what they wanted for our combat system that the AI really In March 1998, the design team was faced with came together. This kind of collaboration a mountain of work ahead in order to complete the 14 original levels as designed. After careful 37 Section I: STARTUPS37 should have occurred at the begin- When the final shipping date ning of the AI programming process approached, we reluctantly agreed and the lack of it caused moderate to allow some noncritical bugs to delays. slip through to the gold master in the interest of meeting the deadline. DRAKAN’s art team often rebuilt A patch was inevitable. geometry and model textures, sometimes up to three times before Other testing complications added they were satisfactory. This may to the problems. As Psygnosis was have been partially due to Surreal’s being reorganized by its parent high aesthetic standards, but a lack company, Computer Enter- of consistent artistic vision is also to tainment Europe (SCEE), half the blame. DRAKAN had lots of charac- testing department was let go and ter conceptual art, but no “art merged with SCEE’s U.K. testing bible” to document all the models group. This caused minor hiccups and environments for the game. in tester allocations to DRAKAN. This meant that if our art lead was Since the testing team was located not satisfied with work of another in Europe, communication was dif- artist, he would often rebuild it ficult, and often were himself. At various points during delayed by a day or two. Bug development his time was spread reports were sent to us via thin across many different tasks. In Microsoft Excel worksheets, which addition, the art team went through were converted from an Oracle communication problems and database that sat isolated on their power struggles that hampered the LAN in the U.K. Often the Excel coordination of the team. worksheets would come to us cor- rupted or would have incomplete 2. Inadequate testing bug descriptions. Bug responses from Surreal’s programmers had to Although we tracked bugs inter- be tracked carefully and entered nally before and during the alpha back into the Oracle database by Rynn’s highest and beta releases, Psygnosis was hand. polygon count was responsible for the bulk of the test- only 538. ing after alpha. For a game as vast We kept our own internal database and ambitious as DRAKAN, the time at Surreal using Outlook forms in special public that we allocated for testing was inadequate. folders on our Exchange Server. We ended up Multiplayer and collision detection issues, in generating almost 1,000 internal design, art, particular, were not given enough testing time. and programming bugs during the entire Surreal Software’s DRAKAN: ORDER OF THE FLAME 38 project. This rivaled the number of bugs gener- spheres or oriented bounding boxes (OBBs). ated by the testing team during alpha and beta. This made the collision detection system very The internal system worked very well, but it fast and accurate, but it also meant that if an could have been more useful if the Psygnosis artist made a mistake in the bounding tree, colli- testers had access to the system as well. We tried sion detection might not work. getting on-site testers, and some of the U.K. team did come to Surreal for about a week. But To say this created a testing challenge would be it was too late in the project and for too short a an understatement. Even though the engine was time to be effective. capable of rendering arbitrary meshes, the colli- sion detection system was not designed to han- 3. Collision detection and dle some of the detailed meshes that the artists produced. Some of our AI used the bounding response information at the lowest level, while Rynn’s One of the biggest chores for the testing team collision response system used a polygon-accu- was to make sure that all of our hundreds of 3D rate analysis, which didn’t work perfectly for models could not be penetrated by missiles, some complex models. Frame-rate variations NPCs, or Rynn. Each model had to be properly across machines also caused differing results, bounded by the artist during the model’s con- making it hard for programmers to reproduce struction, a process which took about 20 per- the bugs and correct the problems. Finally, our cent of their modeling time to . indoor/outdoor landscape system created some Bounding was generated in our custom model- challenging collision-detection problems that we ing tool and approximated the polygons of the hadn’t anticipated when it was originally model using a hierarchy (tree) of bounding designed.

4. Multiplayer

Considered by some the Achilles’ heel of DRA- KAN, its multiplayer suffered from developmen- tal neglect. For the game’s multiplayer to have succeeded, the design, art, and programming teams would have had to spend at least twice as much time on it than they did. The two multi- player designers did most of their level and weapon work during the alpha and beta peri- ods. The same designers also created most of the artwork for the multiplayer effects and weap- Lighting effects created varying moods. This ons. Any game-related bugs that came up were bridge model was reused from the islands fixed by our single network programmer, who level. 39 Section I: STARTUPS39 already had his hands full optimizing the under- We proposed to Psygnosis that they give us lying network engine. more time to convert the system over to Win- sock, to which they replied yes—but only as a Most of these game-related problems arose downloadable patch, since the additional work because the same weapons were used in both would have delayed the game’s release. The single and multiplayer games, but the original conversion was not finished until a programmers were not careful to make them month after DRAKAN’s release, and greatly stabi- “network aware.” Originally, we thought that lized the multiplayer experience. This, combined DirectPlay was the easiest networking solution with the release of the level editor and mods, for us. But as the design got more complex, we has created a resurgence in multiplayer support, found that DirectPlay just did not work well for but it will never be as good as it could have us. DirectPlay was a debugging nightmare. The been. network programmer’s machine crashed several times per day when debugging the networking 5. Badly executed story code and we couldn’t determine what was caus- ing that to happen. It wasn’t until we switched Although the overall story concept of DRAKAN to Winsock that we discovered that the crashes was a great, the script and execution of the idea were caused by DirectPlay. were lacking. We hired a movie scriptwriter to do the initial work on the script, but he was not DirectPlay also caused a serious problem for us familiar with the fantasy genre and did not have while we debugged the game under the first a firm grasp on Alan’s vision for the design. release of Windows 98. DirectPlay actually From there, the script was edited and rewritten caused the system clock to slow down. This by several more people: members of Surreal, caused the game to run slower and sucked up members of Psygnosis, even one of the voice tons of CPU cycles, forcing a reboot. When put actors. Under pressure to finish the script, it was to the test, DirectPlay also had issues with fire- completed with cheesy one-liners and other walls, which we were not able to resolve. Under badly written dialog. certain circumstances, the way DirectPlay han- dled the message queues sometimes caused mes- Once it had been recorded by the voice actors, it sages to pile up until the application hung. was very difficult to rerecord lines that were Perhaps Microsoft will be addressing these badly written or acted. Some were re-recorded, issues in future releases. but that was a luxury we could only afford for the completely failed lines. The voice acting was It was clear even before alpha that the network- difficult to get right, because just as some of the ing code would need to be rewritten. In the final writers had almost no vision of the game, the design, we only used the TCP/IP portion of voice actors likewise had little understanding of DirectPlay, and we used a Winsock front end to the characters they portrayed. handle communication with the master server. Surreal Software’s DRAKAN: ORDER OF THE FLAME 40

Another problem with the execu- tion of the story was that most of the construction of the cut-scenes was left until the last minute, since all the levels had to be “geometry complete” before cut-scenes could be created. This meant that the scenes at the end of the game were hastily done, and some even had to be cut from the game.

Onward to the The DRAKAN team: FRONT ROW, FROM LEFT TO RIGHT: Satish Bhatti (network programmer), Tim Ebling (programmer), Todd Next Project Andersen (designer), Susan Jessup (artist), Louise Smith (artist/animator), Andre Maguire (designer), Mel Guymon DRAKAN’s development was a (lead animator), Tom Vykruta (programmer). MIDDLE ROW: bumpy ride, but it went suitably Shaun Leach (programmer), Armen Levonian (programmer), well considering it was the first John Whitmore (designer), Greg Alt (programmer), Heron game developed by an inexperi- Prior (animator), Tom Byrne (artist). BACK ROW: Stuart enced team. Even with some of the Denman (lead programmer), Scott Cummings (animator), Boyd Post (sound engineer), Alan Patmore (lead designer), schedule slips that occurred, the Hugh Jamieson (character artist), Mike Nichols (lead artist), great design, art, and program- Hans Piwenitzky (artist), John McWilliams (designer), Nick ming kept the project going strong. Radovich (business/sound). DRAKAN has been a great learning experience for the team, and the NOT PICTURED: Joe Olson (artist), Duncan (designer), Isaac careful evaluation of our past mis- Barry (designer), Ben Olson (artist). takes has helped us in the develop- ment of our current projects. DRAKAN was recently named “PC Game of the Year” by several pop- ular magazines, and it has sold very well. If DRAKAN showcases what this team is capable of in our first project, it will be very exciting to see what we are capable of in the future. 41 Pseudo Interactive’s CEL DAMAGE by kevin barrett, john harley, rich hilmer, Back-Story daniel posner, gary snyder, and david wu CEL DAMAGE achieves an ambitious vision—to set a combat driving game in a universe with the look and The story behind CEL DAMAGE is long, winding, feel of the golden age of . This feat is and harrowing, but ultimately uplifting. And accomplished through a fusion of artistic vision with because CEL DAMAGE is our first published title, technical expertise—a renderer that mimics the look of its story is also the story of our company, cel animation and a engine that allows Pseudo Interactive. Based in Toronto, we began meshes to deform and bounce with the dynamic work on the technological core of the game four expressiveness of Warner Brothers mayhem. A range of years ago. A demo of our driving-combat phys- entertaining cars and drivers contend in a variety death- ics engine at the Game Developers Conference match, capture-the-flag, and racing events. The action in 1997, PI’s first year of operations, received a has an intuitive fast-paced arcade feel, and the range of warm reception. Shortly thereafter, PI struck up powerups and characters give CEL DAMAGE depth and a relationship with Microsoft’s Entertainment replayability. CEL DAMAGE is notable as part of a trend Business Unit (EBU). Over PI’s first two years, one could call post-realism—a high-tech tour de force we started up and killed a few projects. How- whose aim is not just to mimic reality but to create a ever, with the coming of , we found a world with a particular feel and flavor. proper niche for our emerging technology.

The physics engine that PI president and tech- IP development, rendering, and weapon effects, nology director David Wu was developing lent we realized that the , which was a itself well to console applications. EBU recog- patchwork of two years’ worth of diverging nized this, and an early alliance was formed demands and evolution, would need a complete between PI and the embryonic Xbox team. A overhaul. high-profile Microsoft producer came to PI with a vision of where PI needed to take its game For better or for worse, we undertook that over- technology, and a new project was born. At that haul. So it was that just as we were getting into time, the project was called CARTOON MAYHEM CARTOON MAYHEM’s development, our engine, and was primarily a car-based with and our ability to iterate content in playable ancillary gag and weapon features. As we strug- builds, went down for over eight months. This gled with the demands of Microsoft’s vision for was a crucial time for Xbox and its first-party Pseudo Interactive’s CEL DAMAGE 42

developers. Microsoft was allocating its developed IP, extra gameplay features, a new resources to those teams with proven track renderer, and a new title: CEL DAMAGE. We real- records and those showing steady progress. We ized we were going to make the Xbox launch, were obviously lacking in both areas. Microsoft and we were going to do it with our own prop- cut PI, along with our Xbox title, at the end of erty and the backing of the world’s largest third- 2000. Though this was a disheartening develop- party publisher. These three facts alone made all ment for us, by this time we had the game the work of the previous several years worth- while. Game Data Release date: November 1, 2001 Publisher: Electronic Arts Genre: physics-based cartoon racing/combat What Went Right Platform: Microsoft XBox Number of full-time developers: 16 1. Staffing Number of contractors: 12 Two years ago, when we started work on our Estimated budget: $2 million Xbox title, we had a core group of about eight Length of development: 2 years people. It was apparent that if we wanted to Development hardware used: 600MHz Pentium IIIs develop a , whole cloth, in time for with 256MB RAM, 30GB hard drives, and Nvidia the Xbox launch, we would need more staff in GeForce cards every department. We hired more team mem- Development software used: , bers as we progressed through development. We 3DS Max, Photoshop, Illustrator, Winamp, SourceSafe were fortunate in that we were able to find very Notable technologies: pitaSim, Vtune, Microsoft talented and motivated people who were also Visual C++ able to contribute to our corporate élan. We Project size: 800,000 lines of code brought our staff in from all over North Amer- ica, and although none of us had console devel- opment experience, each new member brought a engine back up and running, and we were sud- rich skill set to the company. denly able to produce good demo levels. It wasn’t long before we drew interest from several The search and interview process for each team other publishers. We had a quickly evolving member was exhaustive. We would often see a technology and a ton of assets ready to go. The candidate two or three times before rejecting demos we put together enabled us to land a new him or her and moving on to someone else. Tal- publishing deal with Electronic Arts. ent and experience were sought-after attributes, but not at the expense of team chemistry. In the Switching publishers allowed us to prepare end, our hiring methods were vindicated. We some great new material, including an internally were able to create a group of friends who 43 Section I: STARTUPS43 enjoyed working with one another and were 2. Early development with Xbox deeply devoted to the project. As a new entrant in the highly competitive con- Our approach to team communication went sole market, the Xbox group was looking for hand in hand with our approach to staffing. We game experiences that would make their console found that weekly full-staff meetings, individual stand out. As Microsoft pointed out so often weekly lectures or presentations to the entire during the Xbox design period, “Great technol- staff, and regular departmental reviews greatly ogy does not sell game systems, great games sell improved all team members’ understanding of game systems.” Picking up on that mantra, we how their co-workers contributed to the project. started our development when the console was little more than an optimistic dream championed by a charismatic team of visionaries.

Chief among them was their bold Advanced Technology Group man- ager, . We were con- verts to his ambitious plans for the Xbox. With the promise of a stable, RAMpacked, hard-drive-enabled computational powerhouse, we were confident that we could deliver the We also held an ace up our sleeve. We formed a breakthrough game experience that Microsoft strategic alliance with a local technical college was seeking. that offered a diploma course in 3D visual arts. Through the school, we instituted an internship Our game grew and achieved its focus as the program in our art department. We integrated Xbox did the same. Knowing that CEL DAMAGE top students into our team, which was a very would be held to standards set by second-gener- successful exercise that we will maintain during ation Playstation 2 titles during the 2001 Christ- our next project. mas buying season, we were spurred on to utilize whatever technology the Xbox team was stuffing into the system. We believe that through Moral: Wait for the cream to rise, then scoop this evolving relationship, we’ve managed to it off the top. create an innovative and highly entertaining title. It’s also worth noting that CEL DAMAGE probably would not exist today were it not for the support and inspiration provided by Seamus and the rest of the Xbox team. They stood up Pseudo Interactive’s CEL DAMAGE 44 for our project and pushed as hard as any of us Although we implemented AutoBuild with low- to make CEL DAMAGE a reality. tech Windows commands and utilities, this one- button solution proved to be extremely valu- able. Each build that the process generated Moral: It’s all about whom you know. served as the absolute point of reference for the current code base. Even with six people working simultaneously on the same source code, we 3. Synchronization tools were able to keep inconsistencies and problems to a minimum. PI grew a great deal over the course of the project, and we knew it was important to keep Another low-tech solution, MakeBuild, filled everyone synchronized. The increasing size of our largest gap in synchronization, though its the team, combined with the growing mountain implementation came quite late in the project. of content and code, made regular updates more MakeBuild consisted of our source game con- difficult and time consuming. The process of tent, automatically compiled into run-time for- creating a build became a black art that only mat by adding a few simple commands to the one or two people could do correctly.

The first step toward synchronization came fairly early on with the creation of an automated code-compilation process, dubbed AutoBuild. We investigated a few different automated build programs, but none was as flexible or complete as a home-brewed batch file (or rather, a col- lection of batch files and supplementary programs). Each night, or whenever nec- essary, AutoBuild could check out all source code to a clean directory tree. It then built and executed any code genera- tors, built all binaries, copied the output to a shared directory, and generated an e- Early in development, CEL DAMAGE was more mail report containing a .ZIP file of all race-themed. Here’s an early concept for a build output, along with a summary of loop-the-loop road gag in the desert theme. errors and warnings. Whenever conve- , and a few batch files. By automati- nient, our programmers could run another cally running MakeBuild after AutoBuild, we batch file to synchronize completely. had a brand-new build waiting for us each morning. Our daily build process kept artists 45 Section I: STARTUPS45 and QA staff up to date without bogging down focus testing generated reams of data, which any individual with responsibility for creating was boiled down to nearly 400 gameplay and the builds. MakeBuild accelerated the feedback asset recommendations. This information pro- cycle between content creation and gameplay vided an important perspective on what people review. were interpreting as fun and fair. This feedback was very valuable, since we’d lost all objectivity Of course, not all updates were visible in the toward the game and its difficulty level once build, and we made several other utilities to help we’d mastered the various weapons and gags. keep everyone abreast of changes under the hood. Our CheckInReporter was a simple The bug-tracking software that our internal QA program that scanned the Source- used for the duration of the project was called Safe database for all check-ins over the previous PI_Raid. This tool, designed and customized in- 24 hours, and then created and e-mailed out an house, allowed us to stay on top of game Excel spreadsheet report. These were especially defects, generate work items, and comment on helpful in tracking down regressions. We cre- evolving game features. We kept our bugs small ated another simple VB program that e-mailed and focused. While this approach often left each out active bug lists to each team member once of us with a lot of bugs in our “bin,” we were per day. able to close out several per day, providing mini morale boosts throughout the project. Though some of the bugs that we logged might have Moral: Spending a few days creating simple been considered trivial, cumulatively tackling tools pays big dividends throughout the them had a dramatic, positive effect on the game project. and our level of polish.

4. Internal bug tracking and QA Moral: Get fresh eyeballs on your game and efficiently iterate gameplay. We made sure that our daily build process was up and running before we built our internal QA department. The daily build mentality was instrumental in the iterative process and was 5. Coordinated schedule QA’s greatest ally. New art and game logic assets One of the pleasures of working on CEL DAM- could be evaluated in-game within 24 hours of AGE was the lack of a brutal crunch period in their creation, allowing broken assets and bad the final weeks of development. We also felt functionality to be identified immediately. throughout the last year of the project that we’d be able to realize our desired feature set. A good Asset pound-downs and targeted focus testing schedule, coordinated with each department, ran concurrently as soon as we had four func- helped us achieve this unique state. Our early tional game levels. As development progressed, work with Microsoft taught us the value of Pseudo Interactive’s CEL DAMAGE 46 adhering to a schedule, and after we moved on from that relationship, we were able to maintain, and even improve, our scheduling skills. Our guess is that badly maintained and poorly enforced schedules are the primary cause of game projects missing their ship dates, dropping features, and winding up with morale-busting, project-end crunch peri- ods. Following are some schedule-related Some early desert environment renders made to test factors that worked for us: scale, detail, and color. Our tests included fog, vertex lighting, and gradations with the goal of evoking a Estimating task duration. No one can classic Warner Brothers style. These elements were estimate with 100 percent accuracy. actually dropped as the vision of our own house style However, our leads and staff communi- came into focus. cated constantly to refine delivery date estimates. If an asset looked as though it was looking at the schedule. Third, seeing the sched- going to run overtime, we would cut it or some ule updated gave people a strong sense of mak- of that person’s later deliverables, from the ing progress. This progress contributed to team schedule. If such changes created holes in the confidence and morale. game’s design, we would be flexible and design around the holes. Short, staggered crunches. We crunched, but we did it early in small, manageable, prescribed Software. We used Microsoft Project. If you’ve intervals, giving us a buffer at the end of the used it, you know it’s not great, but it gets the project, after our feature set was complete. Peo- job done. That was all we needed. Once we got ple were then freed up to work on visual used to Project’s idiosyncrasies, it was smooth weapon enhancements and level polish. At the sailing to the end of development. end of the project, the team was playing full- and split-screen CEL DAMAGE during and after Team-wide involvement. We periodically business hours. This intense play period helped printed the master schedule and posted it on a identify exploits and balance the gameplay. This wall where everyone could see it. This helped in data wouldn’t have been available to us if we many ways. First, it demonstrated the interde- had crunched long and hard at the end of the pendence of the departments. Each staff mem- project. ber could see that an asset he or she was working on was needed by someone in another department. Second, missing items could be Moral: The schedule is your friend. Never let identified more easily, since more eyes were friends down. 47 Section I: STARTUPS47

attempts to describe the game to prospective publishers at the beginning of 2001. Different What Went Wrong staff members had different ideas of what our game would finally end up looking and playing 1. Design on the fly like.

Once we got our technology back online in Fortunately, once publishers and press played December 2000, it began evolving very quickly. the game for themselves, the core of CEL DAM- Feature sets for weapon and death effects, driv- AGE’s identity as a cartoon-based vehicular com- ing behaviors, gag functionality, and animations bat game became self-evident. were growing every day. Because we were designing a game to the technology (rather than the other way around), we were throwing out Moral: It’s OK to design to an evolving tech- design documents as quickly as they could be nology, but institute hard cut-off dates for written. Art assets had to be revised, retextured, code development and features. discarded, and rebuilt from scratch several times. As most readers will know from experi- ence, this is a scenario for feature creep, obso- 2. Asset tracking and lete tool sets, and blown deadlines. implementation

While we were able to nail down our feature set Our initial efforts produced large amounts of four months before shipping, our evolving art content to show off the XBox’s power. How- engine did cause other problems. Essentially, ever, evolving performance specs for the Xbox our strategic preplanning was stillborn. Every and our game engine, along with a new IP intro- week, we had to revise our perceptions of what duced early in 2001, generated several massive the game would really be, which frustrated our content revisions. These revisions were neces- sary for level geometry, static world objects, gags, skyboxes, cars, characters, weapons—everything. In the worst cases, we saw at least 12 major revi- sions to individual assets.

While we had an established direc- tory structure for storage at the beginning of the project, new work- flows, staff, and management meth- ods precipitated a patchwork of file- A before and after shot using the desert theme’s General Store. Cel-shading conventions were prototyped in 3DS naming conventions and tracking Max using the Illustrate! plug-in. methods. Final game meshes were Pseudo Interactive’s CEL DAMAGE 48 inadvertently overwrit- had been updated, where ten with geometric prim- it could be found, and itives. We “lost” assets what had changed in it. on the server for days at Using our bug reporter a time. Other tracking to track game assets was problems cropped up as not an ideal solution, but well. A bug in our game it did serve us well in a engine created duplicate pinch. textures that were diffi- cult to hunt down and While the build-discard- eliminate. Also, we had rebuild process hit our a problem with texture staff pretty hard, it cre- revisions that got wiped ated a sturdy spring- out on import to the board for future asset- game editor. To com- tracking methods, and it pound our headaches, also reinforced a better objects were often used mentality for thorough- in several different levels, but if an optimization ness in our development procedures. Our next was made to one, that change was not automat- project will definitely see better tracking and ically propagated through all levels. implementation methods.

Obviously, we needed a tool to track our art assets and their properties and to update con- Moral: Don’t overwrite finished, textured building models with spheres. tent in the game. We created the robust PI_Asset for just such a use. Unfortunately, it was intro- duced too late in the project for full implemen- tation. As a stopgap measure, artists began 3. Single member over-tasking sending out dailies through e-mail. These Due to our relatively small staff, we had to put reports proved useful in tracking what had been managers in the critical path of day-to-day asset accomplished in the course of a day and what delivery. These same people held crucial, unique should be updated in the build, but data man- skill sets. As you know, this is a recipe for bot- agement was still a problem. PI_Raid showed us tlenecks that hamper development. One exam- just how many holes our pipeline had in it. ple among several was the role of our art While the primary purpose of PI_Raid was to director. We made this person responsible for track and resolve bugs, the artists and level overseeing the game art, scheduling his staff’s builders found themselves using it as a means to workweeks while developing their technical provide a pathway to updated content. Through expertise, modeling, creating the game’s inter- PI_Raid, a person could know when an asset face, producing our cut-scenes, overseeing 49 Section I: STARTUPS49 interns, and distributing hundreds of art bugs. developing in-game assets and gameplay. As our The time needed for one person to do all these delivery date to EA came into focus, we realized things just wasn’t available every day. that we still needed to get a fair bit of content underway, including a solid front-end interface, Fortunately, we were able to create an art lead music, cut-scenes, voice acting, foley sound, and position to handle the staff and bug tasks. How- sound effects. Once we had our budget in place, ever, not every instance of over-tasking could be we scrambled to pull together a stack of con- fixed by adding a new body. We had one texture tracted, out-of-house assets. artist, but three or four art staff members were generating meshes. Add to this the frequent dis- We drew up a shopping list that looked some- carding of textures and rebuilding of models, thing like this: 13 cut scene scripts and story- and the amount of work crossing the texture boards, 12 pieces of in-game music, a theme desk became enormous. We also had a single song, interface music, 450 sound effects, 1,000 staff member who was responsible for updating lines of in-game dialogue and 200 lines of cut level content every day. If you consider that on scene dialogue to be read by seven different some days we’d generate 100 updated assets, voice actors, six minutes of foley sound and cut and each one had to be imported, adjusted, and scene music, and six man-months of modeling hand-tweaked in the levels, you can gain an and animation talent. We also realized we appreciation for the bottleneck occurring there. needed a way to play back our cut-scenes in real time through the game engine and renderer, With so many items funneling through one even through these code elements were not mouse, the balance between efficiency and designed to handle the task. human error was highly stressed. Ultimately we dealt with the regressions that cropped up, but We took on the interface and playback tasks in- it’s clear that better integration tools for our house, but farmed out everything else. Obvi- next project will help a lot. ously, the work was finished on time, but to accomplish this we had to divert the attention of all of our in-house managers to get these items Moral: Spot bottlenecks early and divert the implemented. Spillover bottlenecking was work as necessary. unavoidable. Though we were ironing out implementation bugs until the day we shipped, the quality of the talent and assets we were able 4. Last-minute implementation to find on short notice shone through in the fin- of crucial elements ished product. Our inexperience in console game development caught up with us about three months away Moral: The last 5 percent of a game takes 50 from the end of the project. For the better part percent of the effort. of two years, we had spent all of our efforts on Pseudo Interactive’s CEL DAMAGE 50

5. Switching publishers dropped as a first-party title was a black eye from which we recovered. As we already mentioned, we switched to a new publisher halfway through development. Going from Microsoft to EA was a mixed blessing. Moral: When life gives you lemons, start While we were able to improve gameplay and drinking hard lemonade. develop our own IP, we lost both our financial backing and our internal focus at a crucial time in the project. We were also forced to reinvent all of our art assets to avoid an IP conflict with Damage Control

Microsoft. Now that CEL DAMAGE is out the door, PI’s last monkey is off its back. We are published and However, what could have been a project-wide moving ahead. There is plenty for us to look meltdown actually hardened our resolve to get forward to now, not the least of which is CEL EL AMAGE C D on store shelves. Once we realized DAMAGE 2. We are excited about the prospects that the CEL DAMAGE property would belong to for Xbox and hope to continue to exploit its us, and that our mistakes and successes would strengths with network and team-based play in be our own, the training wheels came off. We our next game. Fortunately, our experiences became more determined and professional. As a with CEL DAMAGE have shown us where we can rite of passage, this publishing switch might improve our processes and strategic planning on have been exactly what we needed. In the end, our next venture. perseverance carried the day, and getting 51 Nihilistic Software’s VAMPIRE: THE MASQUERADE— REDEMPTION by robert huebner Back-Story VAMPIRE: THE MASQUERADE—REDEMPTION success- When Nihilistic Software was founded in 1998, fully translates the popular paper-and-pencil role-playing there were only two things we knew were cer- system to the PC environment, bringing the lush, atmo- tain. The first was that we wanted to form a spheric Old-World mythos to digital life. Players take the company with a small number of very experi- part of Christof Romuald, a Christian knight turned vam- enced game developers. The second was that we pire, in a lavish, complex storyline spanning 800 years, wanted to make a killer role-playing game. from Eastern Europe to London. The game plays Nihilistic got started without much fanfare, just through combat and the use of various disciplines, spe- a few phone calls and e-mails. After finishing cialized vampire powers of mind and body. VAMPIRE is work on KNIGHT for LucasArts, the core notable for its addition of Storyteller Mode, which team members had, for the most part, gone their allows players to fashion and run their own multiplayer separate ways and moved on to different teams campaigns in the engine, just as in paper-and-pencil or different companies. About eight months gaming, a move that prefigures games, such as Never- after JEDI KNIGHT shipped, various people on winter Nights, and might be a new direction for player- the original team began to gravitate together driven creativity. again, and eventually formed Nihilistic just a few exits down Highway 101 in Marin County, Masquerade. Before linking up with Calif., from our previous home. as our publisher, Nihilistic president Ray Gresko already had a rough design and story Having moved into our new offices and bolted prepared for an RPG with similar themes and a together a dozen desks from Ikea, our first dark, gothic feel. After Activision approached project was to build a 3D RPG based on White us about using the White Wolf license, we Wolf’s pen-and-paper franchise, Vampire: The adapted parts of this design to fit the World of Nihilistic Software’s VAMPIRE: THE MASQUERADE— REDEMPTION 52

Darkness universe presented in White Wolf’s most appealing: a mouse-driven point-and-click collection of source books, and this became the interface, character development, and a wide initial design for REDEMPTION. variety of characters, items, and environments for exploration. Because of our transition from first- and third- person action games to RPGs, we approached Using the White Wolf license also meant that our first design in some unique ways. Many fea- our users would have high expectations in terms tures that are taken for granted in action games, of story, plot, and dialogue for the game. It’s a such as a rich true 3D environment, 3D charac- role-playing license based heavily around dra- ters, and the ability for users to make add-ons matic storytelling, intense political struggles, or modifications, were reflected in our project and personal interaction. Fans of the license proposal. We also adopted many conventions of would not accept a game that was mere stat- the FPS genre such as free-form 3D environ- building and gold-collecting.

Game Data In keeping with our basic philosophy, we built Release date: June 2000 up a staff of 12 people over the course of the Publisher: Activision project’s 24-month development cycle. The bud- get for the game was fairly modest by today’s Genre: 3rd-person vampire role-playing game standards, about $1.8 million. The budget was Platform: Hardware-accelerated PC intentionally kept low for the benefit of both Full-time developers: 12 Nihilistic and our publisher. We wanted our first Contractors: 8 project to be simple and manageable, rather Budget: $1.8 million than compounding the complexities of starting a Length of development: 24 months company by doing a huge first project. Also, we were looking to maximize the potential benefits Hardware used: Intel and AMD PCs, Nvidia and 3dfx 3D accelerators if the game proved successful. For its part, Activision was new to the RPG market and was Software used: Alias|Wavefront Maya, Photoshop, testing the waters with RPGs and the White QERadiant, Visual C++ Wolf license in particular, so they probably con- Technologies: 3D skinned characters, continuous sidered the venture fairly high risk as well. level-of-detail, custom-built 3D engine, MP3 audio compression, lip synching Development started around April 1998. When Lines of code: 300,000 for game, 66,000 lines of we began, we examined several engine technolo- for scripts. gies available, such as the and the , but ultimately decided against ments, ubiquitous multiplayer support, and fast licensing our engine technology. The game we real-time pacing. To this we added the aspects of envisioned, using a mouse-driven, point-and- traditional role-playing games that we found click interface, had a lot more in common with 53 Section I: STARTUPS53 games such as STARCRAFT than even the best art, and save the company money by licensing a first-person engines. We decided to create a new single, relatively inexpensive tool. engine focused specifically on the type of game we wanted to create, and targeted 3D-acceler- Thankfully, however, our leads in these areas ated hardware specifically—bypassing the tre- strongly objected to this plan. They argued for mendous amount of work required to support allowing each department to use the tools that nonaccelerated PCs in a 3D engine. As an added allowed them to do their work most efficiently. benefit, the company would own the technology This single decision probably accounted for internally, allowing us to reuse the code base more time saved than any other. The level freely for future projects or license it to other designers cited QERadiant as their tool of developers. choice, since most of them had previously done work with id Software on QUAKE mission packs. id was generous in allowing us to license the QERadiant source code and modify it to What Went Right make a tool customized to our 3D RPG environ- ments.

1. Letting the artists and Because QERadiant was a finished, functional designers pick their tools tool even before we wrote our own export mod- ule, the level designers were able to create levels With such a small team and tight budget, boost- for the game immediately, even before an engine ing the team’s efficiency was our primary focus. existed. And since QERadiant stores its data in If bad tools or art paths slowed down progress in generic files that store brush positions, the levels the art or level design were easily tweaked and departments, we would re-exported as the engine have no chance of hitting began to take shape. If our milestones. When we the level designers had started to map the devel- spent the first six months opment project, the pro- of the project waiting for grammers gravitated the programmers to cre- toward using a package ate a level editing tool or such as 3D Studio Max learning how to create for both art and level levels in a 3D art tool, we design. Our argument would not have been able was that doing everything to complete the more in a single package would Locations included both interior and exterior cityscapes, allowing dramatic than 100 level environ- increase portability of situations such as this battle atop a clock ments in 24 months with assets between levels and tower in medieval Prague. just three designers. Nihilistic Software’s VAMPIRE: THE MASQUERADE— REDEMPTION 54

On the art side, lead artist Maarten Kraaij- work done in that direction is lost. As a small vanger lobbied hard for the adoption of team on a tight budget, we could not afford to Alias|Wavefront tools for 3D art. We tried to lose valuable time on these diversions. Experi- convince him that a less expensive tool would enced team members have the wisdom to look work just as well, but in the end we decided to down a particular path and recognize when it’s allow the art department to use what they felt a likely dead end. would be the most efficient tool for the job. Since Maya was just being released for Win- We also knew that we wanted an office environ- dows NT at that time, the costs of using that ment where all the team members were in a sin- toolset were not as great as we feared, and it gle room without any walls, doors, or offices allowed the artists the produce an incredible whatsoever. This didn’t really seem like a radical number of 3D art assets for the project. During decision—many of us got our start working for the 24 months of the project, an art department teams that operated like this—but it seems like of four people produced nearly 1,500 textured these sorts of companies are becoming less and models, a mind-boggling figure using any tool. less common in today’s industry. My first game job was working at Parallax (now Volition) soft- 2. Small team, ware. We were eight people sitting along one one project, one wall of a narrow office room space in Champaign, When we started Nihil- Ill. Even the original istic, we had a theory DARK FORCES develop- that a small number of ment team was seques- highly experienced tered in a one-room developers would be studio in a building able to produce a title separate from most of more efficiently than a the other LucasArts larger team with fewer teams. battle scars. In my experience, success- This type of environ- A set of four interactive 3D head models at ment doesn’t just foster, fully delivering a game the bottom of the screen are skinned and but rather forces com- is less about what you animated in real time to give lifelike status for do and more about each party member. munication between all what you choose not to parts of the team. For do. Most games that ship late do so because the instance, a programmer development team went down one or more can overhear a discussion between two artists “blind alleys”—development ideas or strategies about how to proceed with something and be that for whatever reason didn’t pan out, and the able to jump in with an answer that will save the project days or months of work. This sort of 55 Section I: STARTUPS55 thing happens on a daily basis; artists correct When starting VAMPIRE, we looked for ways to missteps by the technology team before they are incorporate a scripting engine more easily than made, a level designer can immediately show a creating our own from scratch yet again. There bug to a programmer, and so on. Each of these were several scripting systems we examined and incidents represents hours or days of project tested. At about that time, another game devel- time saved. In an office environment with walls opment company, Rebel Boat Rocker software, and doors, most of these situations would go was getting a lot of attention for its use of Java unnoticed or unaddressed. technology. After exchanging a few e-mails with lead programmer Billy Zelsnak, we decided to 3. Using Java as a scripting give Java a try. Up to this point I knew very little of Java, and had largely dismissed it as a lan- engine guage suitable only for making icons dance on a We knew from the start that allowing the user web page and the like. community to edit the game was an important part of the design. After working in the first-per- After a crash course in Java, we did a few simple son action-game market, we saw the benefits of tests incorporating it into our game engine. It supporting the user community passed each one with flying col- and wanted to carry this idea ors. In a matter of a few weeks, over into role-playing games, we had solved the major chal- where it is not the norm. A lenges involved in interfacing a built-in scripting system makes standard, freely distributable a game engine much more Java virtual machine to our 3D extendable by fans. In JEDI RPG engine. From that point KNIGHT, we created our own on, the only maintenance customized game language required was to add new native called COG. Creating COG functions to the scripting lan- took a lot of effort from the guage, which we did whenever development team; several we added new engine function- months of work went into cre- ality that we wanted exposed to ating the compiler, testing the the script writers. generated code, and imple- menting the runtime kernel We also trained several design- used to execute the scripts. The ers in the use of the scripting end result was worth it, but it Professional conceptual art, language, and they started creat- cost a lot in terms of time and such as this rendering of ing the hundreds of small scripts resources to pull it off. Alessandro Giovanni by that would eventually drive the contractor Patrick Lambert, storyline of the game. Ever since helped the characters evolve those initial tests, I kept waiting as the art design took shape. Nihilistic Software’s VAMPIRE: THE MASQUERADE— REDEMPTION 56 for the other shoe to drop, so to speak. I expected to come to work one day and find out that the Java thread was chewing up 100MB of RAM or eating 50 percent of the CPU time, but amazingly, the system was trouble-free through- out development and never became a significant resource drain. If for some reason we had hit a dead end with the Java system late in the project, it would have easily taken three to four months to get back on track using a different scripting technology. In the end, the gamble paid off. We saved months of programmer time that would have otherwise been devoted to creating a script- ing environment, and the result was a system sig- One thing that made MUDs so appealing was nificantly more efficient and robust than any we the ability for “wizards,” high-ranking users of could have created ourselves. the MUDs, to manipulate the game environment and create virtual adventures for the players in 4. Storyteller mode real time. The Vampire license from White Wolf emphasizes the role of the “storyteller,” or mod- Throughout the project, the design slowly took erator, so we felt the time was right to take this shape through a series of meetings that involved style of play out of the college computer lab and the entire staff. Each new design element was into a commercial RPG. Implementing the sto- presented to the group and subjected to a (some- ryteller system turned out to be fairly simple times heated) discussion. This process of open from a technology standpoint. Most of the basic discussion and free exchange of ideas resulted in functionality for a storyteller game is identical a lot of the most interesting design aspects of the to what would be required in a traditional cli- game. It was in one of our earliest design meet- ent/server multiplayer game. ings that we came up with the idea of develop- ing the multiplayer aspect of the game not as a The added cost was mostly in the area of design typical deathmatch or cooperative system, but and the user interface. It took a bit of experi- rather to create a “storyteller” or “dungeon- mentation and redesign to arrive at an interface master” system. The idea was inspired by the that was powerful enough to run games as a sto- venerable text-based multi-user dungeon ryteller without being overly confusing to the (MUD) games that date from a calmer time in novice player. The UI work included new inter- the history of the Internet. face panels with lists of objects, actors, and other resources, and a few buttons to manipu- Many of us at Nihilistic had played MUDs in late the selected resources. Our overall design college, often to the detriment of our studies. goal for the user interface was to ensure that 57 Section I: STARTUPS57 important functionality was accessible using on his excellent work on ’s GRIM only the mouse, and all keyboard functionality FANDANGO. Nick ended up not only supplying represented only “advanced” controls such as us with sound effects, but also working on some hotkeys and shortcuts. Even though the story- of the additional voice recording and ambient teller system is something used primarily by loops. For our music, we teamed up with Kevin advanced players, we wanted to preserve this Manthei who scored the Dark Ages portion of design goal, which meant quite a bit of extra UI the game, and with Youth Engine, a local duo, work to make a mouse-driven interface power- for the modern-day tracks. ful enough to drive a storyteller game. Even in the conceptual stages, we used external In the end, the story- artists to help us sketch teller feature ended up and visualize the game. being one of the gems Peter Chan was the of the game design, and lead conceptual artist resonated with both the for JEDI KNIGHT and press and gamers alike. had subsequently Activision made good become an indepen- use of the feature in dent contractor. His their PR and market- work in the first ing campaigns, and we months of the project hope the expandability The ambitious design included parties of up was key in establishing and storyteller aspects to four 3D characters, each with the look of the game’s of the game will give interchangeable weapons and armor. environments. We also the game an increased worked with Patrick shelf life. Lambert for character concepts and he delivered incredibly detailed full-color drawings that 5. Using experienced really brought the characters to life for the mod- elers and . contractors One problem with our strategy of using a small Perhaps the most critical external relationship core team is that we couldn’t possibly cover all was with Oholoko, a small startup spun off the aspects of designing a commercial game from Cyclone Studios. We hired them to do our with just 12 people. Instead, we relied heavily cinematic sequences that introduce the story on external contractors for certain key aspects and provide the endings. While starting the of the game. Sound was one area where we project, we met with several firms specializing made use of external talent. Our colleagues in , but pretty much across from LucasArts referred Nick Peck to us, based the board their rates were well beyond our Nihilistic Software’s VAMPIRE: THE MASQUERADE— REDEMPTION 58 budgets for that part removing the multi- of the game. It player aspect. seems that the high Because of this, we demand for com- eventually had to puter animation make the decision to from movies and miss our first sched- television has driven uled release date of the larger firms’ March 2000. We prices beyond the also cut back on our reach of typical plans to release an game budgets. By interactive demo working with a some months before smaller, less estab- the game and scaled lished company, we back the scope of were able to get the multiplayer beta. more bang for our buck in our cinemat- Fortunately, by ics, and the results All of the more than 100 3D characters, such as expanding the sched- proved to be of the Lucretia, a Setite priestess, were modeled and ule a few months highest quality. animated by hand by a team of four artists using (from March to Maya. June), we were able to preserve almost all the elements from the initial design. But to What Went Wrong accomplish this, the art and design departments really had to work above and beyond the call of duty for an extended period of time. We did cut 1. Overly ambitious design back a bit in the area of multiplayer by remov- ing the ability to play through the entire single- In retrospect, we were in some ways our own player scenario cooperatively as a team, and worst enemy. Many of the team members had instead replaced that with two smaller, custom- wanted for some time to do a really huge, made multiplayer scenarios using levels and art ambitious role-playing game. When we actu- from the single-player game. ally started the project and had a budget and schedule, we probably weren’t realistic about Part of this was because we did not plan prop- how long RPGs typically take to develop, espe- erly for multiplayer when making some of the cially one that travels to four different cities Java scripts that drive the single-player game. If across an 800-year timeframe. We were very the multiplayer game had been functional earlier reluctant to make big cuts in the design, such in the schedule, the single-player game scripts as cutting one of the two time periods or 59 Section I: STARTUPS59 might have been written from the start to be data structures needed to be changed, which “multiplayer friendly” and we could have meant re-exporting hundreds of levels and mod- shipped more multiplayer content in the box. els. We were making low-level architectural engine changes at a stage when the engine 2. Prototyping with a proprietary should have been pretty much locked down. API Also, because we switched late in our develop- When we started developing the 3D engine for ment schedule, we probably didn’t spend as the game, which we named Nod, the 3D API much time as we should have on compatibility landscape was quite a bit different from how it testing with a wide variety of hardware. In ret- is now. We decided to use Glide as an initial pro- rospect, we should have switched to Direct3D totyping API with the belief that it would be a or OpenGL several months earlier in the devel- more stable platform and avoid the complexities opment schedule. of supporting multiple hardware through a more general API until we had solidified the 3. Pathfinding difficulties engine a bit. However, once we had a basic, functional engine running under Glide, the pro- One problem we identified early in the develop- grammers’ attentions turned toward game play ment process was the problem of pathfinding. and functionality rather than switching the Navigation of variably-sized characters through graphics engine to a more general API such as a completely free-form 3D environment is one Direct3D or OpenGL. Because of this “if it ain’t of the most difficult problems I’ve had to tackle broke” mindset, we expanded our support as a game programmer. Unit navigation is hard beyond Glide fairly late in development. At the enough when you have a flat 2D plane or first public showing of the game at E3 in 1999, restricted 3D environment, but in an environ- we were still basically a Glide-only game, which ment where the level designers are free to make meant we couldn’t demonstrate the game in 32- stairs, ramps, or any other 3D construct you can bit modes or support some features not present imagine, the problem becomes exponentially in Glide at the time. more difficult.

The extensive use of Glide also gave us some My natural tendency when presented with such unrealistic performance estimates for other a sticky problem is, unfortunately, to make it hardware. Since Glide allows low-level access to good enough for the early milestone and demo things like texture-memory management, we builds, and then just “deal with it later.” Unfor- spent significant time writing our own opti- tunately, “later” quickly became “now,” and mized texture manager. When we switched to “now” turned into “yesterday.” We should have Direct3D, most of this work had to be dis- tackled this problem much earlier, before the carded. Since Glide allows more flexible vertex levels were near completion. We should have formats than Direct3D, some of our underlying worked with the level designers to come up with Nihilistic Software’s VAMPIRE: THE MASQUERADE— REDEMPTION 60 a set of restrictions for their levels, or some like bump mapping and specular lighting, were additional tagging in the editor to specify to the cut completely from the initial release because engine where characters should and should not there was insufficient time both to complete the move. Instead, the only hints from the level- feature and to create art to drive it. design tool were “walkable” floor flags, but lit- tle or no special marking of walls, cliffs, and We softened the blow somewhat by moving other pathing hazards. some of these features to a planned patch, which would add them later if the game proved suc- Since we waited too long to address the prob- cessful. Unfortunately there are very few pro- lem, better solutions such as walk boxes or walk gramming tasks that don’t require some sort of zones would have taken too long to retrofit into artist or designer input to find their way into the the more than 100 levels already in the can. finished product, so unless programmers spend Instead, we spent weeks making small iterative the last six months of the project doing nothing fixes to the system to hide the most extreme but fixing bugs, some of this is inevitable. We errors and turn what was an “A” bug into a “B” can justify it to a degree by looking toward the or “C” level problem. likely sequel or add-on projects as a way to take advantage of some of the engine work that was 4. Feature and data timing underutilized in the original title. This is a fairly common problem in games I’ve Self-restraint worked on, and VAMPIRE was no different. The 5. technology team typically looks at the develop- As the project was drawing to a close, we found ment schedule and schedules that entire block of that we ended up with a bit “too much game,” time to achieve a certain feature set. Often, as someone put it. From the start, we decided to however, new engine features get added too late author our data for a high end platform, so in the schedule to be utilized fully by the design- we’d have a good-looking game at the end of ers and artists. the 24-month schedule, and also because it’s much easier to scale art down than up. Unfortu- This happened several times during VAMPIRE. nately, we never really started to rein in our art Some of the more interesting special effects, for and design teams when we should have near the example, were added only a few weeks before middle of the project. Instead, we continued to the data was to be locked down for final testing. add more and more resources to the project, Other features that we added couldn’t even be resulting in a minimum installation footprint of implemented extensively. For example, we added about 1GB. a more flexible language so late that only one to two percent of the surfaces in the game We authored all our textures in 32-bit color and were able to take advantage of it. Some features then scaled them down at load time for 16-bit that we had originally planned for the engine, cards. Our models were also extremely detailed 61 Section I: STARTUPS61

(1,000 to 2,000 triangles each, At Last, on average) and relied on auto- matic level-of-detail algorithms Redemption to scale them down for slower machines. We lit our levels For the first project from a new with relatively high light-map development startup, I can’t resolutions. All of this made imagine how things could have the game look great on high- gone much better than they end systems but it meant the did, except perhaps if we could game was fairly taxing on low- have avoided shipping it the to midrange systems. same year as DIABLO II. As a company, we managed to accomplish the three most In the end, the game just barely important things in this busi- fit on two CD-ROMs. We had ness: not running out of originally planned to include money, not losing any team both 16-bit and 32-bit versions members, and actually ship- of the game textures and allow ping the product. Our pub- players to choose which ver- lisher remained committed to sion to install, but after all the the project throughout its life art was completed there was Characters were created with cycle, and even increased their no room on the CD for more a budget of between 1,000 and support as the project contin- than one version. Likewise for 3,000 triangles. Boss ued to take shape. sounds: we wanted to include characters, such as Ahzra the multiple quality levels but Tzimisce Elder were generally the most complex. The course of development space prevented this. We actu- was amazingly smooth, with ally compressed most of the very few surprises or conflicts along the way. In voice samples with MP3 and had to remove sev- this industry, you can almost bet that at some eral sounds from the game in order to fit it on point in a two-year development cycle some- two CDs. thing traumatic will happen to either the devel- opment team or its publisher, but for us the In the end, our game looked gorgeous but had waters were remarkably calm. About the most difficulty running on machines with less than exciting thing to happen during development 128MB of RAM—and even then, it used a fair was when we lost our entire RAID server while amount of space on a swap drive. This glut of attempting to add drivers to it, resulting in the resources will also make it more difficult if we loss of a few months’ worth of archived e-mails. choose to port the game to a more limited con- sole environment. Our good fortune allowed the team to focus strictly on the game and prevented distractions Nihilistic Software’s VAMPIRE: THE MASQUERADE— REDEMPTION 62 from outside the company. Also, keeping our the developer community at large by attending company focused on just one title and resisting shows like GDC, E3, and Siggraph, our team the frequent temptation to take on more work was able to keep a positive attitude and high and more staff allowed everyone to be on the energy level throughout the schedule. We same team with little or no secondary distrac- remain convinced that small development teams tions. Hopefully, by avoiding feature creep and with a single-title focus are the best way to ship a four-year “death march” kind of ending to quality titles consistently, so our plans moving this saga, we can avoid a lot of the burnout that forward are to staff up gradually from 12 to we have seen and often experienced on other perhaps 16 people over the next few months teams. By maintaining links with both the fan and embark on our next two-year ordeal a little community through our web board, and with older, a little wiser, and just a tiny bit larger. 63 Ensemble’s AGE OF EMPIRES by matt pritchard Back-Story I had an experience in a local computer store AGE OF EMPIRES gives a real-time-strategy treatment to recently that caused me to burst out laughing. I early world history, from 5000 BC to 800 AD, in what had stopped to self-indulgently admire the top- many see as the real-time update to the classic CIVILIZA- 10 PC games display when I overheard the fol- TION. Players choose one of the major ancient peoples lowing exchange between two young men: (each with their own characteristic strengths and weak- nesses) and bring their nation from Stone-Age squalor up the cultural-technological ladder to the sprawling “What do you think about this one, AGE OF splendor of the empires of antiquity. The action unfolds EMPIRES?” wondered the first. in real time—players harvest grain, conduct diplomacy, His companion shot back, “Aww, the Borg at marshal troops from the genre's godlike perspective, watching their shining white cities unfold across jewel- Microsoft just combined and CIVILI- green landscapes. Strong play balance and beautiful ZATION to cash in on these kind of games.” presentation have made this game a pillar of the genre. Always eager to boost our sales, I took this opportunity to tell the young men how AOE Designing the Past wasn’t the creative product of a giant corpora- tion, but of a small group of talented people liv- Perfect ing right in their own backyard. For us, AGE OF Obviously, AGE OF EMPIRES didn’t start out EMPIRES was not only a game of epic propor- looking like the final product. Despite some tions, it was an epic journey for a small band of accusations, DAWN OF MAN (AOE’s original people determined to turn an idea into a real title) wasn’t created to be a WARCRAFT II clone. game company. Along the way, we laughed, we (In fact, WARCRAFT II wasn’t released until after cried, we consumed pizza and caffeine, and we AOE’s development was well underway.) learned a great deal about making games. Instead, the final design was evolved and refined over time, with a few significant design events along the way. One of the best things I think you can have in a game company is a staff that plays a lot of different games. This was true of our staff at Ensemble, and was helped in no Ensemble’s AGE OF EMPIRES 64

small part by programmer Tim Deen’s habit of designers, the enhanced appeal that the game buying and actually playing almost every new would have in Asia would make this a profitable PC game as it came out. decision.

It was Tim who brought WARCRAFT II to the All of these changes occurred because the game’s attention of the rest of the Ensemble staff. At designers weren’t afraid of taking design input from the rest of the staff. Making a game that everyone would be proud of and would want to Game Data play was something that got more than just lip Release Date: 1997 service at Ensemble. Publisher: Microsoft Perhaps the best example of this core value is Genre: Strategy the Wonder, the penultimate building that a Platform: Windows 95 & player can build and use to win the game. In early 1997, AOE was great for slugfests, but that time, many of AOE’s game elements, such everyone felt that the game play needed to offer as resource management, empire building, and something more. Numerous ideas were tried technology research, were taking clear shape. and rejected. Then Mark Terrano, our commu- However, we didn’t really know what to do nications programmer, hit upon the idea of about combat. WARCRAFT II was a splash of building an “Armageddon Clock” that would cold water in the face, waking us up to how force players to drop what they’re doing and much fun real-time combat could be. Several respond to the new challenge. AOE is chock full times a week, the staff would stay late to play of little ideas and touches that were thought up multiplayer WARCRAFT. These impromptu by the artists and programmers. This participa- events continued until AOE reached the point in tion tangibly increased the sense of ownership development when it became more fun to play and pride that we all took in the game. than WARCRAFT. One of things that is truly underappreciated Another major shift occurred a little over half- about the designer’s job is play balancing. The way through development, when the designers designers spent months and months adjusting were looking at AOE’s localization plans. They costs, strength, speed, and many other statistics realized that AOE would be sold in Asia, but in an effort to create a game that was fun to didn’t include a single culture from that region. play and yet didn’t offer any loopholes or We held a company-wide meeting and decided cheats. At this point, I realized that Tim Deen to add early Asian civilizations to the early was truly a gamer’s gamer. During development, European, African, and Middle-Eastern tribes if any of the various iterations of AOE’s design that we’d already developed. Though the addi- opened up a way for one player to take advan- tion would create more work for the artists and tage of another player and thus make the game 65 Section I: STARTUPS65 one-dimensional, Tim would find it. And when required, was done before the computer AI was we didn’t believe his assessments, he would completed, and was based on the data flow promptly show us by using the loophole to kick model taken from human players. As a result, we our butts at the game. For the better part of a initially missed the fact that computer players year, play balancing was a prominent task, and would sometimes issue large numbers of com- it paid off in giving AOE more staying power mands in quick bursts. We did, however, address and better game play than many others in the this oversight with the first patch. An area where recent crop of real-time strategy games. AOE’s communications worked out better than

Blazing the Multiplayer Path Multiplayer support was an integral part of the early design, and AOE was structured in such a way that most of the game could not differentiate between human and computer players. When DirectX first came out, it All of the 2D sprites in AOE began life as 3D models. appeared that DirectPlay would be the best choice for providing communica- tions over the widest variety of connection expected was the game’s ability to dynamically types. To support a high number of moving adapt to latency. A sliding window delays the units, we went with a modified game synchro- actual game time when a command takes effect, nous model, where the entire game is simulta- so that all players receive the command and do neously run on all machines. Only moves, not have to pause before executing it. changes, and commands are communicated to other machines. This approach has the advan- The problem of handling players who have tage of minimizing the amount of data that has dropped from a game presented Mark Terrano to be sent. The unanticipated danger of using with difficult challenges. Since drops are unpre- this model is that it can generate a condition dictable, usually there is no way to know what where the game on one machine becomes out of happened. The problem could be the game sync with the game on other machines. logic, Winsock, the physical connection, or the ISP, and could exist on either the sender’s or This caused some very hard-to-reproduce bugs receiver’s side. Getting the game to handle drops with AOE. Load metering, the process of deter- by anyone at anytime required a great deal of mining how much bandwidth the game updates work. Ensemble’s AGE OF EMPIRES 66

One of the lessons learned from the multiplayer models were then textured, animated, and ren- experience was to make full use of communica- dered out to a .FLC (Autodesk Animator) file tions testing tools, such as automated logs and with a fixed 256-color palette. checksums. Also, we discovered that creating a simple communications data flow simulator So far, the process I’ve described is identical to program can provide great benefits and isolate that of many other games. At this point, how- the communications code from the rest of the ever, the artists added another time-consuming game. step. The .FLC files were handed off to a 2D specialist, who took the animation apart frame DirectPlay also turned out to be problematical. by frame and “cleaned up” each image with Difficult-to-reproduce bugs, quirky behavior, Photoshop. The clean-up process involved and poor documentation made the going more sharpening detail and smoothing the edges of difficult. Guaranteed packet delivery for IPX the irregular shapes. Since most of the sprites in was one of the more notable examples. At the AOE had screen dimensions of only 20 to 100 CGDC, Microsoft promised to deliver this fea- pixels in each direction, the visual quality ture with DirectX 5 and even included in the improvement that we realized was significant. beta. However, when DirectX was actually When AOE was shown at the 1997 E3, the art- released, this feature was nowhere to be found. ists received numerous compliments on their The cost of that one missing item was the extra work from their peers at other companies. time we had to spend writing our own guaran- teed delivery system and a bad packet generator The choice to go with 3D models for the in- program with which to test it. game objects provided benefits for other art needs, as they were readily available for use in the static background scenes that appear on the Painting the Scene menu, status screens, and the various cinemat- ics. The cinematics, including the three-minute AGE OF EMPIRES contains 20MB of in-game opener, were a fulltime project unto themselves. sprite graphics. Even though all of the displays are 2D, we decided early on that all of the The 256-color palette (actually 236) used in graphics in the game would be taken from 3D AOE was something of a problem. The palette models. We used 3D Studio and 3D Studio was chosen and set in stone at the very begin- MAX for art production. Because 3D rendering ning of the project, before most of the models is so time-consuming, each artist was issued two and textures had been created. As a result, it machines each, both usually 200MHz Pentium turned out that some portions of the color spec- Pros with 128MB of RAM, which at the time trum, such as browns for wood textures, had was better equipment than the programmers too few available colors to get the best visual were using. The objects in the game were cre- quality. ated as 3D models that had anywhere from a couple thousand to 100,000 polygons. The 67 Section I: STARTUPS67

The palette wasn’t revised would rise to over 220,000 during the development pro- lines before it was finished). cess because that would have After spending a few weeks required rerendering and studying what we had, I pro- touching up every image in posed a major overhaul of the game—far too expensive the graphics engine structure, time-wise. On the other including writing a major hand, the palette did have a portion in assembly. AOE’s wide and balanced range of original design team asked if colors, which contributed to the frame rate of a bench- the overall bright and cheer- mark scenario could be ful look of the game’s graph- raised from its current 7–12 ics. If we do another 8-bit fps to 20 fps. I told them yes. color game, we’ll generate Inside I was sweating bullets, the palette at a point further hoping that I could deliver along in the development that much improvement. process. I couldn’t just go ahead and rip out the old graphics Going for engine, as it would hold up everyone else, so I spent the Speed Early Asian civilizations had to be next five months working added when Microsoft Performance is an issue for mostly on the new engine. announced plans to distribute all but the simplest of games, Along the way, I managed AOE in Asia. and it certainly was for AOE. some incremental improve- When I joined Ensemble, the ments that upped the frame game was still in an early form and slow. The rate to 10–14 fps, but the big breakthrough two biggest problems were the graphics engine came during an all-nighter, when the last piece (which was just plain slow) and various update of the new design was put into place. Much to procedures, which produced occasional pauses my surprise, the benchmark scenario was now of up to a second in game play. If we were going running at 55 fps. It was exciting to come back to sell to anything but the most cutting-edge sys- into the offices the next day and see the formerly tems, some serious optimization was in order. sluggish animation running silky smooth.

The story gets personal here, as I did a great But my work was not all on the graphics engine. deal of the work on this part of AOE. I started I also spent a great deal of time identifying and by trying to get a handle on what the over optimizing myriad processes in the game. Since 100,000 lines of C++ code did (the source the game was real-time, many improvements Ensemble’s AGE OF EMPIRES 68 involved spreading out a process over several (Tribe). The conversion was very successful and turns rather than of stopping the game until it allowed the AOE programmers to retain a completed. In the end, the optimizations paid nicely object-oriented design. The benefit here off handsomely and allowed us to raise the was that it made the code much easier to modify default resolution from 640×480 to 800×600. and extend, saving the programmers a great amount of development time. A practical lesson that I learned from this expe- rience was how much additional overhead and 2. We made the game database slowdown a game can acquire as it approaches completion. Often, early in a game project the driven engine will show great performance—but the Thanks to the object-oriented design, almost game’s not finished. When you replace the sim- nothing about any object in AOE is hard-coded ple test levels with the complex final levels, add into the program. Instead, huge tables of infor- all the AI, UI, and bells and whistles, you can mation describe every characteristic of every find a world of difference in actual performance. object that appears in the game. The designers This was true for AOE as well. As we used a system of over forty Paradox tables to approached completion and all of the loose ends control and shape the game. As a result, they were tied off, many of the performance gains were able to constantly update and tweak the were traded in for new features. game, and then test their changes without hav- ing to involve a programmer.

Things That Worked 3. We stayed in close contact and working together with the Out (S)well publisher I can’t say enough good things about how the 1. The game was broken into close contact with our publisher, Microsoft, helped the development of AOE. By keeping separate engine and game them “in the loop” on our progress, they worked components with us instead of against us as things happened. About halfway through development, there was The best example of how this relationship aided concern that the code base had expanded far development is the way we handled schedule slip- enough beyond the initial design in some areas page. Each time something took longer than that every new change and addition would look expected or new problems cropped up, we effec- like an ugly hack. Lead programmer Angelo tively communicated the delay to Microsoft. Laudon and Tim Deen took two weeks and sep- With a clear understanding of what was happen- arated the code base into two separate sections, ing and why, they reaffirmed their commitment to the general engine (Genie), and the game itself assist us in producing a quality game, whatever 69 Section I: STARTUPS69 amount of time that would take. So instead of especially game development, involves great sac- being panic-stricken and whacked out, we rifices of time and can be hell on personal rela- remained professional and focused on our goals. tionships. Ensemble’s thoughtful management respected that by going out of their way to 4. We played our own game include families at numerous company dinners and other events, and to make them feel wel- While this may sound simple, it’s very impor- come to come by the offices at any time. tant. Throughout the development process, every person in the company not only play- Additionally, after crunching hard to meet a tested, but played AOE with the purpose of hav- milestone, they would insist that employees take ing fun. As a result, we were very in tune with a couple of days off to catch up with their fami- why the game was fun, and what people were lies. People were allowed flexible schedules if likely to get out of it. We had 20 guys who were they needed them, and flowers or other tokens determined not to let the game play be compro- of appreciation were sent to the families period- mised or watered down. ically. The result of this deliberate action by company management should be obvious; com- 5. Performance was good pany morale and loyalty was higher than I have ever seen in fourteen years of software develop- Performance truly means a lot if you want your ment. My wife loves my job as much as I do. game to have broad appeal. AGE OF EMPIRES can adequately run an eight-player game in 16MB of RAM on a P120 system. Contrast that 7. Localization really worked with TOTAL ANNIHILATION, which requires From the beginning, we knew that Microsoft 32MB and at least a 200MHz CPU for an eight- wanted to release AOE in six different lan- player game. Achieving this level of perfor- guages, including Japanese. About halfway mance required a group effort. The program- through development, we updated our code mers expended extra energy on keeping memory base to provide full localization support. This consumption in check and identifying bottle- required stripping out and replacing all text ref- necks, while the artists culled extra animation erences in the source code and maintaining all frames and reorganized the graphics to maxi- game text in an external resource file. It also mize free memory. placed severe restrictions on how we could draw and display the text. We had to use the Win- 6. The company respected its dows GDI exclusively, something most games shun like the plague. It also meant that interface employees items such as buttons had to be sized to hold the I have to say something about the way Ensemble largest possible translated form of their cap- Studios treated its employees and their families. tions, limiting the clever things one could do It is well-known that software development, with the design of the user interface. Ensemble’s AGE OF EMPIRES 70

But we buckled down and did it, following the 8. We worked as a team that guidelines exactly. And to our pleasant surprise, the conversion was swift and painless. We felt respected all its members even better when the translators at Microsoft A project of AOE’s size required that we all told us that localizing AOE was the smoothest work together in close quarters for extended and most pain-free project they had ever done. periods of time. One of our expressed criteria in The benefit to us was enormous in that we had a hiring new people is that we must be able to single executable program file that was the same respect each other. This respect, complemented for all translated versions of the game, thus by the company’s actions towards its employees, avoiding the huge headache that comes with fostered an excellent sense of family and team tracking bugs and releasing updates for multiple spirit among everyone. We avoided having dif- versions. ferent groups develop a sense of isolation from the project, and as a result, attitudes and spirits remained high even during the worst crunch time. Had tempers flared and cliques developed, I honestly don’t believe that AOE could have made it out the door in 1997.

Things That Went Wrong Or We Could Have Done Better

1. We held the beta test too late in the development cycle A public beta test of AOE was held in August 1997, but we didn’t come near to exploiting the full potential of it. We were too close to the end of the project to make any game play changes, despite the wealth of useful feedback we received. Manuals were already set to be printed, and most of the design had been set in stone. All we could really do was fix any bugs that were found. For any future projects, we vowed to hold the beta testing earlier. 71 Section I: STARTUPS71

2. There was inadequate it. People didn’t know about programming changes or new art that was added to the game, communication with the QA and the level of confusion rose, creating a time people at Microsoft drain and distraction. We all had to stop at For most of the project, bug reporting was han- times just to figure out what was going on. dled through a database and developers didn’t directly communicate with the testers. As a 4. We failed to adequately test result many bugs wound up taking much longer to resolve, and new features went untested. An multiplayer games with modem intermediate database was simply not enough to connections let testers and developers know what the other One problem with our development environ- was really thinking. In future projects, we ment is that it isn’t comparable to the typical would like to assign a specific tester to each pro- end user system. During the course of develop- grammer and have them communicate by phone ment, the multiplayer portions of AOE were every couple of days. Near the end of develop- tested extensively. When we played a game in ment, this did happen for a couple people—for the office, our fast machines, stuffed full of them productivity with testing and bug resolu- RAM, communicated with each other on our tion was drastically improved. high-speed LAN. When we tested Internet play, our communications were handled through the 3. We sometimes failed to company’s T1 line. One thing that we failed to realize in our testing was the fact that most coordinate development through players would be using dial-up modem connec- the leads tions to commercial Internet service providers. Yet another area where personnel communica- And it wasn’t just us; the same situation applied tion could have improved the development was to the testing labs at Microsoft. As a result, among our own teams. Each team—Program- modem connection games were undertested. ming, Art, Game Design, and Sound—has a Bugs that were harmless when ping times were lead person who is responsi- low resulted in dropped ble for keeping track of what games for users on slower each member of his or her Internet connections. And our team is doing. The lead is the high-speed network masked go-to person when someone the fact that under certain outside has new requests for not-so-uncommon circum- the team. As the development stances, AOE could require of AOE progressed and the 15K of network bandwidth pressures rose, adherence to per second—six times what this system broke down as people went direct to even a 56K modem can provide on the uplink get their needs filled quickly. We paid a price for side. As a result, we were taken a bit by surprise Ensemble’s AGE OF EMPIRES 72 when reports of multiplayer game problems dreamed of, while running on hardware and rolled in. Though our first patch fixed this prob- drivers that you never heard of. Looking lem, the situation was unacceptable. Now, each around, nearly every significant game released developer has a modem and several different this year has had a patch or update released for ISPs are used, as modem testing is a big part of it. Rather than deny this reality, we would like our testing process. to allocate resources and expectations in the future so that we can release any necessary 5. Portions of development updates days or weeks after our games ship, rather than months. relied on products that were not delivered on time 7. We didn’t manage “surprise” There was a second reason that modem games events as well as we could have were undertested: problems with the delivery and quality of DirectPlay from Microsoft. Fea- During the development period, we experienced tures that were promised, and even included in several sudden events that caused us, as a com- beta releases, weren’t present when the delayed pany, to stop what we were doing. These events final release was delivered. DirectX 5a wasn’t included the creation of a demo version of the available to us until a month before the game game and materials for press coverage of AOE. shipped. In the meantime, our communications While most of the events were beneficial to the programmer was burning the midnight oil writ- company, we weren’t very good at handling ing the functionality that was expected but not them, and they threw off our schedules. These delivered. Waiting on promised drivers and disruptions mostly came late in development, SDKs is one of the harder things that developers when their impact was felt the most. One of our have to deal with; even those with Microsoft as goals for future games is to minimize the impact a publisher have no control over them. of unplanned events by giving advance notice when possible and restricting them by minimiz- ing the number of people that have to respond 6. We did not plan for a patch to them. The version 1.0a patch, even though it was a success, was problematic in that as a company 8. We didn’t take enough we had not planned for it. The general argument is that if you know you are going to need to advantage of automated testing release a patch, then you shouldn’t be shipping In the final weeks of development, we set up the the game in the first place. While one can take game to automatically play up to eight comput- that stand, it’s also a fact that no game devel- ers against each other. Additionally, a second oper’s testing can match that of the first 50,000 computer containing the development platform people who buy and play the game. Your cus- and debugger could monitor each computer tomers will do and try things that you never that took part. These games, while randomly 73 Section I: STARTUPS73 generated, were logged so that if anything happened, we could reproduce the exact game over and over until we isolated the problem. The games themselves were allowed to run at an accelerated speed and were left running overnight. This was a great success and helped us in isolating very hard to reproduce problems. Our failure was in not doing this earlier in development; it could have saved us a great deal of The AGE OF EMPIRES development team. The author is time and effort. All of our future second from the right in the row of guys who are kneeling. production plans now include auto- mated testing from Day One. could exploit to gain an unfair advantage in the game. Management was stirred to action at both Ensemble and Microsoft, and the decision Patching It All Up to do a patch for AOE was made. Although time was taken away from other projects, and it Once AOE was shipped off to production, we took longer than desired, the patch was a suc- threw ourselves a big party to let off some cess; it vastly improved the quality of multi- stress. It turns out we were a bit premature in player games, fixed the bugs, and addressed the our revelry. Shortly after AOE arrived on store game play concerns that had been raised. And shelves we began receiving feedback on prob- that brings the development of AOE to where it lems with the pathfinding, unit AI behaviors, is today, which I hope is somewhere on your population limits, and multiplayer play. Addi- hard drive… tionally, some bugs were found that a player Ensemble’s AGE OF EMPIRES 74

This Page Intentionally Left Blank 75 SECTION II

Sequels and Sophomore Outings

A sequel project (and really any company’s next e-mails. You are, to some extent, resting on your game after producing a signature hit) marks a laurels, and a soft comfy perch it is. particular point in a company’s life-cycle. You’ve made a game that sold, and maybe even At first glance it seems like easy money—if they made a profit. Your game idea is no longer a bought the first one, they’ll buy the next. But crazy experiment, it’s a proven commodity. The when you sit down to make a sequel, you realize fly-by-night startup is an actual business. People it’s not quite so simple. There are unique chal- know your company’s name, there are fans out lenges involved. Sequels and follow-ups are there with Web sites and bulletin boards, talking harder than they look, as the postmortems in about you. And your publisher is eager to make this section tell us. the next deal, in fact they’ve already penciled it in for Q4 of next fiscal year: the sequel. It’s true that any company making a sequel has several advantages. Obviously, name-recogni- There is, no question, a luxurious feeling to tion is one—there is a pool of people who doing a sequel. It’s a victory lap, an encore. So bought the first game and presumably liked it, what if you’re not blazing a trail into unknown who will immediately be interested in the next territory—at least you get to travel in comfort. one. Financially, there’s a certain guaranteed You don’t have to explain your high concept to level of sales. There is already a community of glassy-eyed listeners, waving your hands in the players out there who will buzz about it on air to evoke an imaginary interface. Publishers gaming boards, and publicize details of the love it. They know you’re a bankable commod- sequel on their Web sites. Game journalists will ity now; they’ll take your calls and return your be more willing to write a preview, since the article has a ready-made hook. And, for better Section II: SEQUELS AND SOPHOMORE OUTINGS 76 or for worse, you will have already have work- The advantages are obvious, but the difficulties ing code, proven game mechanics, and art assets of creating a sequel game are not always as to recycle or use for inspiration when you get apparent until you attempt to do it. The basic down to work. challenge of making a sequel is paradoxi- cal—your job is to make exactly the same game, Crucially, the release of the first game has pro- but more/different/better. Some things (graph- vided enormously rigorous testing of key tech- ics? story?) have to change, but others (audio? nology and design elements. No amount of in- weapons?) must be exactly the same, yet some- house quality assurance testing can replace hun- how improved and more intense. You have to dreds of thousands of users out there in the real decide what the essence of the game is, what the world installing your game on any and all fundamental thing about it that worked was, machine types and display devices, now matter and then deliver it again in an improved pack- how inappropriate or unlikely. If it’s for a gam- age, with better graphics and a few new toys ing console, an army of twelve-year-old boys that extend the basic concept without deviating will have devoted weeks of their time to discov- from it. The games discussed in this section all ering any and all flaws in the design and tech- seemed to succeed by innovating on the small nology. Any flaws in the renderer, any level, expanding and enhancing existing features compatibility problems, will have been rather than transforming them. announced in magazine reviews, and shouted out in ALL CAPS on popular gaming forums. The first time the game shipped, it had nothing The almighty power of the Internet will leave no to live up to. This time, there will be a whole set aspect of your game unmolested. of user expectations. Not everyone likes the same game in the same way, and some people The feedback will also be about the design, and will inevitably complain that what they liked no matter how painful it is, it is worth listening about the original game is gone. Everyone will to. Any imbalance in the gameplay and any have some idea of what you should do, or exploitable bugs in the level design will have should have done, with the sequel, how the been thoroughly hashed over on half a dozen basic formula can be improved. Not everyone Web sites, most likely with illustrative screen- will be pleased. shots. The judgment-calls you agonized over in design meetings will be re-argued endlessly in Also, as noted above, you will have existing public, and it may be clear that you should assets to draw upon—code, design ideas, art- reverse your decision in your next game, or at work. Again, you will have to decide what to least try an alternate path. Regardless, you will keep, what to tinker with, and what to scrap know the public’s opinion, most likely expressed wholesale. Sloppy hacks put in at the last in jauntily intercapped slang. minute to ship the first game can be rewritten cleanly or papered over and kept around for next time. The question of when to fix broken 77 Section II: SEQUELS AND SOPHOMORE OUTINGS77 code and when to rewrite from scratch seems to different. Your hotshot renderer jockey may not be one of the most persistent and vexing in the feel like polishing up old code—he or she may whole field of software management. The argu- only be interested in writing next-generation ments on both sides are endless—the pressure to applications. After all (they may well argue), the reuse assets to save production time is balanced team shipped a successful game, and their against the appeal of the clean slate. reward should be a chance to be creative again, not to grind out the same thing again. It is worth noting, of course, that by the time the sequel ships, the entire industry will have moved Even if your company’s second game is not a forward. Any code you keep from the first game true sequel, many of the problems and opportu- may be three or four years old by that time, an nities are the same. If your first game was a suc- eternity in software years. The minimum accept- cess there are still challenges of continuity, able standard for certain features may have because your company now has an identity, a changed utterly, and Moore’s Law waits for no vibe associated with it. It’s a brand that you man. must now manage. You have a company culture and a set of production processes that have now On the production side, you will have a whole shipped one game, and you have to make deci- history of development processes to follow sions about what to keep and change next time again, or change around—your own in-house around. postmortem of what you did right and wrong last time. Did weekly staff meetings work, or Viewed in the wider context of the games indus- turn into an expensive waste of time? How bad try, sequels are likewise a double-edged sword. was the crunch phase, and how can it be In a sense, they help keep the industry alive by avoided? This can be difficult to evaluate, espe- reducing risk, guaranteeing a certain amount of cially when it involves key personalities on the sales. This is incredibly important in an industry team. But a good, honest postmortem can save as expensive and as risky as the game industry. months of work and hassle and pain. Get it all An average game published by a major game out on the table, and the team will be stronger publisher costs $5–10 million to develop, and for it. requires 1–3 years in development time and a team of 10–50 developers and artists. Anything Finally, there is the issue of team fatigue. No one that increases the odds of a decent return on this is more uniquely qualified to do a sequel than investment is important, especially since many, the existing team, but chances are they are ones many games never make back their production most in need of a change. Unless they’re very costs, while a handful of hits take most of the lucky or truly excited about the project, they’ll profits. Sequels, and the brand name any studio be sick and tired of hockey or orcs or rabbits or represents, offer a modicum of stability in a des- whatever the first game was about and be ach- perately random industry. From the point of ing to work on something new and completely view of the consumer, buying a sequel means Section II: SEQUELS AND SOPHOMORE OUTINGS 78 reducing their risk. They have a better sense of But sequels advance the field in their own way what’s inside the box and whether it’s worth by refining existing styles of gameplay, innovat- investing their hard-earned $50. ing within known genres rather than creating new ones. As we can see in the following post- The other side of the argument is that sequels mortems, sequels are a chance to use what has and copycat titles lack innovation. The dull been learned in the first outing. Experimentation logic of capitalism supports design by for- is useful, but only if we take the time to learn mula—what sold before will sell again. The from the results, to build on the foundation. result is that the industry fails to move improve Someday the medium of digital games will and invent as fast as it should, and the shelves of mature, and we will have an established tradi- retail outlets are stacked with versions of the tion and body of technique to build on when we same title year in and year out. Clearly both make a game. In a sense, the sequels here are a sides of the argument contain an element of glimpse of what that future will look like. truth. 79 ’s DIABLO II by erich schaefer Back-Story The DIABLO series belongs to one of the oldest of all The original DIABLO went gold on the day after Christmas in 1996, after a grueling four-month genres, the —a lone adventurer exploring crunch period. We hadn’t put any thought into full of monsters, traps, and treasure, accumu- what game to do next, but as most developers lating experience, ability, and power. In their sequel to can probably relate to, we were pretty certain the original, Blizzard added a skill system to help differ- entiate characters and suit different playing styles and we weren’t ready to return to the DIABLO world after such a long development cycle. The only further polished the jewel-like simplicity of the game to thing we were certain of was that we wanted to refine the genre almost as far as it could go. DIABLO II's avoid another crunch like we had just experi- stripped-down one-click interface, online competition, and dynamically generated dungeons make for simple, enced. DIABLO II went gold on June 15, 2000, after a grueling 12-month crunch period. After addictive, endless exploration. DIABLO shipped, we spent about three months recovering and kicking around game ideas for game’s one; five character classes, all different our next project, but nothing really stuck. from the previous three; and many new dungeons, vast wilderness tile-sets, and greatly The idea of returning to DIABLO began to creep expanded lists of items, magic, and skills. We into the discussions, and after a couple of wanted to improve upon every aspect of the months of recuperation, we suddenly realized original. Where DIABLO had three different we weren’t burned out on DIABLO anymore. We armor “looks” for each character, DIABLO II dusted off the reams of wish-list items we had would use a component system to generate remaining from the original, compiled criticisms hundreds of variations. Where DIABLO had from reviews and customers, and began brain- “unique” boss monsters with special abilities, storming how we could make DIABLO II bigger DIABLO II would have a system for randomly and better in every way. generating thousands of them. We would improve the graphics with true transparency, DIABLO II never had an official, complete design colored light sources, and a quasi-3D document. Of course, we had a rough plan, but perspective mode. Level loads would be a thing for the most part we just started off making up of the past. The story would be factored in from new stuff: four towns instead of the original Blizzard Entertainment’s DIABLO II 80

the beginning and actually have some bearing Blizzard film department (also in Irvine) con- on the quests. tributed the cinematic sequences that bracket each of DIABLO’s acts, and collaborated on the We knew creating this opus would be a big job. story line. Because we had the gameplay already polished, we figured we would hire some new Almost all of DIABLO II’s in-game and cinematic employees, create some good tools, and essen- art was constructed and rendered in 3D Studio Max, while textures and 2Dinterface elements Game Data were created primarily with Photoshop. The Release date: June 28, 2000 programmers wrote in C and some C++, using Publisher: Blizzard Entertainment Visual Studio and SourceSafe for version con- trol. Genre: dungeon crawl Platforms: Windows and Macintosh started out as Condor Games in Full-time developers: 40 September 1993. The first contracts we landed Length of development: more than 3 years were ports of Acclaim’s QUARTERBACK CLUB Development hardware used: Typical programmer football games for handheld systems and, more workstation: 500 MHz Pentium II running Windows NT significantly, a Genesis version of JUSTICE with 128MB RAM and 9GB hard drive. Typical artist LEAGUE TASK FORCE for . Silicon and workstation: dual 500 MHz Pentium IIs running Synapse, a developer that would later change its Windows NT with 256MB RAM and 14GB hard drive. name to Blizzard Entertainment, was developing Development software used: 3D Studio Max, a Super version of JUSTICE LEAGUE Photoshop, Microsoft Developer Studio/Visual Studio TASK FORCE. Condor ended up pitching the idea and SourceSafe for DIABLO to Blizzard, and halfway through Notable technologies used: Glide, Direct3D, RAD the resulting development process Blizzard’s Game Tools’ Bink, DirectSound3D, and Creative Labs’ parent company acquired Condor, renaming us EAX. Blizzard North.

tially make four times the original game doing Throughout a tangled history of corporate jug- only two times the work. We estimated a two- gling and ownership changes, Blizzard North year development schedule. The DIABLO II team has remained a very independent group. Our comprised three main groups: programming, staff has grown steadily from about 12 at the character art (everything that moves), and start of DIABLO to 24 at the start of DIABLO II, background art (everything that doesn’t move), and finally to our current group of more than with roughly a dozen members each. Design 40. We concentrate 100 percent of our efforts was a largely open process, with members of all on game development. To help keep this focus, teams contributing. Blizzard Irvine helped out Blizzard’s headquarters in Irvine manages other with network code and Battle.net support. The functions, such as quality assurance, marketing, 81 SECTION II: SEQUELS AND SOPHOMORE OUTINGS81 public relations, technical and customer sup- and get rewarded with treasure and experience. port, as well as the operation of the Battle.net But the rewards don’t stop there. We offer a servers. Our parent company, Havas Interactive, steady stream of goals and accomplishments to deals with business functions such as sales, man- entice the player to keep playing. There’s always ufacturing, and accounting. a that is almost finished, a waypoint almost reached, an experience level almost achieved, and a dungeon nearly cleared out.

What Went Right On a smaller scale, we tried to make every single action fun. Moving around inventory items pro- duces pleasing sounds. Monsters die in spectac- 1. DIABLO II is still DIABLO ular fashion, like piñatas exploding in a shower of goodies. We strove for overkill in this sense, A constant theme in previews and reviews of in that players are constantly on of DIABLO II was that we didn’t change anything; it something great—only a few mouse-clicks away was more of the same. At first that struck us as from a dozen interesting things. odd. We kept less than one percent of the code and art from the first game. We rewrote the DIABLO II retained DIABLO’s randomly gener- graphics engine, changed all the character ated levels, monsters, and treasure. This obvi- classes and skills, shifted and expanded the set- ously allows for better replay potential, but also ting, reworked and added to the magic items, serves to make each player’s game his or her brought back only a handful of our favorite own. Players feel an ownership of their own monsters, and designed a ton of new gameplay game experience in that they are actively gener- elements, such as running, hirelings, left-click ating a unique story. It’s enjoyable to tell friends skills, and random unique monsters. about what you have just done in the game, knowing for sure that they have not done the Why, then, did everyone think it was the same same thing. Simply following an online walk- thing? In the end, we decided just to take it as a through won’t help them accomplish goals with- compliment. The play-testers and reviewers out effort. meant they were having exactly the same kind of fun that they had in the original game. Both Finally, DIABLO and DIABLO II are easy to play. DIABLO and DIABLO II provide a constant We used what we call the “Mom test”—could source of simple pleasures, many of which are Mom figure this out without reading a manual? perhaps too basic and obvious to mention in If we see new players struggling with how to sell evaluations and reviews, but which are funda- items, we look at how they’re trying to do it and mental to their success. make that way work too. We strove to make the interface as transparent as possible. You want to We used the term “kill/reward” to describe our open a door? Left-click on it. basic gameplay. Players continually kill monsters Blizzard Entertainment’s DIABLO II 82

First, we make the game playable as soon as pos- sible in the develop- ment process. Our initial priority was to get a guy moving around on the screen and hacking monsters. This is what players would be doing most of The player characters have modular armor of three varieties, light, the time, and it had to medium, and heavy, which were mixed and matched to provide more be fun. We were con- individualized character appearances. “Paper dolls” created on paper stantly able to hone the and in Photoshop allowed mixing and matching of different pieces of controls, pathfinding, armor to see how they worked together on the Barbarian. and feedback mecha- nisms during the entire Want to move to a target location? Left-click on length of the game’s development. Most impor- it. Want to attack a monster, pick up an item, or tantly, it allowed us to determine what was fun talk to a non-player character? Well, you get the to do, so we could provide more of it, and dis- idea. It’s amazing how many games have differ- cover what was awkward or boring, so we could ent controls and key combination for all these modify or remove it. actions when simpler is always better. For instance, it became obvious very early that 2. Blizzard’s development players would be killing large amounts of the same monsters, and those monsters would pre- process dominantly be attacking the players. This gave Blizzard’s development process is designed to us the opportunity to plan for multiple death ensure that we make a great game. While our sound effects and additional attacking anima- goal is to meet the milestones we set, our pro- tions for each monster. If we hadn’t experienced cess, in terms of design and business, is struc- the core gameplay as early as we did, combat tured to allow us to wait until the game is as would have ended up feeling much more repeti- good as it can be before we ship it. We recognize tive. that not all developers have this same opportu- nity, but many of the methods we use along the Also, we constantly reevaluate gameplay and way are applicable to any development environ- features. Up until the very end, if we can make ment. the game better we will, even if it means redoing big tasks. For instance, we decided that we didn’t like the Bone Helmet graphics for the 83 SECTION II: SEQUELS AND SOPHOMORE OUTINGS83 characters more than a year after having ren- to death—the game is clearly going to be a win- dered them, but we went ahead and remade ner. them, even though it took a couple of weeks and the collaboration of four artists. Only weeks 3. Character skill tree away from scheduled beta testing, we scrapped our Act IV level layout schemes because they Our most revolutionary new idea was the char- were just a bit too empty acter skill tree. For a char- and similar. The last- acter to attain more minute fixes turned these powerful skills, he or she levels into some of the must master prerequisite best, befitting their climac- skills. The ability for char- tic function. DIABLO II acters to branch into dif- took more than 40 people ferent areas of the skill and over three years, tree, and to choose a level essentially because we of specialization in each made two or three games skill along the way, pro- and pared them down to vides truly unique charac- the best one. Creating detailed sketches of settings, ters. At the start of such as this hut in the Act III dock town development, we planned Another gigantic reason of Kurast, preceded the actual to use the model from the for our success is our open modeling of background art. Much time original DIABLO: charac- was spent perfecting Act I since it development process. We ters would find and read would likely be used in a beta test or strive to hire people who books to learn spells and demo. The Amazon was the first love games, and we make character to be completed. skills. Unlike DIABLO, games that we want to which had 28 spells shared play. Every member of the team has input into by all three characters, we wanted to create a all aspects of the game. Discussions around the separate group of 16 skills for each of our five halls and at lunch become the big ideas that new character classes. This would definitely shape the game. A programmer suggested to a have been an improvement, but every character designer the concept of gem-socketed, upgrade- of a given class would still end up knowing all able weapons, which turned out to be a huge the same skills as other members of their class. crowd-pleaser. A musician’s dislike for the old frog-demon’s animation inspired us to redo it. Another problem was that players would likely As a team, we don’t have to wonder what our be finding spell books for other character classes audience wants, because we are our audience. much more often than for their own. The skill tree solved these problems. The general idea was If we like the game we are making—especially taken from the tech trees many strategy games if, after two years of playing it, we are not bored employ. In strategy games, players advance by Blizzard Entertainment’s DIABLO II 84 researching new technologies, which in turn nearly infinite character skill and equipment open up further avenues of research. We paths, required a Herculean effort. We found we adapted this to have our characters advance by could not play-balance the climactic fight choosing a new skill or strengthening an old against Diablo without actually playing the skill every time they gain an experience level. entire game up to that point, because we could Characters can gener- not predict what alize by choosing a kinds of equipment a wide variety of skills, character might have, or specialize by allo- or what path through cating many skill the skill tree he or she choices into a small may have followed. group of skills. This meant 20 or 30 hours of play for all We also created a the different charac- strategy element of ters, with a good vari- choosing skills you ety of skill sets and might not use, just so equipment for each. you can get to one Whenever we further up the tree changed the game’s The architecture in DIABLO combines aspects of later. treasure spawn rate many different cultures in order to arrive at an interesting mix that doesn’t look too much like or experience curve, The end result of the any single one. Here, the buildings of Travical we had to test it all skill tree is that one from Act III are based on Mayan and Aztec again. player can develop a references. Necromancer who Further complicating kills monsters with a powerful poison dagger matters were multiplayer and difficulty-mode skill augmented by curses that cause monsters to balance. Would a party of five Paladins, each fight each other, while his friend’s Necromancer using a different defensive aura, be untouch- will summon hordes of skeletons to fight for able? After more than 100 hours of play, is a him, and doesn’t use any curses at all. The lon- fire-based Sorceress unable to continue in “Hell gevity of DIABLO II will be enhanced by the end- mode”? less strategies that can be debated and experimented with. The QA team created a web-based bug-report- ing database through which we categorized and 4. Quality assurance tracked all bugs, balance issues, and gameplay suggestions. In the end, this list delineated more The task of testing a game of DIABLO II’s scope, than 8,300 issues and suggestions. Well-orga- with its huge degree of randomness and its nized teams of testers concentrated on different 85 SECTION II: SEQUELS AND SOPHOMORE OUTINGS85 aspects of the game, divided into groups that 5. Simultaneous worldwide would specifically test character skills, item functionality, monster types, and spawn rates, release or explore the countless variations found in the In the past, Blizzard’s strategy for shipping its random level generation system. The members game has been to get games on North American of the QA team became very good players and retailers’ shelves as quickly as possible after the astute observers of the progress of the game. English version of the game went gold. With the Everything worked much more smoothly than original DIABLO, we created our gold master on our experiences with the original DIABLO. December 26, and some stores had it on the shelves by the 30th. Since DIABLO was released, the percentage of international customers had increased substantially, and with DIABLO II, we fully expect more than half of our sales to come from outside North America.

With such a large number of customers located outside the United States, for DIABLO II we decided that there would be significant advan- tages to coordinating the U.S. release to coincide with the rest of the world, not only to build anticipation for the product, but for the benefit and satisfaction of our customers as well. If we release a game in the United States first, custom- ers in the rest of the world don’t want to wait a few months while we translate and localize it for their country. Due in part to the international climate fostered by the Internet, players around the world all know about the game at the same time and want to get it while it’s hot. They might buy the U.S. version under the table or search out a pirated copy. Worse, they might lose interest by the time we release a localized version. While the player characters are only seen in the game as 75 pixels tall, all were modeled DIABLO II’s simultaneous worldwide release also and rendered in high resolution for use on allowed our marketing and PR departments to the character selection screen and in focus their efforts toward creating a frenzy of promotional materials. Here, the Paladin interest for the first week of sales. Although the stands tall. Blizzard Entertainment’s DIABLO II 86 simultaneous release was a logistical headache, it was all worth it in light of DIABLO II’s superb success.

What Went Wrong

1. Developing the new Battle.net We have always been very proud that our com- pany launched Battle.net with the original Characters and monsters, such as this Vampire, were created in 3D Studio Max. An DIABLO. Just a couple of months after DIABLO in-house tool would render the files from many shipped, Battle.net was the largest online game different angles (eight for all monsters, 16 for service in the world. At DIABLO II’s launch, Bat- player characters), and export them in the file tle.net had more than 6 million unique active formats used in the game. users. Despite the original DIABLO’s success online, we knew as we began development that Realm games would actually be played, secure to create the type of multiplayer experience that character-data servers, and game tracking sys- we wanted to achieve in DIABLO II, we would tems. Trying to shoehorn these elements in the need to fundamentally change the game net- existing Battle.net system proved very difficult. work. For instance, we planned to have character names represent players in Battle.net, but it was And, as we expected, this became one of our designed to handle chatting between account biggest challenges during development. We had names. to reinvent Battle.net’s structure by melding existing technology with new programming and It took a lot of design and implementation time feature sets. This had implications across the to arrive at our final system, where users see board. We had to rethink everything—program- character names but have to send remote mes- ming, hardware, bandwidth, staffing, online sages to account names. We initially believed support, and how we could financially support that working with the existing Battle.net would this model while keeping it free. save us time, but in retrospect, we learned that melding technologies is a difficult process, and Although the original Battle.net had been fur- in some cases, recoding instead of integrating is ther modified to support STARCRAFT as a chat the better course of action. and matchmaking service, for DIABLO II we needed much more: game servers where the 87 SECTION II: SEQUELS AND SOPHOMORE OUTINGS87

2. Launching the new Battle.net larger influx of players to trigger certain situa- tions. The success of Battle.net after DIABLO’s launch created a new challenge for us. When DIABLO Knowing the massive scope of what we were was released, Battle.net was a new online ser- trying to achieve with Battle.net, we had mea- vice. Basically, we were able to ramp up as more sures in place at launch to help us deal with customers joined the service. When DIABLO II issues that arose as usage increased. For shipped, Battle.net had millions of users. The instance, we maintained both a team of pro- level of anticipation was higher than for any of grammers and the entire quality assurance our other games. We were well aware of the department to solve problems as they appeared, expectations, and we knew that no other com- and had our support team working overtime. pany had ever attempted to We also had an action plan create and sustain an online in place to increase hard- service that could support ware and bandwidth as the type of usage DIABLO II needed. In some respects, would experience right out we are victims of our own of the chute. success. We underesti- mated sales, but we also We spent countless hours underestimated the allure preparing for Battle.net’s of playing on the Battle.net DIABLO II debut. We Realms. By solving the teamed with the best ISPs in cheating problem in the word, and conducted DIABLO and enhancing Battle.net with new fea- months of internal and external beta testing. We tures—such as the ability to see everyone’s char- ramped up bandwidth and hardware. We beefed acters in the chat room—we seem to have up the Battle.net, quality assurance, and support attracted a larger share of Battle.net players service teams. than with any of our previous titles.

Although we had more than 100,000 people testing the DIABLO II Realms, having more than 3. Graphics one million customers in just three weeks Shortly before DIABLO II shipped, we began proved to be very different from beta testing. noticing some feedback from customers about The beta test was very successful in uncovering the resolution of the graphics in the game. They many stability issues that were addressed before were frequently labeled “outdated” or “- the launch. After the game shipped, we faced lated.” The shame is that the technology choices bugs that only appeared at much higher usage we made eclipsed the recognition of the fantas- rates. The issues that we faced at launch were tic job the artists did. We put a lot of effort into ones that could not have been simulated in a creating characters, monsters, and landscapes beta test of 100,000 people. It took a much Blizzard Entertainment’s DIABLO II 88

resolutions. In any case, DIABLO II will probably be our last 2D game.

4. Tools

We developed the original DIABLO with almost no proprietary tools at all. We cut out all the background tiles by hand and used commercial software to process the character art. Spells and monsters were balanced by verbal estimates (“Hey, let’s make the lightning about ten percent weaker.”). The Barbarian, translated from the sketches into a full, high-polygon model. Each part of a DIABLO II’s vastly increased scale required much character’s armor (the head, the torso, the legs, each arm, a weapon, and a shield) was rendered better tools, and we made some, but not separately with in-house tools. enough. In many cases we created tools to speed up content creation, but then abandoned them. with a lot of unique character. The game dis- Too often, we decided to keep using inferior plays an incredible amount of action happening tools because we thought we were almost done onscreen in an easy-to-follow manner. Still, with with the game, and didn’t want to take the time all the negative reaction, we probably should to improve them. Unfortunately, in most of have done it differently. When we began pro- these cases, we were not really almost done with ducing art for DIABLO II in mid-1997, we inves- the game, and in retrospect, a couple of weeks’ tigated a lot of options. We mocked up a 3D worth of work would have helped in the year or engine and checked out systems. It didn’t more of development remaining. take us long to go back to what we used in DIABLO: 2D graphics at 640×480 resolution The greatest deficiency of our tools was that with 8-bit color depth. At that time it was still they did not operate within our game engine. the only way to get eight characters, upwards of We could not preview how monsters would look 30 monsters, and upwards of 100 missiles all in the environments they would inhabit. We interacting on the screen at one time without couldn’t even watch them move around until a sacrificing detail and atmosphere. programmer took the time to implement an AI. Even after that, an artist would have to hassle The graphics criticism caught us by surprise. We someone to get a current working build of the thought (and still think) that the game looked game to see his creation in action. Our sound great. We probably should have built in a scal- effects engineers ended up painstakingly creat- ing technology to take advantage of hardware ing .AVI movie versions of animations in order that could display the same graphics at higher to synch sounds with actions. 89 SECTION II: SEQUELS AND SOPHOMORE OUTINGS89

Our lack of tools created the world state. Reloading long turnaround times, the game resets the location where artists would end up of monsters and treasures having to re-animate mon- every time. The character is sters or make missing back- placed in the town he or she ground tiles months after the last visited, not in the wilder- initial work was completed. ness or a dungeon. We should have made tools that let us create content Although this choice was within the game engine. slightly controversial around Instead of just handing off a the office, it had a lot of set of animations and hoping advantages. For one, players they looked all right when could not get stuck, unable dropped into the game, art- to progress further. At any ists should have had the abil- time you can restart in town, ity to position and refight the same monsters for orchestrate their creations more experience and , themselves. The extra tool and return to a difficult area development time would when ready. We created a have been more than offset waypoint system that allows by increased efficiency and characters in new games to higher-quality work. return quickly somewhere close to where they quit the 5. Save-game previous game. Finding new waypoints is a rewarding methodology mini-goal during play. We As much as we tried to make also wanted to discourage the type of play where play- a frustration-free game, we Some of the many locales in Act II: seem to have failed some The Sand-Maggot lair (top), ers feel they must always people with our save-game Jerhyn’s Palace (middle), and the save the game right before a scheme. Sewers (bottom). difficult section, then con- stantly die and reload until Eschewing the common save-game feature we they get lucky and make it through. Finally, it used in the original DIABLO’s single player was just easier to make single-player games and mode, where every facet of the game state can multiplayer games work the same way, and mul- be saved to files and reloaded at will, we opted tiplayer requires the method we used. to make all modes behave more like DIABLO’s multiplayer game. In DIABLO II, we do not save Blizzard Entertainment’s DIABLO II 90

A lot of players don’t like our decision. They wanted to play. DIABLO II turned out to be a feel it is too inconvenient to have to fight their great game, one that many of us still play every way back though the same areas and monsters. day. Initial sales figures are phenomenal, and Many also want the opportunity to experiment reviews have tended to be better than those of with skill choices and equipment purchases, its predecessor. We have gained a lot of experi- then later revert the game back to an earlier ence that should help us make even better games state if they don’t like the results. There are in the future. The only major downside to good points on both sides, and we probably DIABLO II’s development was the inhuman didn’t spend enough time developing alterna- amount of work it required. A year-long crunch tives. period puts a huge burden on people’s relation- ships and quality of life.

The Final Word Our biggest challenge for the future is figuring out how to keep making giant games like Many more things “went right” than could fit in DIABLO II without burning out. As a start, we that section. Our internally controversial plan to are hoping our experience will help us do a bet- tell a separate but parallel story through our cin- ter job scheduling and managing the workload. ematic sequences seems to have succeeded, and We also believe that taking the time to make the workmanship and quality of these sequences better tools will make things easier at the end of has set a new standard. Our marketing and PR projects. Although I tried to avoid personalizing departments did a fantastic job building cus- this article, I am extraordinarily proud of the tomer awareness and creating a frenzy of inter- entire development team. DIABLO II could not est. DIABLO II’s music is outstanding, and along have happened without all the superb individual with an amazing array of sound effects, contrib- efforts, the incredible creativity, and the whole utes hugely to the atmosphere of the game. team’s dedication to the project, for which they have earned my gratitude, and no doubt that of The development of DIABLO II is a remarkable the legions of players who enjoy the game. success story. We got the opportunity to make the game we wanted to make—and the game we 91 ’ UNREAL TOURNAMENT by brandon reinhart Back-Story UNREAL TOURNAMENT is the sequel to one of the defini- UNREAL TOURNAMENT, released in November 1999, was, in a way, an accident. After the orig- tive first-person shooters, UNREAL. For UNREAL TOUR- NAMENT, Epic shifted from a hybrid of single-player inal UNREAL was completed, Epic wanted to fol- low up the project with some sort of add-on exploration and multiplayer deathmatch to a purely glad- iatorial format. UNREAL TOURNAMENT has no single defin- pack. UNREAL multiplayer code was very poor, so the team felt that an expansion that improved ing innovation, but multiple game modes, inventive level multiplayer would be ideal. As feature lists grew design, and improved AI make it a solid incremental improvement to the genre. and patches to UNREAL were released, the add- on turned into a complete and independent game. under development and the team was wearing down. When the game shipped, it met with a UNREAL TOURNAMENT has certainly seen a very large amount of acclaim, but that positive image nontraditional development cycle, one that I feel was tarnished over time as hardcore players would not have succeeded in any other genre. began to complain about the terrible network Ultimately, our decisions paid off, because the support. The UNREAL team was now faced with game earned more than five “Game of the Year” several more months of work on the game, awards and is consistently rated in the top nine- essentially to bring it to the point it should have tieth percentile in reviews. The online commu- been at when it was put on shelves. nity is producing excellent expansions and modifications to the game and we feel that Early in the process, plans were discussed to UNREAL TOURNAMENT will be around for a work on an official Epic add-on to UNREAL. The long time to come. add-on would introduce much-improved net- work play, new maps, and probably some new game features. The original ideas for the add-on Early Development were never put on paper, and it never had a name. I was hired by Epic in August 1998 to A proper look at the development of UNREAL assist with patching UNREAL. Eventually I TOURNAMENT begins with the completion of started to write new code for the add-on with UNREAL. The Unreal engine was four years Steve Polge. Epic Games’ UNREAL TOURNAMENT 92

Initial work on the add-on in early summer the game with new features and better net code. 1998 was made difficult by the fact that Epic The amount of content grew, and we soon real- was a virtual company. The last year of ized we had a much larger project on our hands UNREAL’s development took place in Canada, than we had originally thought. In November, with the U.S.-based Epic team flying back and after meetings with our publisher GT Interactive, forth to work with in London, Mark Rein suggested we turn the add-on into a Ontario. When UNREAL was finished, no one at separate game. Initially, the team opposed the idea. We wanted to finish the project quickly and Game Data move on to something fresh. The promise of a Release date: November 1999 much higher profit potential, coupled with our Publisher: Info Games recognition of the state of the project finally led us to agree with GT. In December, the name Genre: first-person shooter UNREAL: TOURNAMENT EDITION was chosen, Intended platform: Windows 95/98/NT, Linux with “Edition” subsequently dropped from the Project budget: $2 million title. Project length: 18 months Team size: approximately 16 developers Code Length: 350,000 lines of C++ and UnrealScript A Game Takes Shape Critical development hardware: Pentium II 400s Epic’s internal structure is extremely liberal, with 256MB RAM and Voodoo 2 or TNT-based cards probably the most liberal in the entire gaming Critical development software: Microsoft Visual industry. Programmers work on the projects Studio, 3D Studio Max, UnrealEd they want to work on, with major features being assigned to whoever steps forward to take on the task. Artists work with level designers but Epic wanted to travel anywhere, but at the same are given significant design freedom. Level time the team recognized that they needed to designers work on the kinds of maps they think move to a central location. The team decided to would be cool. This design philosophy pervaded relocate all of its employees to Raleigh, N.C. UNREAL TOURNAMENT’s development. In December, I downloaded a sample of a new By September 1998 everyone was together or UNREAL mod under development by an Austra- had a travel plan. Work started to come together lian named Jack Porter. The mod, UBrowser, rapidly on the add-on project. Steve Polge had was a server browser using a Windows-like laid the groundwork for several new game types, GUI. It was impressive, so I showed it to James including and Domination. The Schmalz, lead designer at Digital Extremes, who level designers had five or six good maps ready said, “We need that, we need to hire this guy.” A for testing. Throughout sporadic but intense few weeks later Jack was a part of the team, meetings, the team agreed to focus the add-on expanding his UWindow GUI and reworking entirely on improving the multiplayer aspect of 93 SECTION II: SEQUELS AND SOPHOMORE OUTINGS93

UNREAL TOURNAMENT’s menus to use the sys- Cedric “Inoxx” Fiorentino designed CTF-Face, tem. an extremely popular Capture the Flag map. I added the Multi-Kill system after a short discus- Jack fit into the team perfectly, bringing a com- sion with lead designer sparked plete solution for the interface and menus as the idea, and Jack implemented decals shortly well as his own independent programming ini- before we shipped. It was this individual creativ- tiative. Weekly meetings infused order into our ity that ultimately bound the team together. chaotic corporate structure. Everyone would Each new feature infused everyone with the debate and yell about what features were cool enthusiasm to add more. and what features sucked. Once the first batch of new player models, The assignment of major features was largely weapon models, and maps was completed we automatic. Tim Sweeney realized we had a game quite worked on improving net different from UNREAL. Feed- code and engine fixes. Steve back from the UNREAL death- Polge wrote the original AI match community (including code and focused on adding the highly vocal QUAKE com- player orders and other munity’s complaints) also improvements (in addition to drove our designs. Subtle filling out the new game alterations to player move- types). Jack had the window- ment and control changed the ing system and a lot of menus feel of the game completely. to work on. Programmer Erik Some changes in game de Neve was in Europe put- play—such as whether to ting together level-of-detail enable weapon-stay in single code as well as experimenting player—were controversial, so with next-generation technol- we held polls on popular ogy. I worked on the single- UNREAL message boards. player game, game-play fea- tures, scoreboards, HUDs, Throughout the spring and special level actors, tutorials, summer of 1999, Epic was and wrote a lot of the game’s pursuing contract renegotia- The characters in UNREAL story and character back- TOURNAMENT were designed to tions with GT Interactive. ground content. be futuristic pit fighters. The Everyone believed the game selection of characters include could ship at any time, so The best features were added ex-military specialists, development became stop- entirely by of criminals, and alien warriors and-go. We would be in a individuals. Level designer such as the Necris Phayder code lockdown one week and Assassin pictured above. Epic Games’ UNREAL TOURNAMENT 94 adding major new features the next. The result of this jarring development cycle was good and bad. The periods of code lock- down allowed us more time to play-test and fix bugs, which con- tributed greatly to the game’s overall polish. On the other hand, it prevented us from adding many features that would have other- wise been included, and it was detrimental to the morale of the team. We liked working on UNREAL TOURNAMENT, but it still felt like old technology to us. The world had seen the Unreal engine; A close-up shot of the Black Thunder skin on Shane Caudle’s we were ready to move on. Male1 model. This was one of the first new skins developed for UNREAL TOURNAMENT.

New Code, New ing a massive amount of customization with only a small amount of work. Another one of Features the 256×256 textures was reserved for team As it turned out, though, we had a lot of time to color bits, so that a player skin could encompass all five possible team colors (none, red, blue, yel- enhance the engine. UNREAL was before its time, and a lot of the content and code was rushed by low, green) without too much memory use. the need to ship. With UNREAL TOURNAMENT, the team had a lot of time to use previously Level design didn’t stand still either. Changing unexplored engine features. Erik de Neve’s level- from single player to deathmatch-oriented of-detail code ended up really speeding the game design was refreshing for the designers, but not up, giving us room for beefier characters and without its unique challenges. One issue was the more map decorations. Early on we experi- task of balancing the number of “hardcore” mented with using 16 256×256 textures per maps with “theme” maps. A hardcore map player, but opted for three or four 256×256 focuses entirely on layout and game play, while pieces out of memory considerations. This qua- the overall style of the map comes second. drupled the detail available to our skin artists Theme maps, on the other hand, focus on a uni- for the player models. Reserving one of the fying idea or look and build from that. For 256×256 textures for the head alone allowed us example, the Koos Galleon, designed by Pancho to mix and match body skins with heads, yield- Eekels of Digital Extremes, is a large sailing 95 SECTION II: SEQUELS AND SOPHOMORE OUTINGS95

ship. It’s a very beautiful level, but focuses on which makes designing a weapon like designing the theme of being a ship more than being a two weapons in one. UNREAL’s stinger and dis- deathmatch map. The UNREAL TOURNAMENT persion pistol were not needed in UNREAL team decided that mixing the two styles was the TOURNAMENT. Those weapons were good in best approach. UNREAL, because a player needed to start with simple, weak weapons and build up. In UNREAL While most magazine reviews have expressed TOURNAMENT, all the weapons had to be frustration at the theme-oriented maps, we equally effective and carefully balanced. A didn’t want to appeal to only the hardcore player good with the minigun needed to be crowd. Including maps lethal with it. A player good with the pulse gun that were designed for needed to be lethal with it. Eventually we settled their look and feel on the current load-out, but made quite a few increases the game’s gameplay changes to the weapons that stayed interest to average play- from UNREAL. Each weapon was also given a ers who aren’t skilled much more beefed-up look and sound. enough at the game to benefit from hardcore designs. Realism through In the End, textures and architec- ture is one of the Unreal It All Worked Out engine’s strengths and it While the talents and devotion of individual was critical that we team members created the content, the overall exploit that strength. team spirit tied it together. UNREAL TOURNA- Ultimately, we shipped MENT’s design process was often reckless, but UNREAL OURNAMENT T the game that resulted is nevertheless very pol- with somewhere around ished and a hell of a lot of fun. The deathmatch- 45 to 50 maps, offering focused first-person shooter doesn’t need a more than enough vari- story, dialogue, or scripted sequences, which are ety and replay value for all features that more or less require an orga- everyone. nized design. Had we applied our hodgepodge design approach to a more focused genre, we Another task we faced probably would not have had such a successful was choosing which of Epic hired several game. UNREAL TOURNAMENT should not be UNREAL extremely skilled ’s weapons to seen as a lesson in how to design a game, but as contractors to assist keep and which to ditch. a lesson on how to organize a small team of with art production. UNREAL TOURNAMENT developers. This is an extremely has two firing modes, detailed female skin by Steve Garofalo. Epic Games’ UNREAL TOURNAMENT 96

public response into something positive. While we felt that our game would definitely stand on What Went Right its own, we had to ensure that the positives were being clearly broadcast. Epic was very careful to 1. Smart internal marketing avoid mentioning QUAKE 3: ARENA whenever possible, keeping the focus solely on UNREAL team TOURNAMENT’s features and staying away from At the front of Epic’s public relations were comparative previews. Mark Rein and Jay Wilbur. Their job was par- ticularly difficult during the development of Most interviews and previews would ask us the UNREAL TOURNAMENT. The media perceived us inevitable “What about QUAKE 3?” question, to as impossible upstarts, tak- which we tried to answer ing an engine with terrible with complete respect for net-play and attempting to id’s project. Everyone knew compete against id Soft- that UNREAL TOURNA- ware, the industry multi- MENT and QUAKE 3 would player champion. Both be pitted against each Mark and Jay fought hard other. Mark and Jay estab- to win over supporters in lished very early on that the the online and magazine competition would be press. Mark made sure that friendly. the team stayed profes- sional and that everyone 2. Liberal was saying what he needed to be saying. Jay hunted internal structure, down potential engine lic- open design ensees, and helped establish discussion a level of curiosity among The laid-back environment the community and media. that both Epic and Digital Extremes fostered greatly UNREAL TOURNAMENT enhanced the quality of was able to garner signifi- UNREAL TOURNAMENT’s deathmatch UNREAL TOURNAMENT. cant magazine coverage maps were not constrained to any one Everyone was free to sug- because of the ongoing particular theme or timeframe. Cliff gest or implement an idea. “QUAKE killer” debates. Bleszinski’s DM-Barricade, shown Programmers had as much Mark and Jay worked to above, is a castle floating above a design freedom as anyone turn the initially negative storm, while Pancho Eekels’ DMGalleon is a massive ship sailing the ocean (bottom). 97 SECTION II: SEQUELS AND SOPHOMORE OUTINGS97

else on the team. Cliff Bleszinski (Epic) and kept small. The open hours often saw team James Schmalz (DE) were the lead designers of members working a 24-hour day, sleeping on a their respective companies and served as content couch for six hours, and then working another filters. They worked towards focusing the ideas 24-hour day. put forth in the meetings. In addition, both of them contributed significantly to the final game In addition to fostering a hardcore work ethic, content. James designed two of the player mod- the system created a sideways information flow. els and created many skins and faces, while Cliff A programmer would go straight to the artist he designed many of the game’s best maps. needed something from, instead of through an art director. The fast communication allowed the programmers to stomp out bugs relatively quickly and the level designers to talk directly to the texture artists. An example of this was the single-player ladder system. Shane Caudle designed the art and I wrote the code. The fewer people we had to consult in order to complete the task meant a much faster turnaround. Everyone participated in giving the “coolness factor” thumbs-up or thumbs-down, but the actual development process was intentionally kept thin.

3. Direct communication with the gaming community Nearly every Epic and Digital Extremes After the release of UNREAL TOURNAMENT, the Epic employee frequented message boards dedicated team started working on a free bonus pack to the subject of UNREAL and UNREAL TOURNA- containing additional models. These are concept MENT. The majority of Epic employees were drawings of the Skaarj Warrior model for the pack. drawn directly from the gaming community, either through mod projects or independent Team members were allowed to come into work game work. Keeping in contact with the gaming when they wanted and stay however long they community allowed Epic to focus on the target felt like being there. The only requirement was audience during the design process. Beyond our that every member attend a weekly design and direct communication with the UNREAL commu- focus meeting. This system worked because Epic nity, we also trolled QUAKE 3 message boards, was very careful to hire mature, dedicated reading the discussions of the fans of our lead employees and the core development team was competitor’s game. Learning what people liked Epic Games’ UNREAL TOURNAMENT 98 in a first-person shooter members demonstrated and why they liked it that the tutorials were helped us change the useful for attracting and marginal multiplayer keeping new players. experience in UNREAL to the much faster paced This community-minded- gameplay in UNREAL ness greatly contributed to TOURNAMENT. the quality and complete- ness of UNREAL TOURNA- The gaming community MENT. We had a very can really help set the good idea of what players tone for your game. In the Assault game type, players have to wanted. As I mentioned When UNREAL was enter a heavily defended base and earlier, we often posted released, the online com- complete map-specific objectives to win. controversial design ques- munity became Assault was the most difficult UNREAL tions on public message extremely vocal and TOURNAMENT game type to design, boards to gauge public balance, and play-test. angry about the state of reaction. The results of the net play. While most these polls were taken into magazines had reported consideration when the positive experiences with UNREAL’s single-player feature in question was implemented. mode (reflected in positive reviews), the media eventually came to reflect the cries of the hard- 4. Strongly object-oriented core gaming community. This was in part because the net play was poor, but also due to engine design the fact that many members of the gaming The Unreal Tournament engine’s strong object- media are themselves hardcore game players oriented design makes it extremely modular. and visit those same message boards and com- This modularity allowed our programmers to munity outlets. make massive changes to parts of the game without affecting other features. Each sub- We also learned that while the hardcore commu- system is connected to other subsystems through nity is very vocal, it is also relatively small. a clearly defined interface, and platform-specific Designing a game to appeal to that community code is consigned to separate libraries. Creating alone is a critical mistake. Early in 1999 we the Linux port, for example, was simply a mat- started work on tutorials for each game type. ter of rewriting an input and sound device and The tutorials are far from definitive, but they writing a Linux version of the platform-specific did cover the basics of playing a 3D shooter. behavior. Testing on the parents and grandparents of team 99 SECTION II: SEQUELS AND SOPHOMORE OUTINGS99

Throughout UNREAL TOURNAMENT’s develop- value of the mod community and we wanted to ment, Tim Sweeney and Steve Polge worked on make the game attractive to new artists and pro- improving the networking code. The modularity grammers. Constructing game code in this way of the engine meant that their work didn’t dis- made it much easier for us to prototype our own turb anyone else’s work. Some features, such as new features. Early UT weapons and pickups Jack’s decal system, were added very late in the were child objects of UNREAL. The two games project. The decal system added a lot of depth can easily coexist even now. and feedback to the game, and took less than a week to get working and fully debugged. Erik de 5. Good timing Neve’s mesh level-of-detail code touched only a handful of source files. This ease of use is also As I said earlier, UNREAL TOURNAMENT was reflected in the engine’s developed in the same time scripting language, Unreal- period as id Software’s Script. Calling it a scripting QUAKE 3: ARENA. The two language is a misnomer; it’s games promised to be of actually a lot like Java. the same genre and the two Weapons, pickups, level companies were known for events, AI nodes, and other a high level of competition. world actors are all inde- While we tried to avoid the pendent objects. “QUAKE 3 vs. UT” compar- isons, they ultimately A weapon can be added to worked in our favor. The the game without touching Steve Polge, our AI and game play high level of public interest any source files but the new programmer, made the bots in the new engine war understand the unique advantages object definition. This greatly increased our visi- and disadvantages of each weapon. bility. Magazines and Web highly extensible language Here a bot is moving in very close to meant that each program- use the powerful Flak Cannon. sites often posted split pre- mer could add extensive views instead of focusing new game-play features with a very limited set on one game in particular. Interviews with id of potential side effects. In the end, 90 percent employees would always lead to UNREAL TOUR- of UNREAL TOURNAMENT’s game-play code was NAMENT questions and vice versa. written in UnrealScript. UNREAL TOURNAMENT took almost exactly a The Unreal Tournament engine’s modular pack- year and a half to develop, giving the team a lot age system coupled with UnrealEd makes the of time to pack in features. We didn’t have to game a mod-creation system out of the box. We focus on writing an engine from scratch, so we designed a lot of our code with amateur exten- were free to focus entirely on improvements. At sion in mind. Everyone at Epic recognized the this point, we’ve released three patches for Epic Games’ UNREAL TOURNAMENT 100

UNREAL TOURNAMENT that have solved a ber, pushing us very close to QUAKE 3’s release handful of relatively minor problems. The team date. While UNREAL TOURNAMENT often per- has had a lot of time available to spend on add- formed better than QUAKE 3 in reviews, we ing even more features to the game since its believe that sales would have been much higher release, instead of fixing outstanding issues. By still had we released in October. Word-of-mouth the time this article hits the stands, we’ll have is a powerful force and the extra month would released our first bonus pack: a free collection have given us time to build a larger community of new models, maps, and game-enhancing fea- before Christmas. tures. 2. No central design document While I am a big supporter of open, cabal-style What Went Wrong design, I have to stop and wonder how UNREAL TOURNAMENT would have turned out had we a strong initial design. It’s quite possible that the 1. Bad timing game’s weaker elements would have been much stronger if we had put together some concept art Many aspects of the game’s timing worked and focus material. In reviews, we have been against us. While the QUAKE 3 vs. UT hype criticized for not having enough variation in increased our exposure, it also set a very hard characters. If UNREAL TOURNAMENT had had a deadline for completion. It was critical that we library of concept art to draw from, we might complete the game before QUAKE 3 was have had more interesting alien warriors. The released. The media advantage belonged to id story is more or less nonexistent in UNREAL and we believed that if UNREAL TOURNAMENT TOURNAMENT, but at times we considered hav- launched after QUAKE 3, we would be forgotten ing in-game cut-scenes as rewards for a player’s in the storm. At the same time, however, we progress. The idea was dumped, but a design were caught up in grueling contract renegotia- document might have made it easier to visualize tions with GT Interactive. We did not want to those scenes. deliver the completed game until we knew the contract would work in our favor. Many times I suppose this isn’t really a “what went during the development of the game we were wrong.” It’s simply more of a “what we should promised that a resolution to the contract issue have done.” I think it’s important to think was close at hand. about the game in that light. UNREAL TOURNA- MENT is a very fun game with a lot of features The team would race to reach a point where the packed into a short amount of development game could be shipped, only to have negotia- time. Those features were largely added tions drag on. The gold master was delivered to through spur-of-the-moment decisions. A more GT days after a final contract was agreed upon. unified approach to design would have allowed Unfortunately, the game hit shelves in Novem- us to construct features that play on features, 101 SECTION II: SEQUELS AND SOPHOMORE OUTINGS101

or even think of ideas we didn’t have the per- To compound this problem further, Digital spective to realize. Extremes and Epic were attempting an expensive merger. As UNREAL TOURNAMENT came to a Epic will always be a very open, liberal com- close, it became clear that the merger would not pany when it comes to the design process. If we happen. It was prohibitively expensive for a develop a design document, we’ll use it with the small company to move across the border. Many understanding that it can be modified at any Digital Extremes team members already had time. That having been said, I think there is a apartments and plans for living in Raleigh, and definite positive argument for having some sort the news of the terminated merger process was of central guide to everyone’s ideas. Having the devastating. ability to sit down and look over the big picture is very valuable. Much to Digital Extremes’s credit, the company quickly recovered and moved to its backup plan 3. Co-development across two of developing its own game with the Unreal Tournament engine. Nonetheless, the process of countries co-developing the game had taken its toll on Epic Games and Digital Extremes co-developed everyone. The ups and downs of the merger pro- UNREAL TOURNAMENT. The Digital Extremes cess had a negative effect on team morale. Had team was located in Canada and Epic was the co-development happened between compa- located in the U.S. Epic supplied the program- nies more closely situated, it would not have ming team and a large group of content design- been a problem. ers. Digital Extremes provided level designers, a sound guy, and texture artists. James Schmalz, the high-up man at Digital Extremes, contrib- uted two of the game’s player models and a lot of art. This co-development worked well for the most part, but near the end of the project it became very difficult. During UNREAL, Epic team members flew to Canada to work at Digi- tal Extremes’ offices. With UNREAL TOURNA- MENT, it became Digital Extremes’s turn to do the traveling. Unfortunately, flying and driving back and forth every couple of weeks is a very draining experience. Many of the Digital UNREAL TOURNAMENT used from three to four Extremes team members spent several weeks 256×256 textures per model. This allowed us to away from their wives and girlfriends. Near the focus a lot of detail in the head and face area. end of the project, they grew increasingly frus- Within the game a player can choose a skin and trated with the situation. then swap through several different faces. Epic Games’ UNREAL TOURNAMENT 102

4. Not enough artists updated. Several interface bugs have plagued UnrealEd for some time and nobody on the On the content side, UNREAL TOURNAMENT team had the time or inclination to fix them. If was held back by the number of available art- we had a more easily extensible tool, the team ists. Epic’s artist, Shane Caudle, is a supreme would have been able to add extra features to Jack-of-all-trades, creating skins, models, and the editor for level designers to use. As it stood, levels of the highest quality. He spent most of the editor was considered “off limits” for new his time working on new player models and features. skins for those models. Digital Extremes brought a few texture artists to the table, but not enough to create the huge libraries of new Where We Go from textures needed for the game. In order to sup- plement the skin and texture production, Epic Here turned to contract artist Steve Garofalo. The things that went wrong are, all in all, much less significant than what went right. UNREAL Even with the additional help from external TOURNAMENT could have benefited from a sources, the team was unable to produce enough more focused initial design and a more solid new textures. Level designers who wanted cus- ship date, but it turned out to be very polished tom textures for their maps had to make do and a lot of fun. Many of the factors that with their own texturing ability. While the final worked in our favor, like timing, also worked texture and level count in UNREAL TOURNA- against us to some extent. “What went wrong” MENT is quite high, the levels would have been is a good way of looking at what we could have much more impressive had the team been able done to make UNREAL OURNAMENT to act with full freedom. Since the completion of T even bet- ter. UNREAL TOURNAMENT, Epic has hired both Steve Garofalo and John Mueller to strengthen UNREAL OURNAMENT the art team for future projects. T served as a good learn- ing tool for the team. We have a good idea of what processes we need to adopt to produce 5. Visual Basic editor interface larger, more story-driven games in the future. The Unreal Tournament engine uses UnrealEd We see UNREAL TOURNAMENT as a good lesson as its level design and content management tool. in how to organize a team and produce a game For several years, UnrealEd has used a window- in a short amount of time. The team has grown ing interface written in Visual Basic. The VB socially, and everyone is much more experienced code is fragile and very old. Add to this the fact in the process of game development. We feel that nobody at Epic except Tim Sweeney knows very prepared to face the upcoming challenges or cares about VB, and you have a level design and, hopefully, to continue to be seen as innova- team that is stuck with a tool that’s not easily tors in the industry. 103 ’ TIBERIAN SUN

by rade stojsavljevic Back-Story COMMAND AND CONQUER is one of the widest-selling Ever since the release of Westwood’s 2 in 1992, real-time strategy (RTS) games have series of all time for the PC, a real-time strategy game become the hottest-selling computer games set in a future history of Western allied nations, terrorist around. Countless RTS games were released cults, and rogue mutants. Like any good sequel, TIBE- RIAN SUN took the familiar formula up a notch with new soon afterward including COMMAND & CON- units, improved AI, and cinematics starring big-money QUER (C&C), RED ALERT, WARCRAFT II, AGE actors, such as James Earl Jones. OF EMPIRES, and TOTAL ANNIHILATION. These games have propelled the genre to new heights and have drawn an increasing number of fans. game, we assembled a team that consisted of veterans from C&C and RED ALERT along with After the success of C&C and RED ALERT, the a couple of new faces, including me. We started team at Westwood Studios started work on with the goal of taking what made C&C fun TIBERIAN SUN, the sequel to C&C. To build the and expanding it even further. To begin the development process we reviewed what makes a great RTS game and came up with one answer: tactics. Westwood doesn’t build games based on a specific technology and we never sell technol- ogy over the game play. We have a firm belief that a great strategy game must have interesting, fun, and new tactics that afford players a multi- tude of unique ways to play a game. We wanted TIBERIAN SUN to appeal to a broad audience, yet also appeal to core game players and fans of the series.

Towards this goal, we continued to apply a “wide and deep” approach to designing the tac- tics we created. Wide and deep essentially means a nice assortment of diverse yet readily apparent Westwood Studios’ TIBERIAN SUN 104

tactics that, under the surface, contain an even was to maintain the feel of the original. When greater number of tactics. With this approach, making a sequel, the question that always has to you can provide first-time players with a num- be answered first is, How far do you stray from ber of different things to do while letting more the original game to make it compelling, yet still experienced players discover new and advanced familiar? The intent with TIBERIAN SUN was to tactics on their own. These design goals made maintain, as much as possible, the feeling of the working on the game more challenging—as if original while providing new and interesting tactics for players to master. To aid in this goal, Game Data when adding a new feature we asked the ques- Release date: September 1999 tions, “Is this consistent with COMMAND & Genre: real-time strategy; science fiction CONQUER?” and “How can we make it easier and even more exciting?” Intended platform: Windows 95/98/NT 4.0 Project length: 36 months In this area, it really helped to have a develop- Team size: 25 full-time, 15 part-time developers ment team that worked on the previous games. Critical development hardware: Pentium Pro and They were able to draw from previous experi- Pentium II machines, 200 to 450MHz dual-processor ences to create a consistency in the game with 128 to 256MB RAM, dynamics. This gave the team a great deal of Creative Labs sound cards, Windows 95/98/NT, SGI independence since everybody already had a 02 workstations, BlueICE accelerators good idea of how the game was supposed to Critical development software: Microsoft Visual look, play, and feel. The main areas we focused C++, Lightwave, 3D Studio Max, Discreet Flint, Adobe on in order to be consistent with previous games Photoshop, Adobe After Effects, Adobe Illustrator, Avid were the user interface and unit behavior. We Media Composer, Filemaker Pro, Deluxe Paint knew we had to keep the sidebar metaphor for unit construction, but we wanted to update it to being the biggest project in Westwood Studios’ accommodate new features, such as unit queu- history wasn’t enough. ing, waypoints, and power/energy control.

For unit behavior there was a set of rules that we had to conform to, specifically how a unit What Went Right deals with player commands so that its internal logic never overrides a player’s orders. One of the times we tried to change the rules was when 1. Maintained C&C style of harvester threat-avoidance logic was intro- game play duced. I remember hearing lead designer Adam Isgreen screaming at his computer when his har- One of the most difficult tasks we had to over- vesters refused to obey his orders to retreat. We come during the development of TIBERIAN SUN decided to scrap that idea shortly afterward. 105 SECTION II: SEQUELS AND SOPHOMORE OUTINGS105

It was important for the with it in a short time. overall visual presentation Another nice benefit of mak- of the game to bear a resem- ing a sequel is that we had a blance to its predecessors in set of basic features we knew order to maintain a consis- worked based on previous tent artistic style. We games. These provided a decided to alter the perspec- solid foundation that could tive slightly, rotating the be expanded upon and modi- camera to create a three- fied as needed. fourths isometric perspec- tive that afforded a better We started with features Concept sketch of an Orca sense of depth and realism from the previous games that bomber. in a 3D perspective. It was we knew we wanted and at this point that we decided not to use a polyg- updated them to fit a world that was 30 years in onal engine since it wouldn’t be possible for us the future. Tanks evolved into two-legged mech- to keep the system requirements low enough to anized walkers, soldiers could now use drop achieve the mass-market appeal that we wanted. pods launched from space, and cloaking tech- Also, at the time we planned to release TIBERIAN nology advanced to yield a stealth generator SUN, 3D accelerator cards and systems weren’t that hid many units and buildings at once. fast enough for us to maintain the visual detail When it came time to create the story, we we wanted for the hundreds of units and struc- already had the basic framework in place. There tures on-screen at once. was a very rich and fascinating world to draw upon when creating new characters for this 2. Working on a sequel to a story. The one difficulty encountered was mak- ing sure the story could stand up on its own and successful franchise be accessible to new players without subjecting Being the fourth RTS game Westwood has done, players familiar with previous games to mind- there were a lot of lessons learned that the team numbing exposition. To solve this problem, we was able to carry forward into TIBERIAN SUN. set the story 30 years after the end of the origi- First, we had an established and streamlined nal, which provided an opportunity to create an user interface. This user interface has been a outstanding introduction that showed players of Westwood RTS games since what had been going on in the world. DUNE 2, and we’ve been gradually improving it ever since. Anyone who has ever played a West- 3. Team experience and wood RTS is immediately familiar with the con- trols and can jump right into the action. cohesion Additionally, the interface is simple and intuitive The TIBERIAN SUN development team is one of enough to let new users become comfortable the most experienced and professional teams Westwood Studios’ TIBERIAN SUN 106

I’ve ever had the privilege of could produce missions. The working with. For many of designers worked well the team members, this was together and were friends; the fourth RTS game they something that helped a lot had done (the previous being when there were differences DUNE 2, C&C, and RED of opinion. It proved to be ALERT). This level of experi- very beneficial to know that ence was key in allowing the you could argue your point team to conquer all the and not have to worry that obstacles thrown in their the person you were arguing path. with would hold a grudge afterward. Even though I had worked on half a dozen titles before I Without the technical knowl- started on TIBERIAN SUN, at edge and creativity of the art- first it was a little unnerving ists on the project, we would for me to be working with a have suffered a great deal of team of this caliber. Several pain when integrating art- members of the programming work. Like most projects, team had worked together on TIBERIAN SUN had a specific previous Westwood RTS set of technical criteria that products and were accus- had to be satisfied when cre- tomed to each other’s coding ating art for the game engine. Concept sketch of a GDI . styles. New programmers On this front, we reaped the were quickly assimilated into rewards of having artists who the team and were able to adapt well. The cod- had done it all before. They had worked with ing rules and Westwood libraries allowed the our programming team and knew the tools well programmers to familiarize themselves with enough that they were able to head off potential each other’s work with minimal difficulty. problems before they could get out of control.

The designers had worked on previous RTS The cinematic artists had much of the same games and were very familiar with the universe experience; they didn’t have as many technical before we started the project. This saved several restrictions as the in-game artists, which months since no one had to familiarize them- allowed them to be able to express unbridled selves with anything except the design for TIBE- creativity. The cinematic artists didn’t have to RIAN SUN. The tools used were derivatives of the deal with frame limitations or palettes. Also, C&C and RED ALERT editors, which also mini- compared to previous games, the movie player mized the ramp-up time required before they in TIBERIAN SUN allowed for full-resolution 107 SECTION II: SEQUELS AND SOPHOMORE OUTINGS107

movies (as opposed to previous games where When the issue of balancing comes up, you’ll every other line was cut out) using 24-bit color often hear about the “rock-paper-scissors” idea, depth and a 15FPS frame rate. I still remember but I like to think of it more in terms of a chess the first time we saw the movie in which the game. You’ve got a lot of different pieces, each Mammoth Mk. II laid waste to an entire Nod with a unique function and set of strategies that base by itself; it left everyone in the room takes a long time to master. Having made sev- speechless. eral RTS games before, the team knew how to balance a game. We started with two The final piece was the management team. approaches: one scientific and one artistic. Using Under executive producer ’s strong the scientific approach, we started with the rela- leadership, we established systems to deal with tively simple idea that in a steady state units routine tasks, facilitated communication with an equivalent cost should do equivalent between the teams, and were able to avoid a lot damage to one another. The basic idea is that if I of problems early on. Brett have $1,000 worth of units has always been very pro- and you have $1,000 worth tective of the C&C fran- of units and they fight, the chise and with TIBERIAN fight better be really close. SUN, his clear and consistent From here, we kept adding vision of where the game variables until we had a rel- should be was absolutely atively playable game. critical to the project. The next step was a lot 4. Balancing more artistic and was where experience really paid off, process keeping the team from long Balance is one of the things periods of fumbling around that can make or break a blindly. We played count- RTS game. It’s one of the less games with each of us hardest things to do on the championing one side vs. design side of the product Nod bikes fire at an underground the other, carefully noting since you’re essentially try- UFO. Nod bikes flee from the how effective units and tac- ing to optimize an equation ensuing explosion. tics felt against one another. with dozens of independent We would get together after variables. If you get it wrong, you’ll have a bor- each game to compare notes, argue our points, ing game and a horde of disgruntled fans curs- get into fights, and then make one change at a ing your name forever. time to the game and try it again until we were all satisfied with the results. Westwood Studios’ TIBERIAN SUN 108

The whole process took about three months for critical information that must be revealed to the TIBERIAN SUN, compared to six months for player. Mission objectives are listed as they C&C and four months for RED ALERT. Even would appear in the game, along with specific after the countless games we played against one information on how to achieve the objectives. another, we still got into shouting matches dur- Win and lose conditions are created, as well as ing close multiplayer games. When this happens, descriptions of the victory and defeat movies you know you’ve got a winner on your hands. that play at the end of a mission. The last things included are all of the new voice and text mes- 5. Mission design sages used in the mission. Mission design is one of the most important ele- Once this proposal has been approved, the map ments of RTS games. Based on experience with for the mission is sketched out on paper. We’ve previous games, Westwood has established a found that this process can save a great deal of series of processes that are used whenever a mis- time since it eliminates sion is created. We’ve distractions and allows designed these pro- the designers to get an cesses to foster creativ- overall view of the map ity, maximize quickly. When the efficiency, and pro- designers finish sketch- mote communication ing their mission, they between the design, proceed to the editor programming, art, and and begin to create the management groups. basic battlefield. Ter- This process has been rain is laid down first, refined on every followed by buildings, project, and we’ve A Nod obelisk of light incinerates its attackers. roads, trees, and pave- taken it to the next ment. The final step to level with the upcoming FIRESTORM add-on. complete a mission is to take a map and add scripting, which takes approximately two-thirds The process begins with a mission design pro- of the time to create a mission. One of the great posal submitted to the lead designer and pro- things about TIBERIAN SUN is that the editor is ducer. The proposal is a two- to three-page tied directly into the game, which allowed document that contains summary information designers to switch rapidly between the editor about the mission such as name, side, difficulty, and the game. This feature also proved to be a map size, mission type, and so on. The mission liability, however, because if a bug appeared that briefing is included along with a description of prevented the game from running, we couldn’t what the briefing movie should be and all of the run the editor, either. 109 SECTION II: SEQUELS AND SOPHOMORE OUTINGS109

TIBERIAN SUN features a good blend of produc- have allowed us to do a lot more with a smaller tion (such as building bases) and nonproduction feature set and provide an even better game. missions that keep the pace of the game interest- ing and challenging. We tried not to do the same A perfect example of a feature that was begging mission twice and added variety by combining to be used more is the dynamic-battlefield con- mission types into nonproduction/production cept. The basic idea behind the dynamic-battle- missions that switch from one to the other when field concept is that players’ actions alter the players reach specific objectives. Branching mis- battlefield. For example, a player could set fire sions were added to give players the option of to trees to burn a path into an enemy’s base. We completing sub-missions before they tackled the wound up cutting this particular feature because main objective. By playing sub-missions first, it caused path-finding problems. Also, battles the player makes the final objective easier and it with heavy weapons would cause cratering of gave the designers added granularity when cre- terrain which hindered unit movement. We ating the difficulty levels for the game. could have used it to create more new strategies for players, and since it was one of the more expensive features in the game, we could have squeezed a lot more use out of it. What Went Wrong Trying to fill the shoes left behind by RED ALERT proved to be daunting. If you had asked a dozen 1. Unrealistic expectations people what they expected out of TIBERIAN SUN before it was released, you would have heard a The degree of hype and expectations that TIBE- dozen different answers. We devoted a lot of RIAN SUN had to fulfill was staggering. We had a effort to add as many features into the game as team of experienced developers who wanted to possible instead of just trying to make the best beat their own expectations while simulta- game we could. Getting neously building a game into a feature war is one that would be everything of the worst things that the fans of the series can occur during develop- expected and more. This ment because it siphons was not a realistic goal effort away from adding since it’s just not possible the “fun” to the game. to make something that will meet everyone’s expectations. One of the 2. Feature creep things that we did not do TIBERIAN SUN started was explore all of the new On location at Red Rock, Nev. Chandra, strong and we developed features to their logical McNeil, and Brink pose on the Kodiak a robust and large feature conclusions. This would Bridge. Westwood Studios’ TIBERIAN SUN 110 set we intended to fulfill. The project started I’m a firm believer in the idea that less is more smoothly, but as we progressed, the temptation and that fewer but more fully developed fea- to add new features not included in the design tures are the way to go. If a feature isn’t amaz- document grew. These features arose out of ing, you should cut it or make damn sure it shortfalls in the original design, omissions from becomes amazing before you ship the product. the original design, and input from fans. Every- body stresses the importance of working off of a 3. Post-production design document and not deviating from it. Unfortunately, this just isn’t realistic since every complications, compositing woes product evolves during the TIBERIAN SUN features the course of development most complex and high- and sometimes the origi- est-quality cinematic nal design proves to be sequences Westwood has lacking. A team has to be ever done. These movies able to incorporate new help drive the story ele- ideas during development ments forward. However, if the final project is to be these movies came at a better. However, the flip very high price. West- side of this idea is that the wood has a soundstage team must be able to cut Umagon prepares for a take. with a bluescreen and in- features diplomatically house post-production when it is in the best interest of the project. capability that allowed us to handle the entire production ourselves. We’ve done several differ- TIBERIAN SUN‘s development had many chal- ent projects with video, including RED ALERT, lenging moments when features had to be cut , and RED ALERT RETALIATION for for one reason or another. A perfect example of the Playstation. this was the ability to order a limited number of units through a drop-ship loading screen before Based on these past experiences, it was decided a mission. This sounded like a great idea on that we would push the limits of what we could paper and we had already coded it and incorpo- do in TIBERIAN SUN. We started by fully story- rated it into the game. It wasn’t until we actually boarding every scene in the script. From the sto- played with it that we realized it just didn’t fit ryboards, we built concept sketches of the major and had to be removed. sets to be constructed (practical as well as com- puter-generated) and proceeded to build the sets Looking back at the project, I think we could Before the shoot there was a three-month lead have been more aggressive in cutting or chang- time for our team of six 3D artists to build the ing certain features to make sure their returns sets. We wanted to have the sets 100 percent were really worth the development investment. 111 SECTION II: SEQUELS AND SOPHOMORE OUTINGS111

complete so we would have camera and lighting the shoot. An unforeseen problem during the information to match up with the live actors. post-production was that we dramatically underestimated the storage and network For various reasons, the pre-production for requirements of working with 60 minutes of TIBERIAN SUN was much shorter than it should digitized video. Westwood has a very robust and have been. If you’ve ever worked in film or tele- fast network with a large amount of storage vision production, you’ve probably heard the space, but it was never designed to meet the phrase “we’ll fix it in post.” Believe me when I needs of video post-operation. An amazing say there’s a reason why this little phrase can effort by the MIS staff and a couple of called-in spook even the most veteran members of any favors got us enough storage space on the net- production crew. Anything work to keep going. you have to fix after the fact winds up being ten times as From the start, the team difficult and ten times more struggled to get video from expensive than planning for digital beta to the SGI– and it in the first place. Every- PC–based compositing sys- body on the team knew this, tems. Footage was digitized and we tried as hard as we on an Avid system and cop- could to work out all the ied to file servers for distri- details before we started the bution to the PCs. The SGIs shoot. The problem was we grabbed the footage directly didn’t have enough time and from tape using built-in digi- couldn’t change the date of tizing hardware. From the the shoot because we compositing stations, vari- wouldn’t have been able to ous shots were completed get our two main actors, and transferred back to a file James Earl Jones and server to be compressed and Michael Biehn. put in the game. This, along with the fact that many indi- Going into the shoot, we vidual scenes were worked had a pretty good idea of Concept sketch of a GDI carry-all. on by several artists, multi- how we were going to work plied the storage require- out all of the technical details such as camera ments several times over. tracking on a bluescreen, matching lighting to computer graphics, compositing, and so on. In the end, the video assets were spread across However, we ran into difficulties because we four separate file servers and took up well over didn’t allow enough time for the more complex 500GB of space. Not only was space a problem, shots and were forced to edit on the fly during but moving hundreds of megabytes of files a day Westwood Studios’ TIBERIAN SUN 112 from machine to machine became a bottleneck. The only option available was to redesign the A few minutes here and there to transfer files missions or add text to the missions to make the doesn’t sound like much until you add it all up. objectives clearer. Redesigning the missions If we had it to do over again, we could have would have added at least a month to the alleviated the problem by building a very spe- already late schedule, so we quickly ruled that cialized (and expensive) network, by getting option out. We wound up going with text that hardware that allowed artists to digitize their popped up in the missions, although the original footage directly from tape, or by reducing the design called for all text in the game to be scope of the project and sidestepping the prob- accompanied by a voice-over. lem entirely.

4. Locked documents too early One of the side effects of schedule slippage was that we locked our documents too early in order to achieve the localization plan. We knew this was going to wind up causing us significant pain, but at the time there was nothing we could do to avoid it. The result turned out well, but a lot of time and effort was spent to make every- Nod laser turrets repel a GDI horde. thing work together. At the point when we locked the audio script, mission design and bal- 5. Scheduling problems ancing were not complete. As we played through the missions, we realized that certain As with most projects in development today, objectives were not clear and needed to be TIBERIAN SUN suffered from scheduling prob- explained further. lems; ours resulted in a nine-month delay. There wasn’t a single reason that caused the product The previous method for doing this was to have to be delayed, but rather a series of seemingly the in-game AI persona (Eva or Cabal) relay the minor contributing factors. Brett Sperry has a information to the player through voice cues. rule of thumb that we often refer to when sched- This was not an option for TIBERIAN SUN, how- uling projects. When you add one fundamental ever, since we made the switch to professional new technology to a project, it can cause slip- voice talent for Eva and Cabal. Costs and sched- page up to 90 days. When you add two funda- uling didn’t allow us to do as many pickup mental new technologies it can add a year to the recording sessions as we wanted. Also, the anticipated release date. When you add three or locked audio scripts were already localized and more new technologies it becomes impossible to recorded, which made recording additional lines predict the release date of the project accurately. out of the question. 113 SECTION II: SEQUELS AND SOPHOMORE OUTINGS113

TIBERIAN SUN features three Overall Tips new systems that resulted in an unpredictable schedule. With TIBERIAN SUN, we built First, we switched our core the game we originally set graphics engine to an isomet- out to build over three years ric perspective in order to ago. Almost all of the new enhance the game’s 3D look. engine features we designed This resulted in a cascade were implemented in the effect of broken systems that final product, and many weren’t anticipated. Bridges more were added along the that could be destroyed and way. We built a game that is An Orca carry-all transports a rebuilt, for example, wound as easy to play as its prede- hover MLRS. up taking over ten times as cessor while offering up lots long to program as we origi- of new units featuring inter- nally estimated. Adding bridges complicated esting tactics. All of this was done while keeping systems such as path-finding, Z-buffering, ren- the system requirements low enough to run on dering, unit behavior, and AI. Scripting was most systems: a 166MHz Pentium with 32MB another area in which we added a slew of new RAM and a 2MB video card. We learned, or functionality. relearned actually, a few more things about making RTS games that weren’t listed above. We added an increasing number of triggers to the game to allow the designers flexibility in cre- They are: ating the missions. Each new trigger added was more specific than the last and was used for • If the game has Internet or multiplayer increasingly rarer conditions. Since triggers capability, build this functionality as soon could be used in combination, we ended up with as possible since it will let you get into the an overwhelmingly large number of events that game and balance it early. needed to be debugged. We would often fix one • Don’t shield yourself from reality. If your trigger to work in a specific situation and inad- game supports Internet play as well as vertently break the same trigger in a different LAN play, don’t play only LAN games situation. and assume that Internet performance is acceptable. AI and unit behavior was the third main area that used new technology. We set out to create a • Keep the story tightly focused on players’ challenging and fun AI that could react to the actions and don’t treat the story as a sepa- player’s actions and change tactics to compen- rate entity. Remember that the player is sate. We should have focused on fewer areas of always the main character. the AI instead of trying to redesign the whole package from the ground up. Westwood Studios’ TIBERIAN SUN 114

• Wherever possible, try not to mix dispar- products you ship, that feeling never goes away. ate technologies (3D visual systems with TIBERIAN SUN broke Electronic Arts’ sales 2D, for example) that have inherent prob- record for the fastest-selling computer game in lems working together. Instead, go back the 17-year history of the company with more and modify the design. than 1.5 million units sold so far. But best of all, the team is proud of the product they created After three years of working on TIBERIAN SUN, and can’t wait to get started on the next one. it was a great feeling to finally finish the game and see it on the shelves. No matter how many 115 ’ AGE OF EMPIRES II: THE AGE OF KINGS

by matt pritchard Back-Story AGE OF KINGS advances the historical timeline begun in the first AGE OF EMPIRES, encompassing the thousand Catching Up years from the fall of Rome through the Middle Ages. Two years ago in this very column (You can Meanwhile nearly every aspect of the game was read the original AOE article on page 63.) I told updated to deliver a worthy sequel—graphics and AI you the story of Ensemble Studios, a scrappy saw improvement, and new units, technologies, and upstart that overcame challenges to create the game modes were added. game AGE OF EMPIRES (AOE). Since its release two years ago in the great real-time strategy If you have ever watched the VH1 show Behind (RTS) wars of 1997, approximately three mil- the Music, then you know the story of the lion copies of AOE have been sold worldwide, upstart band that finds itself suddenly on top of along with almost a million copes of the RISE the world—things change, and not always for OF ROME (ROR) expansion pack. The totals the better. I wouldn’t go so far as to say that we don’t give the whole story, though. AOE proved sank into a wild orgy of sex, fast cars, and to be a consistent seller, hanging around the top money—despite the wishes of a couple of our of the PC Data charts, and even re-entered the guys—but this change along with the benefits of top ten a year-and-a-half after its release. The success brought us a whole new set of chal- demographics of the buyers were another sur- lenges, making our next game no easier than the prise. Sure, we had the sales to the 14- to 28- first. year-old male hard-core players, but we also had significant sales to older players, women of all ages, and players of all sorts. Designing a Sequel That is to say, we had a crossover hit on our hands. It was a surprise to no one that Ensemble Stu- dios’ next game would be a sequel to AOE, although most people probably didn’t know Ensemble Studios’ AGE OF EMPIRES II: THE AGE OF KINGS 116

that we had a contract with our publisher for a business as a matter of fact. Expectations can be sequel long before the original game was fin- a bitch sometimes. Take the vast demographics ished. Given our historically-based themes and of AOE players that I mentioned earlier—they time periods in AOE, the chosen time period for are the largest group of people most likely to AGE OF EMPIRES II: THE AGE OF KINGS (AOK), buy the sequel—and everyone is concerned the Middle Ages, practically picked itself. That about making sure that this huge and diverse was the only easy part, however. group will like the next game so much they will run out and buy it. We’ll just do more of what Like a band going back into the studio after a we did right in AOE, we said. That sounds hit record, there were differing opinions of what great, but it’s almost impossible to quantify in a meaningful, detailed way. The game business is Game Data brutal to those who fail to move forward with the times, but it’s also equally brutal to those Release date: October 1999 who experiment too much and stray from the Publisher: Microsoft expectations of the players. Genre: real-time strategy; historical Intended platform: Windows 95/98/NT When we started work on AOK, we thought Project length: 24 months that we could make use of our existing code and Team size: 40 tools, and that this would make the sequel easier to create than the original. Filled with these Critical development hardware: Pentium II 450 128MB, Dual Xeon 450 512MB optimistic thoughts, we concluded that we could develop AOK in a single year. This was also Critical development software: Visual C++, 3D going to be our opportunity to add all those Studio Max dream features and make our magnum opus of computer games. So we set about to do just direction to take next. Do we play it safe and that. To make enhancements for AOK, we had stick tightly to the AOE formula, or do we get pulled together a giant wish list of features and bold and daring and take the whole game genre ideas from inside and outside sources. To the in new directions? This is the million-dollar game design we added all sorts of neat new fea- question every successful game is faced with tures such as off-map trade, renewable when the topic of a follow-up is raised. But the resources, combat facings, sophisticated diplo- successful band I’m using as an analogy is fortu- macy and systems of religion, and so on. Of nate. They don’t have to contend with the unbe- course, the art, sound, and game content were lievably rapid pace of evolution in PC hardware also going to be bigger and better and bolder and games. and brighter and…well…you get the idea.

Improvements to the game in every area from Several months down the road, reality reared its graphics to user interface are expected in this ugly head in big way: we had bitten off more 117 SECTION II: SEQUELS AND SOPHOMORE OUTINGS117

than we could chew and the game’s design was late, our new deadlines for AOK were very firm losing focus. Instead of sticking to the core of and hung over us the entire time. The pressure what makes an RTS game great, we had gone was very much on. off in many contradictory directions. Along with that came the realization that there was no way that we were going to finish AOK in a sin- gle year and have it anywhere close to the qual- What Went Right ity of AOE. This was a sobering time for Ensemble Studios staff and our publisher, We did what it took to make Microsoft. While the Ensem- AOK a triple-A game. While ble Studios crew adjusted the decisions to take an extra quickly, it caused a few prob- year and reset the units to an lems for some of the people at AOE baseline were tough in Microsoft: “Uh, guys, we’ve the short term, they were the already gone ahead and com- right decisions to make. The mitted to our bosses that we commitment of Ensemble Stu- would have another AGE OF dios to exceed the quality of EMPIRES game this year,” is its prior games never wavered. probably a good way to para- To realize our goals, we added phrase it. the additional programmers, artists, and designers that we From this situation, a contin- needed. When we needed to gency plan was born. We were stop, take a hard assessment going to take another year to of what we were doing, and finish AOK, giving us time to kill our own children if need get the game back on track A Turkish mosque shows off the greater detail and improved be, we did just that. We and to create the ambitious skills of our art staff. pushed ourselves hard and we content for it. We also had a came together as a team. plan to help our publisher out: we would create an in-house expansion pack for AOE. It would be a significant addition to the game, yet require 1. Addressed the major only a small amount of our resources, and most criticisms of the first game importantly, it would be ready in time for Christmas 1998, taking the slot originally Despite AOE’s success and generally glowing planned for AOK. Thus was born the ROR reviews, there were two things about the game expansion pack. ROR helped, but it didn’t take that were repeatedly criticized: the artificial all the pressure off us. Unlike the latitude we intelligence of the computer players and the had with AOE, which had also come out a year pathfinding and movement of units. And to be honest, they were right. Because these issues got Ensemble Studios’ AGE OF EMPIRES II: THE AGE OF KINGS 118 so much press, we knew going in that if we didn’t address them in a visible and obvious way, AOK was going to be raked over the coals by reviewers and users. It didn’t matter that other popular RTS games had pathfinding that was just as bad, or that our AIs didn’t cheat and theirs did—we weren’t going be in ridding the movement problems that ham- judged against them, but rather against our- pered AOE that reviewers and players couldn’t selves. help but take notice and acknowledge the improvement. To handle the computer-player AI, we hired Grimani, an industry veteran with signifi- 2. We innovated within the cant AI experience under his belt. The com- puter-player AI from AOE was thrown out, and genre a new, expert system, script-based AI was devel- While in the end AOK stayed much closer to its oped. While Grimani was doing the coding, AOE roots than we had initially envisioned, we Sandy Petersen led the design team in develop- pushed the RTS gaming experience forward ing scripts for the new AI. Input from the whole with a host of improvements. Some of these company was encouraged, and various people were interface-only improvements, such as the contributed scripts that were pitted against each “Find Next Idle Villager” command, completely other in an evolutionary fashion to develop a customizable hot-keys, and the extensive roll- computer player that could race a human player over help. Other improvements changed the up through the ages and react to his tactics. game play itself, such as the Town Bell (ring it and all your villagers run inside the Town Cen- For the pathfinding problems, nothing less than ter to defend it), in-game , and of an all-out blitz was ordered up. The game course, Automatic Formations. engine’s movement system was redesigned and no fewer than three separate pathfinding and One of the most praised features, Automatic two obstruction systems were developed, requir- Formations caused a group of selected units to ing five different people working on them at var- automatically arrange themselves logically by ious times. A high-level pathfinder computes putting the strongest units up front and the general routes across the world map, ignoring ones needing protection in the rear. They stay such trivial things as people walking, which in formation while traveling, replacing the were handled by lower-level pathfinders that “random horde” that players had become could thread a path through a closely packed accustomed to in RTS games. Programmer group of units. In the end, we were so successful originally set out to create a 119 SECTION II: SEQUELS AND SOPHOMORE OUTINGS119

formation system incorporating characteristics For AOK, a whole new terrain system was of a turn-based war game’s formation system, developed, allowing us to mix terrains together, but as the game progressed and our under- shade elevation in 3D, greatly increase the num- standing and vision for the game matured, a ber of textures, and even alpha-blend textures complicated formation system gave way to a such as water. The highest compliments came at simpler system that better served the game. the 1999 E3 show when we were unable to con- vince people from some of our biggest competi- When I wrote the graphics engine for AOE, I tors that AOK was still a 256-color game used a 166MHz Pentium at work and tested on my 486 at home. A 2MB video card was my tar- 3. Better use of bug tracking get, but the game would run with only 1MB of video memory. Today I have a 32MB TNT2 software and crunch-time card in my 500MHz Pentium III system. These changes in the typical game player’s system are mirrored by the increase in player expectations for a great visual experience.

In AOK, I’m proud to say, we met and exceeded game players expectations. The first thing that you notice upon playing AOK is the scale. The units in the game are about the same size, but the buildings and trees are no longer iconic. They are large structures with a scale that looks as if the units could comfortably reside inside them. Castles and Wonders are now gigantic, imposing A scene from one of the game scenarios. The updated graphics engine and building scale allowed structures that fill the screen. us to create scenes much more impressive than in A0E. And the art itself is just so much better. Our entire art staff gained a great deal of experi- management ence and skill with AOE and ROR, and AOK During the development of AOE, we had a single became a showcase for their improved talent. It machine in the office that would connect up to wasn’t just the units and buildings, though. In RAID, a remote bug database in Redmond, AOE, the terrain had something of an Astroturf Wash., via an ISDN modem. This was used to feel to it and the need to make transition tiles by handle bugs found by testers at Microsoft. Every hand limited the game to four terrain textures. so often someone would fire the connection up Ensemble Studios’ AGE OF EMPIRES II: THE AGE OF KINGS 120 and, if the machine at the other end was in a To protect ourselves, we scheduled crunch time good mood, make hard copies of new bug well in advance at multiple points in the devel- reports to pass around to people. opment process. The hours were 10 A.M. to midnight, Monday through Friday, with We also had a different software package for Wednesday nights ending at 7 P.M. so we could communicating bugs and issues among our- go home to our families. We had weekends off selves, but there were not enough users on the and meals were provided during the week. For license for everyone. Suffice it to say, this system the most part this worked very well, although left something to be desired, but it was all we having a “family night” where family members had. During the development of AOK, Thin- could join us for dinner once a week proved to RAID was made available to us, allowing every- be more of a distraction than we would have one to access the bug database directly from liked. Producer Harter Ryan deserves much their web browser. Having only one system on credit for making crunch time so much easier on everyone’s desktop, available whenever needed, AOK. that was always up-to-date made a huge improvement in our ability to track bugs, stay 4. Better use of on top of things, avoid redundancies, and just plain tools and save time. automated testing After AOE was finished, we The last six months of developed several in-house development on AOE were and in-game tools to make pretty much one continuous the job of development eas- blur of people working non- ier. The most-used tool was stop. This took a heavy toll ArtDesk, a multipurpose on people, sometimes even program that converted straining their health or A 3D Studio Max model of the graphics from standard for- marriages. As a company, Mameluke character. Twenty mats to our proprietary for- we vowed to not let things thousand polygons got reduced mats, which allowed us to get that bad again. To fur- down to several hundred pixels for view and analyze the con- the final game. ther underscore the need, tent of our graphics data, the composition of Ensem- and generated many of the ble Studios had shifted dramatically away from custom data files for the game. This easy-to-use being mostly young, single men (with presum- GUI-based program replaced several antiquated ably no life) to being dominated by married men DOS command-line utilities and automated with a growing number of children and babies many tasks, saving a huge amount of time over on the way. the development span. 121 SECTION II: SEQUELS AND SOPHOMORE OUTINGS121

In an effort led by Herb Marselas, programming the lowest for games released in the Christmas tools such as Lint, BoundsChecker, and True- 1999 season, widening the game’s potential Time were used to a degree never approached audience. during AOE’s development and proved invalu- able in improving the quality of our code. Finally, in-game utilities such the Unit Combat Comparison simulator allowed the designers to What Went Wrong balance the game in a more scientific way. Every effort made in the tools area was rewarded with I’d like to say that we had fewer problems devel- either time saved or significant improvements in oping AOK than we did for AOE, but it didn’t the product. The only glaring omission in all turn out that way. Some problems listed in the this was the lack of an art asset management AOE Postmortem were addressed in AOK and tool. others weren’t. And like that band going back into the studio to record a follow up to a hit 5. We met our system album, we encountered a whole slew of brand requirements new problems, many of which we found we were just as unprepared for as we were the first A game that’s expected to sell in the millions time around. I’ve tried to include some of the needs to be able to run on most of the comput- issues that became more important due to the ers it will encounter. Requiring cutting-edge sys- fact that we were making a sequel to a success- tems or specific video cards won’t work. With ful game. AOK being an 8-bit 2D game, meeting video card requirements wasn’t going to be very diffi- cult. But memory and processor speed targets 1. We still don’t have a patch were another story. All the new systems in AOK process would put their demands on the computer. Optimization issues were worked on hard for This was a problem area from the AOE Post- the last several months of development. mortem, and as of this writing it still has not been addressed. I outlined the reasons we The eleventh-hour addition of some clever tricks needed a process to issue patches for our game and a variable graphics-detail switch allowed us in a timely manner in the AOE Postmortem. to hit our CPU target of a Pentium 166MHz, Additionally, a new reason reared its ugly head: MMX-supported CPU. The minimum memory cheating in multiplayer games. At first people requirement of 32MB was also met, but with found bugs in AOE and exploited them to win some reservations. Large multiplayer games on unfairly. Then it got even worse. Programs huge maps would need an extra eight or 16MB called “trainers” were developed that would to be really playable. All in all though, the mini- actually modify the game’s code while it was mum system requirements for AOK are some of running to allow players to cheat. Ensemble Studios’ AGE OF EMPIRES II: THE AGE OF KINGS 122

Being the developer—not with it until the game was the publisher—of AOE, we properly released because don’t have the final decision nobody knew much about if or when a patch is to be it. AOK was a completely released. As a result, all different story. It was a during 1999 our reputa- highly anticipated sequel to tion as developers was a very successful game, and assaulted by fans who saw the various warez sites were us as uncaring about the tripping all over themselves problems that were driving to get a copy of the latest A 3D Studio Max model for a male people away from online build. And get a copy they villager. For AOK, female villagers play of our games. The were also added. did. topic of cheating in multi- player games is so extensive I hope to do an arti- They were usually only one or two weeks cle on it in the near future. We addressed this behind our latest build. It seemed as though problem with our publisher and were promised copies were leaking out from every imaginable a patch process. source—play-testers at Microsoft, previews sent to magazines, even internal sources. Unfortu- Unfortunately, AOK shipped with a couple bugs nately, positively identifying and fingering the that seriously needed addressing in the short culprits was almost impossible. term. They’re not show stoppers, but if not addressed soon, the game’s (and our) reputation There were hacking attempts on our FTP server may suffer another black eye. If a patch for and network, although the real rub came from AOK is out by the time you read this, then you the pirates in Hong Kong and Singapore. They can conclude that we finally established our pro- took the warez versions of AOK, burned them cess. onto CDs, added some cover art, and sold the game throughout the Pacific Rim. In Korea, the 2. Unfinished versions of the CD vendors operating in front of Microsoft’s headquarters had a warez version of AOK for game got out sale. Warez versions were even turning up on This is a problem that is born of success. Prere- eBay. lease versions of nearly all games wind up circu- lating in pirate channels known as “warez.” Though we doubt bottom-line sales were hurt This happened with AOE. Imagine our surprise much, our pride certainly suffered. Any of our at reading an entire review of the game (an future games will probably require connecting alpha version) eight months before it was to a secure server of our own design to operate, released. Fortunately, almost no one bothered even for single-player games. 123 SECTION II: SEQUELS AND SOPHOMORE OUTINGS123

3. Play-testing had a lot of do a good job managing it. The programmers had a source-control system to help coordinate problems their primary output of code and the designers This item is a catchall for several problems that had the game’s database system, but no such we encountered. On the good news front, our equivalent existed for the game’s art assets. Art- new offices have a dedicated play-test area ists could be working on something with no idea equipped with identically configured machines. that anyone else was also working on it. There The bad news is that we didn’t make the best of was no way to get a momentary snapshot of it. Many of our play-tests were not organized who was working on what, other than going and focused enough, seriously reducing the around from office to office. Plus, there was no amount of new and meaningful feedback way to tell which files were actually live and obtained. It wasn’t always clear when we were being used and which ones were just taking up testing for specific bugs and issues, and when we space. were testing for “fun.”

We had a schedule of participants which drew upon the whole company, but schedule conflicts and lax enforcement resulted in the same people playing most of the games. We played too much multiplayer and not enough attention was given to the single-player game. And some people took it much too seriously, trash-talking other players, celebrating wins at the loser’s expense A bird’s-eye view of the AOK game world. and storming off when they were losing. Compared to AOE, AOK has bigger worlds with more objects and richer graphics. Play-test problems weren’t confined to Ensem- ble, though. At Microsoft, it was discovered Also missing was a way to go back and find that a play-tester had turned cheats on, playing prior versions of art, or to guarantee that new to win not to test, in almost every game for over versions wouldn’t be overwritten. As we have a month, which invalidated all the feedback grown as a company, this problem has grown from that group for the prior two months. even faster. To address this problem in the future, a source-control similar to the art asset 4. Art asset management was management system is being developed for use in all future projects. nonexistent The number of individual frames of graphics in AOK is in the tens of thousands, and we didn’t Ensemble Studios’ AGE OF EMPIRES II: THE AGE OF KINGS 124

5. Problems with third-party APIs and software Another one of the items from the AOE post- mortem returns again. Microsoft’s DirectPlay API still has a number of issues that make it less than perfect. One of its biggest problems is doc- umentation and testing of the lesser-used por- tions of the API, or rather the lack thereof. Late in the development of AOK, our communica- tions programmer, Paul Bettner, was able to communicate with the DirectPlay developers and an interesting scenario played out several TOP ROW, from left to right: Jeff Goodsill (COO), times: Paul would attempt to solve some prob- Brad Crow (art lead), Brian Hehmann (artist), lem and the developers would indicate that it Angelo Laudon (lead programmer), Sandy wouldn’t work because of bugs in DirectPlay Petersen (designer), Dave Pottinger that they knew about but that were not docu- (programmer), Ian Fisher (designer), Harter Ryan mented. (producer), Duncan McKissick (artist), Trey Taylor (programmer), Mario Grimani (programmer), Paul DirectPlay wasn’t the only problem. We decided Bettner (programmer), Chris Van Doren (artist), to use DirectShow to handle our cinematics. Jeff Dotson (artist), John Evanson (programmer), Doug Brucks (programmer), Roy Rabey (IS The short version of this story is that it just support), Paul Slusser (artist), Chea O'Neill didn’t work. And then there was the soft- (artist), Bob Wallace (strategic), Mike McCart ware for Microsoft’s online Gaming Zone. The (webmaster). BOTTOM ROW: Rob Fermier Zone software was developed too late in the (programmer), Nellie Sherman (logistics), process and had a number of problems, due to a Stephen Rippy (music), Herb Marselas lack of time to test and correct. Unfortunately, (programmer), Mark Terrano (lead designer), this means that direct TCP/IP games are more Chris Rippy (sound), Herb Ellwood (artist), reliable than those played over the Zone, which Namounglo (artist), Duane Santos (artist), David is disappointing. This was not all the Zone’s Lewis (programmer), Sean Wolf (artist), Bruce Shelley (lead designer), Matt Pritchard fault because we did not get our requirements to (programmer), Brian Moon (CFO), them soon enough. (CEO), Don Gagen (artist), Greg Street (designer). NOT PICTURED: Tim Deen (programmer) Brian Sullivan (strategic), Chad Walker (artist), Eric The Show Goes On Walker (artist), Scott Winsett (lead artist). One of the touchiest and most personal issues concerned letting success go to our heads. The success of AOE is something that a lot of people 125 SECTION II: SEQUELS AND SOPHOMORE OUTINGS125

in this business have not experienced. It Ensemble Studios organization have stepped exceeded our wildest dreams and allowed our forward to address this and we have challenged company to take charge of our destiny. I remem- ourselves to be better people. ber when we got our first AOE royalty check—I had never held a multimillion dollar check All the early indications for AOK are that it’s before. That was great. We all got caught up in going to be a blockbuster on the order of its pre- how good we were doing. Over time an attitude decessor, and maybe even greater. The reviews of invincibility set in. With a success like AOE, from the press have been unbelievably positive. it’s easy to forget what it was like to wonder if According to PC Data, AOK was the number- we were going to be in business the next year. one selling game in October. The great success of AOE made it possible for us to go to the next At some of the industry events such as the Game level of making great games. Though it enabled Developers Conference and E3, some of our us to grow and acquire greater resources, it also people behaved in ways that embarrassed us. raised expectations for our next game and With success comes a responsibility to behave spawned a host of new challenges. Meeting appropriately—the game industry is a small and these new expectations has proved to be just as incestuous one, and nothing lasts forever. tough and rewarding a journey as creating the Behaving in an exemplary manner and being first game. In the end we succeeded in creating a friends with the industry at large is far more game to be proud of, and I feel privileged to important than chest-beating about our current have been part of it. success. Suffice it to say that people in the Ensemble Studios’ AGE OF EMPIRES II: THE AGE OF KINGS 126

This Page Intentionally Left Blank 127 ’ MYST III: EXILE

by greg uhler Back-Story “Hello?” MYST 3 is the second sequel to MYST, the phenome- nally successful work of the mid-90s, and the first MYST “Hi, Greg, this is Bret Berry from Mindscape. game to be produced outside the original development How ya doin’?” house, Cyan. The MYST games follow the model of some of the earliest text adventures, in which the play- “Just great, thanks. What can I help you with?” ers solve puzzles to find their way through beautiful static environments, revealing a story as they go. CD- “Well, I’m calling about a game proposal we’d ROM technology allowed these environments to be like you guys at Presto to put together for us. realized in splendid visual and auditory detail, and their We’ve contacted several developers about this. serene beauty drew many PC owners to enjoy their first Whoever gives the best proposal will get the computer game ever. project.” Needless to say, we hit the ground running. “OK, what’s the project?” Presto Studios has been in the computer game business for more than 10 years. We began as a “MYST III.” group of friends working out of a home in San Diego on an interactive CD-ROM game called Did he say MYST III? A new sequel in the MYST . Since that time, series that has sold almost 10 million copies we’ve shipped six other products, grown to as worldwide? After picking the phone up off of many as 45 employees, and have enjoyed lim- the floor and closing my gaping mouth, I could ited success with our games. MYST III: EXILE, only say, “Wow!” however, had the potential to take Presto to a whole new level. Production of EXILE began “Yeah, I thought you’d be excited. The proposal with a very small team: a writer, a creative direc- we require needs to include some story con- tor, three conceptual designers, and me as pro- cepts, an analysis of MYST and , a tech- ducer. nology discussion, and, if at all possible, a technology demonstration. Oh, and we need The first subject we tackled was an analysis of this in five weeks.” MYST and RIVEN. What worked? What didn’t? Presto Studios’ MYST III: EXILE 128

Why were those particular games so phenome- Players who had failed to complete MYST or nally successful? And what did we want to do RIVEN did so because they were unsure of how differently? much remained of the game and what their goals were. We didn’t want that to happen with Our discussions eventually led to the formation EXILE. Finally, we wanted an extremely satisfy- of a few overriding goals for EXILE. First, we ing ending to the game, one which drew upon would strive for great visual variety in the game. all of the knowledge that players had acquired throughout their journey. With these goals in Game Data mind, we set out on a two-and-a-half-year jour- Release date: May 7, 2001 ney to create a worthy sequel to MYST and Publisher: UBI Soft RIVEN. Genre: adventure Platforms: Macintosh and PC (hybrid) Staff: 22 full-time employees, 1 full-time contractor, 2 part-time contractors What Went Right Budget: Multimillion-dollar budget Length of development: Two and a half years 1. Identifying the customer Development hardware: Mostly Dells, averaging dual Who played MYST and RIVEN? What did they 700MHz Pentium IIIs with 1GB RAM and 30GB hard like and dislike? What type of computer do they drives own? We felt that answering these questions Development software: Discreet 3DS Max, Discreet would be instrumental in shaping what a MYST Combustion, Apple Final Cut Pro, Adobe Photoshop, sequel should be. So we obtained data from reg- Metrowerks CodeWarrior, Microsoft Visual C++, istered owners of the two products, read all of , Microsoft Excel, Microsoft Project, Digidesign Pro Tools. the reviews and articles we could get our hands on, and became active readers of the MYST- Notable technologies: RAD Game Tools’ Bink and related Internet fan sites and web boards. All of , Apple’s QuickTime the information we gathered was used by the Project size: A feature-length animated film like Toy preproduction team to evaluate every part of Story uses 120,000 frames of animation; EXILE used our game—the visuals, story, puzzles, music, more than 150,000 and technology.

We much preferred the varied worlds of MYST For example, the hottest debate in preproduc- over the more homogeneous chain of islands tion was whether or not EXILE should use prer- found in RIVEN. Second, we would need to pro- endered or real-time 3D graphics. By using vide a way in which players could gauge their prerendered graphics, we felt that we could progress throughout the game. meet or exceed the visual quality that RIVEN had achieved, but our puzzles would be more limited 129 SECTION II: SEQUELS AND SOPHOMORE OUTINGS129

Spiney bridge in Voltaic.

than if we used real-time 3D, because we would 2. Preproduction and planning need to precalculate all the possible states for Having created adventure games for eight years, each puzzle from every viewable location. Con- you’d think that we would have been able to versely, real-time 3D would allow us to make skip a lot of preproduction and just get to the the worlds more active and constantly changing, production of the game very quickly. Actually, but to achieve the graphic realism of the worlds, the opposite was true. For EXILE, we wanted the customer would be required to have a very more preproduction and planning time than fast CPU and a high-end 3D card. we’d had for any of our other products. We had been burned too many times in production, and In the end, this debate was resolved by identify- didn’t want that to happen again. There is noth- ing the MYST consumer. Our research showed ing more disheartening for an artist than to see us that many MYST players only played a few his or her work go down the drain because of games each year. They are not out buying new last-minute changes or redesigns. computer systems every few years, so they typi- cally have a slightly older computer, one that With this foresight in mind, we convinced our would have a hard time keeping up with an publisher that we required a full nine months to advanced real-time 3D game. So, we decided to design EXILE on paper, before we would create a use prerendered visuals for EXILE, in order to single graphic. Though I’m sure it made our give us the largest possible customer base. publisher quite nervous, we knew that this Presto Studios’ MYST III: EXILE 130 amount of preproduction time would help to see the game at a glance and make sure that it ensure a smooth production phase. Preproduc- met our goals of gradual story revelation, tion of EXILE began with two teams, one work- increasing difficulty level, and a nonlinear expe- ing on story and the other on visuals. We didn’t rience. want either team constrained by the other, so we kept them separate for the first month or so. When the gameplay flowchart, visual concept Then we met together and began bouncing ideas sketches, and story were complete, we had our around. It was amazing to see the two teams blueprint for the game. This 160-page document inspire each other—concept sketches led our was required reading for the entire team. But writer down new plot lines, while story ideas now it was time to put our money where our and characters caused our artists to break out mouth was and develop the graphics for the their sketchbooks during the meeting. Gradually game. the two camps met more frequently until the story and visuals became inseparable, ensuring 3. Using 3DS Max for art continuity between the final game’s world, plot, and characters. To be honest, we were at a bit of a crossroads when it came to what 3D package to use for the Once the overall story and visual ideas began art of EXILE. We had been using Electric Image coming together, we focused on on for many what we call the gameplay years, but had also recently structure. This refers to the been using Discreet’s 3DS Max puzzles or challenges and their on PCs for our real-time 3D accompanying solutions and work. Could 3DS Max create rewards that the player experi- the type of prerendered photo- ences during the adventure. realistic scenes we required for This gameplay structure needed EXILE? And what else could it to allow for the story to be offer? Our lead animator, Mike revealed over the course of the Brown, was convinced that entire game, the level of diffi- with the right finesse, 3DS Max culty to increase during the could rival any high-end ren- course of the game, and nonlin- dering package, so he set out to ear events to be employed. We do a few tests. In about a week, created a flowchart of the he re-created one of the small game, listing all of the chal- islands in RIVEN and also built lenges along the way, what they Gameplay flowchart. a prototype of one of our con- reveal when solved, and any cept worlds. The results were interdependencies between puzzles or areas of very encouraging. We also explored the work exploration. This flowchart was used as a tool 131 SECTION II: SEQUELS AND SOPHOMORE OUTINGS131

flow of an artist using 3DS Max and discovered buy the plug-in for a few hundred dollars and that the benefits of it being an integrated pack- have the same water that was used in Titanic? age were tremendous. The ability to model, tex- We took great advantage of this not only for ture, light, and animate in the same package water, fire, and hair, but also for production solved a huge production nightmare for us. In tools that helped us model, texture, light, and the past, if an animator found something wrong render much more quickly. 3DS Max proved to while he was lighting a scene, he’d have to tell be a great choice—loved by the artists and indis- the modeler, who would fix the problem in a dif- cernible from more expensive packages by our ferent package and send it to the animator, who customers. would need to update his file with the fix. Talk about a recipe for disaster when you’re dealing 4. Technology with tens of thousands of objects. Having decided to use prerendered graphics for EXILE, we were faced with the challenge of mak- ing these traditionally static images as immer- sive as possible. In one of our previous games, we had licensed a technology that displayed still images as 60-degree panoramic views (similar to QuickTime VR) but were unhappy with its per- formance and image quality. To overcome these deficiencies, we decided to write our own 360- degree technology. We developed a technique that took advantage of the speed and quality of real-time 3D cards. Quickly prototyping our idea with existing imagery, we realized that it An example of EXILE’S Ocean water texture. worked flawlessly, allowing for very high frame rates without any degradation in image quality. Our evaluation of 3DS Max proved that it was We felt this was exactly the right technology to also the right choice for many practical reasons. immerse a player in the worlds of EXILE. First, we knew that we would need to hire many more artists to create EXILE. We found that With the basic technology complete, we pursued there were many knowledgeable, talented 3DS how to integrate animation, video, and water Max artists available all over the world. Second, movement into the panoramic views. For ani- 3DS Max’s open architecture and resulting lit- mations and video, we wanted to avoid the any of third-party plug-ins meant we could pick QuickTime bounding-area rectangle and harsh and choose additional features for the program compression artifacts that were typical of MYST at a very low cost. Why spend huge &D costs and RIVEN. So we investigated several other to develop realistic ocean water when you can compression algorithms and playback engines, Presto Studios’ MYST III: EXILE 132

finally deciding on RAD Game Tools’ Bink tech- ebbing lava as well as one puzzle’s visible sound nology. Bink provides fantastic compression and waves. high image quality, playback engines for both Macintosh and PC, a fairly low 5. Web support and processor speed requirement, and a host of special features. fan community For instance, using the alpha One of our early concerns for channel support inherent in EXILE was that MYST fans Bink, we were able to display seemed to believe that only animations and video in such a Cyan (the creators of MYST manner that only the changing and RIVEN) could create a great pixels were drawn. This meant MYST game. We had to find a that the bounding box rectan- way to convince the gle of the movie was gone and MYST/RIVEN/D’ni fan commu- the compressed pixels were nity that even though Presto much less noticeable in the was creating the game, EXILE changing image. would meet or exceed their expectations. Our solution was The last piece of the technology the Internet. First, we identified puzzle was the procedural two leading fan sites on the effects, such as the moving Internet, and in May 2000 (one ocean water. The waves needed year prior to shipping) invited to move realistically, look cor- their webmasters to come to rect from altitudes ranging Presto for a special sneak pre- from five to 400 feet, and fade Villian’s costume concept view of EXILE. After viewing sketch. off into perspective toward the our teaser trailer, getting a horizon. hands-on demo, and browsing our concept sketches, both webmasters were To accomplish this, we first generated alpha sufficiently impressed and vowed to share their channels of the ocean water for each panoramic positive experience on their sites. Furthermore, image in the game. Next, we wrote an image we established such a good relationship with manipulation algorithm (similar to a Photoshop both webmasters that we coordinated with them filter) that properly bent and twisted the water over the next year and worked with one of them pixels. The altered pixels were then applied to to create the official Myst3.com site. the ocean water texture (using the alpha channel) 15 or more times per second to give the water the Our second solution using the Internet was to illusion of movement. Variations of this tech- release a teaser trailer and early screenshots. nique were also used to simulate bubbling and The trailer was intended to evoke the spirit of 133 SECTION II: SEQUELS AND SOPHOMORE OUTINGS133

MYST and RIVEN while providing a sneak peek generated worlds. After running a de-interlace at what EXILE had to offer visually. Supporting filter on the footage (to remove the inherent the trailer were numerous screenshots that NTSC scan lines), it quickly became evident showed the detail and beauty of the first world that the lack of source video resolution (the of EXILE. The trailer was downloaded more number of pixels) was resulting in a blurry than half a million times in the first month, and image. Even with image-sharpening tools and the screenshots were posted on numerous Web the latest filters in our compositing package, we sites and scrutinized by the diehard fans. In were unable to achieve the crisp video that we short, our underground public relations cam- had hoped for. This issue would have been paign was working well, and the fans were reju- avoided entirely if we had used the vastly supe- venated, eager to follow EXILE’s progress over rior image resolution of HDTV. We certainly the next year, culminating with the game’s now know the adage: Garbage in, garbage out. launch. 2. Underestimating the budget Having created many adventure games in the What Went Wrong past, we had a reasonable estimation of how much it would cost to develop EXILE. However, what we didn’t account for was how much extra 1. Video quality effort it would take to reach the image quality level that was required. We were no longer The live-action video shoot, and everything working under our own quality levels, but leading up to it, was probably the game’s most rather ones that MYST and RIVEN had estab- important development milestone. It was an lished. This mistake meant that we underesti- extremely hectic time. The scriptwriting had to mated the cost of the game, though we had be completed, the costumes designed and sewn, signed a contract to produce the game for that the props built, the CG backgrounds rendered, amount. the actors hired and rehearsed, and the studio and personnel booked. All of these individual Underestimating the budget translated directly elements did come together, but one critical into not being able to hire enough team mem- oversight prevented our resulting video from bers, which translated into an schedule. being crisp and perfect: we didn’t use HDTV It really was as simple as that. We all had to, cameras. and did, work our tails off, but this only resulted in a general feeling of “Whew! Glad Months after the video shoot was complete, we that’s over” rather than “That was a blast! Let’s began compositing the video footage—remov- do another one!” ing the blue backgrounds from the live-action video and replacing them with our computer- Presto Studios’ MYST III: EXILE 134

3. Sacrificing future projects much more. Obviously, the fantastic opportu- nity to create EXILE was something we could not Undermanned and underfunded, everyone resist. However, we are very concerned that the hunkered down and focused solely on EXILE. completion of EXILE will further brand us as an Not just the team, but the entire company. Per- “adventure game only” company. Will EXILE’s sonally, I was producing the game, prototyping completion bring us many new opportunities? puzzles, and programming many of our final Or will we have to try even harder to avoid this worlds. Our president was executive producer moniker? Only time will tell. for the title, technical director for the video shoot, and responsible for compositing all of the live-action footage. Clearly, we were wear- ing too many hats. So many, in fact, that we lost sight of some com- pany goals and, most importantly, landing more projects. As a result, we only had one project in development after EXILE was com- plete, and we were forced to lay off staff. It was very disappointing to me personally to see Amateria world from wireframe to final image. people who had slaved over the project be “rewarded” with being laid off. The devotion 5. The launch: It’s out of our that we all had to EXILE clearly had its cost. hands now The launch of any title is usually one of the 4. So we’ve made another most stressful times for the developer-publisher relationship. The developer is exhausted, hav- adventure game ing just crunched through several years of pro- Prior to EXILE, Presto was already known as an duction, yet hopeful and full of expectations “adventure game company,” having worked on for the success of “their” product. However, six of these games in the past. We were eager to the publisher then takes the reins, promoting shake this image and prove that we could do 135 SECTION II: SEQUELS AND SOPHOMORE OUTINGS135

the product, manufacturing scarce and short-lived. And the boxes, selling as many cop- negotiations for a possible ies as possible, and handling sequel ground to a halt. customer support. But where does this leave the developer? Even with these occurrences, In truth, the developer is still however, we believe that time financially tied into the prod- will determine EXILE’s success, uct but has absolutely no more not the minor setbacks from control over it. That is why the launch period of the game. the launch is always so stress- Going forward, we expect that ful, for it represents the transi- the launch will only be a bump tion of power that has taken in the road, not a sign of things place from the developer to to come. the publisher.

This stressful launch period Closing was no different for EXILE. We were exhausted. We obviously Thoughts had high hopes for the game. As you’ve seen, some elements We felt that if EXILE was pro- of our production worked out moted as being “big,” it would perfectly, and probably saved be big. After all, MYST and us months of time and tens of RIVEN are the best-selling PC thousands of dollars. Others games of all time. Unfortu- didn’t go quite as well as we’d nately, the purchase of our Atrus’ costume sketch. hoped, and parts of the product publisher by another publisher suffered because of them. changed the decision-making process, the people in power, and the manage- Throughout the process, we tried to appreciate ment approach. What we felt should have been the positives and learn from the negatives. I’ve a huge launch was, in our opinion, slightly dis- heard it said that good judgment comes from appointing. A great multilingual feature of the experience, and experience—well, that comes game was cancelled in the last few weeks. Our from poor judgment. Here’s hoping that we presence at E3 was minimal, due to our pro- showed a lot of good judgment and that the ducer being taken out of the loop on the deci- “experience” wasn’t too painful. sion-making process. Advertisements were Presto Studios’ MYST III: EXILE 136

This Page Intentionally Left Blank 137 Poptop Software’s TROPICO

by brent smith Back-Story In the spring of 1999, Poptop had just wrapped Some games form their own mini-genre, and TROPICO is one. Players take the role of a petty dictator, el Presi- up development on the successful RAILROAD dente of a Caribbean island, with control of its political TYCOON II (RT2) and its expansion, THE SEC- and economic development. Poptop's previous game OND CENTURY. At the time, Poptop was staffed by the overwhelming count of four artists and was the economic strategy game II, two programmers. Being that small, we had had but TROPICO is a much deeper, broader simulation of an no time to think about anything other than the entire mini-republic, reaching down to the level of indi- current project, and suddenly we found our- vidual citizens and across the board from education to selves sitting around a table, eyes still slightly tourism. Despite its depth and complexity, TROPICO also glazed from the inevitable project-end we manages to convey the quirky, cynical humor of its had just gone through, looking for new ideas. banana-republic material. These were waters for Poptop. RT2 had been based very closely on ’s clas- quickly jumped to the forefront. The idea of sic RAILROAD TYCOON. The original RAILROAD taking a building game and putting a political TYCOON had been an inspiration, a design man- game on top of it had captured everyone’s imag- ual, a blueprint for making a good game, and a ination. With our creative energies renewed by a launching point for new ideas. The upside was fresh idea and the thrill of starting a new project that a good part of the design work had been in our hearts, we rushed off to create TROP- done for us. The downside, —each of us in our own as we were to find out on way. Actually, it wasn’t our next project, was that that bad. We did discuss it left us a bit naïve about major elements of the the effort it would take to game. We knew that it create a new game from an would have buildings and original idea. people that the player would not control directly. As we sat around our com- We knew it would use the pany card table, brain- RT2 engine but would be storming ideas, one idea The almanac. Poptop Software’s TROPICO 138

more ambitious than RT2 had been. As we rushed off to begin development, that was about all we knew—and, as we were to discover later, What Went Right each person on the team didn’t even share the same vision about the things we thought we did 1. Created “deep” character know. It was obvious from the beginning that the most important aspect of TROPICO would be the peo- Game Data ple. If we intended to have a game in which the Release Date: April 2001 player didn’t have direct control of the units on the map, then we had better make sure that the Publisher: people acted in a reasonable and somewhat pre- Genre: real-time strategy/” game” dictable fashion. Platforms: Windows 95/98/ME/2000/NT 4, Mac Number of Full-time Developers: 10 (7 artists, 3 This was no trivial task. Each unit on the map programmers) (in the later stages of the game there can easily Number of Contractors: 1 musician be more than 500 units) has more than 70 char- Estimated Budget: $1.5 million acteristics, which determine its actions and reac- tions to the player. This includes items as simple Length of Development: 2 years as name, age, and what part of the island the Development Hardware (average): 550MHz Pentium unit was “born” on, to things as complex as the IIIs with 512MB RAM, 40GB hard drives, and a variety unit’s satisfaction with various aspects of the of 3D cards running Windows ME or 2000 (programmers) or Windows NT (artists) environment (religion, national pride, pay com- pared to others in the same situation, and so Development Software: Visual C++ 6.0, Visual on). Additionally, as units live their sim SourceSafe 6.0, 3DS Max 3.1, Character Studio 2.2, lives—they are born, prance about as children, Photoshop 5.5, Tree Factory plug-in for 3DS Max enter the workforce at a certain age, and eventu- Notable Technologies: Bink Video, Miles Sound ally retire and die—we keep track of their fami- System lies. Each unit potentially has a mother, father, Project Size: Approx. 150,000 lines of code (plus spouse, and multiple children. Units also know 20,000 for tools) about their grandparents, cousins, aunts, and uncles. What this means to the player is that the During the project, Poptop grew to the bloated repercussions for treating one unit badly filter size of 10 employees—seven artists and three through their family tree much like you would programmers. It is a testament to the talent and expect in real life. Send Juan Pablo Ramirez to hard work of this team that we ended up with a jail, and not only are his parents, wife, and chil- strong, fun product in spite of the pitfalls that dren upset, so are his five siblings, their 18 chil- we encountered along the way. dren, and so on down the line. This added a lot to the political atmosphere of TROPICO. 139 SECTION II: SEQUELS AND SOPHOMORE OUTINGS139

Our second goal with this system was hiding its here. If you screw up, people know it was you. complexity from the player. Part of the fun of If you do something brilliant, everyone knows TROPICO is trying to see and understand what that too. response your actions will evoke from the popu- lation of your island. Although we kept detailed This kind of intimacy makes us very stream- information about each unit in the game, there lined. Everybody knows where he stands and was a balancing act in taking advantage of it what his job is. There is no middleman; if you without flooding the player with need to talk to someone, you information. I think we suc- talk directly to him. There is no ceeded here. Our interface pro- distraction of having team mem- vides the player with in-depth bers pulled off to work on a dif- information about the people in ferent, behind-schedule project the game—making them come or promotional material. We did alive—without overwhelming one thing, TROPICO, and that’s the player with having to know all we did. Of course, this kind trivial details about them. of team only works if every member is talented, and that is, Unit development was not easy, without a doubt, the case at Pop- but because we identified this as top. I see it every day, and I think a critical area up front and spent the players of RT2 and now a lot of time and manpower Banker. TROPICO have seen the result as addressing it, it turned into one well. of the strengths of TROPICO. 3. Homegrown tools 2. Small, streamlined, and Upon the completion of RT2, we had accumu- talented team lated a nice suite of tools for preprocessing and Being as small as we are certainly has a down- manipulating art assets and interface elements. side, the most serious being that we are limited With TROPICO, we continued this work, both in the things we can do in a given amount of improving the existing tools and developing new time by sheer lack of manpower. However, the ones. Our most-used tool was a program writ- advantages to a team this small, at least in terms ten to preprocess art assets into our custom for- of developing a project such as TROPICO, out- mat. It also had the ability to clip and scale the weighed the disadvantages. Everybody at Pop- art, and also reduce animations to a keyframe top knows everyone else. Not just knows them, and delta information for efficient storage. but knows what they are working on, what their strengths and weaknesses are, the name of their When TROPICO began, we further modified this significant other, and so on. There’s no hiding tool to allow it do work with 24- and 32-bit Poptop Software’s TROPICO 140

TIFF files. A palette reducer/optimizer was this tool into a format that could be used by the added to create 8-bit palettes from one or more TROPICO code. higher color-depth images. We also included the ability to add parameters to the instruction set A new type of tool that we developed and began that the program used to process the files, allow- using with TROPICO, and which turned out to be ing such things as tinting (which allowed us to a real time-saver, was used for game data construct placeholder art rapidly by simply tak- manipulation. Using MFC (which I’d never rec- ing an existing image and tinting it to another ommend for any software intended for release, color), and lightening or darkening of the but which is tremendous for quick development image. of tools such as these), we quickly built a very robust unit editor and building editor.

These editors allowed us to manage all the data associated with a particular type of building or unit outside of the program.

This capability was invaluable for balancing and tweaking the data, as it allowed us to change information in a relatively safe way while the game was running and see its effects immedi- ately upon the game world.

4. Fun topic Tourists relax and sunbathe on the beach. Without a doubt, one of the key factors in the Finally, we added support that allowed us to success of TROPICO was the topic. During our read image-depth information stored in RLA brainstorming sessions, a number of ideas were files and store it with the image. This informa- thrown on the table, but the idea that became tion could then be used to tell us the Zorder TROPICO was the one that had everybody information of the various parts of the image, excited. While a lot of the elements of TROPICO which allowed us, for example, to handle units can be found in other games, the mixture of walking behind parts of a building while walk- those elements and the setting itself had every- ing in front of others. Another tool that we one eager to see what we could make. This inherited from RT2 and improved upon during enthusiasm translated outside of the company, the development of TROPICO allowed us to cre- too. Nearly everyone to whom we showed the ate, size, and position interface elements outside game voiced their enthusiasm about the fresh- of the code. Using a simple scripting language, ness of the idea. Something about the idea of interfaces could be built and then compiled by ruling an island full of sun-drenched beaches 141 SECTION II: SEQUELS AND SOPHOMORE OUTINGS141

and tropical beauties This meant that for strikes a chord in most much of the project we people’s hearts. didn’t have to concern ourselves with trying to One of the most promis- keep a string table up to ing indicators late in the date, but when the time project that we had came, we were able to something special on our do it quickly and effi- hands was that we were ciently. Overall, localiza- still eager to play the tion was a breeze. game, and were still Having seen what a throwing out new ideas, nightmare this step can even after spending two be on other projects, we long years developing it. Wireframe and model of the hotel. were dreading the work we thought we would 5. Localization have to do in this area, but the final tally was less than a man-week of work spent getting the Having been involved in the translation of RT2 game ready for foreign language translation. into a variety of different languages, including double-byte handling for Asian languages, we knew up front that this was something that we needed to be concerned with in TROPICO. Fortu- What Went Wrong nately, a lot of the groundwork had been estab- lished during RT2’s development. The code contained home-grown string manipulation 1. Lack of up-front design work functions, which allowed us to maintain tight control of many of the issues associated with Coming off the success of RAILROAD TYCOON localization. We also had a tool that allowed us II, we were excited to get the chance to work on to pull strings out of the code base for insertion something new and unique. A few company into a string table near the end of the project. brainstorming sessions and a game or two of The tool was very useful in that it not only rec- Junta, and we knew that we wanted to do a ognized strings within the code, but it was smart tongue-in-cheek political game. We couldn’t enough to disregard strings within comments jump into the project fast enough. Ideas were and strings on lines which we tagged with a spe- flying hot and heavy. Everyone was excited. cial comment telling the tool that it was O.K. Unfortunately, we failed to realize at the time for this string to remain in the code (format that everybody was carrying a slightly different strings, for example). picture in his head of what the final game would be. Some were envisioning the stab-your-neigh- bor, laugh-a-second antics of the Junta board Poptop Software’s TROPICO 142 game. Others were seeing the close-up, detailed cut out entirely, while others had theirs altered view of people in action that ROLLERCOASTER to the point that it became something entirely TYCOON had done so successfully. Most of us different. were somewhere in between. This process was a very difficult growing pain Having come from RT2, we really found our- for Poptop. People’s feelings were hurt when selves unprepared for this problem. With RT2, they realized the idea that they were so excited Poptop had the original as a blueprint and about was not the idea that we were creating. design document. Design was only an issue so The game lost “buy-in” from people in the com- far as how the original game could be improved pany as it became something that they were less upon and how current technology could be uti- interested in or someone else’s idea that they lized to improve the game. The game could didn’t really understand. During this time we practically write itself, with Pop- struggled onward, trying to create top’s main concern being to re-cre- this game that wasn’t really what ate the magic of the original game anyone had originally intended. while adding a few minor twists of Amazingly, we stubbornly refused our own. Now we found ourselves to stop and consolidate our ideas in with a blank slate, an original idea meetings or on paper so that the where every gameplay detail had team could be unified in the idea to be created from scratch. and to rekindle the original excite- ment for the game. Unfortunately, we approached this in much the same way as we had Eventually, working on TROPICO approached RT2. Rather than set- stopped being a passion and tling on a unified design, or even became just a job for many on the Luxury tourist. trying to create one, each of us ran team, leading to low morale and back to his workstation and began loss of productivity. Hopefully, to create what we thought the we’ve learned from this mistake, game would be. and on our next idea (original or not) we will figure out what it is It quickly became apparent that we we are creating before we start to were not all moving in the same create it and try to keep everyone direction. People had very different excited about the direction in views of where the game should which we are moving. go. Decisions had to be made on the fly. Some people’s visions were

A tourist. 143 SECTION II: SEQUELS AND SOPHOMORE OUTINGS143

2. Modifying the existing code cations necessary to create TROPICO. Second, there were huge chunks of the code base that base became dead once TROPICO was started, such as One of the givens, decided before any work was the multiplayer code. (We had decided pretty even begun on TROPICO, was that we would use early in TROPICO’s development to scrap multi- the 3D engine from RT2. This would allow us player and concentrate on the single-player to have working maps with many of the features experience.) Of course, multiplayer code was we would need in TROPICO almost immediately, integrated very tightly into many areas of the thereby giving us a huge jump start on develop- RT2 code, and at first we tried to work around ment. The idea was a great one and paid huge it. Eventually we tore it out, once we became dividends in getting us working almost immedi- frustrated trying to determine which areas of the ately on the game itself rather than the engine. code were dead and which were important. Unfortunately, in conjunction with this decision, we started from the existing RT2 code Finally, the process of working off the original base—not only the engine, but all the game code RT2 code base was inherently dangerous at from RT2 as well. We were trying to “morph” best. We automatically inherited any bug that RT2 into TROPICO, which led to all kinds of had managed to survive in RT2 and created problems and slow-downs. quite a few more just going through the process of weeding out what code was unnecessary for TROPICO. We would have been much better off starting with a clean slate and then pulling over those sections of the RT2 code base that we could use. The RT2 code was not cleanly delin- eated between engine code and game code. However, the process of untangling the usable engine code and importing it into a clean code base would have been inherently more bug-free and more comprehensible to those unfamiliar with the RT2 code, and would have saved us time in the long run. An in-game overview of the island.

First of all, a single programmer had developed 3. Fun factor versus gee-whiz almost the entire RT2 code base. With TROPICO, factor the staff of Poptop had nearly doubled in size. Because we started with an existing engine, one Each new programmer immediately faced the of the errors that we made during development daunting task of getting a grasp of the RT2 code was to see how far we could push the envelope before he could even begin to make the modifi- with the engine, working on “gee whiz” Poptop Software’s TROPICO 144 enhancements that would improve the look and the technology of the game instead of features that would enhance gameplay.

The biggest example of this was what we dubbed “Zoom 0.” As the graphics in TROPICO were much more detailed than RT2’s, we looked for ways to show off these gorgeous images in the game. Allowing the engine to zoom in one level closer than it had previously been able to (Zoom 1) was one of the ways that we did this. In TROPICO, players can zoom in very close and get very detailed views of the people and the buildings. Unfortunately, Zoom 0 is not very useful for gameplay, as it is almost impossible to see enough of the map at that zoom level to get The dictator’s mansion. a feeling for how you should play. The majority of players tend to stay zoomed out about two the game. Rotatable buildings, more unit anima- levels, occasionally zooming in or out one level tions, and repeating animations on the buildings as the situation warrants. (such as blinking lights and moving machinery) all had to be cut to make room. Looking back, it OK, so we added a feature that allowed us to is apparent that tossing out Zoom 0 and putting show off the graphics even if it didn’t help in more gameplay-friendly features would have gameplay. What’s the big deal? The deal is that been a big net improvement to the overall game. we pre-scaled all of the images for the various zooms beforehand and stored them in the data 4. Waited too long for scenarios file, so these high-resolution close-up graphics ate up as much space as all the other zoom lev- After the scenario-intense RT2 and its add-ons, els’ graphics combined. We spent a full 50 per- we were more than happy to try creating a game cent of our graphics budget on this one feature. in which the strengths lay in randomly gener- As we got deep into the project, it became ated maps and sandbox-style open-ended play. apparent that memory and CD file space bud- From day one we worked on TROPICO with this gets were going to be tight, but we had invested goal in mind. A lot of effort went into creating a too much into this feature to be comfortable map generator that would create pleasing, logi- with cutting it. cal, and most importantly playable maps. We modeled rainfall on what we knew and could Ultimately, we had to cut other features to cre- find out about meteorology. We researched veg- ate space, features which would have improved etation, not only to find flora indigenous to a 145 SECTION II: SEQUELS AND SOPHOMORE OUTINGS145

Caribbean setting but also to find out under As we realized this late in the project, we scram- what conditions a particular plant would thrive bled to create scenarios to include. Unfortu- and how to represent that in the game. nately, our tools in this area were underdeveloped, and time had to be squeezed A significant amount of time went out of people’s schedules even to into creating realistic mountains produce what we did. The result and series, even ranges, of moun- was that TROPICO included a very tains. We even went so far as to limited number of scenarios (eight model the terrain under the water, with the game and two others so that shallow beach areas and included in some promotional CDs) deeper waters would be accurately that weren’t nearly as involved as created. As we neared the end of the they could have been, and certainly project, we had no doubt that our weren’t up to the standard that we map generator could create some had created in RT2. fabulous-looking maps, and, given the number of factors we allowed Another by-product of this over- the player to tweak during map sight was that we never spent time generation, an endless supply of Pit boss. polishing the map editor tools that playable maps. we used in development.

However, the game was missing clearly defined The original game design was oriented toward goals. Using the map generator, there was no random-map play, so we never saw the need for way to create a map that had a specific situation a more sophisticated editor until late in the to solve, and only a very limited way to create project. These tools ended up being disabled in maps with unique obstacles to overcome. In the release version, disappointing many fans other words, the game and the maps were great who were hoping to create their own maps. For- for an open-ended, sandbox style of game, but tunately for our fans, a map editor should be were lacking in goal-oriented, problem-solving available in an upcoming patch. gameplay. 5. Lack of unified artistic vision While the sandbox mode allows players to cre- ate a wide range of different maps, much more As I mentioned, one of the effects of essentially depth and many hours of play could have been bypassing the design phase of this project was added to the game if we had included a rich set that there was a lack of consistent vision among of scenarios and the tools for the players to cre- team members. One of the places that this ate even more. became most apparent was in the game art. Almost all of the artists at one time or another during the project worked on creating buildings Poptop Software’s TROPICO 146 for the game. They were given only a vague this process and will improve upon it in our notion of what type of building they were to next game. create—a paper sketch or a very crude 3D mockup—and left on their own to move for- ward from there. In Hindsight

Halfway through the project, the problems with It’s pretty much the experience with any game this became apparent. Scale varied wildly from project, whether the developers will admit to it artist to artist, as did level of detail. The same or not, that you look back and see mistakes that problems were occurring with the character ani- you made and bemoan the ways that the game mations, as the two artists working on those could have been better if only those mistakes had taken different approaches. One artist was had been avoided. TROPICO is certainly no dif- striving toward very lifelike figures with com- ferent in that regard. Every member of the TROPICO team felt the sting of loss at some plex animations, while the other created more point or another when a feature that they were cartoonish parodies of TROPICO’s inhabitants particularly fond of was cut. Each of us can with more outlandish but less complex anima- look back and think of a hundred ways that we tions. Both artists had a clear idea of what they could improve TROPICO were trying to do, and both accomplished their . That, in itself, is a respective goals brilliantly, but the difference in good sign. At the end of two years of develop- their approaches can still be seen in the release ment, we still cared about the game and wanted version of the game if you compare, for exam- to make it better. Everyone was happy with ple, the banker to the female luxury tourist. what we had created, but no one was satisfied with the details. Art is never done. At this point we appointed a person to take on the role of art producer. His job was to try to We learned a lot individually and as a team coordinate the artists’ efforts and make sure about how to approach a project and how to they shared more or less the same vision. But the manage it once it is underway. This was our first damage had been done. Team members had to attempt at a completely original idea, and spend valuable time sifting through and rework- although we encountered a lot of pitfalls along ing art. Frustrations mounted as artists who pre- the way and stumbled more than a few times, I viously had been able to work toward their think the end result is pretty amazing—some- personal vision now found themselves having to thing that we are proud of and that the game’s compromise to a shared vision of the whole fans will enjoy. Considering that TROPICO was team. This problem could have been signifi- done with a team of only 10 people—tiny by cantly reduced with more up-front planning and today’s standards—the game’s success is a testa- more ongoing feedback to the artists as they ment to the Poptop team’s talent, creativity, and completed each task. We definitely learned from hard work. 147 SECTION III

Managing Innovation

The great thing about an innovative game is that this so-called “great idea”—it’s still a thought in it starts with desire. A person or a development someone’s brain. Of course, it’s the very new- team comes up with an idea for a game no one ness of the thing that makes this process so diffi- has seen before, and they want to play it badly cult. Any game starts this way, but in the enough that they’re willing to go through all the innovative games, the radical departures, it’s risk and work and inordinate hassle required to toughest—you have nothing you can point to bring it into being. and say, “it’s going to be like this.”

Suppose you have an idea for a game, something Over the next 18–36 months, there is the task of no one has seen before. There are many forms converting this invisible feeling, this hunch, into this could take. It could be a clever piece of soft- a functioning piece of software that runs on an ware you’ve been toying with, a graphic style, or actual machine. This is the process that is unbe- a method of telling a story, or a haunting image. lievably subtle and difficult. It comes down to a It could be an untried subject like haberdashery series of tiny decisions made daily, about inter- or whale-watching, or a dream you had (SPACE face, art direction, technology. Should such-and- INVADERS, apocryphally, was based on a such a command be made with the right or left dream), or just a strange indescribable feeling. It mouse button; should the heroine be blonde or could be anything. brunette; should we invest CPU cycles in AI or in rendering? All with the looming, crushing This will not be easy. Someone has to fund the knowledge that a factory in upstate New York is game, to be convinced that the vision you and waiting to stamp your answer onto 400,000 your team share will one day be exchanged for CDs. hard cash. A marketing team has to understand what the game is, and why people will want it. These are the kinds of choices that slowly con- The development team has to communicate vert the charged, elusive vision within you into effectively enough so that they can be sure that an application on your desktop that anyone can they all share the same idea. And no one can see run and experience. It’s particularly difficult in Section III: MANAGING INNOVATION 148 this medium because you’re part of a group of meetings, and try again. Shipping a successful 8–40 people, practicing at least four different game usually involves this iterative cycle of disciplines (programming, art, game design, building features, testing them, and then revis- audio, not to mention storytelling and project ing them, repeated several times over the devel- management) in an interdependent process that opment period. is supposed to yield one unified coherent whole that captures a feeling that 15 months into the Different games present different problems. project you may well be unable to recollect. All Sometimes the initial idea proves too ambitious, done on a tight schedule and budget, as every and you have to decide which features to cut day and every penny cuts into the net profit. while keeping the core idea intact. Sometimes the initial idea proves too vague, and part the (The crowning irony, of course, is that other process of building the game is refining and people consider this a trivial amusement. When tightening the focus. Sometimes it’s a process of you tell them what you do for a living, the inev- discovery. As the game becomes a concrete itable response is, “Oh, so you get to play games thing, as it encounters reality, it works a little all day?” Yes. Yes, that’s exactly right.) differently than it did in your head. Games are very complex entities, and it’s impossible to There is an art to this process. In an ideal world, work out in advance how everything in them making an innovative game would be as simple will behave. You may notice playtesters using as (a) getting a good idea, (b) writing a detailed some feature in ways you never imagined, to technical and design document and making defeat obstacles or just as a kind of mini-game some concept art, and (c) getting a development by itself. They’re not playing the game you team to make it (this is sometimes called the imagined, they’re playing the game you actually “waterfall” development model). Then you wait made, which is slightly different but perhaps no 24 months while they work, and on the last day less fun. the game is complete and you sit down and play it and voila...fun. • Define a high concept. Have a clear sense of where you’re trying to If this book teaches one lesson, it should be that go, even if you don’t know how to get there. this is not always possible. Game development Every week, you and the rest of your team is very complex, especially new kinds of games. will have to make decisions, you can use the Features take longer than expected, or interact high concept as a compass to check your in surprising ways, or suggest other exciting fea- bearings against. If you can ask of any given tures that suddenly seem worth implementing task, “does this bring us closer to our goal of two weeks before beta, and so on. Experienced creating the ultimate robot ninja jai-alai sim- teams expect surprises. They build something, ulator,” it’s easier to make these judgment play it, double back, rethink, cut features, hold calls. 149 Section III: MANAGING INNOVATION

• Know when to cut features. some point, it has to be resolved so develop- A feature can be cool, but still not form an ment can continue. essential part of the game you’re making. • Prototype early. • Build good tools for creating and editing Get the game and its core features running content. and playable as soon as you can. Have people It is essential to be able to test content in your who haven’t heard about the concept play it game engine, and revise it if things don’t and tell you whether it’s fun, and why or why work the way you plan. The easier it is to edit not. game data, the quicker you can react to test- ing feedback, and the more cycles of testing Why make innovative games? They take appall- and revision you can go through. ing chances with the time and money of the peo- ple who make them, all for the slim chance of • Form a solid relationship with your becoming a breakaway win or at least a quirky publisher. cult hit. If the game needs revision, someone on the There are large-scale reasons to make them. publishing side needs to understand why and Most people agree that digital games are an how it’s going to take place. If they can trust immature phenomenon and that we are far from that your development process is under con- seeing what can be done in this medium. If trol, and have a sense of the goal you’re sequels are the bankable projects that keep the working toward, things will go much more industry alive from year to year, it is the radical smoothly. departures that help it grow, that expand our sense of what the medium is. We are all waiting • Create a clear chain of command, or for better games, and innovation is the only way some other protocol for tough they get made. Of course, they play an economic decision-making. role as well as a creative one—games like MYST, Not every decision can be made as a group, and, yes, BARBIE FASHION DESIGNER, changed especially when it comes to setting the vision the market as well as the medium, by bringing for the game. If team members disagree on people who had never thought about it before to sit in front of a computer play games. Section III: MANAGING INNOVATION 150

This Page Intentionally Left Blank 151 ’ BLACK & WHITE

by peter molyneux Back-Story BLACK & WHITE belongs to the god-game genre popu- BLACK & WHITE is the game I always wanted to larized by Lionhead Peter Molyneux in the POPU- make. From the days of I had been fascinated by the idea of controlling and influ- LOUS series—the player is literally a god, helping his or encing people in an entire world. I was also her people prosper, through guidance and miracles. The interested in the concepts of good and evil as showpiece is the Creature, which is a living animal ava- tools the player can use to rule or change the tar that the player raises from childhood, shaping its per- world. These themes crop up regularly in my sonality by reward and punishment. The Creature is a games, but I realize now that with every game I complex, semi-autonomous artificial intelligence, was heading toward my ultimate goal—the god whose nature changes as it grows—like the player-god, the Creature can become good or evil, black or white. game BLACK & WHITE. BLACK & WHITE is an ambitious accomplishment—apart I wanted the game to be more flexible, more from its originality, it features fluid, epic-scale storytell- open, and more attractive than anything I’d ever ing, gorgeous graphic presentation, and an elegant, ver- played. I was determined that the player could satile mouse-based interface. do almost anything he or she wanted. Instead of leading players deeper into a world of levels and the landscape) and turn it into a huge, intelligent testing them with tougher and tougher mon- being which could learn, operate independently, sters, I wanted players to be engaged by the and do your bidding when you wanted. I knew story but to take it at their own pace and decide that this would require an artificial intelligence which bits to tackle and when to tackle them. structure unlike any ever written. It had to be More technically, I didn’t want a panel of icons the best. or a set of on-screen options. With I felt we overdid the control panel, and, Of course, I needed a team for all this, but I while it worked, it didn’t add to the immersive wanted the right sort of team and so had to sense of being this evil overlord deep under- build it slowly. A core team of about six was ground. Frankly, it simply reminded you that formed, and at the start of Lionhead we worked you were playing a video game. Finally, I at my house. Our first task was to create a wanted to place into BLACK & WHITE the ability library of tools, so we spent our time there to select a creature (originally any creature from doing boring foundation tool-building. We Lionhead Studios’ BLACK & WHITE 152

started work on the game proper when we and it takes a certain sort of person to fit in and moved into our offices in February 1998, at enjoy working with such a close-knit team. This which time there were nine of us. By this time policy of only recruiting people whom we felt we had begun thinking about the game in gen- had the talent and a way of working which fit in eral terms. We discussed what we could have in with Lionhead’s existing members meant that it, what we should have in it, and what, in a per- our team had evolved their own way of work- fect world, we’d like to see. Funnily enough, ing. They didn’t just carry out their tasks but questioned, tested, and pushed both themselves Game Data and each other. It’s labor-intensive, but you Release date: March 30, 2001 often end up with more than you expected. For Publisher: Electronic Arts example, the art team divided up the tribal styles for the villages and tried to outdo each Genre: real-time strategy/ “” other in terms of design and effort put in. The Platforms: Windows 95/98/2000/ME result was better design work than we thought Full-time developers: 25 we’d get. Contractors: 3 Budget: Approx. £4 million (approx. $5.7 million) At Lionhead Studios, we all knew that BLACK & Length of development: 3 years, 1 month, 10 days WHITE was going to be something special. This belief became self-fulfilling as we were inspired Hardware used: 800MHz Pentium IIIs with 256MB RAM, 30GB hard drives, and Nvidia GeForce graphics by each new feature and every neat, innovative cards section of code. Naturally, this meant that everyone worked exceptionally hard. Over the Software used: Microsoft Dev Studio, 3DS Max course of the project the team did the work of a Notable technologies: Bink for video playback, group twice their number. We regularly went Immersion touch sense for force-feedback mouse home as dawn broke, and weekends became Project size: Approx. 2 million lines of code something other people did.

much of the last category did in fact make it in, things such as the changing atmosphere and buildings if you change alignment between evil What Went Right and good or vice versa. Also, ideas for some fully lip-synched characters were thrown around. At that time, we didn’t seriously think it 1. It got finished could be done. This sounds stupid, but we encountered some big problems, and there were times when we During the first year of Lionhead we added peo- doubted that the game (as it ultimately ended ple gradually, as I was very keen for the friendly, up) would get released. As a new company, we family-style atmosphere of Lionhead to remain, not only had to work out the game we were 153 SECTION III: MANAGING INNOVATION153

going to create, but we had to write the tools closer. Perhaps this is a function of not getting and libraries, create everything from scratch in enough sleep over a period of several months. software, and also gel together as a team. We couldn’t have a dress rehearsal for this, so we 2. All the risks paid off learned by trying things and then changing them if they didn’t work. As time rolled on, we We wanted to do some pretty groundbreaking couldn’t afford to make things in BLACK & WHITE. any mistakes or pursue One example was doing blind alleys. away with the panel of controls and using the Ges- For example, we talked ture system for casting Mir- about updating some of the acles. We tried and tried to graphics at one point. It get this feeling just right, didn’t seem a big job, but and if we’d had to dump it, once we’d changed some of I’d have been so disap- the buildings in the tribal pointed. But after research, villages, they showed up testing, and simple trial and any unchanged ones and error, we got it working made them look less beautifully, and we now impressive, so we had to have a feature no one else assign time to do them all. does. We got a much better set of buildings out of this, but if Also, integrating the story we’d known that we’d have line into such a free-flowing had to do all of them, we Render of the evil cow Creature. strategy game was a risk. would have said, rightly, We thought it would sit that there wasn’t time. quietly behind the game, popping up to direct you if you hadn’t moved on, but the story came The programmers were likewise coming up with alive and started to draw the player through the neater and neater ways of coding, and thus try- game in a way none of us, apart from perhaps ing to do more and more with the code they scriptwriter James Leach, had envisaged. It also had. It says a lot about the talented and single- gave us characters such as Sable, the Creature minded development team at Lionhead that trainer, and those advisors whom we hear peo- everybody always wanted to make every ele- ple now quoting lines from, and who exist out- ment that little bit better. And as we fixed the side the game as recognizable characters. bugs and sent the game to QA, we felt like peo- ple who’d run a marathon and could see the fin- The huge, learning, intelligent Creature was also ish line, but it didn’t seem to be getting any more of a gamble than he now seems. To go into Lionhead Studios’ BLACK & WHITE 154

AI in such an in-depth way required Richard We’re also the first game (apart from Evans, our AI programmer, to consider what Microsoft’s ) which enables learning was, how practice works, and how the you to import real weather in real time into the reinforcement of ideas comes about. Then he world. We are also the first to enable unified built all this into a character which appeared to messaging, whereby you can send messages to live and learn like, say, a clever puppy. AI is the web from the game, or receive them, using e- always a minefield, and I’m always disappointed mail and mobile phones. This integrated two- way messaging as well as the ability to take your Creature out of BLACK & WHITE and onto the web is brand-new. Also, the game can import names from your e-mail package and assign them to unique villagers in your tribe in the game. I expect lots of games to do similar things in the future, but we took massive risks and devoted huge amounts of effort to being the first and to making it work properly.

3. The game looks so stunning When we started, we used a wireframe test bed and a couple of conceptual screenshots to pro- Good ape. vide some atmosphere. I first showed the test bed and these mocked-up screenshots to the by great strategy games which appear to have press at E3 in Atlanta in 1998, and I could see the most simple, easy-to-predict AI running on the assembled faces that nobody believed we your enemies. We just wanted to advance the could accomplish anything like it in the final technology to its extreme. game. I was complimented on the depth and beauty of preliminary efforts, but the compli- We also wanted to do more with graphics and ments had a slightly hollow ring. I could almost animation blending. The world changes depend- hear people thinking, “Yeah, it looks great, but ing on whether you’re playing as a good or an anyone can draw pretty screens using an art evil god, and things take on subtle new looks. package. What’s your game really going to look The Creature, the player’s hand, and many of like?” the buildings change, and we used more anima- tion blending to achieve smooth movement and Not only did we manage to pull off the look we changes than anyone else has ever done, I wanted, but we exceeded it by some margin. believe. The sheer beauty of the lands is something I hope won’t be matched for a while, and the fact 155 SECTION III: MANAGING INNOVATION155

that you can move, zoom, and rotate to view it control means that they do work as a unit but from any angle, anywhere in the game, is again can retain their individual characteristics. This something we got spot-on. Looking back, I makes the game much faster and still gives them don’t know whether we were insanely ambi- minds of their own. tious, because at the time we started, you couldn’t have The Creature himself is an done what we did. We needed astonishing piece of work. so much custom-written soft- Once he starts learning, he ware, and we also needed the forms his own personality as minimum specification of the he goes, and no two players PC community at large to get will ever have the same Crea- better before this would be ture. The complexity is kept to viable. When we started a minimum to keep him fast, BLACK & WHITE, most people but we managed to steer com- had 32MB of RAM in their pletely clear of using random PCs. The game requires elements to make him seem 64MB, but that’s common- like he has a mind of his own. Concept drawing for the place now. So, if you like, we And there is nothing in the tortoise Creature. aimed beyond the horizon, game that you can do which and the world rotated and you can’t teach your Creature caught up with us so we still hit our target. to do. It’s true to say that the Creature mirrors you and your actions, so in BLACK & WHITE 4. The artificial intelligence we’ve got a game in which part of the game itself learns from everything you do and tailors The Creature AI, as I have mentioned, is abso- itself to you. lutely spot-on. Richard Evans worked tirelessly on this, and it became something that surprised even him with its flexibility and power. The AI 5. The way the team came isn’t just restricted to the Creature. Every vil- together to make BLACK & WHITE lager in the game has it as well, and they are all happen different in their wishes, desires, motivation, This is Lionhead Studios’ first project, and and personality. Because there is no upper limit everything started from scratch. The people, the to the number of villagers you can have, we had software, and the working environment were all to cap the AI slightly by giving some of the vil- new. Although this was exactly what we needed lager control to the Village Center, which acts to do a game so fresh and diverse, it also created like a hive and farms out some of the coopera- problems which I was delighted to overcome. tive elements to the people. We couldn’t have The lack of any precedent meant that things them interrogating each other, so this central took a lot longer than they should have, and the Lionhead Studios’ BLACK & WHITE 156 open-ended nature of the game throughout 1999 we began to work on the story. We much of its development meant that team mem- thought it would take no more than two bers were limited only by their own imagina- months, but after a while we realized that we tion. didn’t have the skill set needed to take care of this vital aspect of the game. I contacted James But the nice thing is, every member of the Lion- Leach, who’d been the in-house games script- head team gelled brilliantly, and although I writer at Bullfrog and had worked on SYNDI- know we picked the very best people, there is an CATE WARS, DUNGEON KEEPER, THEME element of luck in whether they can all work HOSPITAL, and many others. He was working as together so well. We cer- a freelance ad copywriter tainly lucked out with the but gladly came on board, team, and every one of again in a freelance capac- them contributed mas- ity, and turned our ideas sively to making the game into a fully plotted story what it is. The last few line, wrote hundreds of months of the project were challenges and quests, and the hardest any of us has wrote all the dialogue in the ever had to work, but game. It ended up being thanks to the people, they more than 60,000 words, were also some of the most the size of a novel. fun months we ever had. If The citadel. nothing else, we’ll always Hiring James meant that remember the time we spent closeted together we got a sense of continuity, consistency, and making BLACK & WHITE. And I’ll never forget style throughout the game. It also meant that we that without the right team, this game never could describe what we wanted, or even write would have happened. It’s as simple as that. placeholder text, and he would rapidly turn it into finished work. Sections of the game that were still at an early stage seemed more easy to understand, get a feel for, and work on when we What Went Wrong used dialogue and text which seemed, to us, fin- ished. Of course, another pass was usually needed to make it accurate and sometimes to 1. Planning the story polish it, but having a dedicated scriptwriter made this a simple task. We underestimated how long it would take to construct and write the story element of BLACK Storytelling in games, as elsewhere, is an art. If a & WHITE. The free-form nature of the game story line flows easily and naturally, that’s required an unfolding tale to give it some struc- because someone has worked incredibly hard at ture and lead it to a conclusion, and in October 157 SECTION III: MANAGING INNOVATION157

features were now locked. After a well-deserved Christmas break, we came back to find that we had more than 3,000 bugs. We had six weeks to reduce this to , but the thing about bug-fixing is that you can solve one problem but in doing so create three more. So although we worked as hard as we could, the overall figure crept down slowly rather than dropped at the rate at Tortoise morphs from evil to good. which we were actually sorting out the bugs. it. I’m a great believer in the emotion and immersion that can be added to a game through By this stage the team was very tired. The only good story and dialogue. It can’t make a bad things that kept them going were the sense that game good, but it can make any game better. the end was in sight and the fact that they could And when the script was looked at by Holly- now play the game and actually experience wood scriptwriters and film directors from the what we had created. Bugs, of course, could BBC, we knew we were on to a winner. have killed the game, so there was no way around it but to fix each and every one. We had Another by-product of using a professional bug lists circulated to every member of the staff, scriptwriter was that we morphed the in-game and we put up a chart on the wall which was advisors, the good and evil guys, from being just updated daily. Some days we had more bugs sources of information and guidance into styl- than the day before, and that was like looking at ish, popular characters who are now bankable a mountain which was growing quicker than we properties in their own right. could climb it.

2. Fixing the bugs But there came a moment three weeks into this process when we felt we’d broken the back of After canceling our Christmas party on Decem- the major bugs, and the numbers fell steadily. ber 26, 2000, we managed to hit Alpha, which Of course, the irony was that the last 10 bugs as any developer knows is a very loose defini- were the hardest to fix, and with every one there tion, but at least we could say that all the game Lionhead Studios’ BLACK & WHITE 158 were four more created. It was as if the game 15 language versions to get translated and just didn’t want to be finished and perfected. recorded, we had to do the biggest localization job I’ve ever seen. This landed on Lionhead Stu- 3. The project was too big dios at the very busiest time, and although our publisher did an excellent job of handling it, we BLACK & WHITE got to be so large that we were needed to check and answer questions and almost felt lost within the code. In fact there are to provide explanations for some of the more well over a million lines of code within the arcane elements of the game. game. Loading up even the most simple of the smallest tools would take many minutes, and compiling the entire game took over an hour. 4. Leaving things out This meant that toward the end The idea of the game didn’t really of the development phase even a change much over the course of tiny change could take a whole its creation. But I do have some day to implement. Checking in regrets that features we thought changes and rectifying errors was would be great proved unwork- a nightmare. We eventually able. I expected this, as it happens decided to limit the checking-in to with every project, but I thought one machine, and we imple- the problems would be caused by mented a buddy system whereby software or even hardware limita- nothing was done without an tions. In fact, it came down more onlooker checking it at every to emotional issues. stage. This put a stop to tired people checking in changes at For example, the original idea of four in the morning and finding the Creatures was that a player that, instead of fixing something, could choose to make any living they’d actually caused further thing a Creature. We wanted the problems. player to be able to select an ant and grow that, or a human being Another worry about the from a tribe, and raise him or her. project’s size was that we didn’t Christian Bravery, one of the art- think the game would fit on one Concept sketch of the ists, spent a long time drawing good Celt. CD, although we were desperate concept work and sketches for it to. The audio files are depicting what the Creatures immense. Music, dialogue, and effects are all could look like at various stages of their devel- compressed, but of sufficiently high quality that opment. This of course included humans. we refused to reduce them any further. And with 159 SECTION III: MANAGING INNOVATION159

We soon realized that people would have certain tling others on a land). The idea lost momentum expectations from a human. Players wouldn’t when we thought about how the land would expect a turtle to learn as quickly as a man, but actually look, and how it would seem like some- if we dumbed down the people, they’d seem like thing drawn by a preschooler. I still like the idea a proto-hominid race from eons ago, and we of color wars, but I think children’s TV has also didn’t want that. Also, disci- cottoned on to the idea, which pline in the game involves slap- means we won’t be going there. ping your Creature. We certainly couldn’t have the 5. Talking about player slapping a child or a woman or, really, even a grown release dates man. The emotional feel of I have to admit, ruefully, that I raising a human, teaching him have a reputation for being, or her to eat what you want, shall we say, optimistic about and leading him or her around when the projects I’m working in a speechless environment on will be completed. I opened was all wrong. Christian’s work my big mouth and announced in visualizing humans as player that Lionhead Studios would Creatures was all for nothing in finish BLACK & WHITE and get the end, and we dropped the it released at the end of last idea. We also dropped the year. I just can’t resist talking notion of turning any living about whatever I’m currently thing into a trainable Creature, working on. This has been a as ants, butterflies, fish, and Concept art of the evil Celt. problem I’ve experienced with other non-mammals would every game I’ve ever developed. have caused big problems. A flying Creature would change BLACK & WHITE But the thing is, when I think something is going into a totally different game. to be finished in December, I really do believe it. People at Lionhead were telling me that we had I also regret that we couldn’t use color as a to build in time for bug-fixing, and I knew this dynamic concept a little more. The landscapes was true, but the truth is that there seems to be in the game are gorgeous, and our sound and no formula for working out how long things music man, , suggested that various will take. The best thing to do, I guess, is to take spells could drain the color out of areas, or the finishing date I first think of and move it spread different colors around. We liked this twice as far away—and then not announce it idea for its surrealism, and we thought about until we’re halfway there. having color wars with other wizards (at this stage you weren’t a god, you were a bat- Lionhead Studios’ BLACK & WHITE 160

It’s a function of working on products which could literally be endless. Unlike a film, where once the footage is shot, you edit it with an idea of where you’ll end up, you can add completely new features to a game and then balance it and change it radically right up until the last minute. I’m sure that there were many people who didn’t believe me when I said we’d finished making BLACK & WHITE and were only con- vinced when they saw a box with a CD in it.

“Just More” We tried to make the micromanagement of the villagers as user-friendly as possible. BLACK & WHITE is unlike any other game ever written. That was our goal, and we achieved it. We wanted something more beautiful, more People told Lionhead we were perfectionists, complex, more emotive, more innovative, more but if we were, the game would never have been clever, and more, well, just more. finished. It’s not a perfect game. Our next game won’t be, either. But because there’s no such As you’ve read, it was beset by problems. We thing as a perfect game, we’ll just try to do nearly drove ourselves crazy solving them. something different, and do it as well as we pos- Nothing worthwhile is ever simple, though, and sibly can. Someone asked me recently what for every minute spent thinking up wonderful drove us to work so hard on this and to spend ideas to include in the game, there were proba- so much time thinking outside the box. The sim- bly 20 hours of sheer hard effort trying to get ple truth of my answer only struck me after- them to work. wards. With BLACK & WHITE, we made the game that we wanted to play. 161 Software’s MYTH: THE FALLEN

LORDS Back-Story MYTH: THE FALLEN LORDS uses the same overhead view as real-time strategy games, but brings the per- by jason regier spective lower to portray the bloody details of tactical conflict in a fantasy setting. The game follows the for- As the team at Bungie Software put the finishing tunes of one legion in an army of allied peoples fighting touches on the MARATHON series of first-person a desperate, losing war against the undead armies of action games, our thoughts drifted to bringing the Fallen Lords. Well-balanced units and successful our 3D game experience to the real-time strat- multiplayer make this a successful piece of game egy game (RTSG) genre. We were inspired by design, and the grim atmosphere of this well-executed movies such as Braveheart, with its close-up fantasy tale leaves a lasting impression. portrayal of bloody melees between large forces, and books such as Glen Cook’s The Black Com- pany, in which gruesome tales of battle contrast the “Sucks” category. The “Stuff that Rocks” with engaging and intriguing characters. We list was filled with ideas that contributed to the envisioned a dark, amoral world where oppos- visual realism of the game: a true 3D landscape, ing sides are equally brutal and their is polygonal buildings, reflecting water, particle- torn by power struggles within the ranks. We based weather, “blood-spattered battlefields lit- dreamed of game play that combined the real- tered with limbs,” explosions that send shock ism and excitement of action games with the waves through the terrain, and “lightning frying cunning and planning required by strategy guys and their friends.” games. Our goals for the product were lofty: simulta- Our original design document, if you could call neous release on Windows 95 and Macintosh it that, was simply opposing lists of “Stuff that platforms, integrated Internet play, and a free Rocks” and “Stuff that Sucks.” Anything online service to allow players from across the vaguely cliché, such as excessive references to globe to battle one another. From this vision, Tolkien novels, Arthurian legend, or “little boys MYTH: THE FALLEN LORDS was born. coming of age and saving the world,” went in Bungie Software’s MYTH: THE FALLEN LORDS 162

The Making of a apply lighting, set terrain types, script the AI, and place structures, scenery, and monsters. Legend, er, Myth The artists used Alias|Wavefront’s PowerAnima- The project began in January 1996 with four tor and StudioPaint on a single programmers, two artists, and a product man- Indigo 2 to create polygonal models and render ager. Midway through development, one pro- all the characters. At one point, the artists worked separate day and night shifts so that Game Data they could maximize their time on the SGI. Release Date: November, 1997 Models were brought into the game using Fear, Genre: 3D real-time strategy; fantasy while the sprites were cleaned up in Adobe Pho- toshop and imported with the Extractor. To cre- Publishers: Eidos, Pacific Coast ate the texture maps for the terrain, the artists Platform: Windows and Macintosh used Photoshop to draw what looked like an aerial photo and applied it to a 3D landscape in grammer dropped out and an artist was added. Loathing. Music, sound effects, and cut scenes were done out-of-house, and a few artists were contracted If this sounds like a lot of work to you, you’re to help with interface artwork. The roots of the right. Most maps took at least a week or two to YTH programming team were on the Macin- M create. We considered using fractal-generated tosh, so most initial coding was done on the landscapes, but we were worried that the inher- Mac with Metrowerks CodeWarrior. When PC ent randomness of such terrain would make it builds were required, though, we used extremely difficult to design good levels. As a Microsoft Visual C/C++. MYTH was written result, all maps were painstakingly constructed entirely in C. by hand. As the artists put the finishing touches on the landscapes, the programmers, who dou- In addition to creating the shipping product, we bled as level designers, scripted the AI for the developed four tools to aid in the construction levels. of the game. One utility, the Extractor, handled the importing of sprites and the sequencing of MYTH took approximately two years from their animations. Another tool, dubbed Fear, start to finish. It began as a six-degrees-of-free- dealt with importing polygonal models such as dom engine that allowed you to fly around a houses, pillars, and walls. The Tag Editor was landscape. Soon, troops were added, heads responsible for editing the constants stored in started flying, blood was made to destructively cross-platform data files, which we called tags. alter the terrain’s color map, and the network And finally, Loathing, our map editor, handled game was born. Most of the first year was spent the rest. Loathing was built around the MYTH developing the initial network/multiplayer engine and allowed us to modify the landscape, game play. Almost the entire second year was 163 SECTION III: MANAGING INNOVATION163

spent developing the single-player game, refin- files called tags. Tags are automatically byte ing the levels, and testing bungie.net, our free swapped when necessary and are accessed via a online service. cross-platform file manager.

One of our programmers worked in conjunction with Apple Computer Inc. to develop a cross- What Went Right platform networking library code-named Über. One of the greatest things about Über is that it supports plug-in modules for network proto- 1. Bringing carnage to the cols. Thus, although MYTH currently only masses allows games over TCP/IP, AppleTalk, and through TEN, it would be trivial to add support It’s a real trick to create a simultaneous, identi- for new protocol modules. MYTH must provide cal-look-and-feel, cross-platform release. It’s a user interface to set up the connection, but even harder to do so within the expected time once Über establishes that connection, game frame with only three program- play over a LAN is the same as mers. Our experience porting over the Internet. MARATHON, our popular Macin- tosh-only action game, to Win- To keep the game’s appearance dows 95 was a valuable learning identical across platforms, we experience, and we vowed when implemented our own dialog and starting MYTH that, “This time, font managers. This allowed us we’re going to do it right.” (actually, it required us) to use custom graphics for all interface Doing it “right” meant designing items. We designed our font man- MYTH from the ground up to be ager so that it supported anti- cross-platform compatible. aliased, two-byte fonts, as well as Ninety percent of the code in the a variety of text-parsing formats. game is platform independent; the Thus, our overseas publishers other ten percent is split evenly between routines Eidos and Pacific Software Publishing were able that handle PC- and Macintosh-specific func- to localize relatively painlessly. The German ver- tionality. It was a programmer’s dream come sion of MYTH was finished only a couple of true—we spent almost all our time implementing weeks after the English release, with Japanese features and solving real problems, rather than and French versions close behind. The only wasting it fighting the OS. game experience that is different for the two platforms is the installation, and two players on All of the data for MYTH, from animated cut bungie.net have no idea whether their opponents scenes to the percentage of warriors who are are on Macintoshes or PCs. left-handed, is stored in platform-independent Bungie Software’s MYTH: THE FALLEN LORDS 164

2. bungie.net and beta testing To rigorously test our server load capacity and the bungie.net code, we released a public beta of MYTH was also released with integrated support the network game. Initially we were apprehen- for our first online service, bungie.net. This ser- sive because it was our first public beta test of a vice was designed specifically for MYTH and product, but it was an amazing success. When was developed simultaneously. Similar to online errors occur, MYTH alerts the player, logs the services for other games, it allows players to error messages, and usually allows the user to connect via the Internet to game rooms, save a replay of the problem. Testers submit- where they can chat or play against ted these detailed bug reports via e-mail one another. The Linux-based server and chatted about features and improve- that runs bungie.net keeps track of ments to levels on internal news- player statistics and gives every- groups. one a score in our ranking sys- tem. The service’s Web site Best of all, the testers used (www.bungie.net) has access bungie.net to give instant to this database and sports a feedback to the developers. leader board that lists the This interaction allowed us top players. to gather even more useful information about bugs, and it Our networking layer is based on a made the testers really feel /server model. Once you advertise involved in the final product. By the a game on the network, you become a end of the beta-testing cycle, we not server, and other players join your game. only had a clean product, but also had a Network traffic during a game is limited to loyal following of users who sang our the commands issued by the players. All cop- praises when the NDAs were lifted. ies of MYTH in a network game run determinis- tically and merely interpret the commands that they receive. This makes cheating difficult; if 3. 3D graphics acceleration you hack the game to perform something illegal, When the project started, 3D acceleration hard- such as making all your units invincible, you’ll ware was only just starting to become popular. go out of sync with other players. When por- Nevertheless, we tried to keep hardware acceler- tions of the game data are periodically check- ation in mind when designing our rendering summed and compared, a message will indicate pipeline. When the opportunity arose to add that you’re out of sync (and out of luck). So far, hardware acceleration, the implementation the only form of cheating we’ve encountered is worked beautifully. users trying to exploit the bungie.net ranking system. We worked closely with people from 3Dfx and Rendition and added support for their chipsets 165 SECTION III: MANAGING INNOVATION165

in about a week. It’s amazing how much these Software has barely half that number of accelerators add to the smoothness of the ter- employees in the entire company, and we not rain, the fluidity of camera movement, and the only develop all our games, but publish and dis- realism of the units and effects. These chips tribute them as well! Macintosh and PC ver- rock, and great on-site developer assistance sions of MYTH, all our internal tools, and our made them easy to support. online service were essentially developed by only six people, and everything shipped on time with 4. Getting back to the people no major glitches. There’s no big quality assur- ance department here at Bungie; the public did Once we had released MYTH, we definitely did our testing for us, and we listened to them as the right thing by waiting for player feedback seriously as if they were coworkers on the and then releasing a patch to address their project. issues. Since our public beta test caught most of the bugs in the shipping product, nearly all our We didn’t hire any game designers, writers, or post-shipping efforts were directed towards level designers to come up with our game con- adding user-requested fea- cept and story line. MYTH tures. We scoured the news- truly is the combined vision of groups, read email, and talked our team, and each of us feels to customers about their com- that it was our game. We came plaints. From these disparate to work each day excited sources, we compiled a list of about the project, and we’re improvements for our 1.1 damn proud of what we man- patch. aged to create.

All major user complaints were addressed in the patch. We added support for Rendition and Voodoo Rush cards. We extended the camera’s What Went Wrong maximum zoom for a better view of the battle- field. We made our easy difficulty levels even easier. And we improved the unit AI. By the 1. Staffing problems time the early reviews came out, we’d already On the flip side, it became clear very early in the released a beta patch that addressed almost project that we were understaffed for such an everything on the reviewers’ lists of MYTH’s ambitious undertaking. Success or failure rested failings. with a handful of people, and that was extremely stressful. Losing a programmer half- 5. Doing more with less way through development added still more pres- It doesn’t take fifty people to create a major sure during the final push to get the game out cross-platform software title. Period. Bungie the door. Additional programming tasks had to Bungie Software’s MYTH: THE FALLEN LORDS 166 be shouldered by the remaining developers, who 2. Scripting were already also responsible for level design. To alleviate the problem somewhat, we even The biggest announced feature that didn’t make found it necessary to ask our busy network it into the final version of MYTH was a scripting administrator to aid in AI scripting and level language that would allow the player to modify design. elements of the game. We had hoped that user scripts could be written for extensible artificial We did hire a third artist near intelligence, as well as custom the end of the project, but it formations, net game rules, was almost too late. While his and map behaviors. We contributions to the final selected Java as a good basis product were by no means for the MYTH scripting lan- insignificant, it took a long guage because of its gaining time to get him up to speed. popularity, good information- Similarly, when we dropped hiding capabilities, and rela- the services of our original tively simple byte code inter- sound guy late in the develop- pretation. ment cycle, a new sound team had to rush to redo all the After several months of work, work. early versions of the game loaded, compiled, and ran If you’re looking for good code from tag files. A few sim- anecdotes about how we blew ple scripts worked for presen- off with wild weekend tation purposes, including one trips to Cancún, you won’t get that instructed a unit to search any. We all worked incredibly the battlefield for the heads of hard, and did so willingly because MYTH repre- the enemy and collect them in a pile. Unfortu- sented a two-year labor of love. All the great nately, when the programmer responsible for previews and supportive feedback from beta the scripting language parted ways with Bungie, testers kept us excited and made us realize that we were left with a number of features to imple- we really did have something special on our ment and no library of user-friendly interfaces hands. Nobody wanted to slack off and allow with the game code. Given its incomplete state competing products to beat us to the shelves. at such a late stage of development, there was The moral of the story: staff up as early as possi- little choice but to drop this functionality. ble and plan to weather the unexpected. 167 SECTION III: MANAGING INNOVATION167

3. More frames of animation Game Developer, June 1997), your first thought may be that the A* pathfinding should do the One of the complaints most often voiced by trick. players is that the sprite-based units’ animations are not fluid enough. At the start of the project, The first problem with a pure A* approach for when we planned for the number of frames of MYTH is that impassable obstacles, such as animation per unit, there was a good deal of troops and trees, may lie anywhere on the ter- uncertainty regarding how much RAM would rain. Penalizing the cells beneath impassable be consumed by large texture maps, sounds, obstacles is a bad idea because the cells are and other resources. As things were, it was fairly large and obstacles are not guaran- not uncommon for our landscape textures to teed to be aligned at the center of a cell. reach 5MB in size, and certain animations Furthermore, even if a tree did consume already consumed close to 1MB—our uncer- exactly one cell, the A* path to avoid tainties were not unfounded. We erred it would make a unit walk up to the on the conservative side. Though we tree, turn, and continue around it. implemented caching schemes that Units that bump into trees and walk greatly reduced our memory between the centers of large cells requirements, there wasn’t appear extremely stupid; you enough time to rerender the units. really want your group of troops to avoid obstacles (including each 4. Pathfinding other) ahead of time, and smoothly their way Perfect pathfinding seems to have through a forest. become the Holy Grail for games in the RTS genre, and MYTH is no exception. To produce this effect, we created our The game’s terrain is a 3D polygonal own pathfinding algorithm. First, we mesh constructed from square cells, ignore all obstacles and calculate the A* each of which is tessellated into two path based solely on the terrain impass- triangles. Cells have an associated ability. For all intents and purposes, terrain type that indicates their the terrain in MYTH never changes, so impassability, and they may contain any num- this path can be calculated once and ber of solid objects, including trees, fence posts, remembered. Now, we consider the arbi- and units. trarily placed obstacles and periodically refine our path using a vector-based scheme. If the Ah! Square cells, you say? Having read previous planned path would cause us to hit an obstacle, Game Developer articles (Bryan Stout, “Smart we need to deviate our path. We recursively con- Moves: Intelligent Pathfinding,” Game Devel- sider both left and right deviations, and choose oper, October/November 1996; Swen Vincke, the direction that causes us to deviate least from “Real-Time Pathfinding for Multiple Objects,” Bungie Software’s MYTH: THE FALLEN LORDS 168 our A* path. Thus, we’ve considered terrain Near the end of the project, we started adding impassability information and we can avoid support for 3D fire, which would be ignited by arbitrarily placed (or even moving) obstacles explosions and flaming arrows. Our flames were well before we bump into them. sprite-based 3D particle effects, complete with translucent smoke. Fire could spread across the For every game, pathfinding is a pretty complex landscape and move at different rates over the and sensitive beast. This method worked well various types of terrain. To our dismay, when a for 90 percent of our cases, but rigorous testing spark in the woods spread into a raging forest revealed certain cases that were not adequately fire (as it should), all the translucent smoke handled. As the ship date drew near, we were sprites slowed even fast, 3Dfx-accelerated forced to say “good enough” rather than handle machines to a crawl. With little time to rectify these problem cases and risk introducing new the problem, we had to put out the fire, so to bugs. Our current algorithm works pretty well speak. and provides the effect we sought, but there’s definitely room for improvement. We had also planned for wildlife to scamper across the terrain and for birds to fly through 5. Features that missed the cut the air, breathing life into our empty landscapes. Our attempt at ambient life started with a giant With a few exceptions, everything from our list squirrel created by one of our artists. Unfortu- of “Stuff that Rocks” made it into the final nately, due to time constraints, we didn’t have a product. Those features that didn’t make it chance to create very interesting behaviors for came so close and were so exciting that they def- it. Just about the only AI that we had a chance initely deserve mention. to code simply made the squirrels gravitate towards the player’s units. We thought it best to drop ambient life rather than subject players to hordes of nuzzling squirrels.

Post-Release Reactions

With all the prerelease hype MYTH had received, we were very anxious to see how the public would receive the final version. The reactions from beta testers were phenomenally positive, as were the comments from customers and review- ers. Our swiftness in correcting problems and adding several user-requested features with a 1.1 169 SECTION III: MANAGING INNOVATION169

patch only earned us more kudos from the press and public.

But possibly the most satisfying result of the game is the degree to which it lessens the appeal of playing with a traditional isometric perspec- tive. Working on MYTH so consumed our time that we didn’t get a chance to play anything else; we looked forward to playing some old favor- ites and the latest demos of our high-profile competition after we shipped. It was a real sur- prise to discover that once we were accustomed The MYTH development team. FROM LEFT to to MYTH’s 3D camera and its associated free- RIGHT: Mark Bernal (artist), Frank Pusateri dom, playing isometric games was frustrat- (artist), Rob McLees (artist, holding statue of ing—the action seemed distant and unrealistic, a Trow), Jason Regier (programmer), Jason while the view of the world was annoyingly Jones (programmer/project leader) Marcus Lehto (artist). NOT PICTURED: Ryan Martell rigid. This sentiment was echoed in both player (programmer), Tuncer Deniz (product comments and reviews of the game. manager), Jay Barry (level design).

Since our MARATHON products were derided by some as DOOM rip-offs, it was especially satisfy- ing to hear players say that MYTH pushes the genre in a new direction, from which there’s no looking back. It remains to be seen whether MYTH will inspire other entries into the 3D real- time strategy game genre. But if nothing else, MYTH is proof that a very small team with a strong product vision can still make a very big game. Bungie Software’s MYTH: THE FALLEN LORDS 170

This Page Intentionally Left Blank 171 Looking Glass’s THIEF: THE DARK

PROJECT Back-Story In the early 90s, Looking Glass Studios helped invent first-person 3D gaming with ULTIMA UNDERWORLD and by tom leonard SYSTEM SHOCK and, in the late 90s, reinvented the form with THIEF: THE DARK PROJECT. THIEF breaks out of the THIEF: THE DARK PROJECT is one of those first-person shooter model and shifts the emphasis to games that almost wasn’t. During the long stealth. Looking Glass developed lighting, AI, and audio struggle to store shelves, the project faced the technologies to allow players to use silence and shadow threat of cancellation twice. A fiscal crisis nearly and sneak attacks rather than firepower to achieve their closed the doors at Looking Glass. During one goals. In keeping with this new style of play, they gave seven-month span, the producer, project direc- the game a cynical thief for a hero and set it in a half- tor, lead programmer, lead artist, lead designer fantasy, half-Victorian world. and the author of our renderer all left. Worse still, we felt a nagging fear that we might make a impacted by the player. The central game game that simply was not fun. But in the end, mechanic of THIEF challenged the traditional we shipped a relatively bug-free game that we form of the first-person 3D market. First-person had fun making, we were proud of, and that we shooters are fast-paced adrenaline rushes where hoped others would enjoy. the player possesses unusual speed and stamina, and an irresistible desire for conflict. The expert THIEF player moves slowly, avoids conflict, is The Concept penalized for killing people, and is entirely mor- tal. It is a game style that many observers were The THIEF team wanted to create a first-person concerned might not appeal to players, and even game that provided a totally different gaming those intimately involved with the game had experience, yet appealed to the existing first-per- doubts at times. son action market. THIEF was to present a lightly-scripted game world with levels of player The project began in the spring of 1996 as interaction and improvisation exceeding our DARK CAMELOT, a sword-combat action game previous titles. The team hoped to entice the with role-playing and adventure elements, based player into a deep engagement with the world on an inversion of the Arthurian legend. by creating intelligible ways for the world to be Although development ostensibly had been in Looking Glass’s THIEF: THE DARK PROJECT 172

progress on paper for a year, THIEF realistically of faith, as such systems take considerable time began early in 1997 after the game was reposi- to develop, do not always arrive on time, and tioned as an action/adventure game of thievery require substantial tuning once in place. For in a grim fantasy setting. Up to that point we THIEF, these systems didn’t gel until mid-sum- had only a small portion of the art, design, and mer, fifteen months after the project began full code that would ultimately make it into the development, and only three months before we shipping game. were scheduled to ship.

Game Data When the game finally did come together, we Release date: December 1998 began to sense that not only did the game not Publisher: Cyan stink, it might actually be fun. The release of successful stealth-oriented titles (such as METAL Genre: first-person stealth/action; fantasy GEAR SOLID and COMMANDOS) and more con- Intended platform: Windows 95/98 tent-rich first-person shooters (like HALF-LIFE) Project budget: Approximately $3 million eased the team’s concerns about the market’s Project length: 2.5 years willingness to accept experimental game styles. Team size: 19 full-time developers. Some contractors. A new energy revitalized the team. Long hours Critical development software: Microsoft Visual C++ driven by passion and measured confidence 5.0, Watcom C++ 10.6, Opus Make, PowerAnimator, marked the closing months of the project. In the 3D Studio Max, Adobe Photoshop, AntimatorPro, final weeks of the project the Eidos test and pro- Debabelizer, After Effects, and Adaptive Optics duction staff joined us at the Looking Glass motion-capture processing offices for the final push. The gold master was burned in the beginning of November, just in Full development began in May 1997 with a time for Christmas. team comprised almost entirely of a different group of people from those who started the In many ways, THIEF was a typical project. It project. During the following year, the team cre- provided the joys of working on a large-scale ated a tremendous amount of quality code, art, game: challenging problems, a talented group of and design. But by the beginning of summer in people, room for creative expression, and the 1998, the game could not be called “fun,” the occasional hilarious bug. It also had some of the team was exhausted, and the project was faced usual problems: task underestimation, bouts of with an increasingly skeptical publisher. low morale, a stream of demos from hell, an unrealistic schedule derived from desire rather The Looking Glass game design philosophy than reality, poor documentation, and an insuf- includes a notion that immersive gameplay ficient up-front specification. emerges from an object-rich world governed by high-quality, self-consistent simulation systems. However, THIEF also differed from a number of Making a game at Looking Glass requires a lot projects in that it took risks on numerous fronts, 173 SECTION III: MANAGING INNOVATION173

risks that our team underappreciated. We months were incredibly productive, spirited, wanted to push the envelope in almost every ele- and punishingly fun. ment of the code and design. The experimental nature of the game design, and the time it took us to fully understand the core nature of that design, placed special demands on the develop- What Went Right ment process. The team was larger than any Looking Glass team up until then, and at times there seemed to be too many cooks in the 1. Designing data-driven tools kitchen. Reaching a point where everyone Our experience on previous titles taught us that shared the same vision took longer than one of the impediments to timely expected. A philosophy of creating game development is the mutual good, reusable game engine compo- dependence of artists, designers, nents created unusual challenges and programmers at every develop- that didn’t always fit well with ment stage. One of the development schedule and demo pressures. The goals for the Dark Engine, on many risks could have over- which THIEF is built, was to create a whelmed the project, if not for the set of tools that enabled program- dedication, creativity, and sacrifices mers, artists, and designers to work of the team. more effectively and independently. The focus of this effort was to make Throughout the life of the project, the game highly data-driven and more than 50 people worked in one give non-programmers a high way or another on THIEF—some as degree of control over the integra- part of the CAMELOT project, others tion of their work. Media and game as part of the Looking Glass audio- systems were to be easily and intu- visual and technology support staff, itively plugged in and edited by the some as helpful hands from other team members responsible for their Looking Glass projects. The core team consisted creation, without requiring the direct involve- of a number of veterans of previous Looking ment of programmers. Glass titles (UNDERWORLD I and II, SYSTEM SHOCK, FLIGHT UNLIMITED, TERRA NOVA, The Dark Object System stood at the heart of BRITISH OPEN CHAMPIONSHIP GOLF, and the our strategy. Primarily designed by programmer unpublished STAR TREK™: VOYAGER), as well Marc “Mahk” LeBlanc, the Object System was as some new industry arrivals. The project had a a general database for managing the individual number of very talented people and strong wills. objects in a simulation. It provided a generic Although it took some time for the team to notion of properties that an object might pos- unite as a tight-knit creative force, the final six sess, and relations that might exist between two Looking Glass’s THIEF: THE DARK PROJECT 174 objects. It allowed game-specific systems to cre- The second major component of our strategy ate new kinds of properties and relations easily, was our resource management system. The and provided automatic support for saving, resource management system gave the game loading, versioning, and editing properties and high-level management control of source data, relations. It also supported a game-specific hier- such as texture maps, models, and digital archy of object types, which could be loaded, sounds. It helped manage the game’s use of sys- saved, and edited by designers. Programmers tem memory, and provided the data flow func- specified the available prop- tions necessary for erties and relations, and the configuration management. interface used for editing, Looking Glass’s previous using a set of straightforward resource management sys- classes and structures. Using tem provided similar func- GUI tools, the designers spec- tionality, but identified ified the hierarchy and com- resources by an integer ID position of game objects and required a special independent of the program- resource compilation step. ming staff. In THIEF there This technique often required was no code-based game recompilation of the game object hierarchy of any kind. executable in order to inte- grate new art, and required Although the implementation that the team exit the game of the system was much more when resources were pub- work than we expected, and lished to the network. management of the object hierarchy placed significant The new system referred to a demands on lead designer resource by its file name with- Tim Stellmach, it turned out out its extension, used a file Concept sketches of Hammer and to be one of the best things in a burrick. system directory structure for the project. Once the set of namespace management, available properties and relations exposed by didn’t leave files open while working, and programmers was mature, the Object System required no extra compilation step. Developers allowed the designers to specify most of the simply dropped art into their local data tree and behaviors of the game without scripting or pro- started using it. To expose art to the rest of the grammer intervention. Additionally, the relative team, lead artist Mark Lizotte just copied art ease with which variables could be made avail- into the shared project directories. Compound able to designers in order to tweak the game resources were treated as extensions to the file encouraged programmers to empower the system and were built using the standard .ZIP designers thoroughly. format. This allowed us to use off-the-shelf tools 175 SECTION III: MANAGING INNOVATION175

for constructing, compressing, and viewing states that AIs exhibit: “oblivious” and “omni- resource files. scient.” Such a range of internal states would be meaningless if the player could not perceive it, The system facilitated content development by so we used a broad array of speech broadcast by allowing programmers, artists, and designers to the AIs to clue in the player. add new data to an existing game quickly. The data-driven approach worked so well that While very successful for humanoid AIs, we feel through much of our development, THIEF and the more limited expressibility of non-human SYSTEM SHOCK 2 (two very different games) creatures is the heart of why many customers used the same executable and simply chose a didn’t like our “monster levels.” Second, the different object hierarchy and data set at run- design used sounds generated by objects in the time. game, especially the player, to inform AIs about their surroundings. In THIEF, the AIs rarely 2. Sound as a game design “cheat” when it comes to knowledge of their environment. Considerable work went into con- focus structing sensory components sufficient to per- Sound plays a more central role in THIEF than in mit the AIs to make decisions purely based on any other game I can name. Project director the world as they perceive it. This allowed us to Greg LoPiccolo had a vision of THIEF that use player sounds as an integral part of game- included a rich aural environment where sound play, both as a way that players can reveal them- both enriched the environment and was an inte- selves inadvertently to the AIs and as a tool for gral part of gameplay. The team believed in and players to distract or divert an AI. Moreover, achieved this vision, and special credit goes to AIs communicated with each other almost audio designer . exclusively through sound. AI speech and sounds in the world, As an element of the such as the sound of design, sound played swords clashing, were two roles in THIEF. First, assigned semantic val- it was the primary ues. In a confrontation, medium through which the player could expect the AIs communicated nearby AIs to become both their location and alarmed by the sound of their internal state to the combat or cries for help, player. In THIEF we tried and was thus encour- to design AIs with a aged to ambush oppo- broader range of aware- nents as quietly as ness than the typical two possible. Hand-to-hand combat is sometimes necessary. Looking Glass’s THIEF: THE DARK PROJECT 176

In order for sound to work in the game as First, the project was renamed THIEF from the designed, we needed to implement a sound sys- working title THE DARK PROJECT, a seemingly tem significantly more sophisticated than many minor decision that in truth gave the team a other games. When constructing a THIEF mis- concrete ideological focus. Second, we decided sion, designers built a secondary “room data- preemptively to drop multiplayer support, not base” that reflected the connectivity of spaces at simply due to schedule concerns, but also to a higher level than raw geometry. Although this allow us as much time as possible to hone the was also used for script triggers and AI optimi- single-player experience. In the end, some mis- zations, the primary role of the room database sions didn’t achieve the stealth focus we was to provide a representation of the world wanted, particularly those originally designed simple enough to allow realistic real-time propa- for DARK CAMELOT, but the overall agenda was gation of sounds through the spaces. Without the right one. this, it is unlikely the sound design could have succeeded, as it allowed the player and the AIs 4. Objectives and difficulty to perceive sounds more as they are in real life and better grasp the location of their opponents One of the THIEF team’s favorite games during in the mission spaces. development was GOLDENEYE on the N64. We were particularly struck by the manner in which levels of difficulty were handled. Each level of 3. Focus, focus, focus difficulty had a different overlapping set of Early on, the THIEF plan was chock full of fea- objectives for success, and missions were subtly tures and metagame elements: lots of player changed at each level in terms of object place- tools and a modal inventory user interface to ment and density. Relatively late in the develop- manage them; multiplayer cooperative, death- ment of THIEF, we decided such a system would match and “Theft-match” modes; a form of work well in our game. Extending the concept, player extra-sensory perception; player capacity we added a notion that as difficulty increased, to combine world objects to create new tools; the level of toleration of murder of human and branching mission structures. These and beings decreased. We also allowed players to other “cool ideas” were correctly discarded. change their difficulty level at the beginning of Instead, we focused in on creating a single- each mission. player, linear, mission-based game centered exclusively around stealth, with a player toolset The system was a success in two ways. First, it that fit within the constraints of an extension of made clear to the player exactly what “diffi- the QUAKE user interface. The notion came into culty” meant. Second, it allowed the designers full force with two decisions we made about to create a very different experience at each level seven months before we shipped. of difficulty, without changing the overall geom- etry and structure of a mission. This gave the 177 SECTION III: MANAGING INNOVATION177

game a high degree of replayability at a mini- spread use by all of the designers. Most design- mum development cost. ers were interested in customizing AI behaviors. For the AI we created a simpler scripting system, 5. Multiple, narrow-purpose “Pseudo-scripts,” that were implemented as properties within the Object System. Pseudo- scripting solutions scripts took the burden of coding scripts off of Although the Object System provided a lot of flexibility, we also needed a scripting lan- guage to fully specify object behaviors. Rather than create a single all-encompassing scripting system, we chose to develop sev- eral more focused tools for scripting. This tiered scripting solution worked well. In cre- ating our core “high-end” object scripting technology, we wanted to allow designers with moderate programming skill to create complex object behaviors easily. Scripts were event-driven objects attached at runt- ime to game objects, and contained data, methods, and message handlers. The game provided a election of services to allow the Stealth is one of your best weapons in THIEF. The game’s script to query the world state and the game designers made sure that expert players would have to object state, and also to perform complex make effective use of silent weapons such as the tasks. blackjack and the bow and arrow.

Our goal was to create a scripting language that the designers. The AI provided a stock set of offered source-level debugging, was fast, and triggers, such as “I see the player near an was dynamic. The solution was essentially C++ object” or “I see a dead body;” the designer in .DLLs, compiled by the C++ compiler, using a provided the consequence of the trigger. Each combination of classes and preprocessor macros Pseudo-script was edited in a dialog box pre- to ease interface publishing, handle dynamic senting parameters to tweak the “if” clause of linking, and provide designers a clear program- the trigger, and space for a list of simple, uncon- ming model. ditional actions to perform when the trigger fired. In this way, the custom behavioral possi- Though used by both programming-savvy bilities of the AI at any moment were described designers and programmers, the fact that it was by the aggregate of Pseudo-scripts that were a real prevented wide- attached to that AI. Looking Glass’s THIEF: THE DARK PROJECT 178

This approach had three benefits. First, it was interesting variety of randomized environments simple enough so that designers with no pro- and behaviors without changing the code of the gramming experience were comfortable using it. game. Second, it narrowed the range of triggers a designer could use to a good pre-selected set, rather than giving them an open-ended system that might not have worked as well. Finally, What Went Wrong when and how to evaluate AI triggers, a potential run-time expense if not carefully constructed, could be custom built by a programmer. 1. Trouble with the AI If one thing could be called out as the reason The final scripting system built into THIEF was THIEF’s gameplay didn’t come together until late the Tagged Schema system. When the game in the process, it would be the AI. The AI as a required motions and sounds, it requested them foil to the player is the central element of THIEF, as concepts modified by optional qualifiers, and the AI we wanted wasn’t ready until late in rather than directly. For the spring of 1998. As lead example, an AI who had just programmer and author of heard the player would the final AI, I take full request the concept “moder- responsibility for that. ate alert,” qualified with an optional tag like The original AI for THIEF was “+sense:sound.” A potential designed by another pro- set of resources was then grammer before the require- chosen using a pattern ments of the revised stealth matcher; in this example, it design were fully specified. would choose all samples in Six months after it was that AI’s voice expressing a begun, the project director generic “something’s not and overseer of the system right,” all samples expressing left the team, and the most of “I heard something fishy,” the programming staff was but no samples expressing “I temporarily reassigned to saw something fishy.” From help ship another game that this set, the specific resource was in trouble. During the was then chosen using a following months, develop- weighted random selection. ment on that AI continued without any oversight The tables used were specified by the designers and without a firm game design. Soon after, the using a simple language. Specifying motion and programmer working on the AI also left. sound selection this way, designers created an 179 SECTION III: MANAGING INNOVATION179

While the core pathfinding data structures and While better than losing our funding, construct- algorithms were basically sound, the code that ing these demos was not good for the project. In generated the pathfinding database was the end, work on the new AI didn’t begin until extremely buggy. The design of the AI decision mid-March. Despite the fact that our scheduled process was geared towards an action fighting ship date was just six months away, we threw game requiring little designer customization, away four-fifths of our existing AI code and rather than a that needed much started over. After a hair-raising twelve-week more customization. Even worse, the high-level stretch of grueling hours, the AI was ready for decision process in the AI had drifted away from real testing. Had I committed to a rewrite two a rigorous design and the code was extremely months earlier the previous autumn, I believe brittle. The whole situation was a disaster. the AI would have been ready for real use three These might not have been serious issues, except to five months sooner. for one key mistake: I didn’t realize the depth of the problem quickly enough, and despite con- 2. An uncertain renderer cerns expressed by programmer/designer , I didn’t act fast enough. I think highly The project was started because of the renderer, of the programmer involved with the initial AI rather than the reverse. The basic core of the and wanted to avoid the natural but often mis- renderer for THIEF was written in the fall of guided programmer reaction within myself that 1995 as an after-hours experiment by program- I should just rewrite it my way. So, I took the mer Sean Barrett. During the following year, the position that, while buggy, the system as a renderer and geometry-editing tools were whole was probably sound. Several months and fleshed out, and with DARK CAMELOT supposed many sleepless nights later, I concluded that I to ship some time in 1997, it looked like we had been sorely mistaken. would have a pretty attractive game. Then, at the end of 1996, Sean decided to leave Looking By November 1997, I had the basics of a new Glass. Although he periodically contracted with design and began working on it. But all work us to add features, and we were able to add had to stop in order to pull together an emer- hardware support and other minor additions, gency proof-of-concept demo by the end of the renderer never received the attention it December to quell outside concerns that the needed to reach the state-of-the-art in 1998. team lacked a sound vision of the game. This turned into a mid-January demo, followed by an The possibility that we might not have a point early February publisher demo, followed by a programmer for the renderer weighed heavily late February make-or-break demo. During this on the team. Fortunately, Sean remained avail- time the only option was to hack features as able on a contract basis, and other members of best we could into the existing AI. the team developed sufficient knowledge of the renderer so that we shipped successfully. In the end, we shipped a renderer appropriate for our Looking Glass’s THIEF: THE DARK PROJECT 180

gameplay, but not as attractive as other high- the doors would be locked when you got there. profile first-person titles. The company shed half of its staff in a span of six months, and while the active teams tried to stay This may prompt the question of why we didn’t focused, it was hard when one day the plants simply license a renderer. When the project were gone, another day the coffee machine, then started a few months into 1996, the avalanche the water cooler. of QUAKE licenses hadn’t really begun and UNREAL was still two years away. By the time Some of the THIEF team couldn’t continue under licensing was a viable choice, the game and the these conditions. We lost two programmers, renderer were too tightly integrated for us to including the former lead programmer, and a consider changing. designer. When we were forced to close our Aus- tin office, we lost our producer, Warren Spector, as well as some programmers who made valu- able technology contributions to our engine. All of these individuals are now on ’s DEUS EX team. Although it took some months to fully restore the spirit of the rest of the team, we held together and the company eventually rebounded. Perhaps it bestowed a stoicism that comes from knowing that however bad things might seem, you’ve already seen worse.

4. Undervalued editor One of the boils never lanced on the project was One of the featured weapons is the fire arrow. our editor, Dromed. Although it was sufficiently powerful and provided the essential functional- 3. Loss of key personnel amid ity we needed to ship the game, Dromed was a corporate angst beyond our poorly documented and sometimes disagreeable editor. Dromed was first developed as a demon- control stration editor when the target platform of the Midway through 1997, THIEF was just starting to game was DOS. As a demo, it never received the gather momentum. We were fully staffed and the kind of formal specifications and designs one stealth design was really starting to get fleshed would expect for the central experience of the out. Unfortunately, Looking Glass’s financial sit- design team. As a DOS application, it lacked the uation was bleak. Few emotions can compare to consistent and relatively easy-to-use user-inter- the stress of heading to work not knowing who face tools of Windows. might be laid off, including yourself, or whether 181 SECTION III: MANAGING INNOVATION181

An early mistake was our failure to step back mistakes had been corrected. Still, during the and formally evaluate the editor, and then remainder of the project, the legacy of our ear- rebuild it based on our experience constructing lier missteps required cutting missions that the demo editor. We also should have designed a relied on technology we didn’t have, and proper editor framework, and hired a dedicated reworking missions not focused on the core Windows user-interface programmer to support gameplay. it through development. In retrospect, the time lost cleaning up the editor probably would have been saved on the back end of the project. Stepping Back from the Project 5. Inadequate planning THIEF was constructed as a set of appropriately Although it is a cliché in the software industry abstract reusable game components designed for to say our scheduling and budget planning were creating object-rich, data-driven games. woefully inadequate, the THIEF project suffered Although increasing the cost of development, greatly from this malady. There were several ele- this approach allowed Looking Glass to lever- ments to our deficient planning. During DARK age various technologies across disparate types CAMELOT, and continuing through the first half of games, from the first-person action game SYS- of THIEF, we staffed the team before the design TEM SHOCK 2 to our combat flight-simulator and technology was sufficiently mature. In FLIGHT COMBAT. In our next-generation tech- THIEF, this led us to rush towards finishing the nology, some of the systems, such as the AI and design, when we didn’t necessarily understand the Object System, will merely be revised, not the design and technology. With insufficient rewritten. specifications of both the code systems and mis- sion designs, we ended up doing lots of content We intend to continue with this development that was essentially wrong for the game we were philosophy in our future games. The next time making. Code was written and spaces were built around, our approach to constructing the engine that weren’t well-directed towards the goals of will differ. The engine will be scheduled, staffed, the project. and budgeted as a project in its own right. The editor will be treated as more of a first-class citi- To make matters worse, we failed to reassess zen than was the case in THIEF. Finally, a con- core scheduling assumptions carefully once the tent development team will not be geared up schedule began to slip. Captives of a series of until the technology is sufficiently mature to unrealistic schedules, we didn’t leave enough allow for an informed game design process. time for the sort of experimentation, dialogue, and prototyping a project like THIEF needs. Late Oh, and we’ll get our schedules right—really. in the winter of 1998, many of our scheduling Looking Glass’s THIEF: THE DARK PROJECT 182

This Page Intentionally Left Blank 183 DreamWorks Interactive’s TRESPASSER

by richard wyckoff Back-Story In the history of game development, TRESPASSER One seldom hears the true story of what hap- stands as an ambitious but failed experiment. The game pened at the place where the world changed. is set in the world of and portrays a young How it began. What were the reasons? What woman named Anne exploring the abandoned island were the costs? laboratory, learning its secrets and the past of its cre- —John Parker Hammond ator. The vision for TRESPASSER is a game that pushed the envelope in several areas at once. Foremost is the This quote from TRESPASSER’S opening movie physics-based gameplay that would allow players more serves just as well to open the real story of a flexibility in combat and puzzle-solving and give the game development team’s struggle to create a game-world a heightened realism. The team also cre- breakthrough dinosaur game as it does to open ated outdoor environments that broke shooter game- the fictional story of Hammond’s struggle to play out of the rooms-and-corridors mold, as well as develop a biotechnological breakthrough and innovations in graphics technology and storytelling. In clone dinosaurs. the end, the project proved overambitious but makes for a fascinating case study.

An Ambitious Project Blackley and . By the time the The parallels between the TRESPASSER project game was rolling, two more ex-Looking Glass and Hammond’s cloning project were numer- employees would join the team, and our com- ous: ambitious beginnings, years of arduous mon background was instrumental in setting the labor, and an eventual tragic ending. Ham- direction for the project. mond’s diary, as related in the game itself, dwells on the past and never attempts to explain Hammond’s future direction now that he has The Concept failed so grandly. This postmortem is intended The pie-in-the-sky concept for TRESPASSER was to be much more forward looking. an outdoor engine with no levels, a complete rigid-body physics simulation, and behaviorally- TRESPASSER was begun by two former employ- simulated and physically modeled dinosaurs. ees of Looking Glass Technologies: Seamus DreamWorks Interactive’s TRESPASSER 184

The underlying design goal was to achieve a The original plan for TRESPASSER certainly realistic feel through consistent looks and seemed like a good one. It was very ambitious, behaviors. Having an abandoned island setting but the team made tradeoffs on implementation was a useful way to exclude anything which did and execution time from the very beginning. For not seem possible to simulate, such as flexible instance, the team wouldn’t attempt to do multi- solids like cloth and rope, wheeled vehicles, and ple or moving light sources or QUAKE-style the effects of burning, cutting, and digging. shadow generation in order to accommodate arbitrary numbers of moving objects and long, Game Data wide-open views. Unfortunately, there is a dif- Release date: December 1998 ference between having a plan and successfully Publisher: Electronic Arts executing it, and the product that we eventually shipped was as disappointing to us as it was to Genre: first person, outdoor physics-based action/adventure the great majority of game players and game critics. Intended platform: Windows 95/98/NT Project budget: Estimated $6–7 million Some have dismissed TRESPASSER altogether Project length: 32–36 months because it was such a visible failure. Respected Team size: 39 Including a full-time staff of 7 industry columnists and editors use it as a rea- engineers, 5 game designers, and 10 artists. son why physics is bad, or make it the butt of Critical development hardware: 266MHz Pentium II their jokes (“at least it wasn’t as bad as TRES- with 128 0r 256MB RAM PASSER!”). However, from a project perspective Critical development software: 3D Studio Max 1.2 there were a number of successes. Before we get and 2.5, Photoshop 4.0, Microsoft Visual C++ 6.0, into the problems which ended up sinking the Visual SourceSafe 5.0 ship, let’s look at these successes.

The game would play from a first-person per- spective, and you would experience the environ- ment through a virtual body to avoid the What Went Right “floating gun” feeling prevalent in the WOLFEN- STEIN breed of first-person games. Combat would be less important than in a shooter, and 1. Use of license dinosaurs would be much more dangerous than Making a new story with someone else’s licensed the enemies in traditional first-person shooters. property is often creatively stifling for designers The point of the game would be exploration and and ultimately disappointing for fans of the orig- puzzle solving, and when combat happened, it inal work. The Jurassic Park license could have would more often involve frightening opponents been an especially limiting one, representing away by inflicting pain than the merciless some of director Spielberg’s and novelist Crich- slaughter of every moving creature. ton’s weakest work. However, TRESPASSER’s 185 SECTION III: MANAGING INNOVATION185

Hammond diary actually contains lots of inter- Park world extend it in a way which is faithful esting tidbits about the early days of characters to the originals. like Henry Wu (the scientist from the beginning of the first movie) and Dennis Nedry (Wayne Although it is quite likely that the next Jurassic Knight’s character who basically caused the first Park movie to be released will make TRESPASSER disaster), which made the game world a richer non-canon, for now it stands as the only real environment. The player can also check out extension of the series published. If there are locations on the island which imply backstory such things as Jurassic Park fanatics and they which isn’t explicitly told, like Henry Wu’s house were able to look past the game play flaws, they with its 1980s executive bachelor stylings, hopefully enjoyed our development of the Nedry’s office with its poster for the fictional world. computer game series “Swords of Kandar,” and Hammond’s lavish mansion. 2. Art and music On an individual basis, the models created for TRESPASSER rank with the best-looking work done for computer games. We limited the largest texture size to 256×256 pixels, and at model import time textures were converted to 8-bit paletted images. But artists worked with their models using 24-bit art in 3D Studio Max, applying the textures using any mapping meth- ods that Max supported. We had the standard limits on visible polygons, so most models were made with as few as possible: dinosaurs ranged from 300 to 500 polygons and trees from 50 to Concept art for TRESPASSER. 120, for example. But this still gave our artists more complexity than was standard at the time. The settings and the diary itself serve to reveal much of Hammond’s motivation and personal Many of TRESPASSER’s artists had never worked reactions to the building of Jurassic Park, creat- on games or done 3D modeling before, and ing more of a character than exists in either the some had never even used computers at all. This books or . (Crichton killed Ham- was a fairly deliberate decision, in an attempt to mond off in the first book, anyway.) The overall achieve a much higher standard of art than we plot of our game is as simplistic as most others were used to seeing on previous products. The (the character must find a way to escape a death number and resolution of textures we were able trap), but the details revealed about the Jurassic to support called for painting skills far beyond the average game-trained artist. DreamWorks Interactive’s TRESPASSER 186

The music is one of TRESPASSER’s best accom- building level data (curved bump maps were also plishments. Originally, we were slated to use created at this time). A level could have a nearly John Williams’s score, but the cost proved to be unlimited amount of textures, and once MIP- excessive. Fortunately, our sound effects com- maps were created, all textures and their MIP- pany, SounDelux, put us in touch with one of maps were saved into a single swap file. GUIApp their stable of composers who specialized in automatically organized the swap files into pages “imitation” music. With very little prompting, based on texture size, with the lowest couple of he recorded about 30 minutes of music for us MIP levels for all textures on a set of pages which in some parts far exceeds the rather for- which were always committed. gettable work Williams himself did for the Jurassic Park movies. As the player moved through the level and objects came into view, the appropriate pages Some reviews still accused us of having spotty or from the swap file were accessed. In any circum- inappropriate music, but this was more an stances where an appropriate texture hadn’t implementation problem than a problem with been loaded in yet, the always-committed MIP- the music itself. maps could be used until the higher-resolution texture had been loaded. In theory, this could The music was recorded as a couple dozen short result in a frame or two where an object was sections which were scattered through the world textured at a lower resolution than desired, but on location-based triggers. Much like the voice- in practice it rarely happened, even on the most overs, more attention could have been paid to texture-intensive levels. their placement so that they only played at appropriate and regular intervals. Even more Another major system for TRESPASSER was its desirable would have been a system with the audio system, which we described as “real time ability to play tension or combat music loops Foley” because of its ability to generate collision and fade them in and out of the special-event and scraping effects between differing sound songs to make it seem more like a continuous materials in real time. Although the system musical score. could have used more sound material data, even with what it had it resulted in some wonderfully 3. Innovative systems immersive sound effects which most other games do not duplicate—things like scraping a Our artists were able to paint textures with near- board down a concrete surface or hitting an oil total disregard for common memory-conserva- barrel with a bat sound almost perfect. tion practices, thanks to the texture caching sys- The system doesn’t just play two stock effects tem which one of the last programmers to be but actually chooses from several samples and hired created fairly late in the project. Textures sets volumes based on the strength of the under- for our game were MIP-mapped by our helper lying physics collision, with very natural-sound- application, GUIApp, as part of the process of ing results. 187 SECTION III: MANAGING INNOVATION187

Finally, our image caching system, which ren- spent a lot of time hand-placing items in places dered groups of distant objects into single 2D we knew the player would go. The rolling ter- bitmaps to speed rendering, while responsible rain and a random-delete tool we often ran for for the most disturbing visual anomalies in the optimization generally kept the repetition from game, was also by its own right an amazing seeming obvious. piece of work. Image caching allowed scenes with tens of thousands of polygons to be ren- In the end, although our levels didn’t quite fulfill dered in near-real time, and it is the first tech- our personal expectations, they usually look nology which has allowed outdoor scenes to more like real environments than previous have a reasonable fraction of the complexity of games. Starting from a real map seemed to be the real outdoors. the most useful tactic for this, and looking for a real-world starting point for vegetation place- 4. Outdoor level design ment is the next obvious step for outdoor games. When we created our terrain geometry, we were deliberately trying to avoid the “marbles in rub- ber” look of a lot of bad fractally-generated out- 5. Realistic physics in a first- doors. To this end, we decided that we needed person perspective to base our island on real-world terrain rather The first discovery we made as our physics sim- than build it from scratch. Luckily, we had a ulation was slowly implemented was that it was real-world model to go from: Costa Rica’s an engrossing toy. When we finally got support Cocos Island, the same island which Crichton for compound object physics (so that a bench used as his inspiration for Site B. Unfortunately, could consist of a top and two legs instead of a no relief maps of sufficient detail existed for the single block, for instance), it was possible to island, so we ended up having our lead artist spend an hour just dropping the bench onto sculpt a large model of the entire island, had it things to see how it would catch on edges and laser scanned, and did all our final work on it in flip and slide around. Toys do not make games, 3D Studio Max. however, and trying to establish game play that would work with our simulation was our major Modeling was only the first step to creating a challenge. level. After most of the terrain was established, it took significant time to populate the levels Due to the vagaries of our particular physics with objects. There were 10–15,000 trees, simulation and interface, we eventually arrived shrubs, and rocks in most levels, and a few on game play that primarily involved knocking thousand man-made objects as well. Every things over rather than stacking things up. object could be placed individually, but for time- Knocking over will probably be the first applica- saving reasons we generally used groups of tion of realistic physics to see widespread use, as objects for areas off the gamepath and only it will work even with a less-than perfect physics DreamWorks Interactive’s TRESPASSER 188

What Went Wrong

It might seem as though TRESPASSER deserves more entries in its “what went wrong” section than the usual project postmortem. However, TRESPASSER’s failings are actually few in num- ber. Unfortunately, the failings that we did have were serious enough to more than outweigh our successes.

Level design in Max was tolerable, not 1. Software-oriented renderer enjoyable, for the TRESPASSER team. TRESPASSER was begun before the original Voo- doo started the wave of 3D hardware popular- model (such as TRESPASSER’s). It is also a behav- ity. The TRESPASSER engineers set about to ior which easily shows off the difference create an engine in the old-school manner: they between realistic physics and what we usually picked some previously-unseen rendering tech- referred to as “fake” physics—compare pushing nologies and implemented them, ignoring any a box off a ledge or hill in any game which actu- issues of compatibility with hardware cards. ally lets you move boxes to the same action in Our engine’s two most incompatible features TRESPASSER. were its bump mapping (which used a true geo- metrical algorithm that could take surface cur- Since our game play was supposed to revolve vature into account) and its image caching. around the physics, however, we needed to apply that knocking-over behavior in slightly Image caching was intended to allow real-time more sophisticated ways than just using it as eye rendering of huge numbers of meshes, but it was candy. The best uses that we found in the small also the system almost solely responsible for the amount of time we had involved knocking graphical anomalies of popping, snapping trees stacks of boxes down to fill holes, or unbalanc- in the game. The other primary visual artifact of ing something resting on a high ledge in order to the game was the frequent sorting errors, but get it or use it as a step. It also quickly became this was a result of poorly-constructed levels apparent that building even a seemingly simple which continually handed our depth-sort algo- knocking-down puzzle required a much more rithm more polygons than its limit, and not a highly refined sense of physical laws than many direct result of image caching itself. of us had. The image cache system worked by rendering distant objects into 2D bitmaps on the fly, and 189 SECTION III: MANAGING INNOVATION189

then updating them when the angle or distance complexity, the game’s visual quality was also changed enough so that the 2D representation the source of most people’s complaints. was no longer sufficiently accurate. This may sound familiar to those who remember It seems clear in retrospect that we should have Microsoft’s Talisman architecture, and there made a tradeoff somewhere along the line and was a hope at one time that our game would be either dropped the physics technology and a “killer app” for Talisman accelerators, but physics game play in favor of the rendering resistance from key figures in the industry and technology, or more likely dropped the render- 3dfx’s sudden popularity pretty much put an ing technology and the ability to do complex end to Talisman. scenes in favor of the physics technology.

TRESPASSER ended up slipping by more than a 2. Game design problems year, as did many games of its time. Our hard- ware programmer put in a valiant effort in the The biggest indication that TRESPASSER had last half year of the project, and managed to get game design problems was the fact that it much more use out of 3D hardware than we ini- never had a proper design specification. For a tially thought possible. We ended up with a long time, the only documents which described fairly unique mixed-mode renderer which drew the game play were a prose-style walkthrough any bump-mapped objects in software and the of what the main character would do as she rest of the scene with hardware. Unfortunately, went through the game, and a short design the large number of bump-mapped objects proposal listing the keys which would be used present in our game, such as all the dinosaurs and some rough ideas of what game play might and nearly every crate, meant that the fill rate actually be. advantages of accelerators were often negated. Our experiences on TRESPASSER made it clear In addition to being a costly software-only ren- that it is worse not to have a design specification dering method, our bump mapping was never at all than to have one which becomes out of very evident: we could have used multiple, mov- date and is frequently rewritten. TRESPASSER ing light sources and had the art staff make bet- started and finished weak in the game design, ter use of bump maps in their objects. Many of and this affected every other part of the project. the bump maps were created by simply convert- When it became clear that the technology was ing the original texture to grayscale, an artist’s not going to exist to support the initial high- hack that works for rendered images and ani- concept design, it would have been best to mations but not in real-time 3D. Image caching throw out all our existing notions and reinvent was an even bigger problem than bump map- the game. ping, because although it was the key technol- ogy that we were using to try to improve scene Unfortunately, our license made it all but impos- sible to throw out the original TRESPASSER con- DreamWorks Interactive’s TRESPASSER 190 cepts. The only major deviations from the tems our designers used (Pentium II-266 with original idea were the change from constructive, 256MB RAM). When all objects in a level were stacking-based physics puzzles to destructive, visible, it could take from 30 to 60 seconds to knocking-over puzzles, and an attempt to make respond after clicking on an object to select it, combat more prevalent in order to shore up the making fast work difficult (to say the least). weakness of the destructive physics puzzles. Since no part of the TRESPASSER code was written to be The second problem with the Max method was good at doing first-person shooter game play, this our use of the object properties text buffer. The attempt to make shooting a more important fea- buffer seems to be one of those features which ture only ended up flaunting some of the weaker no one ever used before, because we discovered points in the game, like the lack of an inventory that if more than 512 characters were typed into system and the slow frame rate. an object’s properties buffer, Max could become unstable. If Max didn’t crash outright and a file 3. Tools problems was saved with one of these bad objects, it would become unloadable. TRESPASSER’s techni- TRESPASSER was built entirely in 3D Studio cal artist wrote many design tools in MaxScript Max. There was no level editor, only the generi- and also coded warning scripts to guard against cally-titled GUIApp, which was the game with a problems such as properties buffer overflows, debugging shell—not really a tool at all. Our but these solutions only made designing in Max level creation procedure consisted of arranging tolerable—not enjoyable. 20–25,000 meshes in Max, using dummy meshes to There was an additional represent game play objects wrinkle to the process of like triggers, and typing using Max to create levels, trigger code into these and this was the export objects’ “object properties” step. A Max plug-in con- buffer. verted data into the game format, but our particular There were two unexpected exporter caused a lot of and incredibly severe draw- problems. It was developed backs that we discovered by a programmer who only after it was far too late to change our worked from home, an hour away from the method of building the game world. The first office, and used a separate code base with problem was that Max is basically unfit to work unique classes and a different version of the with more than about 5,000 objects at a time. compiler. This was also his first project in 3D, TRESPASSER levels averaged 40MB in size, and and it became the second-most delayed part of could take a couple minutes to load on the sys- the project after physics. Until the last year of 191 SECTION III: MANAGING INNOVATION191

the game, there were significant bugs in the It became apparent once dinosaurs were work- exporter which required time consuming work- ing well enough to put into levels that the differ- arounds. ences between the activity states were not discrete enough. Dinosaurs were governed by a Important functionality, such as the ability to set of emotions which theoretically would export object properties, also was not delivered prompt them to pick appropriate responses at until very late in development, which prevented any time. However, in practice they would end designers from implementing game play. In the up oscillating rapidly between many activities, end, the exporter was assigned to another pro- sometimes even literally standing still and grammer and rapidly brought up to usability, twitching as they tried to decide what to do. but it had already delayed level building signifi- Making a usable dinosaur required disabling all cantly. but one or two of their activities. This allowed aggressive dinosaurs to really be aggressive, but 4. AI problems it also meant that most dinosaurs were as single- minded as the traditional video game monsters The largest problem with the we were trying to one-up. AI system was that its progress was blocked by a The AI system suffered from lack of dinosaurs with which the lack of a clear game to test it. The first time a design. There are two scenes dinosaur made the transition in the Jurassic Park movies from a separate test applica- which demonstrate quintes- tion into the game was in sential dinosaur game play: early 1998, with significant the scene in Jurassic Park missing functionality which where the kids hide from rap- prevented the completion of tors in a kitchen, and the visually important AI behav- scene in Lost World where iors, like howling and glar- Jeff Goldblum deals with sev- ing. The first quadruped eral cautious raptors in the went in around the early ruins of the town. Both of summer of 1998, about four these scenes rely on dino- months from the then- saurs which can be fooled by intended ship date (as it ducking behind objects and turned out we slipped by which can home in on or be about another month). The distracted by localized noises. dinosaur AI was a state-based system, based on Neither of these two fundamental abilities is the creatures’ emotions. actually present in the TRESPASSER dinosaur AI. DreamWorks Interactive’s TRESPASSER 192

Instead, the dinosaurs have a simpler and more We were aware that physics would be slow, and industry-standard detection radius which dou- that ten boxes at once would represent the prac- bles as sight and hearing and is not blocked by tical upper limit, but we had not expected that objects in any way. Without a design specifica- so much of that physics overhead would be tion calling for these kind of behaviors, though, eaten up by the dinosaur body physics, which the AI development went in directions which used five boxes in the worst cases: head, body, ended up being largely unsuitable for game play. tail, and two feet. Although the dinosaur phys- This problem wasn’t even discovered until a few ics boxes executed faster because they did not months before we shipped, when there was only interact with each other, it turned out that in time to work around it rather than completely common cases (like a scene displaying two rap- rework it. tors and the player holding a gun), the physics budget was completely consumed and there 5. Physics problems were no were no processor cycles left to handle knocking over a stack of boxes. The box model was TRESPASSER’s most signifi- cant physics innovation: it was intended to be a Physics speed was an issue, but other problems complete simulation of any arbitrarily-sized box were more severe. The game design depended interacting with a number of other boxes. The on boxes of sizes other than small cubes, and we approach used in TRESPASSER was what is ended up including many objects outside that known as the “penalty force” method. In safe range. Unfortunately, all objects outside the incredibly simple terms, when boxes collide, safe range, even large cubes, were more prone to they are allowed to intersect with each other reveal the most egregious problem with the (mathematically), and then they push each other physics system: interpenetration. At best, these apart until they are no longer intersecting. interpenetration bugs completely blow the con- sistency of simulation we tried to set up, and at The penalty force model is generally believed to worst they make the game unplayable. If it was be an unworkable one by the few other people not clear before shipping TRESPASSER, it is clear in the industry attempting real-time solids mod- now: no amount of interpenetration is accept- els, but our physics programmer believed he able, and preventing it absolutely should be the could make it work. There were several notable number one concern of any physics coder. TRES- flaws with TRESPASSER’s solids model as PASSER’s dinosaurs and the arm itself were shipped: it ended up only working well when inverse-kinematic (IK) systems controlled by used with roughly cube-shaped boxes with physical models. Originally, the dinosaurs were dimensions between 0.5 and 1 meter on a side, supposed to be full physically-modeled bipeds it did not model friction well, it was extremely whose physics actually knew how to use legs to slow, and it was not free of interpenetration stand, walk, run, and jump. They ended up with even within the size constraints. more standard game movement physics and an 193 SECTION III: MANAGING INNOVATION193

IK animation system very similar to Looking If a truly successful virtual arm is ever to be Glass’s TERRA NOVA. implemented, simple mouse movements will have to be translated into complicated arm Just like in TERRA NOVA, the dinosaur legs fre- movements based on what is in or near the quently stretched, bent, and popped as the IK hand, or it will be as impossible to use as TRES- system struggled to handle the physically impos- PASSER’s arm. That there was a conscious deci- sible movements that the simplified physics gen- sion to avoid context sensitivity in our project is erated. This movement problem was a case of indicative of the larger problems with physics in lacking realistic boundary conditions. The joints our project. The physics code was largely writ- of the arm never had realistic limitations put on ten in a vacuum and tested in separate applica- their rotation or even limitations on the dis- tions and non-representational levels, and not tances between joints. A system written by a dif- enough attempts were made to analyze it from a ferent programmer sat on top of the underlying player’s perspective and design it to support arm system and continually tried to make sure it game play in every way. had not moved into an impossible position, but as a separate system it could only be partially successful at best. Lessons Learned

How did TRESPASSER end up shipping with the The arm as shipped would often go almost out number of problems that it had? TRESPASSER of control for a few frames, stretching or spin- was a project with management problems at all ning in impossible ways. During this time the levels. It suffered from being an innovative, fragile feeling of connection between the player technologically ambitious project produced by a and their character would be shattered. The arm team with little previous management experi- suffered not only from its unbounded model but ence at a company which had not yet gained also from bad design choices. Its creator institutional experience from publishing signifi- intended it to be wholly context-insensitive. The cant, less-ambitious projects. fact that guns, unlike other objects, get held fairly steadily and away from the body was only That TRESPASSER shipped at all is a testament to a result of some key members of the test staff the strength of the individual members of its adding their voices to the cries which had been team. In looking back at my own experience, I coming from within the team to fix shooting so find that I learned a lot about game develop- that it was easy to hit a desired target. It should ment, and I’m already putting that knowledge have been obvious from the mere fact that a 2D to work. Although the game does not fulfill the interface was being used to move in 3D space many high hopes I had for it (or even my base that an even larger amount of context sensitivity expectations), I am happy with the work I put was needed. into it. I also hope that every other person who contributed to the massive effort is equally proud of their work, and that sometime in the DreamWorks Interactive’s TRESPASSER 194 future we all have a chance to make a major project that succeeds where TRESPASSER failed. 195 Ion Storm’s DEUS EX

Back-Story by warren spector If the mid-90s were the era of stripped-down, no-frills shooters, DEUS EX, released in 2000, is the logical back- Fictionally, DEUS EX is set in a near-future ver- lash. It features both high-speed action and familiar role- sion of the real world (as it exists if conspiracy playing elements—plot twists, conversations, inventory, buffs are right). For some real shorthand, call it and a large cast of characters. As superagent J. C. Den- “James Bond meets The X-.” Conceptually, ton, players navigate a complex story of intrigue and DEUS EX is a genre-busting game (which really conspiracy, traveling the world and changing sides at endeared us to the marketing guys)—part least once. DEUS EX was designed to support a range of immersive simulation, part role-playing game, play styles, from full-on assault to stealth, and to allow part first-person shooter, part adventure game. players to solve problems creatively, using a wide array of gadgets and abilities. It’s an immersive simulation game in that you are made to feel you’re actually in the game world with as little as possible getting in the add up to a story) in a manner that grows natu- way of the experience of “being there.” Ideally, rally out of the unique aspects of your character. nothing reminds you that you’re just playing a Every game system is designed to differentiate game—not interface, not your character’s back- one player-character from another, and to allow story or capabilities, not game systems, nothing. players to make decisions that reflect their own It’s all about how you interact with a relatively biases and express character differences in obvi- complex environment in ways that you find ous ways in the game world. interesting (rather than in ways the developers think are interesting), and in ways that move It’s a first-person shooter because the action you closer to accomplishing your goals (not the unfolds in real time, seen through the virtual developers’ goals). eyes of your alter in the game world. To some extent, your reflexes and skill determine It’s also a role-playing game in that you play a your success in combat. However, unlike the role and make character development choices typical FPS, DEUS EX doesn’t force you to shoot that ensure that you end up with a unique alter every virtual thing that moves. Also unlike the ego. You make your way through a variety of average FPS, in which gameplay is limited to minute-to-minute gameplay experiences (which pulling a virtual trigger, finding blue keys to Ion Storm’s DEUS EX 196

open blue doors, and jumping to reach seem- pretty, screen), DEUS EX asks players to deter- ingly inaccessible locations, DEUS EX offers mine how they will solve game problems and players a wide range of gameplay options. forces them to deal with the consequences of their choices. And finally, DEUS EX is like adventure games in that it’s story-driven, linear in narrative struc- DEUS EX combines elements of all of these ture, and involves character interaction and item genres. But more important than any genre clas- sification, the game was conceived with the idea Game Data that we’d accept players as our collaborators, Release date: June 23, 2000 that we’d put power back in their hands, ask Publisher: Eidos Interactive them to make choices, and let them deal with the consequences. It was designed from the start Genre: first-person action/role-playing game; science fiction as a game about player expression, not about how clever we are as designers, programmers, Intended platforms: Windows 95/98/NT/2000 plus artists, or storytellers. Which leads naturally to third-party Macintosh and Linux ports a discussion of having clear goals—the first Number of full-time developers: Approx. 20: 1 of thing I think we did right. me, 3 programmers, 6 designers, 7 artists, 1 writer, 1 associate producer, 1 tech. Number of contractors: Approx. 6: 2 writers, 4 testers. What Went Right Length of development: 6 months of preproduction and 28 months of production. Critical development hardware: Ranged from dual 1. A clear high-level vision Pentium Pro 200s with 8GB hard drives, to Athlon 800s with 9GB fast SCSI, and everything in between. It’s pretty self-evident that you can’t achieve More than 100 video cards were cycled through goals if you’re not clear about what they are. We during development. knew with a high degree of confidence what Critical development software: Visual Studio, kind of game we wanted to make. This was pos- Lightwave, Lotus Notes. sible for two reasons. First, DEUS EX is a natural Notable technologies: Unreal engine and associated outgrowth of work done by and in some cases tools such as UnrealEd and ConEdit (our proprietary with the late, lamented Looking Glass Technol- conversation editor). ogies. We were inspired as well by games made at Valve, , and a host of other places.

accumulation to advance the plot. However, Many of the things we wanted to do were a unlike most adventure games (in which you reaction to things they (or we) didn’t do, didn’t spend the bulk of your time solving clever puz- do well, or couldn’t do at all in earlier games. zles in a search for the next static, but very We weren’t building from scratch, but rather 197 SECTION III: MANAGING INNOVATION197

building on a foundation already laid for us. Second, and on a personal level, DEUS EX is a game I’ve been thinking about since right around the time UNDERWORLD 2 shipped. I’ve tried to get a game like this started several times (as TROUBLESHOOTER at Origin; in some respects, as JUNCTION POINT, for Looking Glass). Those games didn’t happen for a variety of reasons, but I never stopped thinking about them and, despite the fail- ure of those games to reach production, they laid much of the conceptual ground- work for DEUS EX. The lesson here is that if there’s a game you really want to make, Real-world spaces, such as the Statue of Liberty in New don’t give up on it. Someone will be fool- York City, can be compelling game spaces, but offer ish enough to give you the money eventu- unique challenges to game developers. ally. Quite simply, with a solid concept of what we Several years passed. I left Origin to go work for wanted to achieve in mind, we were able to Looking Glass, but TROUBLESHOOTER stayed on assess every design decision and every game sys- my mind. In the fall of 1997, before Ion Storm tem specification in light of our ultimate goals. entered the DEUS EX picture, I drafted a mani- festo—a description of an ideal game—and also 2. We didn’t skimp on a set of “rules of roleplaying.” Much of that material ended up in an article published in preproduction Game Developer (“Remodeling RPGs for the We spent the first six months of DEUS EX (before New Millennium,” February 1999), which is we licensed a game engine), with a team of still available online on .com. about six, just thinking about how we could turn our high-level goals into a game. We ham- The details of DEUS EX—plot, character lists, mered on the setting and decided to move the game system designs and so on—changed radi- game into the near future to buy ourselves some cally in the years following the original TROU- room to play around—the real world, as we BLESHOOTER proposal and writing my manifesto quickly discovered, was very limiting. and rules list. Conceptually, however, the game still plays much the way I hoped TROUBLE- Ultimately, we settled on a conspiracy-oriented SHOOTER would play, and it definitely fulfills background. We did a vast amount of research most of the ideals I had outlined in that Game into “real” conspiracies—the Kennedy assassi- Developer article. nation, Area 51, the CIA pushing crack in East Ion Storm’s DEUS EX 198

L.A., Dwight Eisenhower’s UFO connection, tation upgrades, weapon availability timelines and of course Freemasons tunneling below the and tool/object availability timelines. Denver airport and building abducted-baby caf- eterias for alien invaders at George Bush’s direc- By March 1998, we had 300 pages of documen- tion. Only a fraction of this stuff ended up in the tation and thought we knew everything we’d game, but it gave us a peek into the minds of needed to know to make a game. Were we ever conspiracy buffs that was both scary and useful. wrong. In the time between March 1998 and our Alpha 1 deadline of April 1999, that 300- We worked on back-story stuff so we’d know page document mushroomed into more than what was going on in the world, even in places 500 pages, much of it radically different from the player never got to visit. Some of this stuff what we thought of and wrote initially. may come to the forefront in DEUS EX 2 but, for DEUS EX, it was just a way of making sure we Clear goals and a detailed script are all well and knew enough to include the kinds of small good, but goals change, thinking changes, and details that make a fictional world convincing. game designs have to change, too. Which leads We also created a cast of more than 200 charac- nicely into the next thing that went right. ters, many of whom didn’t yet have specific roles in the game. Ultimately, this list proved to 3. Recognizing that game be both a help and a hindrance to designers as they fleshed out the missions. Characters some- design is an organic process times suggested missions or subquests, but just Why did our thinking and goals change? There as often ended up being filler we were reluctant were lots of reasons. First, new people joined to cut, even though their missions or story pur- the team, with new ideas. Our staff grew from poses changed during our storyline focusing six people to roughly 20. I hired a bunch of peo- passes. ple, of course, but we had the added excitement of integrating an entire art team assigned to us, We hammered on game systems. We conceived a in Austin, by an art director a couple of hundred skill system that didn’t depend on die-rolls or miles away in Ion Storm’s Dallas office. tracking skills at a fine level of granularity. We came up with a system of “special powers” As we brought on new people, we found our- (nanotech augmentations) that differentiated the selves to be a team of hardcore ULTIMA geeks, player character from ordinary humans. We hardcore shooter fans, hardcore designed a conversation system with some cine- fans, strategy game nuts, and console gamers. matic elements and some elements borrowed Some of our new team members proved to be from console RPGs. We mocked up 2D inven- “maximalists”—wanting to do everything, spe- tory, skill, and augmentation upgrade screens, cial-case lots of stuff, and stick as close to reality map screens, even a so players could as possible. Other team members proved to be take notes. We conceived several player reward minimalists—wanting to include fewer game systems, including skill point awards, augmen- elements but implementing them exceptionally 199 SECTION III: MANAGING INNOVATION199

well, in ways that could be universally applied or things that we thought would be true and rather than special-cased. Also, we made a point which turned out not to be true at all. of letting select friends and colleagues play the game at various points along the way. We were For instance, once implemented, our augmenta- interested in well-reasoned opinions from folks tion and skill systems proved dry and rather who understood the kind of game we were mak- dull, despite looking really good on paper. I ing intimately and who had a handle on the thought the tension of standing outside a locked development process that was at least as good as door, not knowing if a guard was going to show our own. up while you picked the lock, would provide sufficient excitement. I thought knowing you With all the new folks con- could leap across a chasm tributing and all the feed- because you had the Jump back from our chosen augmentation at Tech Level critics, well, let’s just say we 3, and opening up new paths had some interesting debates through maps that were at Ion Storm, Austin. Out of inaccessible to players with- those debates new ideas out that augmentation, arose, and the game changed would be cool enough to as a result. Technology keep players interested. forced design changes, too. It took time to become We took this criticism, and familiar with the Unreal with it in mind, lead engine. Months of experi- designer Harvey Smith mentation were necessary to revised the skill and aug- reveal how best to do things mentation systems pretty in Unreal and what things A detailed weapon sketch. thoroughly, increasing the not to do at all. tension level, providing new rewards, and allowing players to think and A third area that influenced the changing nature make informed decisions. None of this would of the game’s design was when the game systems have happened without the prototype missions didn’t work as we intended them to. We quickly and some harsh (but fair) criticism they elicited. found that descriptions of game systems are no substitute for prototypes and actual implemen- Another big reason for changes from our origi- tation. We prototyped every game system as it nal design document was our realization that was documented relatively early on. We also the idea of a real-world RPG, with real-world built some test missions, not quite early-on locations and real-world weapons, was cooler in enough, but still early. These test systems and some ways than it turned out to be on the missions revealed gaping holes in our thinking, screen. When we started building places like the Ion Storm’s DEUS EX 200

Statue of Liberty, a few square blocks of New always pull a version together, always show off York City, the White House, Parisian streets, for press or our publisher. Most importantly, we and so on, we found that most of the real world always knew where we were (even if that is not all that interesting as a gaming environ- knowledge was sometimes painful). But the ment. We also found it difficult to live up to proto-mission idea is something beyond simply people’s expectations of places they’ve actually visible, testable milestones. The proto-mission is been. critical in the process of design, as well as in milestone and schedule setting. We created an object-rich environment, only to hear things like, “Hey, why can’t I use that tele- One example of where our proto-mission idea phone to call anyone I want whenever I want?” was successful was in May 1998, when our and had to cut some objects whose real-world milestone was to have prototypes of critical functionality we couldn’t capture in the game. game systems in place and two test maps run- ning, in this case the White House and part of Finally, we had to ask ourselves whether human Hong Kong. The maps were crude, the conver- non-player characters (NPCs) are interesting sations raw, and the game systems hacked, but enough to carry an entire game. We were about we could see—and show—the potential. a year into development when designers and art- ists balked at a game entirely about human To our advantage, we resisted the temptation to beings. Movies don’t need non-humans to be do just the stuff we knew would work and the cool but the same cannot be said, apparently, stuff that would look the prettiest, and proto- for games. People want monsters and bad guys. typed new, risky stuff first. Conversation, inter- face, inventory, skills, and augmentations were The feeling was so pervasive that it changed my all at least hacked in so we could see them in thinking completely. The original design spec action. The White House was likely to prove called for a couple of robots, but the team our toughest map challenge, so we built it first. demanded that they be made a more important (Almost unbelievably, I missed what may have part of the landscape, and we introduced geneti- been the riskiest, most critical game system in all cally manipulated animals and some alien-look- of our early prototyping, NPC AI. I should have ing creatures. (Luckily, our game fiction insisted on early prototyping of our AI but I supported all of this.) The game benefited, but didn’t.) this was a radical change from the original plan. With the proto-mission system, we could imme- 4. Creating “proto-missions” diately see some of the limitations of our tech- nology. For example, we had some serious speed It’s a truism that milestones should be testable, problems with areas as big as the White House showing visible progress, whenever possible, and Hong Kong. After this, we knew we’d have and we lived up to that standard. We could to break maps up into small pieces. And we 201 SECTION III: MANAGING INNOVATION201

began to suspect, though I couldn’t quite “Less is more” was something Harvey Smith embrace the idea, that we’d eventually have to had said over and over, from the day he signed cut maps and missions from the game—most on as lead designer. While some team members notably the White House. resisted this notion outright, I took a middle road, which just frustrated everyone. In the end, In May 1999, we had a milestone calling for the we cut a lot, left a lot, and made a game that delivery of the first two missions of the game, everyone on the team was happy with (I think). playable start to finish. All of our game systems This milestone made it clear that the time had were implemented (not hacked) as originally come to make cuts, while giving us enough documented. You could start a game, create a knowledge to cut intelligently. If we had waited character, upgrade skills, solve problems in a until beta to make cuts, with just a few months variety of ways, manipulate to go before our ship date inventory, acquire augmen- (as many developers do), it tations, talk to NPCs, get would have been a disaster. and accomplish goals, save your game, and so on. To 5. Licensing the team’s chagrin, I had a tendency to call this the technology “Wow, these missions suck” We went into DEUS EX hop- milestone. ing that licensing an engine would allow us to focus on Our earlier demos had content generation and shown the potential of what gameplay. For the most part, we were doing. This demo that proved to be the case. showed us how far we had The UNREAL TOURNAMENT to go before we reached that code we ended up going potential. This milestone with provided a solid foun- also benefited us in that it dation upon which we were showed us all the steps nec- The DEUS EX player’s alter ego, J.C. able to build relatively eas- essary to create a mission, Denton, strikes a heroic pose. ily. Dropping in a conversa- and revealed the elements tion system, skill and that really made the game work. That knowl- augmentation systems, our inventory and other edge allowed us to go through our 500-page 2D interface screens, major AI changes, and so design document and cut everything that was on could have been far more difficult. We were extraneous, winnowing it down to a svelte 270 able to make what I hope is a state-of-the-art pages. Less game? Not at all. What was left was RPG-action-adventure-sim with only three the best 270 pages—the stuff that worked. slightly overworked programmers, which Ion Storm’s DEUS EX 202 allowed us to carry larger design and art staffs were making. It’s not that UNREAL had bad AI than usual. or pathfinding or sound propagation, but those systems were designed for a straightforward However, to my surprise, licensing technology shooter, which was not what we were making. didn’t save us all the time I’d hoped it would. You’d think cutting a year or more of engine- I guess the fact that we’ll be licensing technology creation off a schedule would result in an earlier for our next round of projects, DEUS EX 2 and release date. On DEUS EX, that didn’t prove to THIEF 3, says the price was right. But it remains be the case. Time that would have been lost cre- an interesting dilemma, and we will be able to ating tools was lost instead to learning the limi- approach our next licensed engine with the wis- tations and capabilities of “foreign” technology. dom gleaned from using UNREAL for this project. The biggest downside to licensing was that we were just never going to understand the code as well as we would have if we’d created it our- selves. That led to two distinct kinds of prob- What Went Wrong lems. First, there were areas where we ended up treating the engine as a black box. I think it’s pretty well documented by now that we shipped 1. Our original team structure DEUS EX with some Direct3D performance didn’t work issues. Once players started reporting troubles, we were kind of in a lurch—we couldn’t very You’d think after 17 years of making games and well go in there and mess with the Unreal building teams to make games, I’d have a clue engine—we just didn’t understand it well about team structures that work and those that enough to do that safely. We had built around don’t. Ha! When I started pulling the DEUS EX the edges of Unreal without ever getting too team together I had a core of six guys from deeply into the nuts and bolts of it. Looking Glass’s Austin office. Having tapped Chris Norden to be lead programmer, I needed Second, because we didn’t know the code inside to find a lead designer and a lead artist. As I out, and because we’d shelled out a fair amount started casting about for the right person for the of money for it, we tended to be conservative in design job, something really good, but ulti- our approach to modifying it. There were times mately really bad, happened—two guys came when we should have ripped out certain parts of along with enough experience to expect a lead- the UNREAL TOURNAMENT code and started ership position. from scratch (AI, pathfinding, and sound propa- gation, for example). Instead, we built on the Instead of doing the sensible thing and picking existing systems, on a base that was designed for one of them, even if that meant the other chose an entirely different kind of game from what we not to sign on, I got cute. I created two design teams, each with its own lead. I put together 203 SECTION III: MANAGING INNOVATION203

two groups of people with differing philoso- game business, and it doesn’t make up for being phies—a traditional RPG group and an immer- off-site. sive sim group. We were making a game designed to bust through genre boundaries, and During this time, the art department drifted a I thought a little competition and argumentation bit. It was unclear whether the artists worked would lead to an interesting synthesis of ideas. I for me or for the art director in Dallas. I thought I could manage the tension between the couldn’t hire, fire, give raises to, promote, or groups and that the groups and the game would demote anyone on the art team. We were be stronger for it. assigned some artists who weren’t interested in the My plan didn’t work. The kind of game we were mak- design team was fragmented ing. Matrix management from the start. We had to may work in some circum- name one of the groups stances, at some companies, “Design Team 1” and the in some businesses. But I’ve other “Design Team A.” never seen it work in gam- (Neither group would settle ing, and I’ve seen it for “2” or “B.”) It became attempted at three different apparent—later than it companies. It especially should have—that I was A genetically manipulated creature doesn’t work when one of going to have to merge the called a “Greazel” was added to the department managers DEUS EX in response to the team’s two groups and have a single isn’t on-site. feeling that human interaction lead designer. When I finally might not be enough to carry the made that change I disap- entire game. I argued for a year that pointed some folks, but management had game was the better for it, and that’s what’s failed at Origin and at Looking Glass. I had no important in the end. doubt it would eventually fail at Ion. Eventually I got my way, and things got much better on the There were also challenges on the art side. DEUS art front once the artists were officially part of EX suffered dramatically because for over a the DEUS EX team. Still, I can only imagine how year, the artists “on the team” worked not for DEUS EX might have looked if we’d been one big me or for the project, but for an art director in happy team, including the artists, from the start. Ion Storm’s Dallas office. Don’t misunder- stand—the art director was a talented guy. But If the experience of DEUS EX taught me one talent doesn’t make up for a matrix manage- thing, it’s the importance of team dynamics. You ment structure (wherein resources in a depart- have to build a team of people who want to be ment or pool are “lent out” to a project until making the game you’re making. You have to they’re not needed anymore) ill-suited to the deal with personnel issues sooner rather than Ion Storm’s DEUS EX 204 later. And there has to be a clear chain of com- mand. Many decisions can be made by consen- sus, but there can only be one boss for a project, there can only be one boss for each department, and department heads have to answer to the person heading up the project.

2. Clear goals are great…when they’re realistic We started out thinking very big. That in itself isn’t bad—it’s necessary to advance the state of the art—but we were unrealistic, blinded by Everything in DEUS EX is about choices—who promises of complete creative freedom, and by you are in the world, how do you interact in the assurances that we would be left alone to make world, what are you carrying, and so on. In this the game of our dreams. A really big budget, no case, the player has clearly decided to go external time constraints, and a marketing bud- through the game as a heavy weapons get bigger than any of us had ever had before specialist, despite the fact that this will leave little room in inventory for anything else. made us soft.

Let me give you some specific examples of ways special casing. Give players a rich but limited in which we outreached ourselves in the original tool set that can be used in a variety of ways, design of DEUS EX (before we made significant not a bunch of individual, unpredictable solu- cuts). For one, there’s no way, in a first-person tions to every problem. Always work within the RPG, to stage a raid on a POW camp to free limits of your technology rather than trying to 2,000 captives. Also, there’s no way to re-create make your technology do things it wasn’t meant all of downtown Austin, , with any degree to do. Big budgets, lots of time, and freedom of accuracy. Third, blinded by the power of from creative constraints are seductive traps. UnrealScript, many of our original mission con- Don’t settle for less than greatness, but don’t cepts depended upon special-case scripting and think too big. Balance should be the goal. lots of it. We discovered the need for general solutions rather than special-case solutions later 3. We didn’t front-load all of our in the project than we should have (this despite much harping on the subject by some team risks members). In fact, we missed a big one. We were smart enough to realize we’d have to prototype and Find your focus early and maintain that focus implement our new game systems early so we’d throughout. General solutions are better than have time to tweak and refine them sufficiently. 205 SECTION III: MANAGING INNOVATION205

We did our conversation system and our com- 4. Proto-missions redux plex 2D interface screens early, which was a good thing, too—they required as much tweak- Game Developer’s Postmortems typically focus ing as we feared. And in the end, they turned in on things the team clearly did right and things out pretty well, I think. the team clearly did wrong. It sure is nice when things are that clear. Maybe it’s just me, but I Unfortunately, we missed one huge risk almost never see things in such black-and-white area—artificial intelligence. I don’t know how terms. Most of the time, problems are knotty we missed it, but we did. It’s not that we didn’t and solutions are far from obvious or clear-cut, spend time on AI. We started thinking about AI which is where the final two “What Went early in preproduction. Unfortunately, what that Wrongs” fall. meant was that the AI was, to a great extent, designed in a vacuum, and as is often the case, As I already mentioned, we recognized the need we didn’t really know what the game required for proto-missions relatively early on, and built with respect to AI until relatively late in devel- our schedule around the idea. We implemented opment. And that meant implementing AI fea- two such missions, which helped us identify tures early on that ended up being unnecessary many things that didn’t work (and many that later, once our design had evolved into its final did). With proto-missions in hand, we found form. ourselves at a critical juncture with two possible choices to make, the implications of which I still

In addition, building on the base of UNREAL don’t entirely understand. TOURNAMENT’s pure shooter AI meant that, instead of designing a system specifically for our On one hand, I could have gone off with some needs, we ended up adding stuff and tweaking subset of the team and tweaked our proto-mis- until the bitter end, causing NPC behavior to sions until they were absolutely right and mod- change constantly, right up to the last day of els for all subsequent mission implementation development. We ended up with some pretty before turning the rest of the team loose on compelling AI, but the problem of convincing implementation of the rest of the missions. On people they’re interacting with real people is the other hand, I could have kept the entire immense, particularly when you’re talking team in implementation mode, getting all of the about characters whose reactions have to run missions to the level of the proto-missions, the gamut from fear to friendliness to violent meaning none of them would be exactly right enmity. Our sin was, I think, giving people a but we’d be able to see the shape of the entire hint of what human AI could be in games, but game and all of the missions would be ready for delivering the goods inconsistently. tuning at about the same time.

The first approach would have left large por- tions of the team in thumb-twiddling or make- work mode for some unspecified period of time. Ion Storm’s DEUS EX 206

This promised to prove that we could create a 1999. The company did the same things all ground-breaking, compelling game, but could game companies do, went through the same leave us without a finished game to ship. The problems, but because we painted a big ol’ second approach would have kept everyone pro- “suck it down” target on our chests, the gaming ductive throughout the project and at least put press and a fair number of hardcore gamers us in position to decide whether or not to ship went after us with a vengeance. the game at some foreseeable point in the future. The question was whether we would be able to Not too surprisingly, this had an effect on those turn all of the bare-bones missions into some- of us working away in the Austin office. Morale thing fun or not. hits were frequent and problematic. It simply isn’t possible to be bombarded by negative press I chose the latter approach and told everyone to about the company you work for and not take it get the game “finished” and playable at a bare- somewhat personally. Trust me when I say that bones level. We’d worry about fleshing out all seeing your personal and private e-mails posted the missions, making the game as interesting on the Internet is a devastating experience. and fun and dense and exciting as it needed to be during the inevitable gameplay tuning, Also, recruiting was more difficult than it tweaking, and balancing phase at the end. This should have been. We were able to put together probably isn’t so much of a “What Went an incredibly talented team for DEUS EX, but Wrong” as it is an open question of whether too many talented people told us that while they that was the right call. would like to work on DEUS EX, they couldn’t work for Ion Storm. Eventually, a “we’ll show I think so, and the plan clearly worked to the extent that we shipped a game that people seem to like pretty well. But it’s unclear to me whether using our proto-missions to fine-tune might not have resulted in an even better game.

5. Is it true that any publicity is good publicity? This wouldn’t be a complete or accurate picture of the development of DEUS EX if we didn’t take a look at the Sturm und Drang that was Ion Storm. In case you you’ve been living under a rock, there’s been a lot of hype surrounding the Bringing believable human characters to life company. On the negative side, Ion Storm was is no easy task. The artists, whether working heaped with bad press for much of 1998 and on concept art, 3D models, or texturing, had their work cut out for them. 207 SECTION III: MANAGING INNOVATION207

them” mentality became prevalent in Austin. I didn’t seem to care about the bad stuff. But they don’t know that anyone who worked on DEUS sure did take notice of us. Ultimately, Ion’s abil- EX thought of him- or herself as part of the ity to attract attention to itself, even if it was same company making and sometimes in negative ways, probably worked up in Dallas. That kind of us- to our advantage. Whether publicity at any cost versus-them thinking is rarely good in the long is good or bad is still an open question for me. run.

Now that we’ve shipped, the reviews seem to The Bottom Line fall into two categories—those that begin with some statement implying that Warren Spector Part of the challenge of game development is makes games all by himself (which is silly), and making the tough decisions along the way, the those that begin with some statement proclaim- many difficult junctures when you have to deter- mine that something that can’t be done right in ing that DEUS EX couldn’t possibly have been made by Ion Storm (also silly). Silly or not, the game shouldn’t be done at all. It’s all well there’s a level on which we’re still trying to live and good to have design goals and an ideal down our past, at least in terms of the media’s game pictured in your head when you start, but perception of our game and the company that you have to be open to change and realistic paid the bills here. about what can and can’t be done in a reason- able time frame, for a reasonable amount of But, for all the problems, being associated with money, with the personnel and technology avail- Ion Storm wasn’t all bad—far from it. On the able to you. And if you don’t have time to do plus side, it isn’t as if anyone from Rolling something right, cut it and do everything that’s Stone, Entertainment Weekly, the New York left so well that no one notices the stuff that Times, the L.A. Times, USA Today, Mother isn’t there. Jones, the Wall Street Journal, Forbes, Fortune, Time, Architectural Digest, CNN, or the BBC I’m not saying we did that perfectly on DEUS EX. ever banged down the doors at Origin or Look- We certainly didn’t ship a perfect game. But if ing Glass to talk to me or anyone on any of my we hadn’t gone into development with the atti- teams. In reality, the bad publicity was almost tude that we’d do things right or not at all, we entirely limited to the gaming press. The main- would have fallen far shorter of perfection than stream media, which barely notice anything we did. How close we did get is something all of about gaming (other than the fact that we sup- you can decide for yourselves. All I know is posedly turn normal kids into vicious killers), we’re going to get closer next time. Ion Storm’s DEUS EX 208

This Page Intentionally Left Blank 209 ’s JAK & DAXTER: THE PRECURSOR LEGACY

by stephen white Back-Story A flagship title for the PlayStation 2, JAK & DAXTER is By the end of 1998, Naughty Dog had finished the latest in a line of third-person, platform-jumping, the third game in the extremely successful item-collecting games featuring charismatic lead charac- series, and the fourth game, ters. To this venerable formula, Naughty Dog brought , was in development for a their experience and prestige as creators of CRASH 1999 year-end holiday release. And though Sony BANDICOOT, one of the PlayStation's signature titles. JAK was closely guarding the details of the eagerly & DAXTER features new-generation graphics and, nota- awaited Playstation 2, rumors—and our own bly, a huge, sprawling world that unfolds continuously speculations—convinced us that the system rather than in discrete levels. would have powerful processing and polygonal capabilities, and we knew that we’d have to For JAK & DAXTER, one of our earliest desires think on a very grand scale. was to immerse the player in a single, highly detailed world, as opposed to the discrete levels Because of the success of our CRASH BANDI- of CRASH BANDICOOT. We still wanted to have COOT games (over 22 million copies sold), there the concept of levels, but we wanted them to be was a strong temptation to follow the same seamlessly connected together, with non-obvi- tried-and-true formula of the past: create a lin- ous boundaries and no load times between ear adventure with individually loaded levels, them. We wanted highly detailed landscapes, yet minimal story, and not much in the way of char- we also wanted grand vistas where the player acter development. With more than a little trepi- could see great distances, including other sur- dation, we decided instead to say goodbye to the rounding levels. We hoped the player would be bandicoot and embark on developing an epic able to see a landmark far off in the distance, adventure we hoped would be worthy of the even in another level, and then travel seamlessly expectations of the next generation of hard- to that landmark. ware. It was important to us that Jak’s world make cohesive sense. An engaging story should tie the Naughty Dog’s JAK & DAXTER: THE PRECURSOR LEGACY 210

game together and allow for character develop- ment, but not distract from the action of the game. The world should be populated with What Went Right highly animated characters that would give Jak tasks to complete, provide hints, reveal story 1. Scheduling elements, and add humor to the game. We also wanted entertaining puzzles and enemies that Perhaps Naughty Dog’s most important achieve- would surpass anything that we had done ment is making large-scale games and shipping before. them on time, with at most a small amount of slip. This is an almost unheard of combination in the industry, and although there is a certain Game Data amount of luck involved, there are valid reasons Release Date: December 2001 to explain how Naughty Dog has managed to Publisher: Sony Computer Entertainment achieve this time and again. Genre: 3D fantasy platformer/adventure Experience will tell you it’s impossible to predict Platform: Playstation 2 the precise details of what will be worked on Number of Full-time Developers: 35 more than a month or two in advance of doing Length of Development: 1 year of initial it, yet many companies fall into the trap of try- development, plus 2 years of full production. ing to maintain a highly detailed schedule that Operating Systems Used: Windows NT, Windows tries to look too far into the future. What can’t 2000, Linux be effectively worked into these rigid schedules Development Software Used: Allegro Common Lisp, is time lost to debugging, design changes, over- Visual C++, GNU C++, Maya, Photoshop, X , optimism, illness, meetings, new ideas, and myr- Visual SlickEdit, tcsh, Exceed, CVS iad other unpredictable surprises.

To achieve these and many other difficult tasks At Naughty Dog, we prefer a much more flexi- required three years of exhausting work, includ- ble, macro-level scheduling scheme, with mile- ing two years of full production. We encoun- stone accomplishments to be achieved by certain tered more than a few major bumps in the road, dates. The schedule only becomes detailed for and there were times when the project seemed tasks that will be tackled in the near future. For like an insurmountable uphill battle, but we example, a certain level will be scheduled to managed to create a game that we are quite have its background modeled by a certain date. proud of, and we learned several important les- If the milestone is missed, then the team makes sons along the way. an analysis as to why the milestone wasn’t achieved and changes plans accordingly: the background may be reduced in size, a future task of that artist may be given to another artist to free up more time, the artist may receive 211 SECTION III: MANAGING INNOVATION211

guidance on how to model more productively, written so that it could automatically step ani- or some future task may be eliminated. mations at a rate of 1.2 (60fps/50fps) when playing in PAL. We also used a standardized In the case of JAK & DAXTER, we used the number of units per second so that we could knowledge we’d gained from creating the relate the amount of time elapsed in a game CRASH BANDICOOT games to help estimate how frame to our measure of units per second. Once long it should take to model a level. As we mod- everything was nice and consistent, then timing- eled a few levels, however, we soon realized that related code no longer had to be concerned with our original estimates were far too short, and so the differences between PAL and NTSC. we took appropriate actions. If we had attempted Physics calculations were to maintain a long-term, rig- another issue. If a ball’s idly detailed schedule, we motion while being would have spent a lot of dropped is computed by time trying to update some- adding a gravitational force thing that was highly inac- to the ball’s velocity every curate. Beyond this being a frame, then after one sec- waste of time, the constant ond the ball’s velocity has rescheduling could have had been accelerated by gravity a demoralizing effect on the 60 times in NTSC but only team. 50 times in PAL. This dis- crepancy was big enough to 2. Effective become problematic between the two modes. To localization Extensive character sketches and correct this problem, we techniques color key/ concept design work were made sure that all of our done in advance of actual modeling. We knew from the start that physics computations were done using seconds, and we were going to sell JAK & then we converted the velocity-per-second into DAXTER into many territories around the world, so we knew we would face many localization velocity-per-game-frame before adding the issues, such as PAL-versus-NTSC, translations, velocity to the translation. and audio in multiple languages. Careful struc- turing of our game code and data allowed us to 3. Seamless world, grand localize to a particular territory by swapping a vistas, and no load times few data files. This meant we only had to debug one executable and that we had concurrent We knew very early on in the development of development of all localized versions of the JAK & DAXTER that we wanted to immerse the game. All of our animation playback code was player within one large expansive world. We Naughty Dog’s JAK & DAXTER: THE PRECURSOR LEGACY 212 didn’t want to stall the game our proprietary mesh tessella- with loads between the various tion/reduction scheme, which areas of that world. JAK & we originally developed for DAXTER’s designers had to CRASH TEAM RACING and overcome many obstacles to radically enhanced for JAK & achieve our open environ- DAXTER. ments. They had to lay out the levels of the world carefully so The artists had the burden of that levels could be moved in generating the enormous and out of memory without amount of content for these stalling gameplay or causing environments. Their task was ugly visual popping. They also complicated by the very spe- had to create challenges that cialized construction rules they would engage the player and had to follow to support our maintain the player’s interest, various renderers. Support even though the player could tools and plug-ins were cre- roam freely around the world. ated to help the artists, but we And they had to tune the chal- relied on the art staff to over- lenges so that the difficulty come many difficulties. ramped up appropriately, without giving players the 4. Camera control impression that they were being overly directed. From the initial stages of JAK & DAXTER, we looked at the The programmers had to cre- various camera schemes used ate tools to process intercon- in other games and came to nected levels containing the depressing conclusion that A frame from Jak’s victory millions of polygons and cre- all existing camera schemes animation displaced as IK, had serious issues. We sus- ate the fast game code that textured, and textured with color could render the highly shading. pected that making a well- detailed world. We developed behaved camera might be an several complex level-of-detail (LOD) schemes, unsolvable 3D problem: How could one possi- with different schemes used for different types bly create a camera that would maneuver of things (creatures versus background), and dif- through a complex 3D world while behaving ferent schemes used at different distances, such both unobtrusively and intelligently? Only fools as simplified models used to represent faraway would believe that all problems have a solution, backgrounds, and flats used to represent distant so, like idiots, we decided to give it a try. geometry. At the heart of our LOD system was 213 SECTION III: MANAGING INNOVATION213

plagued cameras in other games. We spent a bit of time analyzing why peo- ple got sick, and we tuned the camera so that it reduced the rotational and extraneous movement that contributed to the problem. Perhaps the greatest success of the camera is that everyone seems to like it. We consider that a The resulting camera behaved extremely well, major accomplishment, given the difficulty of and although it had its limitations, it proved the the task of creating it. problem does indeed have a solution. Jak can jump through trees and bushes, duck under 5. GOAL rules! archways, run between scaffolding, scale down cliffs, and hide behind rocks, all with the camera Practically all of the run-time code (approxi- unobtrusively keeping the action in view. We mately half a million lines of source code) was wanted the player to be able to control the cam- written in GOAL (Game Object Assembly Lisp), era, but we did not want to force the player to Naughty Dog’s own internally developed lan- do so. Players can use the second to guage, which was based on the Lisp program- maneuver the camera (rotating the camera or ming language. Before you dismiss us as crazy, moving it closer to or farther from Jak), but we consider the many advantages of having a cus- were concerned that some people may not want tom compiler. Lisp has a very consistent, small to manipulate the camera, and others, such as set of syntactic rules involving the construction children, may not have the required sophistica- and evaluation of lists. Lists that represent code tion or coordination. are executed by evaluating the items that are in the list; if the head of the list is a function (or Therefore, we worked very hard at making the some other action), you could think of the other camera do a reasonable job of showing players items in the list as being the parameters to that what they needed to see in order to complete the function. various challenges. We accomplished this through a combination of camera volumes with This simplicity of the Lisp syntax makes it trivial specially tuned camera parameters and special- to create powerful macros that would be difficult ized camera modes for difficult situations. Also, or impossible to implement using C++. Writing creatures could send messages to the camera in macros, however, is not enough justification for order to help the camera better show the action. writing a compiler; there were features we felt we couldn’t achieve without a custom compiler. This may sound funny, but an important feature GOAL code, for example, can be executed at a of the camera was that it didn’t make people listener prompt while the game is running. Not sick. This has been a serious problem that has only can numbers be viewed and tweaked, code Naughty Dog’s JAK & DAXTER: THE PRECURSOR LEGACY 214 itself can be compiled and downloaded without There are other major compiler advantages: a interrupting or restarting the game. unified set of assembly op-codes consistent across all five processors of the Playstation 2, This allowed the rapid tuning and debugging, register coloring when writing assembly code, since the effects of modifying functions and data and the ability to intermix assembly instructions structures could be viewed instantaneously. We seamlessly with higher-level code. Outer loops wanted creatures to use nonpreemptive cooper- could be written as “slower” higher-level code, ative multi-tasking, a fancy way of saying that while inner loops could be optimized assembly. we wanted a creature to be able to execute code for a while, then “suspend” and allow other code to execute. The advantage of implementing the multi-tasking scheme using our own lan- What Went Wrong guage was that suspend instructions could be inserted within a creature’s code, and state could be automatically preserved around the suspend. 1. GOAL sucks! While it’s true that GOAL gave us many advan- Consider the following small snippet of GOAL tages, GOAL caused us a lot of grief. A single code: programmer (who could easily be one of the top (dotimes (ii (num-frames ten Lisp programmers in the world) wrote )) GOAL. While he called his Lisp techniques and (set! frame-num ii) programming practices “revolutionary,” others (suspend) ) referred to them as “code encryption,” since This code has been simplified to make a point, only he could understand them. so pretend that it uses a counter called ii to loop over the number of frames in an animation Because of this, all of the support, bug fixes, fea- called idle. Each time through the loop the ani- ture enhancements, and optimizations had to mation frame is set to the value of ii, and the come from one person, creating quite a bottle- code is suspended. Note that the value of ii (as neck. Also, it took over a year to develop the well as any other local variables) is automati- compiler, during which time the other program- cally preserved across the suspend. In practice, mers had to make do with missing features, odd the preceding code would have been encapsu- quirks, and numerous bugs. lated into a macro such as: Eventually GOAL became much more robust, (play-anim idle but even now C++ has some advantages over ;; Put code exe- GOAL, such as destructors, better constructors, cuted for each time.. ;; through the loop and the ease of declaring inline methods. A here. major difficulty was that we worked in such iso- ) lation from the rest of the world. We gave up 215 SECTION III: MANAGING INNOVATION215

third-party development tools such as profilers 2. Gameplay programming and debuggers, and we gave up existing librar- ies, including code previously developed inter- Because we were so busy creating the technol- nally. Compared to the thousands of ogy for our seamless world, we didn’t have time programmers with many years of C++ experi- to work on gameplay code until fairly late in the ence, there are relatively few programmers with project. The situation caused no end of frustra- Lisp experience, and no programmers (outside tion to the designers, who were forced to design of Naughty Dog) with GOAL experience, mak- levels and creatures without being able to test ing hiring more difficult. whether what they were doing was going to be fun and play well. Eventually programmers GOAL’s ability both to execute code at the lis- were moved off of technology tasks and onto tener and to replace existing code in the game at gameplay tasks, allowing the designers to play run time introduced the problem of memory the game and make changes as appropriate. But usage, and more specifically, garbage collection. without our designers’ experience, diligence, As new code was compiled, older code (and and forethought, the results could have been a other memory used by the compiler) was disaster. orphaned, eventually causing the PC to run low on free memory. A slow garbage collection pro- 3. Audio cess would automatically occur when available We were plagued with audio-related problems memory became sufficiently low, and the com- from the start. Our first indication that things piler would be unresponsive until the process might not be going quite right was when our had completed, sometimes taking as long as 15 sound programmer quit and moved to Austra- minutes. lia. Quickly hiring another sound programmer would have been the correct decision. We tried several other schemes, however, made some poor choices, and had quite a bit of bad luck. We didn’t rec- ognize until fairly late in development what a monumental task audio was going to be for this project. Screenshot showing highest level of The same shot displayed with detail of in-game geometry for the textures. Forbidden Jungle level. Naughty Dog’s JAK & DAXTER: THE PRECURSOR LEGACY 216

Not only did JAK & DAXTER contain original the various languages, and we should have had music scores, creature and gadget noises, ambi- more redundant testing of the audio files by peo- ent sounds, and animated elements, but there ple who were fluent in the specific languages. are also over 45 minutes of story sequences, each containing Foley effects and speech 4. Lengthy processing times recorded in six different languages. Our audio issues could be broken up into four categories: One of our greatest frustrations and loss of pro- sound effects, spooled Foley, music, and local- ductivity came from our slow turnaround time ized dialogue. Due to the large number of sound in making a change to a level or animation and effects in the game, implementing sound effects seeing that change in the actual game. Since all became a maintenance nightmare. No single of our tools (including the GOAL compiler) ran sound effect was particularly difficult or time- across our network, we ran into severe network consuming; however, creating all of the sound bandwidth issues. Making better use of local effects and keeping them all balanced and work- hard drives would have been a smarter ing was a constant struggle. We needed to have approach. In addition, we found extreme net- more time dedicated to this problem, and we work slowdown issues related to reading file needed better tool support. time/date stamps, and some tools took several minutes just to determine that nothing needed We used spooled Foley for lengthy sound effects, to be rebuilt. which wouldn’t fit well in sound RAM. Spool- ing the audio had many advantages, but we When we compiled developed the technology too late in the project some of our tools and had difficulty using it due to synchroniza- under Linux, we tion issues. Our music, although expertly com- noticed dramatic posed, lacked the direction and attention to improvements in detail that we had achieved with the CRASH network perfor- BANDICOOT games. In previous games, we had a mance, and we are person who was responsible for the direction of planning on using the music. Unfortunately, no one performed that Linux more exten- same role during JAK & DAXTER. sively in our next project. We imple- Dialogue is a difficult problem in general due to mented the processing of the lengthy story- the complexity of writing, recording, editing, sequence animations as a hack of the system creating Foley, and managing all of the audio used to process the far simpler creature anima- files, but our localization issues made it espe- tions. Unfortunately, this bad system caused cially challenging. Many problems were difficult lengthy processing times, time-consuming to discover because of our lack of knowledge of debugging, and a lot of confusion. 217 SECTION III: MANAGING INNOVATION217

If we had initially hidden the processing com- of collision geometry immediately surrounding plexity behind better tools, we would have Jak. A far better solution would have been to saved quite a bit of time. create a renderer to display the entire collision of a level. We used level-configuration scripts to set actor parameters and other level-specific data. The We created plug-ins that were used within the script processing was done at an early stage in 3D modeling package; however, for flexibility’s our tools pipeline, however, so minor data sake most of the plug-ins operated by taking changes took several minutes to process. We command parameters and outputting results as learned that tunable data should instead be pro- text: not a good interface for artists. Eventually, cessed as close as possible to the end of the tools one of our multi-talented artists created menus pipeline. and other visualization aids that significantly improved productivity. Many of our tools were 5. Artist tools script based, which made the tools extremely flexible and adaptable; however, the scripts were We created many tools while developing JAK & often difficult for the artists to understand and DAXTER, but many of our tools were difficult to use. We are replacing many of these scripts with use, and many tools were needed but never writ- easier-to-use GUIs for our next project. ten. We often didn’t know exactly what we needed until after several revisions of our tech- nology. In addition, we didn’t spend a lot of The Legacy time polishing our tools, since that time would have been wasted if the underlying technology Creating JAK & DAXTER was a monumental changed. Regrettably, we did not have time to effort by many hardworking, talented people. In program tools that were badly needed by the retrospect, we were probably pretty foolish to artists, which resulted in a difficult and confus- take on as many challenges as we did, and we ing environment for the artists and caused many learned some painful lessons along the way. But productivity issues. Since programming created we also did many things right, and we success- a bottleneck during game production, the added fully achieved our main goals. At Naughty Dog, burden given to the artists was considered nec- there is a strong devotion to quality, which at essary, though no less distasteful. times can border on the chaotic, but we try to learn from both our success and our failures in We lacked many visualization tools that would order to improve our processes and create a bet- have greatly improved the artists’ ability to find ter game. The things that we learned from JAK and fix problems. For example, the main & DAXTER have made us a stronger company, method artists used to examine collision was a and we look forward to learning from our past debugging mode that colorized a small section as we prepare for the new challenges ahead. Naughty Dog’s JAK & DAXTER: THE PRECURSOR LEGACY 218

This Page Intentionally Left Blank 219 SECTION IV

Building on a License

A license game is a game based on an existing From a production standpoint, the license creative property borrowed from some other means you have original content you don’t have medium. A game could be based on nearly any- to develop yourself, most of it probably first- thing—we’ve seen adaptations of books, films, rate. Character design, world design, and story television shows, magazines, dolls, rock bands, are taken care of. If it’s a film or television comic books, basketball players, and soft license, you may be able to pick up actual audio, drinks. For any work under copyright, some- texture, and voice acting from the original body holds the interactive rights and may part source. with them for a price. There are downsides to licensing games, how- The prospect is enormously tempting. What ever. Of course, whoever owns the license is game developer hasn’t dreamed of adapting going to receive a portion of the profits. Licens- some cherished work, of building their own per- ers can also be extremely protective of their cre- sonal vision of the Mines of Moria or Gormeng- ative property, and not without reason. A hast, of Dickensian London, Chiba City, or creative property can be damaged by improper Neo-Tokyo? It’s part of the basic lure of the handling. A licensed game that is poorly done, medium, being able to enter into and interact that fails to convey the spirit of the original cre- with imagined worlds. ative work, or alters its fictional continuity in some way can change how the public sees that And why not? It also makes business sense. Eco- property. All this tends to make the owner of the nomically, licensing games is a method for license quite nervous, quick to demand over- reducing financial risk. The licenser takes a fee sight of the project. or a cut of the profits, but the combination of name-recognition, added marketing muscle, and Licensers may set rules and limits on what the an established fan base guarantees a minimum project team can do, which may hinder their level of sales. creative freedom, especially when the licenser is unfamiliar with interactive media. The licenser Section IV: BUILDING ON A LICENSE 220 can even deny access to crucial resources (such our own. When a film or a book or a comic as actors for voice acting) or revoke the license becomes a video game, everything changes, and entirely. those changes reflect the nature of the interac- tive medium itself. Just ask yourself why the The flip side of name recognition is high expec- game industry hasn’t adapted Jane Austen, tations from fans of the original work. People Shakespeare, E. M. Forster, or Henry James? who are genuinely invested in a work may be Their books have been adapted into a number unhappy to see a video game based on it. People of successful movies recently. They aren’t even invest emotion in works of art, and they don’t under copyright, so they’re available for free. like having their emotions messed with. Audi- Why hasn’t anyone scooped them up? The fact ences may not trust interactive adaptations, and that the game industry hasn’t done so illustrates there is some justice to that attitude. If you the weaknesses of interactive media. screw up, the potential for backlash is enor- mous. In any case, the original creative team Every year computer game graphics improve, behind the property may not be participating in but even so, no game has approached the qual- the production process, so even if you do a rea- ity of the cinematic image in a real-time interac- sonable job, your effort won’t bear the seal of tive format. This is especially true when it comes authenticity. to the human form—our ability to simulate human faces and body language is primitive Any game released on a license bears the burden compared to what film can do. of reproducing the thrill of the original work, while adding interactivity. In a sense, they are Films and novels show characters talking to competing with the license on its home turf. For each other, having intimate, nuanced example, a property that originates in a novel can exchanges—it’s one of the basics of those forms, trade on the strengths of that medium—witty, but computer games can’t do it interactively, not nuanced dialogue, direct perception of charac- on the same level. Natural language, facial ters’ thoughts, large-scale scenes, descriptive lan- expressions, and body language are unsolved guage that inspires the imagination. The game problems for computers. Real people are too version has to give players an equally good rendi- hard to simulate—the best we can do at this tion of the property, but using totally different point is to produce consistent-looking worlds, tools. Few enough licensed games live up to the stylized and perhaps cartoonish, but successful challenge—most manage to remind us of the on their own terms. original work, but don’t deliver equally. A few—Totally Games’ X-WING, Rare’s GOLDEN- Adapting story is almost as big a problem. Nov- EYE—equal or even surpass their source material. els and films have become the storytelling media par excellence of the twentieth century, with a The challenge of adapting works from other well-understood body of techniques. Again, it’s media can tell us an enormous amount about a basic part of those media, something you 221 Section IV: BUILDING ON A LICENSE

don’t even think about, but we are still learning make. You can expand a small part of the fic- how to do it in interactive media. Instead, we tional world, do a prequel, a sequel, or carve stretch out narratives with long episodes of run- out your own niche in the established universe, ning through sewers or jumping around on far away from the main action. ledges, situations we do know how to show extremely well. In a world as expansive and rich as the Star Wars™ universe, you don’t have to be Luke We face so many obstacles—the relative clumsi- Skywalker every time. In DUNE 2, Westwood ness of character interaction, the difficulty of took their license and stripped it down to one integrating gameplay with narrative exposi- essential aspect—desert planet economic war- tion—that our efforts may look clumsy in direct fare—and reproduced it beautifully, while ignor- comparison to a film’s smooth exterior. How ing other aspects of the license, characters’ many early licensed games bore almost no personal stories, that didn’t suit their game and resemblance to the original? The grand promises were much harder to reproduce in the interac- laid out on the back of the box gave way to tive medium. stilted little cartoons within. What was a vivid and taut action sequence on film, became hours Licenses are an important section of the indus- of jumping over boxes on a TV screen. No one try. They bring much-needed financial stability is going to forget E.T. on the 2600. to any company’s balance sheets. They create links between our industry and other sections of But these failures at least show us how much the entertainment world, with film directors and better we’re getting. Along the way we have actors and novelists. They bring in new audi- learned a few things. Aside from the advantages ences, fans of other media who might otherwise listed above, the main lesson about licensed never sit down in front of a computer to be games is this: there is more than one way to entertained. And, finally, they teach us about adapt a license, so play to your strengths. You our own medium, show us where our strengths don’t have to limit yourself to simply recreating and weaknesses are, the things we can’t do, and the original—you can use the license in different the things we can do better than anyone else. ways to suit the style of game you’re ready to Section IV: BUILDING ON A LICENSE 222

This Page Intentionally Left Blank 223 LucasArts’ STAR WARS™ STARFIGHTER

by chris corry Back-Story This air- and space-combat game is set in the Star Wars Work on Project Europa—the internal code- universe of Episode One: The Phantom Menace. The name for the development effort that would game’s story follows three protagonists—a Rebel pilot, eventually metamorphose into STAR WARS a bounty hunter, and a pirate captain—in a series of mis- STARFIGHTER—began in earnest in April 1998. sions, tracing a story that interleaves cleverly with the A small crew of programmers, headed up by events of the movie. director Daron Stinnet, began preproduction work on a STAR WARS: EPISODE I PC title that jumping ship. Although obviously conflicted, had grand ambitions. As one of LucasArts’ great the allure of working with a famous industry unsung talents, Daron had previously led the heavyweight proved too tempting, and within a DARK FORCES and OUTLAWS teams to much few short weeks we had lost our main graphics critical and commercial success. Now, following programmer and level designer. Shaken but in the footsteps of Larry Holland’s X-WING undeterred, we were determined to make the games, Europa was to bolster LucasArts’ pres- best of a bad situation, but three months later ence in the space-combat genre and support the the project suffered another blow when we lost new film franchise. While embracing much of our second graphics programmer. the X-WING series’s simulation-oriented aes- thetic, the team also wanted to deliver the vis- This was Europa’s darkest hour. The technology ceral, sweaty-fingered arcade experience that we development was progressing slowly, and our were starting to see in early builds of ROGUE inexperienced programming staff was still SQUADRON. climbing the C++ learning curve. As lead pro- grammer, this predicament was largely of my During the early months of 1999, a well-known own making. I had joined LucasArts from out- designer who was in the market for a new lead side the game industry, where I was accustomed programmer and lead level designer for his com- to a corporate R&D environment that valued pany’s overdue project secretly approached two solid engineering and extensible software archi- members of our team about the possibility of tecture over quick solutions that were perhaps LucasArts’ STAR WARS™ STARFIGHTER 224

less elegant or flexible. Now, with little to show At this point two events occurred that I’m con- but a creaky Glide-based graphics engine and no vinced saved the project. Our multiplayer pro- graphics programmer, we were at a loss as to grammer, Andrew Kirmse, who had already what to do next. proven himself as a remarkably capable technol- ogist, teamed up with two of our other pro- As if things weren’t bad enough, we were also grammers to create a graphics-engine “tiger floundering on the game design side of the fence. team,” a small subteam dedicated to attacking a Although we had a lot of excellent concept art, single task with unwavering focus. In just a few few of us had a clear idea about exactly what months the three of them delivered a brand-new OpenGL-based engine that was far better than Game Data anything we had built previously. Release date: February 2001 Shortly after the new graphics engine came Publisher: LucasArts online we also found the solution to our game Genre: science fiction, ship-to-ship combat design woes. Tim Longo, who had recently Platform: Playstation 2 helped complete AND THE Full-time developers: Approximately 40 at the height INFERNAL MACHINE, joined the team as our of production lead level designer. The change was immediate and profound; five other level designers joined Length of development: 30 months the project at about the same time, and now we Hardware used: 700MHz Pentium IIIs with 256MB had the foundation for a thriving, collaborative RAM, GeForce 256, PS2 tools design process. Daron worked with Tim and the Software used: Windows 2000, Microsoft Visual C++, other level designers on an almost daily basis, Metrowerks for PS2, 3D Studio Max, Softimage, systematically identifying areas of the game Photoshop, Bryce, Visual SourceSafe, , design that were incomplete and working AfterEffects, Premiere together to come up with concrete solutions. Technologies: Eve level design tool, Miles Sound System, ObjectSpace STL, /Secret Level By the end of 1999 the project had performed a Flash, Planet Blue’s Tulip for prerendered cut-scene 180-degree turnaround, but there was one more lip-syncing significant twist in the road awaiting us. Sony Lines of code: 301,000 including tools had turned the game industry on its ear with the formal announcement of the Playstation 2 that type of game we were making. We were pain- year, and every major development house was fully starting to discover that while it is easy to furiously rewriting business plans to accommo- characterize a title as being a cross between date support for the new platform; LucasArts ROGUE SQUADRON and X-WING, it’s another was no exception. The biggest problem for the thing completely to describe what that actually company was that we wanted to have a title means. close to the system’s launch, and Europa was the 225 SECTION IV: BUILDING ON A LICENSE225

only project far enough along to be a serious the picture frame, but it’s up to the rest of the candidate. The thought of throwing the PS2 into team to provide the most important part, the pic- the mix made many people very uncomfortable, ture. but when we were able to port all of our non-graphics To bring this to fruition, the code in a single 48-hour programming team needed period, senior management to understand as best we became convinced. could the way the rest of the team worked. While The rest of the project was Andrew worked with lead an exciting and manic blur artist Jim Rice and our of activity. Early in 2000 we world-builders to under- hit the “snowball point,” stand their workflows, Brett that period when all of a Douville, our AI and mis- sudden the tech falls into A Naboo Starfighter cruising over sion programmer, filled a place, the art production an early take on the rolling hills of similar role with the level paths are running on all cyl- Naboo. designers. Brett scheduled inders, and the team is see- regular “LD Days” with ing exciting new gameplay on an almost daily each individual member of the level design staff. basis. From then on, STAR WARS STARFIGHTER This gave each designer the opportunity to meet was indeed like a runaway snowball, picking up with Brett on a regular basis and show him the momentum and new features almost as fast as specific challenges and problems that they were we could think of them. tackling in their missions.

Europa periodically had full-blown team meet- ings where we could get together and kibitz What Went Right about the overall state of the project. However, the most valuable meetings were at the subteam level. Both the programming team and the art 1. Good team communication teams would meet weekly to discuss the issues of the day, and each of these meetings would I’ve read many Game Developer Postmortems have an attendee from the other camp—a role that blamed failures on a lack of communication, we referred to as the “exchange student.” This so I’m particularly proud that we got this one meant that if questions came up in the art meet- right. From the beginning of the project, Daron ing, for example, that required answers or worked hard to impress on the programmers input from a programmer, there would always that it was the level designers and artists that be someone present that could give an would ultimately secure the success of Europa. informed opinion. Likewise, as programmers As I became fond of saying, programmers build LucasArts’ STAR WARS™ STARFIGHTER 226 would discuss issues or new features in their 2. Project discipline weekly meeting, the art or level design repre- sentative would be able to disseminate this STAR WARS STARFIGHTER was a well-organized information among the other team members. project. In the heat of battle it’s all too easy to let requirement lists and schedules get lost in the Finally, we relied on an internally maintained shuffle of the moment. We were determined not Web site as a pivotal communications tool. We to let this happen. As soon as our technology tried to make the site as comprehensive as possi- began to take shape, we started to follow an ble, organizing areas along the lines of program- iterative process of milestone planning and exe- ming, art, level design, project management, and cution. These milestones were typically four to so on. When artists had questions about how to six weeks in duration, with no milestone implement a particular effect, or a level designer extending longer than eight weeks. Milestones were also required to demonstrate some visual or gameplay aspect of the game.

As a consequence, we had very few milestone tasks that looked like “complete the Foobar class”; instead we would have a mile- stone task that might read “Explosion smoke trails,” and the assigned programmer would know that completing the Foobar class was an implied requirement. By keeping our attention focused on a discrete and relatively small body of work, we were able to avoid the cumulative errors that A schematic for the Naboo Starfighter—one of the only invariably creep into longer sched- elements in the game that was present in both the original ules, while still allowing for design concept and the final product. demonstrable progress. needed a refresher on our class-file script syntax, Most of the milestones were driven by the there was usually a web page that they could be progress of the technical team. Programmers directed to that would answer many of their were solely responsible for estimating the dura- questions. tion of their tasks. We would occasionally adjust these estimates outward but would never change an estimate to be shorter. Tasks were structured 227 SECTION IV: BUILDING ON A LICENSE227

so that the short- est scheduled task was never shorter than a half-day. Even if a program- mer was certain that a task could be completed in less than half a day, experience clearly showed that the time would be lost else- where.

Using these simple rules of thumb, we were consistently able to build schedules that Storyboard depicting Rhys Dallow’s ship getting hit. were fair and accu- rate. Out of eight scheduled milestones, we the current code as a full-blown InstallShield- never missed one by more than a handful of compiled install. This provided team members days. Best of all, most team members completely with debug and production versions of the avoided extended periods of crunch time. Like game, along with level design tool and art most game teams as they approach their ship exporter updates. date, everyone was working hard and often into the evenings; however, this period of time was Predicting that public builds would become crit- short, and we never had to resort to all-nighters. ically important, we tried to be as ruthless as possible about maintaining the build schedule. We also closely managed the process we used to As we got closer to our ship date, the frequency distribute new binaries to the team at large. of these public builds increased until we were Since most of our development occurred on the performing new builds as often as three times a PC even after making the decision to ship on the week. By this point we had a full-time staff PS2, it was important that team members have member dedicated to managing the public build timely access to stable builds of the game. We process and ensuring that the distributed code accomplished this through weekly public builds. met quality and functionality expectations. Once a week we would package and distribute LucasArts’ STAR WARS™ STARFIGHTER 228

3. A well-executed PC-to-PS2 on the project. Instead they worked in a support role, providing us with regular LECgl library transition drops and immediate “on-call” PS2 graphics Making the decision to move the project to the support. PS2 could have been a complete disaster. Yet, despite paying little attention to portability dur- There was another, more subtle problem that we ing the earliest stages of the project, the Europa had to conquer when we made the decision to code base was well positioned to make the jump adopt the PS2 as our primary platform. Most of to the PS2 platform. With the aid of strong and the team members were big PC game players, generally stable development tools provided by but very few of us played console games. Intel- Metrowerks, the core port went off without a lectually, we knew that there were huge philo- hitch. sophical differences in game design between consoles and the PC. Much of our original game The biggest trick was on the graphics side, design had used the X-WING games as a concep- because this was clearly where we were most tual leaping-off point, wandering into the vulnerable. None of our arcade action of ROGUE programmers had any SQUADRON only when it console experience, and suited us. none of us was up to the task of tackling the PS2’s Now that we were on the low-level vector PS2 we recognized that units. Enter LECgl. LECgl our design priorities was the brainchild of Eric needed to be completely Johnston and Mark Blat- flipped. Instead we would tel, two of LucasArts’ use ROGUE as our primary most senior console pro- point of reference and grammers. They had work from there, layering recently shipped STAR on gameplay elements bor- WARS: EPISODE I RACER rowed from X-WING as for the N64, and they wel- needed. As such, I think comed the opportunity to A page from the programming section the final game demon- tackle a problem tempo- of the STAR WARS STARFIGHTER internal strates our successful rarily that was one step Web site. indoctrination into the removed from the day-to- console mindset. We were day pressures of a project team. Although having so much fun blowing things up that we Europa was the most immediate recipient of had little desire to start adding sim-like features their efforts, Eric and Mark were never officially to the gameplay experience. 229 SECTION IV: BUILDING ON A LICENSE229

4. Macromedia When we realized that building our user inter- Flash face in Flash would sig- As we approached the nificantly ease our end of summer in 2000, localization efforts, we we realized that we had decided to take the a serious problem on our plunge. Soon afterward hands. Despite our best we hired a design firm efforts, we still had not named Orange Design to addressed the issue of help us implement our our out-of-game user administrative interface interface. We had a 2D in Flash. Orange not virtual-page system that only had a ton of experi- we were using for our ence with Flash, but they HUD (heads-up display) Early concept art for the mercenary Vana. also brought a technical symbology, and we had perspective to the table. always planned to evolve that into something We knew that this technical emphasis would be that could be used for what we called the critical for working with our programming team “administrative interface.” However, in August, on integration issues. with the quality assurance department nipping at our heels and our ship date looming omi- Integrating Flash into the Europa engine was nously in the distance, things were not looking not a completely smooth process, however. Per- good. formance in the first-generation Flash Player was poor (current generations of the Player are We had heard that a small San Francisco–based now much faster), and we had to spend a lot of company named Secret Level was adapting time integrating the user interface Flash movie Macromedia’s Flash technology for use in PS2 with the core game systems. That said, the five games. After meeting with company representa- months that a single half-time programmer tives, we were excited by the prospect. The spent on this task ended up yielding a user inter- Macromedia content-authoring tools were far face that was far beyond what we would have more elaborate than anything we could come up been able to custom-code in the same period of with in the same time frame. We also suspected time. that there was a wealth of Flash authoring expertise available from out-of-house contrac- tors which would help us smooth out the work 5. Good debugging systems load. Most importantly, we were very impressed Our programmers built several tools that greatly by the intelligence and games savvy of the Secret helped our pursuit of high-quality code. One of Level staff. the most instrumental was a Windows-only LucasArts’ STAR WARS™ STARFIGHTER 230

library that provided detailed stack-tracing made by the Standard Template Library (STL) information. This library was largely based on or one of our widely used utility classes, it was the code and concepts covered by John Robbins’ usually not enough to know what part of the “Bugslayer” column published in the Microsoft STL or which one of our utility classes was the Systems Journal. As is standard practice on culprit. What we really needed to know was many games, we built a custom memory man- what class called the STL method that caused ager that could detect when the application was the leak. In fact, the leak was usually several leaking memory. However, unlike most imple- steps up the call chain. Our stack-tracing library mentations, when our memory manager made finding these cases almost trivial. detected a leak it could provide a comprehensive stack trace of arbitrary depth, leading directly to We also incorporated stack tracing into our the leaking code statement. exception- and assert-handling systems. When the game encountered a hard crash, we trapped This capability represented a significant advan- the exception and generated a complete stack tage over other implementations that could only trace; a similar process occurred when our code provide the immediate location of the allocation asserted. This information was initially reported request. If the memory allocation were being back to the user in dialog form. However, we also packaged up this same data and had the game send the programmers an e-mail detailing exactly where the problem occurred. This ended up being an invaluable tool for us. As a matter of prac- tice, the Europa program- mers got into the habit of checking the assert mail- box regularly. In addition to appraising the current stability of the code, we could also use this data to spot trends and note when people weren’t being dili- gent about installing new builds.

Several of the ship models developed for STAR WARS STARFIGHTER. 231 SECTION IV: BUILDING ON A LICENSE231

In the end, we had an exceptionally smooth QA dedicated to making forward progress on the process because the bugs we did have were gen- game. erally easy to track down and fix. There were no last-minute “heart attack” bugs that required us The staffing issue continued to dog us through- to set up camp and track a single problem for out the project. Even after we had regained hours or days at a time. This made life easier on some momentum, we still ended up losing two the programmers, but it also made things easier programmers and a handful of artists, all to the for the testing team and improved morale across same online gaming startup. Although nine pro- the entire project. grammers contributed to the main code base at one point or another, the vast majority of code was written by the core group of four program- mers who stayed with the project to completion. What Went Wrong 2. Initial lack of detailed design 1. Staffing Europa was always envisioned as having some sort of Star Wars: Episode I tie-in. During much As you can probably tell by now, staffing was of 1998, however, it was difficult to predict to easily the biggest problem the project encoun- what degree Lucas Licensing would allow this tered. Try as we did to manage staff retention, to happen. One of the barriers we encountered the team experienced an alarming amount of was the intense veil of secrecy that surrounded turnover, both in the programming and art any Lucas-owned company involved with the departments. This invariably made life harder movie property. Some of us had access to the for the people left behind, because the amount script and the occasional rough-cut screening, of work remained constant, but team members but particularly during the first half of 1998 it could not be replenished as quickly as they was virtually impossible to learn the important were lost. details about the film needed to build a solid franchise title. This also meant that many of the team’s junior staff members missed out on valuable mentoring Initially we had assumed that the game should or experienced spotty supervision by their leads. stay as far away as possible from the events of On the programming team, senior programmers the film. Because we were going to be telling one were so busy that we had little time to train new of the first original stories set in the time line of team members. This led to a stressful sink-or- the new film, we had no feeling for where the swim mentality which was difficult for new boundaries were with respect to planets, charac- hires. Even relatively simple quality-control pro- ters, vehicles, and the like. We were intimidated cedures such as code reviews were never insti- by the pervasive atmosphere of secrecy and gen- tuted, since every moment of every day was eral sensitivity of the Episode I storylines; the LucasArts’ STAR WARS™ STARFIGHTER 232

first game designs described a pirate war far pared to Larry Holland’s previous X-WING divorced from the events of the film. In fact, the titles. The Totally Games guys had been making Naboo Starfighter was one of the only elements games like for this for the better part of a that could be found in both the first design and decade, and they had gotten very, very good at the film. it. Game players could rely on Larry to produce large, sophisticated games with well-designed features and compelling gameplay. This success had, in turn, incubated a dedicated and enthusi- astic fan base that we knew would mercilessly scrutinize STAR WARS STARFIGHTER.

Frankly, we were in a no-win situation: if we deviated too far from the Totally Games designs, we risked disenfranchising some of our most loyal fans, but we also didn’t want simply to copy Larry’s last game either. Fortunately, once we decided to ship on a console, the design shackles fell away and we were free to chart our own path. While we realized that the hardcore X-WING players might not appreciate STAR The Eve level design tool was a critical part of STAR WARS STARFIGHTER as much as the Larry Hol- WARS STARFIGHTER’s success. land games, they were no longer our primary audience. As this design started to circulate, however, Licensing contacted the team and explained that 3. Naïve approach to memory the design contained too many pirate elements; they wanted the game to contain more elements usage from the film. The “moving target” nature of As quickly as we were able to get Europa up and this exchange ended up being very disruptive running on the PS2, it took the programming and effectively paralyzed the design effort for team much longer to fully embrace the creed of weeks at a time as we wandered from idea to the console programmer. Since Europa was orig- idea, wondering what fit into continuity with inally intended to be a PC title and our pro- the film and what was straying into areas that grammers only had PC experience, it’s not we should keep away from. surprising that most of the code suffered from a bad case of “PC-itis.” I use this term to refer to The Europa team also had some pretty big shoes programming practices that, while potentially to fill. It didn’t take long for us to realize that portable to a console, are definitely not console- whatever we did was going to be directly com- friendly. 233 SECTION IV: BUILDING ON A LICENSE233

Our approach to memory allocation is a perfect small memory request, it could very quickly and case in point. For starters, we relied on the STL efficiently satisfy the allocation if the size of the for all of our container classes. On one hand we request fell into the range serviced by our bins. benefited from a bug-free and robust set of stan- We ultimately relied on the bins for both rapid dardized collection classes. As an integral part memory allocation services and fragmentation of the C++ Standard Library, management. the STL contains a powerful toolset for general applica- I should also note that we tion development. We’re big had a pretty rough time with fans of the STL, and for the memory fragmentation. most part we can’t imagine Going into the PS2 port we working on a project that suspected that fragmenta- doesn’t use it. Unfortu- tion was going to be a prob- nately, depending on what lem. On the PC we had made containers you decide to use, an effort to generally clean the STL is notorious for up after ourselves in ways making many small memory An example of the statistics that that would help reduce frag- allocations. Daron tracked during the game’s mentation, but we never development. made a concentrated effort Our STL container usage to eradicate it completely, was paralleled by our use of an uncomfortably because we knew that in a pinch we could large number of ANSI string objects. The ANSI always rely on the PC’s virtual memory system. string class is a great little class that makes deal- ing with character strings much easier than it One of my jobs during the last six weeks of the used to be when we were all writing code in C. project was to build debugging systems that Like most STL containers, however, excessive would give us detailed memory maps and then use of the string class also leads to large num- track down each fragmenting memory alloca- bers of small memory allocations. By the time tion one at a time. It was every bit as unpleasant we decided to port to the PS2, most of the dam- as it sounds, and I urge those PC developers age had already been done. making the switch to consoles to take this lesson to heart. As I mentioned earlier, our global memory man- ager’s original focus had been memory-leak 4. Not enough attention paid to tracking, but now we needed it to help with our STL problem. We accomplished this by intro- performance ducing the concept of bins, which were really There is little question that in the rush to imple- just a hierarchy of fixed-length memory alloca- ment features and ship the game on time, per- tors. When the memory manager received a formance suffered. Part of this was due to LucasArts’ STAR WARS™ STARFIGHTER 234 having an inexperienced staff, and part of this ming staff. This was a real shame, because the was due to the fact that we had ported a PC Metrowerks PS2 profiler is a very nice tool, and code base to the PS2, but in truth most of us most members of the team had uninstalled were so preoccupied with one issue or another licenses. I should have made our developers that we had little time to revisit code with an eye responsible for profiling their own code and toward optimization. There was a pervasive doing so at a much earlier stage. attitude among many of us that we could safely ignore code problems until they showed up as 5. Space-to-planet hotspots on a profiling run. If there was anything There is some merit to this about the original STAR strategy, since premature WARS STARFIGHTER pitch optimization efforts can be that met with widespread more wasteful than not enthusiasm, it was the idea fixing the code at all. But of seamlessly transition- since profiling can turn up ing from envi- hidden problems in areas ronments to the depths of of the code that the team space and back again. had previously thought Dogfighting close to the complete or issue-free, it’s planet surface certainly An early version of the Naboo important to start profiling has its own appeal, but Starfighter passing in front of a nebula there is something about much earlier than we did. in deep space. For example, we had the promise of being able severe performance prob- to pull back on the stick lems in our collision detection systems that we and blast off all the way into space that is sim- would have identified immediately if we had ply very, very cool. This high concept was so profiled sooner. As it happened, by the time we exciting to the team that the original game pitch realized that collision detection was working featured this idea predominantly. In fact, in poorly, the best we could do was apply spot many ways this single feature was to define the fixes instead of the large-scale reworking that game. the problem actually demanded. Well, it’s a bit of a trick to actually pull off. Even after we started a fairly regular regimen of First, there were the technical considerations. A profiling late in the development cycle, we still planet is big. I mean really, really big. Even a didn’t do enough of it. In the end, only one pro- small planet would require dynamically creating grammer did all of our profiling, and he was thousands of terrain tiles. Although most of responsible for making the rounds and pointing these tiles could be procedurally generated, they out problems to other members of the program- would still need to be created and discarded on 235 SECTION IV: BUILDING ON A LICENSE235

the fly; depending on the player’s location, cus- at that speed it would take the player 20 min- tom mission-area tiles would have to be utes to achieve a low-planet orbit. To circum- streamed in from the hard disk, all while main- navigate a small planet the size of the moon taining frame rate. could take as long as 16 hours.

Of course, since we wanted to allow the player Although we were able to brainstorm several to fly absolutely anywhere on the planet, order- fanciful solutions to this problem, most were ing this data on the disk in a streaming-friendly time- or cost-prohibitive, and all of our solu- format was problematic. We exacerbated the sit- tions threatened to shatter the illusion that you uation by requiring even our lowest-resolution were in a small fighter craft, engaged in small, terrain height maps to be much higher resolu- intimate battles. tion than they really needed to be. This in turn made higher theoretical demands on the stream- ing and resource systems. This single feature Back to Earth had introduced a tremendous amount of techni- STAR WARS STARFIGHTER finally shipped in Feb- cal risk to the project, and yet we had blindly ruary 2001. While it was a little bit later than charged ahead anyway because of the idea’s we had initially hoped, we burned our first set inherent coolness factor. of master disks in mid-January, within three days of the “realistic” schedule projection that The technical issues, however, did not describe Daron had made a year earlier. While it cer- the full extent of our problems with this feature. tainly has its flaws, STAR WARS STARFIGHTER Quite quickly we also came to realize that there represents the culmination of an effort that were plenty of game design issues implied by the involved almost 50 people, and it is a product space-to-planet concept. that we are all very proud For example, there was the of. The lessons leaned over constant issue of player the last few years, both pos- craft speed. We felt pretty itive and negative, are sure that our ships should already starting to be used have a top speed of about by other LucasArts teams, 450 miles per hour, because ensuring that the project’s dogfighting and bombing legacy will be with us long ground targets becomes after the last copy of the extremely difficult if you game has been sold. move much faster. However,

Screenshot featuring the user interface created with Macromedia Flash. LucasArts’ STAR WARS™ STARFIGHTER 236

This Page Intentionally Left Blank 237 Raven Software’s STAR TREK™: VOYAGER—ELITE FORCE

by brian pelletier, michael gummelt, and Back-Story james monroe VOYAGER—ELITE FORCE faces special challenges, adapt- ing a traditionally combat-heavy form (first-person shooters) to a license that privileged conversation and In the summer of 1998, Activision had acquired character over action. They solved this issue by letting licensing rights to make games using a number players take command of a special-forces style unit of Star Trek franchises. Their goals from the selected from a traditional Starfleet crew. These aren't beginning were to create a broad selection of the only challenges—Raven also faced the problems of games and show the gaming community that convincingly portraying characters and settings familiar Activision could take the Star Trek brand and to most players and giving players intelligent-seeming make high-quality games with it, better than crew to accompany them on their missions. The result- other publishers had in the past. The prelimi- ing game is an interesting fusion of the first-person nary game slate was set with a first-person shooter into the familiar format and rhythm of a Star shooter as one of the initial titles. Raven Soft- Trek episode. ware had been an external studio of Activision for a year, finishing up work on HERETIC 2 and diving deep into the development of SOLDIER OF done on the plot and story line, with a test level FORTUNE. of a Defiant-class ship made using the QUAKE 2 engine. The main factor in designing the plot of HERETIC 2 was near completion, and we would the game was that it had to be an action game, soon need another project to work on. With our despite the fact that Star Trek isn’t known for experience developing shooters and a reputation action. To give meaning to the action, the idea for making quality games, Activision handed the for a Special Forces team soon emerged to drive Star Trek first-person shooter project to us. the action for the game.

The game started out being based on an Ultimately, because Activision already had two unknown Star Trek crew within the Next Gen- other games using the Next Generation license, eration franchise. For two months work was the setting for our game changed to the Voyager Raven Software’s STAR TREK™: VOYAGER—ELITE FORCE 238

franchise. Our excitement level was low at first, This inspired us to open the floodgates, continue with the team feeling that Voyager was the least on, and eventually realize that Voyager was the popular of all the Star Trek franchises. We soon best setting for what we wanted to do. We realized that Voyager’s plot allowed us not only quickly adapted the plot we had at that point to make our game with much more creative into the Voyager setting. This was much easier freedom, but also to create from something no than we thought it would be, and the Elite one else had used. Force, or the Hazard Team, as we called them, actually seemed to make more sense as a by- product of Voyager’s situation.

Game Data In January 1999, full production on ELITE FORCE began with a small team of 15 people Release date: September 20, 2000 that would grow to about 25 core team mem- Genre: first-person shooter in science fiction setting bers, with additional support from the SOLDIER Publisher: Activision OF FORTUNE team. Our main focus during pro- Intended platforms: Windows 95/98/NT/2000, duction was not to think about the game as a Macintosh, Linux, Playstation 2 Star Trek product per se, but rather an action Number of full-time developers: 20 shooter that borrowed from the Star Trek uni- verse. This helped us focus more on what would Number of contractors: 13 be fun for players. Length of development: six months of preproduction, 18 months of production To our surprise, the Paramount approval pro- Project size: Single-player and Holomatch: 919,749 cess was much easier than we anticipated. We lines of code; 1,679 files. The single-player game was had heard many horror stories regarding Para- largely controlled by scripting, totaling 112,056 lines mount’s strictness with their licenses, things like, of code and 2,236 files. “You can’t do anything new,” and, “It’s hard to Project budget: Multimillion-dollar budget get things approved because they’re so protec- Critical development hardware: Average system: tive of the license.” What we experienced was Dell Pentium II 550 with 128MB RAM, 18GB hard the exact opposite. Paramount was more than drive, GeForce 3D acceleration card, and 21-inch accommodating in helping us create a fun game, monitor. and we were able to bend the rules a little along Critical development software: Microsoft Visual C++ the way to help accomplish our goal. We created 6.0, Microsoft Visual SourceSafe 6.0, Borland JBuilder new Starfleet weapons, a Voyager SWAT team, 3.5, 3D Studio Max 2, Softimage 3D, Photoshop. used the Klingons, and even added “classic” Notable technologies: Licensed the QUAKE 3: Star Trek to the Voyager setting. As long as an ARENA engine from id Software (using OpenGL); element made sense to the story and its presence Icarus scripting system, BehaveEd scripting tool, could be explained, it was no problem. Carcass skeletal system, Bink, and motion-capture data from House of Moves. 239 SECTION IV: BUILDING ON A LICENSE239

One of the biggest obstacles we had to over- load and save routine from scratch, and the list come was that we would be making an action went on. game that had to appeal to both the hardcore FPS player as well as the average Star Trek One of the things that made this possible was gamer and fan. This was no easy task, and we the decision early on to separate the multiplayer spent a lot of time debating over the game style and single-player executables. At this time, being too much of an action game or more of a QUAKE 3 was still about eight months from Star Trek game. Balancing these two aims was a completion, so we started on single-player and constant battle during the course of production. would worry about multiplayer when we got We knew we had to walk a fine line blending a the final code base. We were able to make dras- shooter and a Star Trek experience if we were tic changes to the single-player game and short- going to both make a successful game and over- cut the networking, allowing us to get away come people’s perceptions that Star Trek games with a lot of things that would have just done are not good games. very bad things to networking. With this new freedom, we revamped even more systems. In the end, we actually surpassed our initial ambi- tions as far as new systems and features were What Went Right concerned.

For example, our Icarus scripting system was 1. Improvements to the QUAKE 3 planned from the beginning and ended up work- engine ing out very well. The initial setup was finished relatively quickly and the remainder of the work Raven had worked with id Software’s engines was mostly just tying the commands to the game since 1992, but this was the first time we had to and AI. However, for the first seven or eight add a single-player game to an id engine. Nor- months, only a couple of programmers were mally, we had the luxury of starting with a full doing any scripting, as they were still refining single-player code base and just adding things the commands and there was no GUI for it yet. such as breakable brushes, new AI, navigation It wasn’t until the fall of 1999 that we made a systems, and so on. But this time we had GUI and the designers could finally start script- licensed a multiplayer game and had to put in ing. The system ended up contributing a huge many systems we took for granted. We needed amount to the detail, uniqueness, and complex- AI and navigation appropriate for single-player ity of the game, and without it ELITE FORCE enemies (not multiplayer bots), as well as team- would have been a totally different game. mate non-player characters (NPCs) and cine- matics. We needed an expanded animation Another big technology decision we had to system for all the different animations our cine- make was with Carcass, our new skeletal model matics would require, we needed to create a format. It was a huge undertaking to switch Raven Software’s STAR TREK™: VOYAGER—ELITE FORCE 240 over to the new format, but it really saved us in hard to implement, and it worked out well. the end. At first we were using the same model First, the scripter/designer would set up the format as QUAKE 3, but it quickly became of the NPCs through Icarus. Then they apparent that we were surpassing that format’s could go into the game and let the scripted event capabilities, so we looked for a solution. id had play out, pausing it whenever they wanted to already laid the groundwork for a skeletal save a camera position to a file that could be model, which seemed like it would work for us. imported into the map. Starting with that basis, we completed it and developed it into the final format we called Car- cass. With it, we reduced tenfold the amount of memory a single model took up. Without the Carcass format, we would have had to cut back many animations, and we would have lost the complex detail in our cinematics.

Another technology that was successful was our lip-synch system, which really added realism to the facial animations. We did some research, looking into phoneme recognition, but finally settled on a quick volume analysis. We planned this system to make it very easy to use. Once the mouth animation art was made for each charac- Menu screen for choosing your player character in ter, the system used the appropriate frame with- Holomatch gameplay. out intervention. The code automatically scanned for peak volume of sounds when Using Icarus commands, they could make the loaded, and compared against that whenever a camera zoom in and out, change the field of sound was played on the voice channel. Then view to simulate close-ups and wide shots, move the animation system picked up that value to along a track, dynamically follow a subject, fade choose the speaking frame. This setup required in and out, shake, and so on. This allowed us to no extra effort when adding sounds, and would set up our insane amount of cinematics as work automatically for any foreign languages quickly as possible and still allow for some fine- used. tuning and detail (such as the “walk and talk” with Tuvok and Munro, and especially all the Another system we revamped was the cinematic gestures and expressions the NPCs themselves system, which had to be powerful and flexible would do to add to their characterization and enough to give our cinematics that Star Trek the believability of a scene). “feel.” The camera system itself wasn’t that 241 SECTION IV: BUILDING ON A LICENSE241

the feeling that they were partaking in an episode of the show.

Since one of our main goals was to have an away-team accompany the player for the missions, it was even more important that the story be solidi- fied up front. A lot of story is conveyed during the missions, so we had to make sure the levels were paced out well and the level designers knew up front what story content their levels contained. We were able to pace the story throughout the game so that players would be con- tinually rewarded with exposition. As they completed more missions, the overarching plot of the game would slowly form in their minds.

With our tight schedule, we wouldn’t have time to redo parts of the game if Storyboards were created as guides for the in-game they didn’t work out, so it was crucial cinematics, helping to speed up production of more than 50 for all the people involved to work cinematic sequences. together on the story line toward one common goal. With a complete walk- 2. Complete plot and story right through of the levels written, the level designers from the start could concentrate on the looks of the level and accommodate for where the cinematics and From the beginning of production, ELITE FORCE story segments were going to take place. had a detailed story line, and every level of the game was written out in story form. We also Because our story line never changed during had standards we had to meet; after all, our production, we were able to proceed forward game was going to be compared to the Voyager uninterrupted, and never had to scrap any levels TV show, so there was even more emphasis on due to plot restructure. This was key, as we had storytelling. The story had to be engaging and a fairly small team charged with creating a lot of reminiscent of what a Voyager episode would content in a short period of time. The majority be, and we had to make sure our story had a lot of the dialogue was written after all the levels of depth and interest for the player, to give them were finished, but this too went smoothly Raven Software’s STAR TREK™: VOYAGER—ELITE FORCE 242 because the walkthroughs were updated from could pause execution of a script until a sound the finalized levels, and then the dialogue was file finished playing, so dropping in a new line of written from them. dialogue automatically adjusted the timing of each scene. This also meant that lines would 3. The dialogue generally flow better in translation, since they wouldn’t have to deliver the line too quickly or The team was excited about the concept of play- slowly to match any hard-coded timing. ing with a team of NPCs in an FPS. This led to the definition of the different characters of the We also had a system for automatically reading Hazard Team early on. However, the actual the dialogue script itself and turning it into .PRE script for the game didn’t begin right away, since files that would let the game precache all the that had to wait for the final game flow design dialogue for a level and simultaneously assign to be finished. Our writer (also one of our pro- the caption text to it. Included in this was auto- grammers) started in September 1999 and fin- matic localization and dialogue adjustment for ished the first draft in the player’s gender. March 2000. While he was writing the script, we were All of these things together making all the cinematics enabled our game to have and needed some tempo- captioning, localization, rary voices. We had gender-specific dialogue, employees record the lines precaching, lip-synching, and then dropped them into and almost no pickups. In the cinematics to give us a the end, the dialogue turned feel for the pacing of each out very well and our per- scene. This allowed us to The Voyager 3D model used in formances were good (Para- tweak the dialogue while prerendered cinematics is the actual mount even let us make saving us from having to one used for the TV show. final casting decisions on all bring the expensive Voy- the ELITE FORCE–specific ager cast back for pickup lines. characters). The story and dialogue added a great deal to the game and contributed heavily The script finally came together after many revi- to the feeling of actually being in an episode of sions and, once it was approved by Paramount, Star Trek. the actors were lined up very quickly and the voice recording was done in about a month. We were then able to put the final lines into each 4. Re-creating the look of the scene, replacing our temporary dialogue with- Star Trek universe out having to adjust the timing or change the Raven has always tried to push graphics bound- scripts. This was due to the fact that Icarus aries and painstakingly create beautiful settings 243 SECTION IV: BUILDING ON A LICENSE243

with ease. Once the scale of the levels was set as a standard, we continued forward with the other Voyager rooms with little rework needed.

The artists spent much time working on the tex- tures for the environments, getting their refer- ence from many sources to make sure everything was exact. Having access to Para- mount’s Star Trek reference library was key in getting reference for carpets, chairs, upholstery, computer panels, and more. We sometimes scanned in the photo references themselves for It was important to make highly detailed sketches, the textures. Watching episodes of the show on since another company was making the models from tape was also instrumental in determining what them. things looked like. We used a total of 1,033 tex- tures to create the look of Voyager’s rooms and for our game worlds. STAR TREK was no excep- hallways. Working together, the level designers tion, and challenged us not only to create a and artists created the best-looking Star Trek beautiful gaming environment but also to create environments in any game to date. it in a likeness that is known worldwide. It’s one thing to make arbitrary-looking levels in a Just like the challenges we faced building the never-before-seen world, but when trying to re- environments, creating Voyager’s characters and create the look of Voyager we came across many crew presented the challenge of re-creating difficulties that we hadn’t expected. For starters, something that already existed. We used many the QUAKE 3 level editor is made to create levels references from the Star Trek reference library at a fairly big scale. When we built the bridge of to help us re-create these real people. Each actor Voyager, we were all astounded by the detail had a series of photos of him or her as their that we achieved, but when we put a normal- character, which we used to help get just the sized character on the bridge, he was incredibly right shape of the head, and we even used the tiny. The bridge was huge, yet it was built like photos themselves (with Photoshop touchups) you would build any normal QUAKE 3 level. We as textures on the polygon heads to achieve the realized that we had to build the levels on a likenesses. much smaller scale than what we were used to. It took seven attempts at rebuilding Voyager’s There are limitations to any technology, and bridge until we attained the proper proportions working around the limitations is where we suc- between the characters and the level. We ceeded. The heads could only have 150 polygo- tweaked the scale until it looked perfect and the nal faces and the textures for the skins could player and other characters could move around only be 512×512 pixels. The fine craftsmanship Raven Software’s STAR TREK™: VOYAGER—ELITE FORCE 244

required to work with so little and still achieve NPC Stats system allowed us to create many the right look for the characters is a testament characters with various looks. The Squadmate to our artists’ skills. For example, designing the system gave us the tools to enable the team- Hazard Suit in the Voyager style took many mates to work with the player, and we used a attempts, but we finally got something everyone waypoint or pathfinding system to make our was happy with and looked natural to Star NPCs navigate through a complex environment. Trek. All of these systems together created the artifi- cial intelligence for our NPCs. 5. Creating smart NPCs We used scripting with the pathfinding to make To create a Voyager game that resembles what the crew of Voyager come to life, and we could you would see in a TV episode, we had to create tell them exactly where to go and what to do a working spaceship filled with its busy crew, without too many unknowns to cause problems. and make it believable enough so players would They did exactly what we as designers wanted feel like they are in a real place. We also had to them to do. The teammates, on the other hand, create an away-team to fight alongside the have to act according to what is happening with player. After all, what is Star Trek without an the player. Since players can do anything they away-team? want while playing the game, this means a lot of unknowns for how the teammates should react. The teammates could have easily been a hin- drance to the gameplay, and now we know why no other company has ever tried to make an FPS game with up to five teammates working along- side you throughout entire levels.

In the final stages of developing the teammates, we weren’t sure if they were going to work out; they had so many problems, and every time we would fix something another problem would crop up. Just getting them to follow you was no easy task and was something we kept tweaking Voyager’s Hazard Team, created by Raven to help right up to the final days. Sure, we could get accentuate the action for the game. them to follow the player, but the game took place in tight hallways and small rooms so play- We created our NPCs using a few different ers would bump into them. They wouldn’t get things. The Icarus scripting system allowed us to out of the way and would constantly get stuck have precise control over specific actions. The on each other. 245 SECTION IV: BUILDING ON A LICENSE245

Also, having them follow the player everywhere enemies, turning the gameplay into “shoot the made them seem less like intelligent characters, aliens attacking your teammates.” Eventually so sometimes we had them stand their ground we made the enemies attack the player more, so or take up a position while the player went the player would feel threatened by them, and exploring. Then we had the constant problem of the teammates helped but didn’t do all the the team not following players at all, even work. though they might need them later on. When we did get it working, someone found a new way to It’s funny now to hear people say that the team- break a level with a teammate. Elevators and mates were stupid because they hardly killed teleporters added to the risk of teammates being any enemies, or that the enemies were dumb left behind. We were getting worried that we because they attacked the player more than the wouldn’t even be able to get them to walk teammates. If they only knew how tiresome the through an entire level, and we would have to gameplay would have been had we not balanced resort to something drastic. Luckily, we did get it the way we did. them to work in the levels. They may have run funny or jumped down long shafts to catch up with the player, but at least they stayed in formation through the whole level no matter What Went Wrong what the player was doing.

Of course, once there were enemies we had to worry about friendly fire. We wanted the team to react intelligently to being shot, but we didn’t want to punish the player for shooting them accidentally. After a lot of trial and error, we decided that teammates would retaliate against a player only if the player had shot them repeat- edly outside combat. In combat, they’d still Save your teammate from the Borg, one of the react to friendly fire, but couldn’t be killed, and many multiple outcome events. would never turn on the player. 1. Not enough programmers Then came the problem of trying to balance the For the first half of development, there was teammates’ involvement in combat. Once we mainly only one programmer working on script- put enemies in the levels, we found that the ing, enemy AI, teammate AI, pathfinding, and teammates were so good that they killed most of the animation system. This programmer was them, leaving little for the player to do. To bal- also writing all the dialogue, and it became nec- ance this, we had the teammates shoot less essary for him to relinquish other programming often, but then they got attacked constantly by Raven Software’s STAR TREK™: VOYAGER—ELITE FORCE 246 duties in order to finish writing. Unfortunately, just didn’t fit in with the new optimized render- we didn’t have any extra programmers to help. ing pipeline QUAKE 3 provided. So we switched over to regular QUAKE 3 models. Eventually we got a programmer from a differ- ent project to start working on game code. He There was a lot of learning going on at this time. completely rewrote the navigation system, When we get new code, it doesn’t come with which took time away from creating the AI for operating instructions, and it’s often not com- all the enemies, which didn’t end up being com- plete. We went through a lot of growing pains pleted until the game itself was done. This cre- adopting the new format and figuring out its ated a real lack of cooperation between level requirements. When the option to go skeletal design and enemy AI, and forced the designers came up, we had to weigh the benefits of the to rewrite their scripts new system versus constantly to match the risks and time the changes in the it would take to underlying game sys- switch over. While tems. we did the right thing and With more program- embraced the new mers working on AI technology, we had and navigation early to write a new set on in the develop- of tools to handle ment, these kinds of the new formats last-minute changes and learn new pro- and back-end design cedures to get our could have (hopefully) animations out of Other models were designed by Raven and made been avoided. by the company making the prerendered movies. Softimage 3D and into 3D Studio 2. From Ghoul models to regular Max. We had a lot of squashed creatures and bizarrely stretched limbs along the way, but it models to skeletal models was well worth the trip. It was a big decision to switch to the new skele- tal models. In the beginning, we were using Unfortunately, by the time we got it working what was to become SOLDIER OF FORTUNE’s right, we were past our alpha date, and because Ghoul system (see “Raven Software’s SOLDIER of all the different changes the models had gone OF FORTUNE,” Postmortem on page 259, for through by that time, we didn’t have enough more on Ghoul). When we received the time to fully implement a good AI system for the QUAKE 3 code, we tried to integrate Ghoul into enemies, and had to settle with what we could the new code, but found it to be too different. It do in the time we had. 247 SECTION IV: BUILDING ON A LICENSE247

3. Underestimating the amount mand (or “task”) time-out and continue or take another route. There was no failsafe if, some- of scripting work needed how, a command never completed. Given the As we mentioned previously, our Icarus script- sheer complexity of our scripting, these kinds of ing system was a huge plus. But we also encoun- showstopper problems showed up constantly tered a lot of problems with scripting. Not only and would completely stop the game in its had no one ever used this system before, none of tracks. Up until the last minute, we were franti- the programmers behind it had ever written a cally trying to find every case in which a script scripting system before. The designers didn’t would just stop execution. In the end, we did even get their hands on the scripting system manage to catch them all, except for two cases until about eight months that were caused by peo- before the game was ple turning their detail done. They did pick it up levels up too high and quickly, but not without causing the game to drop a lot of effort and time to very low framerates, involved. which could in turn mess up the scripted events. One of the major prob- lems designers had when It turned out pretty well scripting was the con- in the end, but all the stant changes to the effort that went into con- underlying systems that stantly revising the the Icarus commands The Klingons’ AI allowed them to crouch scripts could have been relied upon. They’d and run for cover. put to other, more pro- script an NPC one way ductive uses. and it would work fine. Then the following week, something in the navigation, AI, or ani- mation systems would change, and the script 4. Adjusting to new QUAKE 3 would be broken. This was a source of major technology frustration among the designers and definitely The biggest level design headache in working impeded their productivity. Ideally, those sys- with technology that is still being developed is tems would have been finalized before the that it’s constantly changing. We started build- designers had to start scripting. ing our levels way before the QUAKE 3 engine was near completion, and this caused scheduling Within Icarus itself, there was one major flaw problems every time we got a new code build. that should be addressed. Icarus can start a We built our levels one way with the tools and command and wait for completion, but it does knowledge we had at the time, and then when a not have a built-in system for letting the com- big change was made to the QUAKE 3 code, the Raven Software’s STAR TREK™: VOYAGER—ELITE FORCE 248 level designers had to spend a few days altering 64MB. The levels were the normal game-world each of their levels to keep up with the changes size of a QUAKE 2 level, so what was the prob- in the code and how it handled surfaces, lights, lem? and architecture. It turned out to be the high polygon (or triangle) This happened numerous times during develop- count used to create a much more intricate and ment, and we often went months without new detailed environment. We realized that although code drops. The level designers would continue QUAKE 3 can handle more polygons in the view to work on levels in order to at one time, the file size for make progress, and then the level had not increased when we finally received much from a QUAKE 2 level. new code, we had to go back We had a dilemma; either to all the levels that had we could bring the file size been done and spend a down by taking out all of month getting them up to the detail that made the date. This month was not QUAKE 3 engine superior accounted for in the sched- and keep the physical size, ule, and therefore a month or we could cut the size of of designer time was simply Fighting aliens in the stasis ship, the level down, making it lost. This happened more which was created with 90 percent smaller yet highly detailed. than once and was a big fac- curved surfaces. Since we were making a tor in keeping us behind our world that could readily be original schedule. compared to a TV show, we opted to keep the detailed environments of the Star Trek universe Another part of adjusting to the QUAKE 3 tech- and cut the level size down. nology was realizing that our levels couldn’t be as big as QUAKE 2 levels. When we started We were able to cut most of the levels in half building levels, we made them as we did using and make two separate levels out of them, but QUAKE 1 and 2 technology. We had expansive then all the level designers had twice as many levels that looked awesome and showed off levels to work on, and this could have caused what the QUAKE 3 engine could do. Then, some- some major scheduling problems. Unfortu- where near the middle of our development, we nately, to keep up with the schedule, large parts realized that the file size of most of our levels of the levels were deleted and redesigned, which was huge, running 11 to 15MB each, when they resulted in much smaller levels that could be tra- should have been about 6MB. This was a prob- versed quicker, and ultimately made for a lem, since we’d planned for the file sizes to be shorter game. 10MB or less out of a total memory budget of 249 SECTION IV: BUILDING ON A LICENSE249

5. Mission stats never got Final Thoughts finished We started out with a lot of great ideas, and The only major thing that didn’t get into the almost all of those ideas were implemented in game that we originally planned for was our the game with the exception of a couple. That’s end-mission statistics. The feature made it into certainly an achievement in this industry. We the game in the form of basic stats when you made the game we set out to make and are very died, but it was planned to be much more, and happy with the end result, so it was hard to would have really added to the game. The end- think of the things that went wrong. Even mission stats would have improved the replay- though we had many problems, we worked ability of the single-player game and given more around them and ultimately finished the game, emphasis to the interactive and multiple-out- which makes us feel like we did everything right. come events. Then we heard comments from fans and game The main goal with the stats was to grade play- reviewers who didn’t like certain things about ers’ performance when they completed a mis- the game, and all the memories of working sion; for example, giving a score of 100 percent through all the obstacles came back, and we for a perfect mission. A number of medals thought, “If they only knew how many prob- would also be awarded to players based on lems we had to work through to get the game to what they did during the mission. At the end of its final state.” It’s working through those devel- the game, all the scores and medals would be opment obstacles that makes a game successful. added up for one final game score. The stats It’s also gratifying to hear from fans and review- would have made a significant gameplay fea- ers that the game was successful both as a fun ture, letting players know at the end of a mis- game and as a Star Trek game. For us, that sion whether they could have saved someone or means many more things went right than done something differently to get a better score. wrong, and the team was talented enough to work through the things that went wrong and This would have made the interactive events make a game that is being enjoyed by thousands mean something more, emphasizing the fact that of people. they are interactive; events that players didn’t even know could be changed would have been ELITE FORCE was a very difficult project cycle presented to them after the mission, making the with a really long crunch mode, but what game game world seem that much more alive. With is any different? Yet we had a lot of extra obsta- this feature not in the game, the multiple out- cles to overcome, including the perception that come events didn’t mean anything more than all Star Trek games suck and that meant ours just a “cool” factor, instead of being intrinsic to would too. It seemed like we were destined to the gameplay and adding to replayability. fail before we even started. Working with one of the two biggest science-fiction franchises in the Raven Software’s STAR TREK™: VOYAGER—ELITE FORCE 250 world added to the pressure. But Activision sup- made and would do everything possible to ported us all the way from upper management ensure that quality. With a dedicated and very to a top-notch marketing and PR staff. Para- talented team of individuals, we met our chal- mount was surprisingly helpful and proved to us lenges and succeeded in making what is being that they care about the quality of the games called the best Star Trek game ever made. 251 Red Storm Entertainment’s RAINBOW SIX

by brian upton Back-Story In RAINBOW SIX, players lead a multinational team of RAINBOW SIX and Red Storm Entertainment both came into being during the same week. military operatives who intervene in sensitive crises in When the company was formed in the fall of the post-Cold War world. The game has both tactical and 1996, the first thing that we did was to spend a action elements. Players go into battle, but they also weekend brainstorming game ideas. That initial manage their squad, choosing equipment and creating a design session generated over a hundred possi- tactical battle plan before going into action. The game bilities that we then winnowed down to a hand- has a real-world feel—one shot can kill, and small mis- ful that we thought had star potential. The only takes can doom an entire mission. Typical missions one that we unanimously agreed we had to involve rescuing hostages and assassinating terrorists build was HRT—a game based on the FBI’s and criminals, and over time, the missions cohere into a Hostage Rescue Team. Tom Clancy-style plot arc that takes players all over the globe.

The Concept By the time we’d finished the first treatment a few weeks later, all the central game-play fea- It was a long road from HRT to RAINBOW SIX, tures were in place. We expanded the scope of but along the way, the basic outline of the title the game (rechristened BLACK OPS) beyond hos- changed very little. We knew from the start that tage rescue to encompass a variety of covert we wanted to capture the excitement of movies missions. Play would revolve around a planning such as Mission: Impossible and The Dirty phase followed by an action phase, and players Dozen—the thrill of watching a team of skilled would have to pick their teams from a pool of specialists pull off an operation with clockwork operatives with different strengths and weak- precision. We also knew that we wanted it to be nesses. Combat would be quick and deadly, but an action game with a strong strategic compo- realistic. One shot would kill, but the targeting nent—a realistic shooter that would be fun to model would favor cautious aiming over the play even without a QUAKE player’s twitch running-and-gunning that was typical of first- reflexes. From that starting point, the title person shooters. seemed to design itself. Red Storm Entertainment’s RAINBOW SIX 252

Ironically, the only major element that we notice that they have different endings. Due to hadn’t developed during those first few weeks scheduling constraints, we had to lock down the was the tie-in to Tom Clancy’s book. Clancy final missions several months before Clancy fin- was part of the original brainstorming session ished writing. One of the pitfalls of parallel and had responded as enthusiastically as the rest development…). of us to the HRT concept, but he hadn’t yet decided to make it the subject of his next novel. The Production Game Data Originally, the RAINBOW SIX team consisted of Release date: August 1998 me and one other programmer. Red Storm Publisher: Ubi Soft started development on four titles straight out Genre: tactical team-based shooter of the gate, and all the teams were woefully Intended platform: Windows 95/98 understaffed for the first few months. The first Team size: 16 full-time and 6 part-time developers RAINBOW SIX artist didn’t come on board until Critical development hardware: 400MHz Pentium II the spring of 1997, with a full-time producer w/64MB RAM and a 3D accelerator following shortly after. With such a small group, progress was slow. During that first winter and Critical development software: Microsoft Visual C++, SourceSafe, Hiprof, Boundschecker, and 3D spring, all that we had time to do was throw Studio Max. together a rough framework for what was to follow. This lack of resources up front would come back to haunt us later. Because we were so Because we had moved away from doing a strict understaffed, we tried to fill the gaps in our hostage rescue game, we batted around a lot of schedule by licensing several crucial pieces of different BLACK OPS back stories in our design technology. meetings, ranging in time from the World War II era to the near future. For a while, we consid- The first was the 3D renderer itself. Virtus ered setting the game in the 1960s at the height Corp., our parent company, was working on a of the Cold War, giving it a very Austin Pow- next-generation rendering library for use in its ers/Avengers feel. own line of 3D tools. We decided to save our- selves work by building on top of the Virtus ren- We eventually converged on the RAINBOW SIX derer, rather than developing our own. At first, back story in early 1997, but we didn’t find out this seemed to be an ideal solution to our prob- that we would be paralleling Clancy’s novel lem. Virtus had been doing 3D applications for until almost April. Fortunately, we’d been shar- years, and the renderer that its engineers were ing information back and forth the whole time, working on was a very general cross-platform so bringing the game in line with the book solution that ran well with lots of different types didn’t involve too much extra work. (If you of hardware acceleration. compare the game to the novel, however, you’ll 253 SECTION IV: BUILDING ON A LICENSE253

We also went out of house for our networking consultants very quickly. Among the many technology. We had researched a variety of experts we spoke with to get background infor- third-party solutions, including Microsoft’s mation on counter-terrorism were two close- DirectPlay, but we weren’t satisfied with any of quarters combat trainers who worked for the them. Just as we were on the verge of deciding arms manufacturer Heckler and Koch. When it that we’d have to write our own library, a local came time to do our motion capture, these train- development group within IBM contacted us. ers volunteered to be our actors. They spent a couple of days at the Biovision studios in being video- taped running through every motion in the game. Using real com- bat trainers for our A 2D floor plan, created for the purpose of collision detection, also helped motion capture data players in both the planning and action interfaces. represented one of our better decisions. While The group’s engineers were interested in finding a professional actor might have been tempted to uses for their powerful new Java-based cli- overdo the motions for effect, these guys played ent/server technology. The technology, called it absolutely straight—the results are impressive. Inverse, was designed to allow collaborative The game’s characters come across as serious computing between large numbers of Java and competent, and are twice as scary as a applets. The IBM engineers wanted to see how it result. would perform in a number of different applica- tion domains, including games. Inverse sup- Our crisis came in October of 1997. We’d been ported all of the features that we wanted in a working hard all summer, but (although we networking solution, such as network time syn- refused to admit it) we were slipping further chronization and reliable detection of discon- and further behind in our schedule. Partially, nects, so after much deliberation we decided to the delays were the result of my being com- use it for RAINBOW SIX. Eventually, we would pletely overloaded. Partially, they were the come to regret both of these third-party technol- result of the ambitious scale of the project: ogy decisions, but not until months later in the because the plot of Clancy’s evolving novel was project. driving our level design, we’d committed our- selves to creating sixteen completely unique Over the summer of 1997, we acquired most of spaces—a huge art load. And partially, they the motion capture data that was used for ani- were the result of the fact that the “time-sav- mating the characters in the game. One of the ing” technology licenses that we’d set up were advantages of working with Tom Clancy was proving to be anything but. that he put us in touch with a wide variety of Red Storm Entertainment’s RAINBOW SIX 254

Inverse was a great networking solution—for design responsibilities. The original schedule, Java. Unfortunately, we wrote RAINBOW SIX in which called for the product to ship in the C++. Our initial research had suggested that spring, was pushed back four months. The art- mixing the two would be trivial. However, in ists went through several rounds of production practice the overhead involved in writing and pipeline streamlining until they could finally debugging an application using two different produce levels fast enough to meet the new ship languages at the same time was staggering. The date. interface code that tied the two parts together was larger than the entire networking library. It Finally, we took immediate action to end our became clear that we’d have to scrap Inverse reliance on third-party software. We wrote an and write our own networking solution from entire networking library from scratch and scratch if we were ever going to get the product swapped it with the ailing Java code. Virtus gra- out the door. (As a side note, we did continue to ciously handed over the source code for the ren- use Inverse for our Java-based products: last derer and we totally overhauled it, pulling in year’s POLITIKA and this year’s RUTH- code we’d been using on DOMINANT SPECIES, LESS.COM. The problems we faced didn’t arise the other 3D title that Red Storm had in from the code itself, but from mixing the two progress at the time. All this took place over the development environments.) holiday season. It was a very hectic two months. From that point on, our development effort was We also had problems with the Virtus rendering a sprint to the finish line. The team was in library. As we got deeper and deeper into RAIN- crunch mode from February to July 1998. A BOW SIX, we realized that if the game was going variety of crises punctuated the final months of to run at an acceptable frame rate, we were the project. In March, I came back on board as going to have to implement a number of differ- lead engineer when Peter McMurry, who’d been ent renderer optimizations. Unfortunately, the running development in my place since Novem- Virtus renderer was a black box. It was designed ber 1997, had to step down for health reasons. to be a general-purpose solution for a wide vari- ety of situations—a Swiss Army knife. With As we added more and more code, builds grew frame rates on high-end systems hovering in the longer and longer, finally reaching several hours single digits, we quickly realized that we would in length, much to the frustration of the over- need a special-purpose solution instead. worked engineers. The size of the executable started breaking all our tools, making profiling In early November 1997, we put together a cri- and bounds checking impossible. In order to sis plan. We pumped additional manpower into make our ship date, we had to cut deeply into the team. We brought in Erik Erikson, our top our testing time, raising the risk level even graphics programmer, and Dave Weinstein, our higher. On the upside though, the closer we got top networking programmer, as troubleshoot- to the end of the project, the more the excite- ers. I stepped down as lead engineer and pro- ment started to build. We showed a couple of ducer Carl Schnurr took over more of the game cautious early demos to the press in March 255 SECTION IV: BUILDING ON A LICENSE255

1998 and were thrilled by the positive project, a lot of the existing art and code was responses. (At this point, we were so deep into salvageable. Our vision also did a lot for the product that we had no idea of what an out- morale. Many times we wondered if we’d ever sider would think.) finish the project, but we never doubted that the result would be great if we did. It’s a lot easier to The real unveiling came at the 1998 E3 in justify crunch hours when you believe in where Atlanta, Ga. Members of the development team the project is going. ran the demos on the show floor—for most us, that was the longest stretch we’d had playing 2. An efficient art pipeline the game before it shipped. Almost all of the final gameplay tweaks came out of what we The art team tried out four or five different pro- learned over those three days. duction pipelines before they finally found one that would produce the levels that we wanted in the time that we had available. The problem was that we wanted to have sixteen unique What Went Right spaces in the game—there would be almost no texture or geometry sharing from mission to mission. Furthermore, instead of creating our 1. A coherent vision own level-building tool, we built everything using 3D Studio Max. Thus, artists had more Throughout all of the ups and downs in the pro- freedom in the types of spaces that they could duction process, RAINBOW SIX’s core game play create, but they didn’t have shortcuts to stamp never changed. We established early on a vision out generic parts such as corridors or stair- of what the final game would be and we main- wells—everything had to be modeled by hand. tained that vision right through to the end. I can’t overstate the importance of this consis- Eventually, the art team settled on a process tency. Simply sticking to the original concept designed to minimize the amount of wasted saw the team through some really rough parts of effort. Before anyone did any modeling, an art- the development cycle. ist would sketch out the entire level on paper and submit it for approval by both the producer For one thing, this coherent vision meant that and art lead. Then the modelers would build we were able to squeak by without adequate and play test just the level’s geometry before it design documents. Many parts of the design was textured. Each artist had a second com- were never written down, but because the team puter on his desk running a lightweight version had a good idea of where we were headed, we of the game engine so he could easily experi- were able to fill in many of the details on our ment with how the level would run in the game. own. Even when we had to perform massive engineering overhauls in the middle of the Red Storm Entertainment’s RAINBOW SIX 256

3. Tom Clancy’s visibility code through a profiler, we figured that most of our time was going to collision checks—checks A good license won’t help a bad game, but it can for characters colliding with the world and line- give a good game the visibility it needs to be a of-sight checks for the AI’s visibility routines. breakout title. When we first approached mem- bers of the gaming press with demos of RAIN- The problem was that every time the physics BOW SIX in the spring of 1998, they had no engine was asked to check for a collision, it cal- reason to take us seriously—we had no track culated a very general 3D solution. Except in record, no star developers, and no hype (OK, the cases of grenade bounces and bullet tracks, not much hype…). We were showing a quirky a 3D collision check was complete overkill. title with a less-than-state-of-the-art rendering Over the next month, we reworked the engine engine in a very competitive genre. With much- to do most of its collision detection in 2D using anticipated heavyweights such as SIN, HALF-LIFE a floor plan of the level. These collision floor and DAIKATANA on the way, having Clancy’s plans would be generated algorithmically from name on the box was crucial to getting people the 3D level models.

The technique worked. In addition to getting the frame rate back up to a playable level, it also made collision detection more reli- The various mission levels called for the creation of sixteen completely unique able. The game engine spaces. also used the floor plans to drive the path- to take a first look at the title. Fortunately, the finding routines for the AI team members. Play- game play was compelling enough to turn those ers would view these same floor plans as level first looks into a groundswell of good press that maps in both the planning and action interfaces. carried us through to the launch. By figuring out how to fix our low frame rates, we wound up with solutions to three or four 4. Reworking the physics other major outstanding engineering issues. engine Sometimes, the right thing to do is just throw part of the code out and start over. In February 1998, we completely overhauled the RAINBOW SIX physics engine, which turned out to be a win on a variety of fronts. We’d retooled 5. Team cohesion the renderer during the previous month, but our Red Storm employs no rock stars and no slack- frame rate was still dragging. After running the ers. Everyone on the RAINBOW SIX team worked 257 SECTION IV: BUILDING ON A LICENSE257

incredibly long hours under a tremendous Additionally, I badly overestimated my own amount of pressure, but managed (mostly) to abilities. For Red Storm’s first year, I was work- keep their tempers and their professional focus. ing four jobs: VP of engineering, lead engineer on RAINBOW SIX, designer on RAINBOW SIX, and programmer. Any one of these could have been a full-time position. In trying to cover all What Went Wrong four, I spent all my time racing from one crisis to the next instead of actually getting real work done. And because I was acting as my own man- 1. Lack of up-front design ager, there was no one to audit my performance. If one of the other leads was shirking his sched- We never had a proper design document, which uling duties or blowing his milestones, I’d call meant that we generated a lot of code and art him on it. But on my own project, I could that we later had to scrap. What’s worse, always explain away what should have been because we didn’t have a detailed outline of clear warning signs of trouble. what we were trying to build, we had no way to measure our progress (or lack thereof) accu- rately. We only realized that we were in trouble 3. Reliance on unproven when it became glaringly obvious. If we’d been technology about the design rigorous up front, we would Our external solutions for rendering and net- have known that we were slipping much sooner. working both fell through and had to be replaced with internally developed code late in 2. Understaffing at the start the development cycle. In both cases, we were relying on software that was still under develop- This point is closely related to the previous ment. The core technology was sound, but we point. Because we didn’t have a firm design, it were plagued with inadequate documentation, was impossible to do accurate time estimates. changing programming interfaces, misunder- Red Storm was starved for manpower across the stood performance requirements, and heavy board, and because we didn’t have a proper integration costs. schedule, it was hard to come to grips with just how deep a hole we were digging for ourselves. Because both packages were in flux, we failed to There were always plenty of other things to do do a thorough evaluation of their limitations in getting a new company off the ground besides and capabilities. By the time it became obvious recruiting, and we were trying to run as lean as that neither was completely suited to our needs, possible to make the most of our limited start- it was too late to push for changes. In retro- up capital. Given the circumstances, it was easy spect, we would have saved money and had a to rationalize understaffing the project and much smoother development process if we’d bit- delaying new hires. Red Storm Entertainment’s RAINBOW SIX 258 ten the bullet early on and committed ourselves time was to cut deeply into our testing schedule. to building our own technology base. We were still finding new crash bugs a week before gold master; if any of these had required 4. Loss of key personnel major reengineering to fix, we would have been in deep trouble. That the game shipped as clean Losing even a junior member of a development as it did is a testament to the incredible effort team close to gold master can be devastating. put in at the end by the engineering team. As it When our lead engineer took ill in February was, we still had to release several patches to 1998, we were faced with a serious crisis. For a clean up stuff that slipped through the cracks. few frantic weeks, we tried to recruit a lead from outside the company, but eventually it became obvious that there was no way we could bring In the End… someone in and get them up to speed in time for us to make our ship date in July 1998. Promoting RAINBOW SIX’s development cycle was a 21- from inside the team wasn’t a possibility month roller coaster ride. The project was too either—everyone’s schedule was so tightly packed ambitious from the start, particularly with the that they were already pulling overtime just to get undersized, inexperienced team with which we their coding tasks done; no one had the band- began. We survived major overhauls of the width to handle lead responsibilities too. graphics, networking, and simulation software late in the development cycle, as well as two Ultimately, I wound up stepping back in as lead. changes of engineering leads within six months. This time, however, we knew that for this arrangement to work I’d have to let my VP By all rights, the final product should have been duties slide. The rest of management and the a buggy, unplayable mess. The reason it’s not is other senior engineers took up a lot of the slack, that lots of very talented people put in lots of and Peter had set a strong direction for the hard work. I’m not going to say that RAINBOW project, so the transition went very smoothly. SIX is the perfect game, but it is almost exactly (After his health improved Peter returned to the game that we originally set out to make back work at the end of the project, putting in in 1996, both in look and game play. And the reduced hours to finish off the RAINBOW SIX lessons that we’ve learned from the RAINBOW sound code.) SIX production cycle have already been rolled into the next round of Red Storm products. Our current focus is on getting solid designs done up 5. Insufficient testing time front and solid testing done on the back We got lucky. As a result of our early missteps, end—and on making great games, of course. the only way we could get the game done on 259 Raven Software’s SOLDIER OF FORTUNE

by eric biessman & rick johnson Back-Story SOLDIER OF FORTUNE puts the player in the role of a con- The development of SOLDIER OF FORTUNE was rife with questions and uncertainties right from temporary mercenary, fighting in locations around the globe for the highest bidder. The game puts a premium the very beginning. Fresh from finishing up POR- on making real-world considerations a part of gameplay, TAL OF PRAEVUS, the HEXEN 2 mission pack, Raven was ready to dig in to a full-fledged which distinguishes it from other first-person shooters. stand-alone product. Unfortunately, no one at For example, a noise meter warns players if they are Raven had a solid idea for our next project and alerting opponents, and wound location and weapon we found ourselves floating in a sea of ideas caliber matter in combat. An array of high-tech, but still without a solid direction. With a full team ready realistic, gadgetry rounds out inventory possibilities. The and willing to go, we needed a project and we game's graphic violence and the detailed anatomical needed one fast. It was then that Activision specificity in its damage system raised a few eyebrows handed us the Soldier of Fortune license. on its release, and a non-violent version was released in tandem with the original. In the beginning, what was to become the SOF team was focusing on several different story Action, intrigue, political turmoil, and firepower lines and game ideas. One of these was a some- were key elements of the design from the very what real-world, military-style shooter based in beginning. Now we needed to find a story that a World War II setting. When we decided not to would complement the license and turn it into a pursue that game, we began looking for new great game. game ideas. We knew that we still wanted to do a real-world military game, but beyond that we The name SOLDIER OF FORTUNE evokes differ- didn’t have much of an idea. As soon as we got ent images for different people. One thing that the Soldier of Fortune license, though, the we could all agree on was that the title reflected groundwork for the game immediately began to the mercenary life; making money at the risk of fall into place. death. This was something that we wanted to highlight and focus on dramatically throughout While the license name itself was met with the game. However, focusing on this one aspect mixed reactions from the SOF team, at its core tended to blind us to the bigger picture of what was everything that we wanted from the game. we were trying to accomplish, and our first few Raven Software’s SOLDIER OF FORTUNE 260

story attempts failed miserably. We focused too spent on technology creation. The bad part was much of the gameplay on making money and that many of the levels that were originally not enough on finding something that would planned and created had to be reworked or truly compel the player throughout the game. removed from the game entirely.

Nevertheless, even without a story set in stone On top of that, Activision was getting a little we began the production of the game. This was nervous that they had not seen any solid game- play from us yet after almost a year of develop- Game Data ment. This uneasiness itself caused major Release date: March 2000 turmoil in the development and it took a while Publisher: Activision for us to settle into the game that we would eventually create. Luckily, during this time, all Genre: First-person realistic shooter of the core technology was implemented and Platforms: Windows 95/98/NT/2000, Linux functioning smoothly. Because of this, once we Full-time developers: 20 (on average) nailed the story down, we were able to jump Contractors: 2 head-first into the production and quickly create Budget: Multimillion-dollar budget a solid product. Length of development: 23 months In order to achieve a strong sense of realism, we Hardware used: Dell Pentium 550 with 128MB RAM, 18GB hard drive, and a TNT2 decided to talk to a published author about the script and also to a real-life “military consult- Software used: Microsoft Visual C++ 6.0, Microsoft ant” about how a soldier of fortune truly lives Visual SourceSafe 6.0, 3D Studio Max 2.x, Softimage his life. This was one of the major turning 3D, Photoshop points in the development and we were finally Notable technologies: Licensed the QUAKE 2 engine able to focus the game into its final product. As from id Software (using OpenGL), motion-capture data we settled on an action-movie feel, SOF finally from House of Moves, force feedback, A3D/EAX 3D sound, World Opponent Network (WON) matchmaking began to take form. We were able to tie together services an appealing story line quickly with several twists to keep the player enthralled. Project size: 406,044 lines of code, 602 files

Combining this with the extensive amount of a decision that we would come to regret many information that our military consultant pro- times throughout the rest of the development vided us, everyone on the team was excited cycle. The bright side to spending a large por- about the project again and the true develop- tion of development time working on a game ment of the game got underway. In less than ten without a solid story was that most of it was months, the core of SOF was assembled into a 261 SECTION IV: BUILDING ON A LICENSE261

fun, viable product. After the game was released QuakeHelper. One of the first tools that we this past March, the rest, as they say, is history. developed was QuakeHelper. As SOF’s develop- ment progressed, we realized that all of the options associated with the individual textures for the world were becoming too complex to What Went Right encode into a parsing file. QuakeHelper was created to allow a visual way to assign all of these properties. This included texture scaling, 1. Familiarity with technology detail texturing, damage texture (next texture to plus powerful tools and be shown, and the amount of damage it should take), material properties (sound and visual enhancements effects for user interactions), and alternate tex- One of the most important pluses for SOF was tures (more detailed and unique textures would the team’s experience and familiarity with the be replaced by common textures on video cards QUAKE technology. Raven has been using id with lower texture memory). In the end, SOF had more than 5,000 unique world textures. QuakeHelper saved the artists a tremendous amount of time in preparing the textures for the game and in adjusting and tweaking their prop- erties.

ArghRad. One of the benefits of working in the QUAKE community is that the public has access to most of the source code to the tools. In the beginning of the project, we used QRAD, which was the original tool id developed to calculate the lighting information on the world. Our designers learned of an enhanced version of Two views of Sergei QRAD that had been developed by Tim Wright. Dekker, the quintessential He called the new modified version ArghRad!, bad guy. which added a Phong-type shading model to the light map calculation, a global sunlight casting point, and several bug fixes. Raven contacted Software’s technology since its early days of him to arrange to get the source code. In the HERETIC and HEXEN. This familiarity allowed end, this helped us create better-looking levels us to experiment, create, and use tools that by utilizing the wonderful QUAKE community. vastly sped up the game’s development. Raven Software’s SOLDIER OF FORTUNE 262

DS. DS, or Designer Script, was developed Chimaera. Because of the large amount of ani- jointly for both HERETIC 2 and SOF. The goal mation needed for SOF and the fact that we was to provide a simple language for designers were going to be using a mix of traditional to help create more complex scenes and puzzles hand-animated sequences and motion capture in the game. Those who designed this language sequences, we needed something that would rightfully kept in mind whom the language was work well with both. All of our motion capture for. In other words, it was a language created by data was taken by House of Moves, a wonderful programmers for designers. While this may motion capture house, and sent to our anima- seem like a straightforward concept, often this tors. From there, we used Chimaera, a control idea gets lost during the development phase of rig within Softimage that allowed us to tweak tools or other items that are supposed to assist both types of animation easily. It also allowed the desired recipient. Even though this language the animators to utilize both inverse and for- did have certain limitations (described under ward kinematics simultaneously, accomplishing “What Went Wrong,” beginning on page 265), it did help meet our goals for both projects. The following two tools helped extend the scripting language in simple yet powerful ways.

ROFF. While one of SOF’s designers was play- ing around with Lightwave to create a complex motion path for an entity, he ended up writing an exporter that created a DS script. The script consisted of a series of move and rotate com- mands to simulate the complex movement ani- mated in Lightwave. While this accomplished the ultimate goal of importing the entity’s ani- Every cinematic sequence was conceptualized with mation into the game, it was not very efficient. storyboards first. Exporting the movement into a file and adding a command to the scripting language to play that this ordinarily complex task with relative ease. movement file corrected this. This format was One of Chimaera’s most important features was known as ROFF (Rotation Object ). that it allowed the animators to apply every ani- SOF used about 500 of these movement files, mation to any humanoid model, including mod- from the simulation of helicopter movement and els not local to SOF. This tool has also been put exploding crates, to creating a flying bird to good use on our next release, STAR TREK: (although you’ll have to look really hard to see VOYAGER—ELITE FORCE. that one). 263 SECTION IV: BUILDING ON A LICENSE263

SoFPath. We originally developed SoFPath to amount of simulated violence, we wanted to create a pathfinding system based on the BSP of make sure that adults had every opportunity to a map. During the development of this tool, keep SOF out of the hands of minors while still however, we discovered that the world was bro- being able to play the game on their home com- ken up too much to provide an effective means puters. In order to do this, we implemented sev- of pathfinding. Our early use of .ROFF files also eral different protective measures for showed that animating entity movement or consumers. rotation in a commercial package was difficult without a good representation of the world. First and foremost was creating the SOLDIER OF Since the SoFPath utility had a good “under- FORTUNE: TACTICAL NON-VIOLENT VERSION. A standing” of the BSP world, we changed it to totally separate SKU from the regular version of export .IFF Lightwave object files. The designers the game, the low-violence option removed all would basically BSP their map (either the full of the gore, limited the number of death anima- map or a partial region), create the Lightwave tions, and seriously toned down the game in file, and import it into Lightwave. They then general. This version used the same box as the had a representation of the world, a rough out- regular version, but colored red instead of green line of all entities, and could then animate things and stamped with a large advisory that stated accurately. Later in the project, we also added that it was different from the regular version. the ability to edit these files in 3D Studio Max. For the regular version, we added a violence- Audio tools. Both dynamic music and ambient lock feature to allow users to password-protect sound systems were designed internally to create the game and change various options to their immersive environments in SOF, but they also liking. The consumer could lock out dismember- allowed the sound designer to add sound assets ments, blood, death animations, adult textures, into the game more easily. Instead of hard-cod- and other adult content, essentially turning the ing the names of the sound files, the tools pro- regular version into the low-violence version. To vided a quick and flexible method of tweaking further inform consumers of the violent subject sonic properties in levels. This process not only matter, a large warning was placed on the front took the weight of sound placements off the of the box and the ESRB rating was enlarged for programmers’ shoulders, but also empowered greater visibility. A “mature audiences” warning the sound designer with a powerful and creative was also added to the game’s bumper and imple- tool to create unique soundscapes. mented into the menu system so that no one would be surprised by the game’s content. 2. Taking time to address All of these features and functions helped exten- violence concerns sively in the end. We widened our sales plat- From its inception, we knew that SOF was form as stores realized they could order the going to be a game for adults. Due to its large tactical version if they wanted to, and we Raven Software’s SOLDIER OF FORTUNE 264 showed consumers that we listened to their 4. “Commando” marketing and needs and concerns, giving them a broader choice in their purchase. buzz words We knew that in order to keep the QUAKE 2 engine competitive in the FPS realm, we had to 3. Outside help add significant technology. Many of the technol- Although your team will most likely not be ogy improvements we made were centered on using real-life mercenary John Mullins to help new modeling technology, which featured, design your game, outside individuals can be an among other things, a completely new modeling incredible help in product development. Talking system, compression of animation data, attach- and working with a person who has an exhaus- ment of models (bolt-ons), multiple skin pages tive knowledge of your game’s subject matter per model, and advanced networking. Our lead will help refine your project and add a truly technology programmer dubbed this new mod- cohesive feel to the final prod- eling system Ghoul (in keep- uct. As a consultant helping ing with an earlier in-house us with the military aspect of technology proposal called the game, Mullins gave Specter). instant feedback in areas where our knowledge was In the public’s eye, we associ- lacking and helped round out ated all of these major the areas that needed it. changes with the Ghoul name. Without Ghoul, SOF He described how trained sol- would have been a mere diers would react to attacks. shadow of the final product. He discussed what sounds Breaking out the big guns. It allowed us to throw in all you would expect to hear in the bells and whistles, includ- battle. He advised us on how the weapons in the ing the vast array of enemies and the high game should “feel” to the player. In short, he degree of gore. As SOF’s development pro- helped us to create the correct atmosphere in gressed, our continued references to Ghoul which to immerse players. By drawing on the caused the public to monitor the changes and insights and knowledge of someone with first- build up their expectations. Ghoul became an hand experience of the action we were looking important marketing word for SOF. for, we were able to focus the design of the game. Besides normal marketing channels such as magazines and print ads, we decided to try our hand at “commando” marketing. By using our .plan files, giving web interviews, supporting the wonderful fan sites that were popping up, and 265 SECTION IV: BUILDING ON A LICENSE265

making ourselves available through e–mail and online chats, we established a strong presence in the Internet commu- nity. This proved invaluable for con- sumer feedback. With the release of the demo and the early OEMs, players gave us instant feedback on what they liked and disliked and we were able to change the game accordingly.

One example where this feedback came in handy was with limited saves. Origi- nally, players were limited in the number of saves that they could make based on their present difficulty level. Many peo- ple who played the demo disliked this feature, helped finish the game in a timely manner. We so we added the ability to customize the number created total level walkthroughs, with each of saves that players could make, thus adapting room and encounter written out. Flowcharts the game directly to consumers’ preferences. were used to draw the preliminary levels, and concept art was used for key location elements. 5. Good planning and Perhaps the most important lesson we learned from SOF was that preplanning is the most scheduling important aspect of game creation. One of SOF’s saving graces was that it was planned and scheduled well. The sheer volume of animation, art, programming, and levels forced us to update our schedules on a frequent What Went Wrong basis. With a concrete animation naming sys- tem, an incredibly large and detailed database for animations, storyboards for every cinematic 1. Unfocused design sequence, and a well-designed QA system, SOF The single most damaging problem during did not suffer much inefficiency. The only area SOF’s early development was that the original that endured some wasted time was the design game lacked a truly focused design. We knew due to the various story and game changes. what the fundamentals of the game would be, but we did not have the specifics that we needed Once the story was finalized and had the green to create a solid, cohesive product. The game’s light, establishing and maintaining good plan- overall story changed five times before it was ning and scheduling for the design process finalized—at one point we had even changed the Raven Software’s SOLDIER OF FORTUNE 266

basic game concept to a team-based tactical the fun or betterment of the game, but to find shooter, similar to RAINBOW SIX. the hook that we felt we were missing.

One reason for this indecisiveness was that, at The last straw came when we found ourselves the time, our original marketing team was won- working on a tactical team-based shooter, a dering what the “hook” would be for the game. complete 180-degree shift from our original This was a major roadblock in creating the design. We then decided to return to the game’s game because we knew that if marketing wasn’t roots and started banging out a new story. Even- behind the idea, SOF wouldn’t get the market- tually, a new marketing team came on board ing money that it deserved. On top of that, that recognized exactly what we had been say- ing all along. SOF had more than enough to stand on its own, and they worked with us to find the right angle for marketing the product. This new team fit right in with the development team and things started to roll.

On top of that, since we urgently needed to nail a story down in a short amount of time, they recommended that we meet with a hot-selling writer (Gonzalo Lira, author of the spy novel Counterparts) and John Mullins. Although the full story that Gonzalo Lira wrote for us was never used, some elements of it were, and the process made us realize exactly what we wanted from this game and how to get it. John Mullins Raven developed QuakeHelper to manage more than contributed an element of realism to the game 5,000 unique world textures with a visual means to that we were missing at that time. assign properties to them. In short, working on everything at once was not without the backing of the marketing division, the way to go. For the projects that we currently the senior management at Activision wouldn’t have lined up we are designing the entire game get behind the title, either. We had to constantly from start to finish before we begin physically sell and resell the idea that a high-octane, developing it. The SOF team learned the hard action-movie-like, real-world combat game way that a day of preplanning saves a week of would be enough of a hook. At times, it went so rework. Also, getting a green light for every- far that we were making design decisions not for thing before starting development saves having to backpedal later on. Both of these lessons will be applied to our future projects. 267 SECTION IV: BUILDING ON A LICENSE267

2. Technology creation took nightmare in itself, not only for the animators but also for the AI programmer (who had to longer than expected to visualize make the AI work within the animation con- gameplay straints) and the designers, who had to create A sure way to sell your product is to have a scripted and cinematic sequences using only the working prototype a tan early stage in its devel- animations available for each level. As the game opment. Since we had decided to give the drew nearer and nearer to completion it became QUAKE 2 engine an entire overhaul, we realized increasingly difficult to bring new animations that we would really have to come together and into the game without ruining someone else’s work as a team to make sure things were com- work by removing an animation that was pleted on time. One of the major enhancements already in use. for SOF was the Ghoul modeling system, which replaced the entire The final problematic technology was the AI. QUAKE 2 modeling sys- Developed throughout tem, and turned out to the entire course of the be quite the undertak- project, the AI went ing. Throughout the through many differ- entire life of the ent incarnations. We project, tweaks and decided early on that changes were made to the pace of the game Ghoul to make it more should be fast and furi- flexible and powerful. ous with a large num- Unfortunately, this also ber of enemies meant that for a sub- attacking at once. Ene- stantial part of the mies were to be reac- early development, we tive, but not too had no game to look at — only individual com- intelligent. There were three major areas that ponents. It’s one thing to be able to look at a caused AI problems: developing the models, model in a model viewer, or at a level with noth- developing the intelligence, and working with ing in it, but it’s essential to be able to see the the scripting language. model in the world and interact with it. The main enemy model for the game was very Another problem was the huge number of ani- complex. Incorporating all of the animation mations planned for SOF. Since we had so many sequences and consisting of nearly 4,000 - animations (more than 600 sequences) we had gons, the model contained every piece for vari- to limit which animations would appear on a ous body builds, coats, and other items that specific level due to memory constraints. Limit- differentiated the enemies. Because of this com- ing the animations on a per-level basis was a plexity, we were forced to preprocess enemy sets Raven Software’s SOLDIER OF FORTUNE 268 for each level. These individual enemy sets Finally, implementing the various death looked at what enemy pieces and animation sequences also hampered the AI. In addition to frames were needed for the level because we did all of the gore that we created, we also had to not have a skeletal system in place. This directly play one of several animations when an enemy impacted the AI because not every move was died. Animations had to be called based on cer- now available on every level. In turn, the AI tain circumstances, such as where on the body could only call animations that were generic the enemy was shot and what he was shot with. across the levels. On top of all of that, adding the violence-lock system that would allow The second area that players to lock out the game caused AI problems was violence meant that all of the the addition of multiple gore and animations had to skin pages, bolt-on be able to be shut off if the accessories, gore, and player wanted. death animations. Although not directly The third area that caused seen by most people as problems for the AI was its AI, all of these were actual development. Along important features for with the problems created by SOF. One of our main the per-level animation sys- goals from the beginning tem, the AI also had to work of the project was to with the game’s scripting have lots of unique- language. If the AI was looking enemies. This tweaked in certain ways, it meant that our model caused the scripting to was composed of many break. Many times in the different skin pages into which we could swap game, enemies had to be “frozen” in place while different faces or outfits. We also implemented their script waited to be activated. If a player what we termed “bolt-ons”: any item or feature happened to see one of these suspended enemies that was not originally part of the model. These before they were triggered, it obviously made included Mohawks, canteens, briefcases, and the AI appear less intelligent. We had to come side arms, which helped distinguish different up with ways around these problems, and characters. Implementing the gore was also very expended considerable time and energy to fix time consuming. We implemented gore zones them. that required skin page overlays, bolt-on models of viscera, the ability to remove limbs, and all of To make matters worse, the AI had a slight the blood pools and spatters that litter the game. unpredictability built into it that caused scripted events to occur differently each time. Although 269 SECTION IV: BUILDING ON A LICENSE269

unpredictability is good for gameplay, it had to 4. No fixed deadlines be removed from the scripting element. Finally, a large amount of time was spent with the Originally, SOF was scheduled to ship in July designers to build in hints for the areas (such as 1999. Activision wanted to avoid releasing SOF reactions of the enemies) and to specify which in the “blast zone” of competing FPS titles that areas the enemies could traverse. At the begin- were shipping that year, so they extended the ning of the development we had “duck,” deadlines on the game. As our competitors’ “hide,” “flee,” and other commands that even- titles were pushed back, so was SOF. Although tually were removed and taken over totally by within these deadlines we had schedules set up the AI. The AI was in development until nearly and planned out, this caused a never-ending the end of the project. uncertainty of how much time we had left in the project and how much technology we could add or change within that time. 3. Too many OEMs and demos Something that seemed like a great idea at the In March 1999, we realized that with our com- time but turned out to hurt us in the end was the plex models and the amount of animation we decision to make specific OEM releases before wanted, we needed to address memory con- the game was truly finished. The main reason cerns. Because we thought that we only had for this was that we looked at the revenue that three or four months left of core development at would help the bottom line instead of consider- that stage, we concluded that switching to a ing how much it would set back the game. skeletal system would be too risky for the Because there were both regular and low-vio- project. Instead, we created a vertex compres- lence versions of the game, we needed to make sion system that mimicked the benefits of skele- several different builds for the different violence tal compression in a few ways. Unfortunately, levels and test each build accordingly. this meant that we were not able to provide all of the animations at once, as we would still be In the end, we had roughly 75 QA submissions. over memory budgets. If we had known that our While each OEM and demo iteration helped deadlines would be pushed back another six bring more of the game together, it also diverted months, we would have added the skeletal sys- our attention from the final product. As we were tem, saving everyone a large amount of head- tweaking and fixing the OEM versions, full pro- aches and work. duction would come to a standstill as we focused on getting the smaller versions out the 5. Miscommunication about door. some technologies Confusion over project scheduling aside, addi- tional technologies were developed during the course of the project that were never truly planned out appropriately, such as the terrain Raven Software’s SOLDIER OF FORTUNE 270 engine, the in-game effects editor, and the including designers, but were hampered by the scripting system that we used. All of these tech- editor’s interface design since it was never nologies served to improve the game substan- intended to go beyond the programmer who tially, yet they could have worked better if they created it. Although the in-game editor allowed had been properly discussed between the team someone who knew the tool to create a special members. effect quickly and efficiently, it had a long learn- ing curve for those not familiar with it. This The terrain engine, while flexible enough to do reduced the amount of control that the artists various types of visual had over the effects. effects, was never properly coded into SOF shared the same the gaming logic. The scripting language basic premise of the that HERETIC 2 had terrain engine was used. It was originally that the designers developed to give would create architec- designers more con- ture that represented trol over their levels, the portions of the but we soon learned world that the player that we would need to could interact with. add more and more For example, on the power to the scripting train level, the train system. SOF’s com- was created by the designers. The terrain engine plex scripting soon overwhelmed the scripting would then be responsible for the scrolling poly- language and too much time was spent trying to gons, in this case the train tracks and surround- tweak out sequences. With the addition of in- ing landscape. When we put this level in, we game cinematics (an unplanned feature not soon realized that we needed a bunch of special included in the design document), we realized code to handle the various effects, such as when that the way we were using the powerful script- a person falls off a train. We wanted to add ing language was wrong. If we had planned bet- more unique kinds of levels like this, but we ter from the beginning, the scripting would have didn’t have time to develop a generic physics gone much easier. Unfortunately, since the story system for handling other types of terrain, such was planned so late, we didn’t know at the time as water where bodies might float or sink. what would be needed.

The effects editor was created by one of the pro- grammers to help him create visuals for the A Direct Hit weapons. The interface, while functional, was Originally slated for an 18-month development crude. Other people wanted to create visuals, cycle, SOLDIER OF FORTUNE ended up taking 271 SECTION IV: BUILDING ON A LICENSE271

nearly two years, a considerable undertaking We’ve been very happy for the large number of that in the end allowed a talented group of good reviews, both in print magazines and on developers to really shine. As with all projects, the Internet, and we are helping to support the SOF had its problems, but for the most part online community as much as we can. From a things went well thanks to the efforts of an development viewpoint, SOF allowed the Raven incredible team of people, and SOLDIER OF FOR- team to grow and mature, and many lessons TUNE has quickly become one of Raven Soft- that we learned are now being put to use in our ware’s best-accepted titles. With strong sales to next set of products. Of course, no project ever date and a solid Internet community, SOF has runs smoothly, but with each new game we gain exceeded many people’s expectations, including more understanding of what it takes to make our own. the next one better. Raven Software’s SOLDIER OF FORTUNE 272

This Page Intentionally Left Blank 273 SECTION V

The Online Frontier

Online gaming as a large-scale commercial are vibrant social worlds, challenging, unpre- endeavour is clearly a big part of the future of dictable, and occasionally moving. They blur gaming. There is something uniquely thrilling the line between art, game, and community in about the experience of sharing a virtual world ways we are still sorting out. with other people. The emotional buzz and end- less unpredictability of human interaction are Online gaming—two or more people playing a irreplaceable. shared game through a computer—has been with us almost since computer games were However, it’s still unexplored territory. We are invented. As researchers, hobbyists, and entre- still exploring ways to crystallize that fascina- preneurs explored the beginnings of the com- tion in a mass-market game. Like the Internet, puter game phenomenon, many of those early we don’t quite know what to make of it or what directions involved multiplayer worlds and net- to do with it; we just know it’s huge and inter- worked interactions. In 1978 Roy Trubshaw esting and it’s not going away. Like 3D graphics, and coded the first MUD (Multi- online multiplayer gaming has swept the indus- User Dungeon), an online virtual space that try as a technology without providing a clear players accessed through text interface. Work blueprint for what kind of games should be like this continued through the 1980s and early made using it. 90s, largely out of the public eye, until in the mid-90s a few games brought the idea to promi- It’s just clear there’s something fundamentally nence, showing how much fun and profitable it powerful about it. Single-player games allow could be. A few games like AIRWAR and MERID- players to immerse themselves in dreamlike fic- IAN 59 gained devoted followings, and DOOM tional worlds with the total absorption common introduced the charming neologism “death- to films and novels, with the added experience match” into our collective vocabulary. of interactivity. One downside is that they have a solitary, even solipsistic quality that some find In 1997, though, online gaming entered the to be lonely or sterile. By contrast, online games mainstream with ’s ULTIMA Section V: THE ONLINE FRONTIER 274

ONLINE, the first massively multiplayer online trade, or fight? Do they clear out a given area game, a gigantic implementation of a fantasy and move on, or stay in one space to interact? world derived from his earlier, genre-founding What happens if players run out of things to do? role-playing series. UO had many supporters Is the game-world static, or does it change over and many critics, but over time it proved its time? How do we avoid dangers like flash concept—its popularity demonstrated the feasi- crowds overloading servers, and players disrupt- bility as well as the profitability of such an ing other players’ experiences? enterprise. Large-scale fantasy role-playing is currently the dominant paradigm for online The least predictable and least controllable fac- play, but it probably won’t remain so—there tor in an online game is the players themselves. are too many interesting modes of play waiting An online game is partly composed of the peo- to be explored. ple that play it, the community that surrounds it and the culture that forms in the process. But as As they continue to evolve, online games bring a developer, how do you influence the nature of up new questions and raise new challenges for the community that comes about, both before game production. Development teams aren’t and after a game’s launch? You can’t control just creating a piece of software they can forget what players do in your world, only try to cre- about once it has been published—they’re plan- ate a system that encourages play. At times, rule- ning a service that users will subscribe to and changes feel more like legislation than game keep interacting with, potentially for years. design. Community management has become an There has to be a business model that will sus- essential development task. The whole nature of tain not just the production cycle, but the main- the relationship between game developers and tenance and administration of the game once it players is changing from vendor-buyer to some goes “live” and stays active for as long as it can amalgam of host-guest, server-client, and gov- turn a profit. How do players pay for such a ser- ernment-citizen. vice—by the hour, the month or according to some unit in the game, like territory or titles or Little enough is known about how to make troops to control? The live game creates a whole online games, which makes the few postmor- new phase of the production life-cycle, one tems available in this section that much more which probably lasts much longer than develop- interesting. Here are a few tips that can be ment and is equally unpredictable. We are still abstracted from these developers’ accounts: learning what it looks like, what kind of team structures and roles and skills it involves. • Anticipate high demand. Nearly everyone seems to underestimate the Game design has been equally redefined by the number of users who want to play their problems of the online space. Is the game’s vir- game. tual space a place to explore, to conquer, or to build? Do players meet to collaborate, compete, 275 Section V: THE ONLINE FRONTIER275

• Tools. • Don’t trust the client. World-building tools aren’t enough; adminis- A tried and true observation—players will trators and customer service people need exploit, hack, or otherwise take advantage of tools to monitor the game and assist players any weakness in the game to gain power or once the game goes live. just disrupt the game.

• Get full use out of your public beta. • Don’t rely on existing content to keep In addition to reporting bugs, experienced players entertained. and committed players can be help educate Players are ravenous for things to do. They new players and set the overall tone and cul- will instantly strip bare as many dungeons ture of your online community. and hunt down as many monsters as you can make. The lasting interest of your game will always be in strength in players’ interaction with one another, in community and competi- tion. Section V: THE ONLINE FRONTIER 276

This Page Intentionally Left Blank 277 ’s DARK AGE OF CAMELOT

by matt firor Back-Story DARK AGE OF CAMELOT is part of the second generation DARK AGE OF CAMELOT was the best-selling computer game in the United States for the week of massively multiplayer online games to reach the pub- of October 7, 2001, and is still comfortably in lic. The game is set in a mythic British past in the chaos the top five as I write. This Postmortem is an following the death of Arthur; accordingly, the overview of how this successful title was con- world is divided into three realms (respectively Celtic-, ceived and developed. My role on the project Norse-, and Arthurian-themed) eternally at war with one was as the game’s producer. Mythic Entertain- another, giving shape and purpose to interplayer con- ment has been developing online games as a flict. At first glance, it appears cast in the same mold as company since 1995—forever in this field—but its predecessors—medieval fantasy adventure—but a the company’s founders had made online games host of smaller changes, such as in interface and com- even before then. In fact, as a company, we munity-related features, reshape the gaming experi- probably have more experience than any other ence. company in developing online games of all types—over the years we have developed role- very comfortable with software and art develop- playing games, first-person shooters, top-down ment in this environment. spaceship shooters, and strategy games. We finished SPELLBINDER, which went on to be a When I last wrote a Postmortem in the pages of mildly successful Internet shooter, and it still has Game Developer, it was back in May 1998 for a small but loyal following. After completing ALIENS ONLINE, our online first-person shooter the SPELLBINDER project, we decided to create a based on the well-known Alien movies. After graphical online roleplaying game to compete ALIENS ONLINE, a nonaccelerated game, we cre- with the then new wave of online RPGs such as ated our first 3D-accelerated game, SPELL- and EVERQUEST, which were BINDER: THE NEXUS CONFLICT. During that taking traditional text-based games and adding project, we developed a relationship with NDL, a graphical front end, with very successful makers of the NetImmerse 3D engine API tool- results. kit. We learned a lot about 3D engine develop- ment over the course of that project and became Over the years, we had developed several non- graphical online role-playing games, including Mythic Entertainment’s DARK AGE OF CAMELOT 278

DRAGON’S GATE and DARKNESS FALLS: THE The project was dubbed “Darkness Falls 3D,” CRUSADE. Because of our experience developing and we began preliminary work researching cli- RPGs, we knew that we had to have a slightly ent engine and server technology. Right off the different slant on our new title in order to dis- bat it was obvious that we had two major fac- tinguish it from the RPGs that were already on tors going in our favor. First, we determined we the market. DARKNESS FALLS: THE CRUSADE could use a much-enhanced version of the (DFC) featured a built-in player-versus-player SPELLBINDER graphics engine as DFC3D’s client, just as we were able to use DFC’s server code as Game Data a platform for the new game’s back end. Having Release date: October 9, 2001 such a solid client and server right at the Genre: Massively multiplayer, online fantasy role- start—with associated client/server messag- playing game ing—alone saved us at least a year of develop- Publisher: Mythic Entertainment/Abandon ment. Entertainment/ Universal Interactive Publishing Second, and even more advantageous, DFC’s Platforms: Windows 98/ME/2000/XP server came with that game’s database of Number of full-time developers: 25 objects, monsters, and weapons. Indeed, we Number of contractors: 5 went into the CAMELOT project with a huge Estimated budget: $2.5 million head start. We were proceeding along under the Length of development: 18 months DFC3D concept until our president, Mark Development hardware: 900MHz Pentium IIIs Jacobs, came up with the idea of basing the game, at least partially, on the Arthurian leg- Development software: 3DS Max, Photoshop, Visual ends. It was a great idea, since the stories of C++, Linux GNU C++, various proprietary in-house tools King Arthur are in the public domain, which meant we could use them with no fear of licens- Notable technologies: NetImmerse, Linux open- ing issues. source server and database products

(PvP) conflict in which three different teams, Of course, because the game was based on the called Realms, fought each other for control of idea that three Realms were in conflict, we magical artifacts, known as Idols. We really quickly came up with the idea of basing the liked this concept, which served to keep DFC other two Realms on Norse Viking myths and players hooked on the game—especially because Celtic Irish legends, respectively. Having the no other online game featured such team-based myths and legends of three cultures gives CAM- conflict as a core part of the game design. So, in ELOT the feel of being three games in one, since late 1999, we decided to make a graphical ver- each Realm has different races, classes, guilds, sion of DFC. terrain, and monsters. Because everyone knows what happened in Arthurian England, we based the game after Arthur’s death and developed a 279 SECTION V: THE ONLINE FRONTIER279

back story of conflict among the three Realms. companies, each of which specializes in different The game was rechristened DARK AGE OF CAM- types of entertainment: a film studio, a web ELOT, and around January 2000 we began the company, and a couple of game content devel- project in earnest. A year and a half and untold opment companies. Abandon wanted to become numbers of Monty Python jokes later, we fin- more involved in game development, so it pur- ished the game. chased a minority stake in Mythic. This money allowed us to devote everyone on staff to the The initial versions of DARK AGE OF CAMELOT CAMELOT project, while also expanding and hir- used the rights for a tabletop role-playing game ing much-needed programmers and artists. Our called Rolemaster as a basis spreadsheets showed that for the class and spell sys- we had enough money to tems. Not long into the support exactly 18 months project, the company that of development starting created Rolemaster, Iron from January 2000, giving Crown Enterprises, filed for the project a hard end date bankruptcy, and we lost the of September 2001. rights. This turned out to be good for us, however, By the summer of 2000, we because we were no longer had nearly our entire team required to adhere to a set in place. We had about 25 of rules based on the developers working full- license—although we did time on the project—quite a have to scramble for about a small number compared to week to rename and retune It all starts with a concept. The troll, other online RPGs, but our spells and classes and other- a playable race, changed the most existing technology allowed wise clear Rolemaster con- over the course of development us to reduce substantially tent out of the game. from a hulking, human-like creature the amount of technical pro- the more mythologically inspired gramming staff required. We As a company, Mythic had version seen here. had five programmers, ten never before been able to world developers, seven art- devote all of its resources to any one ists, and several other people working on the game—we’d never had a project big enough to game. Rob Denton, Mythic’s vice president and pay for it. Because of the sheer size and scope of chief technical brain, was responsible for all cli- CAMELOT, we wanted to ensure that everyone at ent and server programming, as well as the cli- Mythic devoted themselves fully to the project. ent/server messaging that tied the two together. Doing so required an influx of money, and that’s His input was critical during design discussions, where New York’s Abandon Entertainment as he could tell us whether an idea would work stepped in. Abandon owns a couple of small or not. He immediately categorized features into Mythic Entertainment’s DARK AGE OF CAMELOT 280

“doable,” “not doable,” and the dreaded “on everything else having to do with creating the the list,” which meant that it could be done, but world of DARK AGE OF CAMELOT. CAMELOT’s he wouldn’t commit to it. economy was designed by Brian Axelson was in charge Dave Rickey. This economic of server programming as system ensures that players well as design of the game’s must continue to spend combat system—a critical money as they rise in level, component in a PvP-centric which limits the amount of game. Jim Montgomery money that stays in the provided CAMELOT’s client game. Dave and Mark interface coding and also Jacobs designed CAMELOT’s designed and coded the trade skill system, which game’s magical spell system. enables players to make armor, weapons, and other CJ Grebb and Lance Rob- objects in the game—all tied ertson led the art team. CJ to the economic system. was responsible for the game’s look and feel, while It was essential to provide players Among the myriad tasks Lance handled figure model- with plenty of player-versus- that I did as a producer ing and animations and environment conflict, such as with (writing, designing, per- managed the team’s dead- the forest giant seen here. suading, arguing, and such), lines. Their team used 3DS my job was to make sure all Max and Character Studio to create CAMELOT’s the teams worked together. I hosted an almost- character and monster models and animations. daily morning meeting (at the wretched hour of The character models were technically 8:30 A.M.) where Colin, Rob, CJ, Lance, and I advanced, as each in-game character has several got together to make sure that we were all on different parts buried in it that can be turned off the same page. I was also responsible for main- and on by the game. So, each model can have a taining the master game client—all files added helmet head and a regular head (with hair) with- to the game had to be given to me, so I could out having to load in a new model. Mike verify they worked and then integrate them with Crossmire created the game’s spells in 3D Stu- the rest of the game. dio, tweaking the NetImmerse system to display animated spells with spectacular results. For the game’s sound and music, we contracted with Womb Music, based in Los Angeles, which The other major group in CAMELOT’s develop- had provided music for some of our previous ment was the world team, led by Colin Hicks. titles. Rik Schaffer, the main guy at Womb, com- This group was responsible for quests, monster posed a wonderful soundtrack that consisted of placement, object placement, and just about several long main scores, as well as many 281 SECTION V: THE ONLINE FRONTIER281

shorter pieces in the style of Celtic, Norse, and for management, although for CAMELOT we did old English folk songs, adding a sense of depth have to assign a lead world developer and art and quality to the world. co-leads, just to streamline the day-to-day processes of the project. Because of this simple command chain, we What Went Right experienced no power strug- gles. We feel this is the best way to make a solid, cohesive 1. Community management/beta game—a small group controls program what the game is and how it is presented to the user. From the beginning of the project, we knew we Because of this approach, had precious few dollars available for market- decisions are made quickly, ing, and that our best chance to capture public and features can be imple- Creatures were attention would be to have a big presence on the mented without an endless modeled and various roleplaying fan sites around the Internet. line of approvals and politics. mapped using 3DS Max and One, the Vault Network, provided us with some animated with message board space, a news page, and a couple 3. Smart business Character of moderators, and we were off and running. decisions Studio. Rumors We devoted a lot of time over the year and a half that this Our close relationship with is a portrait of that DARK AGE OF CAMELOT was in develop- Abandon Entertainment was the producer ment to interacting with the future fans of the a critical factor in the success after too many game. We hired a community relations manager of the game. Abandon’s pur- meetings are whose sole job was to read different message chase of a minority interest in totally boards and report back to us what was happen- Mythic ensured that we had unfounded. ing in the community. From the beginning, we enough money to fund the took our fans seriously and made many tweaks game from start to completion. Abandon’s man- and additions to the game based on their com- agement was smart enough to realize that we mentary and ideas. knew more about game development than they, so they largely left us to make game-related 2. No bureaucracy decisions ourselves. They were involved in the project, of course—some Abandon employees Since the founding of Mythic, we have striven to even became avid beta players of the game, even have little bureaucracy. We have no levels, no though most had never played an RPG before. directors, and few managers. We have a presi- dent, a vice president, and a producer. That’s it Mythic Entertainment’s DARK AGE OF CAMELOT 282

Abandon’s investment meant that we did not on October 9, 2001. This little bit of good for- have to rely on any outside influence in design- tune gave the game a big initial boost, as there ing or creating the game, which means that was little direct competition from other new CAMELOT is wholly ours. products.

With Abandon teaming with us, Mark Jacobs, our president, decided to take a big chance and wait until the game was almost complete before looking for a distributor. In most cases, game companies seek out publishers, which typically have a hand in the design and production of the game and then distribute the game to the retail chain. With Mark’s gamble, we produced the game ourselves (with critical financial help from Abandon and business advice from our business development person, Eugene Evans) and then looked only for a retail distributor. This gamble could have placed us at the end of the project In addition to designing CAMELOT’s many outdoor with a great game but no way to get it into the areas, Mythic’s world development team had to hands of our customers. It all worked out in the populate those areas with interesting encounters end, of course, with Vivendi Universal stepping and dynamic quests—no small task, considering in and distributing—but on our terms. they had not one but three distinct Realms to accommodate, as well as a finite amount of creatures available to them. Work on this content 4. Sweet serendipity is ongoing, with new updates added to the game on a regular basis. The CAMELOT project was helped immensely by factors completely out of our control—in other 5. The joys of open source words, blind luck. Several high-profile online RPGs that were slated to launch at about the software and stability same time as CAMELOT were either pushed off Long ago, during the development of our early (SHADOWBANE) or canceled outright (DARK titles, we decided to use Linux wherever possi- ZION, FALLEN AGE). Also, the week we ble as our server back-end OS, and we kept to launched was originally scheduled to be the this same practice when creating DARK AGE OF same week as the launch of WARCRAFT III, CAMELOT. We have extensive Linux experience which will almost certainly be a huge seller. in-house, and it made sense for us to stay with a That project was also delayed, which ensured platform that we knew could handle the task that CAMELOT launched as the only large-scale and also was, well, free. Because running CAM- game, and the only online RPG, when it debuted ELOT would require a considerable amount of 283 SECTION V: THE ONLINE FRONTIER283

data management, we initially planned on using Oracle to store account and character informa- tion. However, Oracle’s quoted license fee of What Went Wrong more than $900,000 quickly removed them from contention. 1. Development of customer

Once we got over our shock and amusement at service tools Oracle’s pricing, we turned to a Linux-based We really tried to avoid the customer service solution, MySQL, to manage CAM- problems that are characteristic of some recently ELOT’s data storage, which so far has worked launched online games. One of the most impor- admirably. Everyone developing games should tant factors in keeping customer service reason- at least investigate open source solutions for ably effective was a smooth launch. Obviously, their servers. It’s saved us a pile of money and giving players fewer problems results in fewer has been stable and reliable. calls to customer support. We did an excellent job with the launch—it went very smoothly. In fact, prior to CAMELOT’s launch, it was axi- omatic that MMORPGs were unstable and However, we could have better foreseen other prone to crashing during their first month or so. parts of our customer service plans. First, we From the outset, we were determined to buck had a lot more players in the first week after this trend. We co-located our servers directly at CAMELOT went live than we ever could have UUNET, on the network backbone, which forecast—1,000 boxes were sold in the first ensured a wide network pipe to the Internet. four days alone. Our forecast numbers called With this Internet connection, we can increase for a much smaller number, and we hired our our bandwidth with just a few hours’ notice to customer service staff based on this smaller UUNET. number.

With the combination of reliable server code Also, we put off creating customer service tools and a stable Internet connection—all running on until much too late in the development open source software—CAMELOT went live on cycle—some had yet to be developed when the October 9, 2001, with virtually no problems. game went live. These missing tools really hurt That first night, the game went down for about the customer service staff and added to the time an hour and a half due to a database configura- it took to help each player with in-game prob- tion problem, but since then, the game has been lems. Eventually, wait times became much too remarkably solid and stable. As of this writing, long, and customer support as a whole suffered it hasn’t been down due to server error for more because of it. As I write, we still are trying to than a few minutes ever since the first night. work ourselves out of this hole. Mythic Entertainment’s DARK AGE OF CAMELOT 284

2. Lack of a cohesive marketing support among fans of the genre, but our lack of commercial marketing kept our company profile plan low, and we never received much mainstream We went into the CAMELOT project with a lot of media coverage because of it. Fortunately, we experience in developing software, but no real made up for our slow start, and then some, by experience in creating a marketing plan. We got our successful presence at E3. Abandon funded, a lot of help with advertising from Abandon designed, and staffed a large booth for us at the Entertainment, but there was no overall project show, complete with medieval motif and lots of plan. Basically, we took out ads in magazines giveaways. that we thought were important and tried to keep on top of the Internet community. We didn’t regularly issue press releases nor attempt 3. O Dungeons and Cities, where to do a press tour or invite reporters to the art thou?

Mythic offices to show off the game. The first major update we made to CAMELOT’s graphics engine to differentiate it from SPELL- It’s difficult to gauge just how much this hurt us. BINDER was to put in the rolling terrain system Our focus on Internet marketing gave us strong that makes the world so lifelike. We spent a long time making the outdoor areas of the game beautiful and well stocked with monster encounters. The ease with which we did this gave us a false sense of security when it came to developing our dungeon/city technology.

These areas in the game required a large number of models and characters in a much smaller space than the outdoor terrain, so creating dungeons and cities proved to be a much more difficult job than we thought. Because we put off doing the technical designs for the inte- rior spaces for so long, in the end we simply didn’t get enough of them done. The game launched with only three cap- ital cities (one per Realm) and about 15 dungeons. 285 SECTION V: THE ONLINE FRONTIER285

4. We have a great game but no cate with our fans, one that would not send them to numerous different fan sites to sift servers! through literally thousands of messages. This In a great “Why didn’t they tell us about this in situation grew into a big problem when players college?” situation, we went into the final became extremely frustrated by what they per- months of the project with no credit rating. ceived as a lack of communication from us. Mythic Entertainment has been around for a long time, but we simply hadn’t ever borrowed About six weeks after release, we realized that any money, and so we didn’t have a credit his- we needed to create our own Web site to publish tory. This turned out to be a problem when we information about the game: release notes, plan went out to lease our servers from Dell and were files, server status, Realm War status, and many flatly denied. We pointed out that we had plenty other little things that we knew but our players of money in the bank, but to no avail. Dell sim- didn’t. This Web site, dubbed “Camelot Her- ply wouldn’t lease us the computers until we ald,” launched the following week and so far had a credit history. has been a great success. Fans of the game can now go to one Web site to get all the informa- In the end, we were forced to purchase the serv- tion about the game in one place and with no ers outright from Dell, which obviously had a interference. much greater impact on our bottom line.

5. Postrelease fan For the Ages communication It was a great pleasure to create DARK AGE OF CAMELOT, as it is the first big title that Mythic As good as our communication with CAMELOT’s Entertainment has ever worked on. It was a fan base was during the game’s design and beta wonderful thrill to see our names on top of the periods, it began to suffer soon after the game’s best-seller lists for those couple of weeks in release. The community simply grew too large October 2001, and we hope to be working on to communicate with in the manner we had dur- the game for a long time to come. As long as ing beta, when we simply went out to Internet players are interested in playing the game, we’ll message boards and posted our thoughts and be there adding content and updating it. plans. With the game live, it was obvious we needed a much more coherent way to communi- Mythic Entertainment’s DARK AGE OF CAMELOT 286

This Page Intentionally Left Blank 287 Multitude’s FIRETEAM

by art min Back-Story FIRETEAM's approach to online play is distinctive, a Our goal with FIRETEAM was to create a com- plete online game experience. The Internet gives series of game modes that are half futuristic sport, half game designers the ability to take multiplayer squad-based tactical combat. Players sign on as part of gaming one step further by creating a commu- small teams rather than massive worlds and let team- nity, something that wasn’t possible before mates chat by voice rather than text to create camara- online games came about. Multitude wanted to derie and a more intimate social environment. Although take the next step in gaming evolution by mak- FIRETEAM hasn't persisted, it's an interesting case ing the community a significant part of our study, contrasting with the dominant massively multi- player approach to online play. product. In other games, such as DIABLO or QUAKE, the players were creating communities themselves, mostly through their own Web sites. are four different FIRETEAM scenarios, and each Multitude, on the other hand, devoted signifi- game session is ten minutes long. The scenarios cant development time to creating tools that are very sports-like in their design to help pro- would help the community. We spent as much mote team play. time on FIRETEAM’s lobby and community web pages as on the game engine itself. Our goal was Equally important to the FIRETEAM experience to create a game that would make people say, is the lobby, where players can view other play- “Wow, this is what I’ve wanted from an Internet ers’ statistics, chat between games, and find game.” squad mates and enemies for their games. The last component of FIRETEAM is the community FIRETEAM is an online-only gaming experience. web pages, which display players’ complete sta- The actual game play is a squad-based tactical tistics and provide support for FIRETEAM Com- combat. Players can communicate with other panies (which are similar to QUAKE Clans). On members of their team using Multitude’s voice the community web pages, players can create technology. Each player controls one character companies, add/kick members, and access pri- in the battlefield. The game uses an isometric, vate Company bulletin boards. three-quarter view 2D graphics engine. There Multitude’s FIRETEAM 288

Brief History was inspired by X-COM: UFO DEFENSE, empha- sizing squad combat with features such as line- FIRETEAM evolved dramatically over its first of-sight. year of development. Multitude was originally founded to create the “ultimate online game,” We soon realized that our new company’s which was to be a large persistent science fiction financing was coming along very slowly and world. We knew that there would be some com- that we needed a much more easily attainable goal (due to lack of resources, both financial Game Data and human) that would still showcase the Release date: December 1998 unique voice technology that we’d developed. Publisher: Entertainment We looked at the combat engine specification, our voice technology, and the Internet technol- Genre: online tactical team-based sports game ogy that we were designing and realized that we Target platform: Windows 95/98 could make a great tactical team game. So at Team size: 14 full-time developers. Some number of that point, we decided to abandon the large per- contractors. sistent world and make team play the essence of Budget: Approximately $2.5 million the game. Time in development: Two and a half years Tools: Microsoft Developer Studio 5.0, Microsoft SQL Designing a multiplayer game is very different Server, Microsoft IIS, 3D Studio Max, Microsoft from designing a single-player game. I’ve heard Interdev 6.0, Microsoft Chat Service, and Windows NT that in many games, the multiplayer component was added on only because marketing had petition because ULTIMA ONLINE had already requested the feature; this approach can make been announced, although Origin hadn’t yet the multiplayer experience less than ideal. In a performed any alpha or beta testing. We spent single-player game, the player is the hero and months writing and planning for a massively the focus of the game experience. The player multiplayer online game set in a futuristic should be able to win 100 percent of the time world. The project was to have a server team of (with some effort). In a multiplayer game, a around 10 people and a game team approxi- player should win 50 percent of his or her mately double that size. games against an equivalently skilled player. The thrill of a multiplayer game shouldn’t be in the As we were designing around our original con- winning, but more in the process and the actual cept for the game, our desire to make a persis- competition. Team play gives players a deep tent-world game work as well as a single-player gaming experience, even if they lose. game presented us with many hard technical and design problems. On the good side, it was Our efforts to create engaging multiplayer game during this process that we finalized the design play were made even more effective by our voice spec for our combat engine. The combat engine 289 SECTION V: THE ONLINE FRONTIER289

technology, which allowed players to hear the ware handles both DirectSound and non- emotions of their fellow players. DirectSound drivers because some sound cards work with DirectSound in full duplex. Full duplex means recording from microphone and FIRETEAM’s Components playing sound at the same time.

FIRETEAM’s network architecture is client/server- based. We chose a client/server architecture Who Worked on because of the benefits that it offered us in the areas of performance (especially with the voice FIRETEAM technology), cheat prevention, and centrally located statistics. The clients all run on Win- Ned Lerner and I started Multitude and began dows 95/98 and the servers run on Windows working on the original project in April 1996. NT boxes, where we use Microsoft Chat ser- The development team grew gradually over the vices to do the intercommunication between our course of the project. Jim Morris was brought server processes. We also have a Microsoft web on during the summer of 1996 to be the chief server running the community web pages, with technical officer, and his first project was to a Microsoft SQL server maintaining the data- develop the voice technology. Alan Murphy was base. Our servers are at one location, our ISP, brought on to provide art for the prototype and Globalcenter, in Sunny- eventually was named art vale, California. director. Conroy Lee, Harvey Smith, and Harry

FIRETEAM uses the Eleme- Schaffer were brought on dia SX2.0 Voice Codec to in early 1997 to help take do its voice compression FIRETEAM from a proto- and decompression. Mul- type to the real game that titude’s proprietary soft- we showed off at E3 ware wraps around this 1996. Bill Money, James voice codec and interfaces Poelke, and David Reese with the Windows sound came on in late 1997. system for both input and output. The game mixes multiple voices on the The team has a very diverse group of products client side rather than the server side. Clients to its collective credit. Lerner and Morris were simply send voice packets to the server, the two of the first people to work on 3D in the server then routes them on to the appropriate game industry. Murphy’s art credits include teammates. GALAXIAN, PAC-MAN, DEFENDER, TAZ, and X- MEN. The others have worked on games such as In the future, spectators or enemies will be able SYSTEM SHOCK, TERRA NOVA, MAGIC SCHOOL to listen in on the voice chatter. Our voice soft- Multitude’s FIRETEAM 290

BUS, ULTIMA VIII, and FRONT PAGE SPORTS: In a fast-paced tactical game such as FIRETEAM, BASEBALL. players don’t have time to coordinate move- ments with the keyboard. Without voice, you limit team communication to select macro keys (or players who can type very fast). In What Went Right FIRETEAM’s Basetag scenario, for example, teammates protecting the base can give instant information on where the enemy is making its 1. Combining team play and attack. Over the course of their lives, people voice together have already learned how to talk; it’s an inter- face they understand. Vocal communication FIRETEAM’s design focus was on team play. Just doesn’t require a key card list for communica- as we’ve seen in team-oriented sports, the coop- tion hotkeys, just a microphone to talk into. erative nature of playing as a member of a team has proven Client Side Server Side Statistics Service to be a very addicting and Internet Lobby Client powerful gaming design. Utility Service FIRETEAM’s cooperative Redirector Service nature was a symbiosis of our voice technology and team Game State Service play design. We needed to Combat daemon Game give people a reason to talk to Statistics Game Client Internet Database strangers on the Internet. Game Server

Team play was that reason; it Web Browser Internet Community Web Pages gives people the ability to say “Watch out behind you!” or FIRETEAM’s technical architecture. “Good job!” Teammates can share the joys of victory or the agonies of defeat. 2. Designing the project around Because there is no button to push to transmit constraints your voice (it transmits automatically when you talk), players can hear the spontaneity of team- Multitude was founded to do a game for the mates yelling and laughing. Emotion comes Internet. The Internet offers many problems that across very clearly with voice and is definitely we had to solve in order to make a fun game. preferable to typing in ALL CAPS or emoticons. The biggest technical problem was Internet The ease of vocal interaction brings the team latency. Fundamentally, latency causes each together. player to have something different on his or her screen, so there is always a delay between a 291 SECTION V: THE ONLINE FRONTIER291

the next shot you made. By hiding opponents’ health from our players, we hide the perception of lag.

A project’s constraints can also be exploited to the project’s benefits. Because the constraint was that we needed to be on the Internet, we created the community web pages to give players the ability to look at their statis- tics and create FIRETEAM Companies. We wanted a strong community for FIRETEAM, and the commu- A 3D Studio Max layout of one of the maps. Our artists take the game- nity web pages were an easy tested layout from Tile Edit to create backgrounds for each map. way for people to have an identity in this community player performing an action and the other play- and to join a group of other players. ers seeing that action carried out. 3. Spending sufficient time to For example, we decided early on that we wanted the game to respond as quickly as possi- develop tools ble. When you shoot at something during a We used several proprietary tools to create FIRETEAM game, you’ll see instantly whether or FIRETEAM’s game environments. Early on, we not you hit your target. The actual damage will spent a lot of time building easy-to-use tools take a small amount of time to be applied to the that allowed us to create content rapidly. Our target. So it’s possible that you’ll see someone internal testers used these tools to create new get shot, walk a bit, and then die. The game can- arenas for FIRETEAM. And because FIRETEAM is not provide a perfect view of the world to each an online game, we were able to test new maps player; that’s not possible given the limitations very quickly with our beta testers. of the Internet. So we decided not to show play- ers their opponents’ health. If you can see that With an online game, is crucial. your opponent has only a sliver of health and Players will find any competitive edge and map that one shot could kill him or her, then you imbalance they can and exploit it. Especially in would expect that player to die instantly with an online game with a lobby, word of cheats or Multitude’s FIRETEAM 292 advantages spreads very fast. Your tools must 4. Managing risk: voice allow you to tweak your maps, so you can quickly fix any small problems. Many of our technology maps changed during the course of testing as The biggest risk in developing FIRETEAM has our testers would point out weaknesses that been the voice technology. Many smart people they found. initially said it was impossible, but we knew

I can recall a particular contro- versy over whether Gunball (a FIRETEAM scenario similar to combat football) was balanced enough. Many of the advanced players were complaining that Gunball’s offense was too hard. Using our Tile Edit tool, we quickly created a few maps with two endzones for each team (Gunball maps normally only have one endzone). Through testing the new maps, we dis- covered some of the problems with Gunball were unrelated to the maps themselves, but that the offense simply had a disad- This is Tile Edit, our basic world builder. We quickly prototype the vantage when trying to score. So physical layout of the maps with this tool. It’s very easy to move instead of redoing all of our walls around to achieve the right game balance. map designs, we tuned the Gun- ball game by giving the Gunball carrier a protec- that the game’s design objective was a coopera- tive drone. tive team game, and voice was very important to accomplishing the goal. So FIRETEAM’s first An added bonus of easy-to-use tools is that you technical project was to determine whether or can make them available to the public and let not voice on the Internet was even possible. your players customize the game and create Once we had the technology running over the their own content. We haven’t yet taken that last Internet, we still faced the possibility that it step, because we’re not sure how we want to wouldn’t work with the wide spectrum of sound store the maps on our servers and present them cards in the market. to the community. 293 SECTION V: THE ONLINE FRONTIER293

We tried to minimize the problems that voice and beta online tests mostly to test the software, would cause by providing users with a tool that but few deliberately create or test the commu- would configure the and micro- nity aspects of a product. phone during installation. Multitude was very aware (almost scared) of the fact that FIRETEAM Players are not only a source of revenue for a would represent most users’ first use of voice project, but they are a feature of your game. In technology on their computers. So we had to an online environment, the players’ game expe- make sure that it worked on as many sound riences are dictated by their teammates and the cards as possible and that it was very easy to opponents against whom they play. You want use. We eventually released FIRETEAM as two the players to follow guidelines and really care executables—one for systems with DirectSound about the game and the community. If your and one for systems without it. One feature that population is full of a bunch of player killers, we explicitly did not put into the game was the then that’s the experience that the players will ability for players to talk to their opponents. We get. wanted players’ first experience with voice to be a positive one. We didn’t think a 12-year old Multitude succeeded in developing community- telling you where to put your gun in his shriek- enabling tools. We spent significant time and ing voice would convince people that voice is a discussion on our lobby and community web wonderful addition to gaming. Similarly, people pages. Given FIRETEAM’s team nature, we asked for the ability to eavesdrop or steal wanted players to feel a sense of belonging so another team’s radio and listen to the other that they would want to save each other’s lives. team. This feature would impel team members The FIRETEAM product is not just the game not to talk if they believed they were being mon- itself. The game is an important piece of the itored. These types of behavior would weaken FIRETEAM experience, but it’s only a piece. The the voice feature. community plays a large part of the whole expe- rience. 5. Promoting community If you’re going to design an online game, you cannot ignore the community. Any online game, What Went Wrong from FIRETEAM to Poker on AOL to ULTIMA ONLINE, will have a community because the players will be able to communicate with each 1. Misjudging market conditions other. When Multitude was founded in April 1996, Online game developers should take advantage there was a lot of buzz in the online game the fact that their product inherently has a com- space. Mpath and Ten had big plans. ULTIMA munity. Most online games go through alpha ONLINE was about to go through testing. We believed that an online-only game, sold directly Multitude’s FIRETEAM 294

to customers via the Internet, would be accept- nents. Many users are intimidated by having to able to the market when we eventually shipped. learn a new game while playing against other What we’ve discovered is that the online game more experienced human players. AIs would market has not matured to the level that we have helped ease players into the online-only expected. Very few online-only games have part of the game, providing a feature that many been released, with ULTIMA ONLINE being the players expect to find in games today. only clear success. FIRETEAM also should have had a demo avail- We made two decisions early on that should able on day one. As an online game, providing a have been reexamined when it became clear that demo presented an interesting problem because customer acceptance of an online-only game of the server issues. With a traditional game, was not a foregone conclusion. FIRETEAM developers can hand out a million demo disks would have been more willingly accepted by the and never think about the problems their users market if it contained some artificial intelligence might experience. If we gave out a million demo (AI). With such an implementation, players disks, then we would need to have enough serv- could practice using the interface by themselves ers to support all those people that actually play and, more importantly, players could practice as the demo. We didn’t create an infrastructure to a team against AIs. With computer-controlled support a demo mode of FIRETEAM. FIRETEAM is opponents in place, players could play offline or a new type of game—people aren’t yet accus- possibly on a LAN against computers oppo- tomed to online tactical team games with voice technology. We should have made some extra promotional effort to get poten- tial users to make that initial leap and try out the game.

2. Managing contractors

FIRETEAM was a large and extremely challenging project. We had to look outside of our own company for help with certain parts of the project. Our mistake was in assuming that these experts held the same priorities as the rest of the development team. These groups have their own objectives and aren’t expected to understand the big The home page for the community web pages. Players can picture or know how to create fun access a wealth of information about their statistics or other players’ statistics. 295 SECTION V: THE ONLINE FRONTIER295

games. We realized that when working with contractors, we needed to give those contractors a very precise and clear specification. Because a good game design evolves over the course of a project, a project manager must constantly make certain that the contractors are following the latest version of the specification.

As we were developing FIRETEAM, our attention was also focused on growing our new company. We found that it was easy to forget what the contractors were doing and how they fit into the project. We made the naïve assumption that We take the output from 3D Studio Max (with our they would be willing to work with an evolving plug-ins) and, with our proprietary ZHMPView tool, specification. However, when a project is fix- convert the files to a format that FIRETEAM can read. bid, an external developer will only do so much tuning and reworking of code before he or she starts charging you for it. If you don’t manage work traffic. However, the reliability comes at a this relationship closely, these costs add up very very high cost: retransmission times. If a packet quickly. is lost on the Internet (which happens a lot), it takes some time for the machines on both ends For example, the cost for developing the com- to realize this and resend the data. TCP/IP guar- munity web pages doubled from the original antees that all packets are in order; therefore, all quote because the design evolved. The final ver- of the packets after the lost packet will be sion of the community web pages was great, but delayed until the lost packet is sent again. In a a more thoughtful initial design specification fast-paced game such as FIRETEAM, lost packets and better management of the process would can really cause problems. have saved Multitude significant money and time. As soon as we started doing real Internet tests, we realized that we needed to start sending 3. Internet technical issues some packets unreliably via UDP. These packets could get lost, be out of order, or even dupli- The Internet poses significant problems for cated, but they wouldn’t be delayed by other developers. Although we did our best in design- packets. We learned that different packets ing the game around the limitations of the Inter- require different sets of reliability and timeli- net, we did have some technical problems. We ness, and that developers should use all the tools originally designed FIRETEAM around TCP/IP available to them, both TCP/IP and UDP. We because it’s a reliable transport protocol for net- initially labored under the idea that only one Multitude’s FIRETEAM 296 protocol should be used for the sake of simplic- In the end, however, the development team ity, but it’s best to use the appropriate tool for needs to understand the whole picture and how each job. the pieces really fit together. One of FIRETEAM’s unique properties is that its server-side compo- Packet loss and high ping times are simply part nents run remotely at an ISP’s facilities. In order of the reality of dealing with the Internet. You to debug something as complicated as our server do your best to deal with these issues, but they’ll architecture remotely, our key program- still cause you endless headaches as routers over mers—not just the client/server experts—needed which you have no control go down throughout to understand the whole system. the country. Many online games come with a lit- tle utility that does a trace on the route the 5. Coping with the community packets take between a player’s machine and the servers. The information that the utility returns As I mentioned previously, when you create an can help the player and his or her ISP determine online game, you need to embrace the commu- where the bad connection is along that route. nity. At the same time, a direct connection with Developers should be aware that while they can- a community of testers who aren’t 100 percent not fix the Internet infrastructure, it’s important aware of your objectives is something that needs to understand its limitations and deal with them to be managed very carefully. The testers will as best they can. always want something different. When is the last time you played a game and said, “This is perfect”? I’ve often said that even my favorite 4. Server spaghetti game would be better if it had feature X. FIRETEAM is a very complicated project with many processes running on both the client and Most beta testers are young people who have a the server. Add in the complication of the Inter- lot of time on their hands; that’s great for find- net, and you can get one confusing mess (Figure ing bugs, but it can also be a problem because shows just how complicated the FIRETEAM some of them lack perspective. All players have architecture is). We tried to break our server an equal voice in the FIRETEAM lobby, so we had components down into smaller, more manage- to watch over the lobby constantly because a able pieces, each with its own function. We few testers could ruin the fun for others, even to hired some experts in various disciplines to help the point of instigating a mini-online-riot. us better understand parts of the server technol- ogy that were new to us. Our mistake was in From what I can tell, some online game compa- thinking that these experts could just come in nies simply ignore their testers’ constant and solve our problems. As we busied ourselves demands. After the experience of developing with other parts of the project, it was easy for us FIRETEAM, I must admit that this is a possible to say to ourselves, “They know what they’re solution, though not an optimal one. Many of doing.” us on the development team spent many hours 297 SECTION V: THE ONLINE FRONTIER297

justifying our design decisions in order to edu- in ladders such as battle.net or tournaments cate the testers on why we were doing things a such as the PGL. Also, an online game lets play- certain way. While this education does make ers meet new friends with whom they can share them better testers, it takes up a lot of time. And true social gaming experiences. it’s a dangerous black hole that you can be sucked into if you’re not careful. However, the Internet introduces a lot of nega- tives to the gaming experience. Instead of light- I believe that the true balance is to pay attention ning-fast LAN connections, players must now to your community, but sometimes to sacrifice tolerate latency. Instead of a small group of the battle in order to win the war. You should friends, a player’s opponents may be complete involve your intended community in the evolu- strangers who aren’t polite and may even be tion of your game, but don’t let it take over your cheaters. design process or time. Because of the newness of this market, FIRETEAM may be ahead of its time. Or it may Evolving Right Along not have exactly hit the sweet spot that online multiplayer gaming should be. But FIRETEAM In building FIRETEAM, we as developers accom- has helped online game evolution along by dem- plished our goal of providing a complete online onstrating that voice technology does work and gaming experience with true team play, innova- that team play and community are compelling tive voice technology, and extensive community elements that don’t have to be accidental. building tools. The Internet offers brand new gaming experiences; game players can compete Multitude’s FIRETEAM 298

This Page Intentionally Left Blank 299 Turbine’s ASHERON’S CALL

by toby ragaini Back-Story ASHERON'S CALL is the third massively multiplayer per- ASHERON’S CALL is a statistical anomaly. In an industry where cancelled games and dashed sistent online world to reach the market, although it was hopes are the norm, this project seemed one day developed in parallel with ULTIMA ONLINE and EVER- away from certain failure for nearly its entire QUEST. Like its competitors, it is set in a heroic-fantasy history. And yet, thanks to the visionary fore- world, but with crucial differences. It offers a fealty sys- sight of a handful of people, a healthy dose of tem that creates formal links and hierarchies between luck, and incredible conviction from both the players and rewards cooperative play. It also offers epi- development team and publisher, it made it to sodic narrative content, periodic new quests, and store shelves and has received a great deal of events that visibly affect the entire world. critical acclaim. and started meeting with various team members In May 1995, I walked into a small suburban to figure out just what this game was all about. home in southern and met my new co-workers. Having left my previous job at What was described to me was something that a genetics lab, I expected nothing more than an nearly every computer game geek is by now interesting summer project as “A Game Writer.” familiar with: a 3D graphical MUD. A persis- Little did I realize what was in store for me and tent fantasy environment where hundreds of this start-up company called Turbine. Having players could explore the land, defeat monsters, filled every nook of a residential home with PCs, form adventuring parties, delve into dungeons, an enterprising group of about ten developers and complete quests. I’m not sure why anyone was already busy working on the game that thought it was possible. We had no office, no would one day become ASHERON’S CALL. technology to speak of, and no publisher. And I Although not a single one of them had profes- was being paid $800 a month. Yet from these sional game development experience, I was humble beginnings, something truly wonderful immediately impressed with their enthusiasm was created. and dedication. After introductions, I was told to scrounge around for a desk. Upon securing The development team was divided into func- an end table and a plastic lawn chair, I sat down tional departments. Tim Brennen, a Brown Uni- versity dropout who had helped develop Turbine’s ASHERON’S CALL 300

Windows NT as a Microsoft intern, led the Jason bridged the gap between the art and engineering team and would go on to design the graphics teams, ensuring that the art asset pipe- server, networking, and character database. line ran smoothly. Sean Huxter brought his sub- Chris Dyl, a former physicist turned program- stantial animation and modeling experience to mer, would develop the 3D graphics engine and the team as the lead artist. My own contribu- server-side physics. Andy Reiff, also a Brown tions to the team were in the area of game alumnus, would later round out the engineering design. As the project grew in scope, my role changed to become that of lead designer. Soon Game Data realizing the amount of work required to design Release date: November 1999 a game with the scope of ASHERON’S CALL, I put Publisher: Microsoft together a team of designers that envisioned and documented the characters, monsters, history, Genre: Massively multiplayer, online fantasy role- playing game and timeline of a fantasy world called Dereth. In addition, the design team spec’d all of the game Intended platform: Windows 95/98 rules and systems necessary to RPGs. Project budget: multimillion-dollar development budget Although the team had no professional game Project length: 40 months plus 8 months of beta development experience, one invaluable thing Project size: approximately 2 million lines of code. that the team did have was experience playing Team size: 30+ full-time developers, including 6 MUDs and similar text-based Internet games. artists, 4 game designers, 15 software engineers, and Although these games were comparatively sim- 5 QA testers. ple, the game-play dynamics created in a mas- Critical development hardware: Intel Pentium PCs sively-multiplayer environment are extremely Critical development software: Microsoft Visual C++ different from a single-player game. MUDs 5.0, Visual SourceSafe 5.0, Lightwave 5.5, Photoshop proved to be a very useful model for multiplayer 4.0, RAID gaming patterns.

leads as the game systems programmer, respon- ASHERON’S CALL was initially designed to sup- sible for implementing all of the game rules sys- port just 200 simultaneous players, each paying tems and functional interactions in the game an hourly fee. Turbine would host the servers, world. All of the game’s code would be devel- which were originally going to be PCs running oped from scratch. At the time, this was a fairly Linux. Although in today’s market, this sounds easy decision, since licensable game code was ludicrous, in 1995 this was in fact the standard pretty much nonexistent in 1995. premium online game model. Games using simi- lar models, like Genie’s CYBERSTRIKE and Amer- On the art team, Jason Booth, a music student ica Online’s NEVERWINTER NIGHTS, were quite with experience using Lightwave, would take on successful at the time. Based on this goal, the the title of lead technical artist. In this role, 301 SECTION V: THE ONLINE FRONTIER301

original schedule had ASHERON’S CALL shipping multiplayer online RPG amidst two strong com- in the fourth quarter of 1997. petitors, ULTIMA ONLINE and EVERQUEST. We’re often asked if we made any dramatic changes in response to the release of these two titles. In all honesty, the answer is no. If anything, these two What Went Right products proved to us that our initial technical and game design decisions were correct. Clearly, social game play helped drive the success of these 1. Staying true to our original games. This made our game’s social systems such vision of the game as allegiance and fellowships all the more impor- tant. It was also obvious that immersion was ASHERON’S CALL was a ridiculously ambitious critical. Instability and pauses were the bane of project for an unproven team. Yet despite this massively-multiplayer games. In theory, the naïveté (or more likely because of it), the final dynamically load-balanced servers would pre- product is frighteningly close to the original vent many of these problems. goal of the project. Of course during that time, Turbine learned lessons in feature cutting, In an industry that can be driven by holiday scheduling risks, and compromise. But despite deadlines, marketing hype, and cutting corners, all the missed deadlines, all-nighters, and other it’s refreshing to know that ambitious goals can disappointments, we are able look back on our still be rewarded. But it’s more than that. While shared vision and take pride in that we achieved we certainly could have created a less ambitious what we set out to do. game, I believe it would have been a detriment to Turbine’s competitiveness as an independent Typically, there exists a master document that development studio. ASHERON’S CALL might describes the overall game concept and goal. have shipped earlier had it been a LAN game or Although the documentation at the inception of a series of connected arenas, but we would not the game was in fact very sparse, what little that have the innovative technology and game design did exist described the fundamental architecture experience that today puts Turbine in such a of the game, including its client/server model, desirable competitive position in the industry. In dynamic load balancing capabilities (described this way, our team’s unwavering vision was later), and 3D graphics. In addition, gameplay handsomely rewarded. details such as the allegiance system, magic economy, and the emphasis on social game play are in my notes going as far back as 1995. The 2. Securing a publishing team internalized these goals, and a form of oral agreement with Microsoft tradition maintained them in meetings. In mid-1996, representatives from the newly- formed MSN Gaming Zone were booed by the Although we didn’t know it at the time, ASH- audience of the first Mpath Developer Confer- ERON’S CALL would debut as the third massively- Turbine’s ASHERON’S CALL 302 ence. Their crime was the prediction that would create the game, the day-to-day opera- hourly fees were dead and that flat monthly tions of the ASHERON’S CALL service would be rates would become standard. Our business entrusted to Microsoft. plan at the time counted on an hourly model, but we recognized the truth to the Zone team’s One thing that Turbine successfully negotiated statement. At that year’s E3, we relentlessly for was the rights to our source code. Besides pursued Jon Grande, product planner on the the team, we knew that our massively-multi- Zone, in order to pitch him our game proposal player technology was going to be our single and show him our technology demo. most valuable asset. In addition, we agreed to a one-title deal that gave us the flexibility to pur- At that time, the demo consisted of two PCs sue other development deals as opportunities connected to each other. One was running the arose. In this way, we ensured that Turbine client software, complete with 3D graphics. The would remain independent and effectively in other was the server executable. The Zone team control of our own destiny. was very impressed, and scheduled a visit to our office (we’d since moved into an actual office space south of Boston). Soon after the visit, Microsoft agreed to enter into a publishing agreement with Turbine, secured initially with a letter of intent. The actual contract arrived six months later, but the letter of intent granted us an initial milestone payment and enough cer- tainty to schedule the milestone deliver- ables.

This was the start of a long, sometimes tumultuous, but ultimately fruitful alli- ance. After we secured the contract, the division of labor was discussed. As the devel- In many respects, Microsoft proved to be an oper, Turbine was to design the game, engineer ideal partner for Turbine. Like Turbine, the and implement all of the code, generate all art Zone was a start-up organization, and was assets, create a QA plan, and perform testing on eager to prove itself. The Zone was pioneering a all game content. With its pre-existing Zone new type of business, with a business model new platform, Microsoft was responsible for code to Microsoft, and this placed the managers of testing, billing, and ongoing server operations. the Zone in a position where they could afford Fundamentally, this meant that while Turbine to take risks. And while ASHERON’S CALL ulti- 303 SECTION V: THE ONLINE FRONTIER303

mately validated Microsoft’s belief in Turbine, generalized enough that they could be reused in at that point Turbine was certainly a risk. different massively-multiplayer titles. At the time, this was an unusual premise for a game Besides the obvious funding issue, Turbine bene- developer; typically, source code was thrown fited from its partnership with Microsoft in out at the end of a project, and the idea of other ways. We had free access to Microsoft licensing a 3D engine like QUAKE was still a development tools like Visual C++, Visual long way off. From our perspective it just made SourceSafe, and a bug-tracking database called good business sense to leverage our R&D as RAID. We learned a lot about professional soft- much as possible. ware development from Microsoft as well, such how to create an efficient build process, manage code source trees, and organize effective test cycles on the daily builds.

Finally, we gained prestige by working with one of the most respected software companies in the world. Having Microsoft as a partner gave us a lot of credibility and put us in a much better position to pursue funding and make critical hires, two incredibly important objectives for a small startup company.

3. Reusable engine and tools Massively-multiplayer games require a funda- mentally different architecture from that of sin- Since so much of our development budget was gle-player games, or even multiplayer LAN devoted to creating these key technologies, we games. Beyond the graphics engine, user inter- made every effort to keep the technology modu- face, and other elements of a typical game, per- lar and data-independent. This modular archi- sistent massively-multiplayer games generally tecture has since proven to be a tremendous win require a centralized server, networking layer, for Turbine. We’ve been able to prototype new user authentication, game administration tools, game concepts rapidly by changing data while and a host of other technologies. keeping the server executable nearly unchanged. Not only has this helped us get new business, it Early on, Turbine recognized that many of these has also proven to be extremely useful for in- technologies would be required by any mas- house play testing and constructing proof-of- sively multiplayer game, and could perhaps be concept demos. Turbine’s ASHERON’S CALL 304

Currently we are investigating the potential of We also developed a tool called Dungeon Maker licensing our technology. While we continue to to create subterranean environments such as advance the code base, we have placed some dungeons and catacombs. Early on, Jason Booth emphasis on productizing the Turbine engine. got sick of hand-modeling the complex level From a business perspective, this is a very desir- designs he was getting from the design team, so able source of revenue. We can leverage our he and user-interface programmer Mike Ferrier R&D efforts and develop- created a level-building ment costs, while advanc- tool that used an intuitive ing the engine that our drag-and-drop interface. own future products will This allowed nontechni- use. cal designers the ability to create and instantiate In addition to the ability dungeons quickly without to reuse code, Turbine’s taking up the art team’s modular emphasis valuable time. extended to the way con- tent is created for the An offshoot of Dungeon game world. As develop- Maker, World Builder, ment on ASHERON’S CALL became a much more progressed, we quickly came to realize that pop- advanced tool by the time ASHERON’S CALL ulating a game world the size of Dereth was shipped. Using World Builder, a content going to be a monumental task. By this time, we designer could wander around the game world knew our competitors were hiring teams to placing houses, decorations, and monster design individual levels and create content man- encounters, and even raise and lower the ter- ually. This seemed less than optimal to us, and rain. This proved to be an incredible timesaver, furthermore we didn’t have the resources to hire and the amount of landscape content we were a large content team. able to generate easily quadrupled. This kind of tool modularity allowed us the ability to update Instead, we created a series of world-building the game world easily with new content, such as tools to maximize our efforts. The first kind of new monsters, quests, items, and adventure tool allowed artists to create vast chunks of locations. game environment (represented as a grayscale height map) with each stroke of their brush. Thanks to monthly content additions, ASH- Random monster encounters and terrain fea- ERON’S CALL “events” can propel an overarch- tures such as trees and butterflies could also be ing story forward and involves players in all placed using this method. areas of the games. So far these events have proved to be a huge success. Players feel like they are part of a living, breathing world, and 305 SECTION V: THE ONLINE FRONTIER305

are more likely to stay involved in the game for the server software did not crash once, which longer periods of time. was a major accomplishment, considering the technical problems evident in other massively- 4. Painless launch multiplayer games. When the first few thousand players began Our retail launch was a staggered affair. Ini- pouring onto the production servers, we were tially, only two “enthusiast-oriented” retail certain that there would be all sorts of catastro- chains received shipments of ASHERON’S CALL phes. We had watched our competitors suffer boxes. This allowed our die-hard fans from the similar calamities, and we had resigned our- beta testing program to get copies, but pre- selves to accept this rite of passage. To our sur- vented the deluge that would have occurred had prise, nothing went wrong the first day. We were we been in the larger, more mainstream retail delighted by just how stable and uneventful the stores. While it would have been exciting to see retail launch was. Everything went without a massive sales on day one, I believe that this hitch. This stability was due to effective beta gradual approach was a smart move. testing, intelligent project management, and insightful data-center equipment deployment. 5. Seamless environment using Here’s how it worked. During beta, both dynamically load-balancing Microsoft and Turbine testers submitted bugs servers into RAID. In addition, user-submitted bugs One the most impressive features of the Turbine were tracked by the Microsoft team and were engine is the continuous outdoor environment. added into RAID if they were deemed impor- This is made possible thanks to dynamic load tant. Server performance metrics were one of balancing, which is a scalable server-side archi- the key goals towards meeting our shipping tecture. The easiest way to appreciate the need requirements. Each server had to maintain a for dynamic load balancing is to consider the minimum level of performance, given a concur- following scenario. Imagine a hypothetical game rent user base of 3,000 players. To meet this world that is divided into four servers, each of metric, a few changes were in order. The server- which corresponds to a geographic area in the side physics was modified to use a more simpli- game world. With a static server architecture, if fied collision model. In addition, a faster “clean- everyone in the game world decides to go to the up” cycle for objects dropped on the landscape same area, that one server’s performance would was implemented. be dramatically impaired, while the three remaining servers would effectively be idle, Having made these changes, we were able to completely unaware of their overtaxed brother. meet the aggressive server metrics and our server software has since proved to be nearly Dynamic load balancing solves this overloaded bulletproof. In fact, for the first several weeks, server problem. Instead of assigning a static geo- Turbine’s ASHERON’S CALL 306 graphic area to each server, the individual serv- to a number of reasons, some of which I will ers can divide up the game world based on the explain momentarily. relative processor load of each server. In the pre- vious example, instead of remaining idle, all When Microsoft and Turbine entered into the four servers would divide the load equally development agreement, neither side had any among themselves, ensuring the most efficient idea of the scope of the project. An initial list of use of the hardware’s processing capacity. milestones was drawn up by the Microsoft Dynamic load balancing allows a very free-form product manager and our development leads. environment where players can travel wherever Unfortunately, after the second milestone, dead- they want with very few hard-coded limits. lines were consistently missed. A lot of this was due simply to underestimating the time required But in order for the graphics engine to accom- for development tasks. This created a domino modate the seamless nature of the server, we effect as we continually played catch-up, trying couldn’t allow the “level loading” pause typical desperately to make up for lost time. in many 3D games to interrupt the game play. To avoid level-loading, the geometry team This schedule free-fall continued into 1997 and headed by Chris Dyl engineered a unique ren- forced us to re-evaluate the feature set. Unfortu- dering engine that constantly loads data in the nately, feature cuts were made without consider- background, and draws objects at far enough ing the impact on the playability of the game. distances so as to minimize obvious “popping” Ultimately, most of these features were added effects and without having to rely on a fogging back into the game anyway, which took addi- effect to hide the clipping plane. tional time due to the reallocation of team resources. The lesson here concerns the value of effective scheduling. Identify the risky areas in your schedule early, figure out the dependencies, What Went Wrong and make sure you pad the time estimates for tasks.

1. Poor scheduling and Communication between Microsoft and Tur- communication bine was also a major factor. The teams were separated by about 3,000 miles and three time For most of its early history, ASHERON’S CALL zones. Although weekly conference calls were was the victim of poor project management. scheduled, they lacked the collaborative mental- During the last year of development, a manage- ity necessary for maintaining a successful rela- ment reorganization took place that salvaged tionship. E-mail threads were either ignored or the project. Depending on how far back you else escalated into tense phone calls, and in look at the schedules, ASHERON’S CALL was some cases the bug-tracking database (RAID) either one to two years late. This is attributable was not used effectively. Clearly, everyone 307 SECTION V: THE ONLINE FRONTIER307

would have benefited from more face-to-face time. E-mail—and even conference calls—are poor media for managing new and sensitive corpo- rate relationships, especially ones between companies with such differ- ent corporate cultures.

From a developer’s perspective, it’s always easy to blame the publisher for unrealistic expectations and bureaucracy. What’s important to realize is that it is everyone’s obliga- tion to communicate expectations and problems before they escalate to the point of being a crisis. upon, only to have those same questions asked in a subsequent meeting. No one likes unneces- 2. Inexperienced development sary bureaucracy and giving up creative free- dom, but ultimately one person needs to be team given the authority to make a decision and hold None of the senior developers at Turbine people to it. A good supervisor takes into (including me) had ever shipped a retail PC account the opinions of everyone involved; game. None. Many of the employees were stu- design by committee simply does not work. dents immediately out of college, or even college students completing a work-study program. Obviously, having a seasoned and experienced This obviously was the source of several severe development team has innumerable advantages. problems in the development of ASHERON’S While it’s not critical that everyone on the devel- CALL. It was nearly impossible for team leads to opment team have professional experience, at give realistic schedule estimates for tasks, since the very least team leads should have some form few of us had experience in professional soft- of professional experience. As it was, Turbine ware development. It was also initially difficult had to get by with raw talent, unabashed enthu- to get different teams from the programming, siasm, and simply not knowing any better. art, and design departments to communicate regularly with each other. 3. No feature iteration during

The collegiate atmosphere made it very difficult development for decisions to be made; meetings would hap- Many weaknesses of ASHERON’S CALL at launch pen and resolutions would seemingly be agreed stemmed from the methodology we followed for Turbine’s ASHERON’S CALL 308 feature completion. Features were scheduled by projects, Turbine is deploying a more iterative milestone and were expected to be completed in implementation process where rapid prototyp- their entirety before other features were worked ing and early play-testing is encouraged. on. While this approach may work for more typical software applications, PC games rely on 4. An ambitious project lacking a host of interrelating systems that cannot be implemented in a vacuum. fundamental underlying technologies An example of this involved our melee combat As one of the first massively multiplayer 3D system. This game feature was completely games, ASHERON’S CALL was a bold undertak- spec’d and implemented long before magic ing. Several core components were still theoreti- spells worked within the game, under the mis- cal when the project was planned. Things like guided assumption that it saves developer and dynamically load-balanced servers and continu- test resources not to have to revisit completed ous, uninterrupted outdoor environments were features. Clearly, these two game systems still unproven concepts when we committed to needed to be tested and balanced in stages them for ASHERON’S CALL. Furthermore, we alongside each other, not independently. had to create our own 3D graphics engine, a latency-friendly network layer, and physics and Another example of this problem occurred dur- game rule systems that would all work within a ing beta testing. A massively-multiplayer game client/server model. cannot be considered adequately tested until thousands of players have participated in the We learned very quickly why there hadn’t been a game world for at least a few months. The first game like ASHERON’S CALL before us: It was time ASHERON S ALL ’ C was exposed to this many damned hard to develop such a game. I don’t users was when it went into beta testing. Unfortunately, we were placed in a code freeze situation during the beta test, and only the most serious bugs were fixed.

Both Microsoft and Turbine recognized many balancing problems during beta, but at that point it was extremely difficult to make changes. This can be attributed to our tight schedule, but earlier beta tests would have acceler- ated the bug-finding process and resulted in a better balanced game. On future 309 SECTION V: THE ONLINE FRONTIER309

think committing to a less aggressive feature set intuitively made sense to a lot of people. Unfor- was the right solution, though. Instead, we tunately, it was very difficult to explain what should have acknowledged up front that R&D ASHERON’S CALL was about to people who efforts are fundamentally hard to schedule, and didn’t understand this concept or had their own been more flexible with our development sched- ideas about how things should be done. Having ule. With this in mind, we could have created a documented vision statement and a descrip- more realistic estimates and done a better job tion of the high-level feature set is absolutely managing expectations within and outside Tur- essential for any title. bine.

5. No documented high-level A Unique Company feature statement Résumé

Because ASHERON’S CALL had such a long and ASHERON’S CALL was a tremendous learning evolving development cycle, it was difficult to opportunity for Turbine and Microsoft. Despite keep all the documentation up-to-date. To com- all the problems and setbacks, ASHERON’S CALL pound the matter, the project never had an offi- is a success story. The game has been well cial feature set as part of the development received by PC game enthusiasts as well as the contract with Microsoft. The technical design majority of the game industry press. The fan document process and high-level feature over- support for ASHERON’S CALL is overwhelming, views were basically skipped. This created and players routinely spend more than six hours severe problems when it came to prioritizing a day logged into the game world. In addition, which features were important. We constantly Turbine is now in a very desirable position, had to justify features, and we had no documen- being one of only a handful of developers (and tation to fall back on to resolve our discussions. the only independent studio) that has success- fully created a massively-multiplayer title. Without a high-level vision statement it was also Industry analysts predict that online games will very difficult to educate new employees about be the fastest growing segment of entertainment the game. There was a sort of oral tradition to software. With its reusable architecture, robust initiate new employees that had been passed toolset, and (now) experienced developers, Tur- down for so long that it just became part of our bine intends to remain at the forefront of mas- company’s culture. This was partially possible sively-multiplayer gaming. because the concept of a 3D graphical MUD 310 AFTERWORD

Independent Game Development

By now it’s a commonplace observation that an independent movement, a rough, edgy, origi- the game industry has become more conserva- nal style to counteract the big-budget slickness tive, that games have become less interesting, and comfortable predictability of mainstream more stereotyped, less original, less willing to Hollywood productions. This style then filtered take risks. This development coincides with a back into mainstream moviemaking and helped trend towards consolidation: large publishing revitalize the medium. It’s one of the venerable conglomerates have bought out many of the Romantic myths of art—Outsiders vs. The Man, small independent developers. These conglom- creative renewal from the margins—and addi- erates make money by cranking out sequels and tionally it’s often true. We’ve seen it in music copycat products rather than truly interesting (think of the punk, DIY, and grunge move- and innovative creations. As a result, each year ments) to painting (salon des refusés) to litera- E3 is crammed with the same old games with ture (the Beats). new names and the latest graphical bells and whistles. Can independent game development do the same? No reason why not—the video games One response has been to look for freshness and industry is still in pretty close touch with its inspiration outside the corporate environment, hobbyist roots. Independent game development from independent game developers, hobbyists, is proceeding on any number of fronts. Indie students, and mavericks who can try out new game development happens all the time, ideas without focus groups or corporate bureau- although it doesn’t always get the attention it cracy. A clear analogy exists to the resurgence of deserves. Alone or in groups, students, hobby- independent filmmaking in the 90s that popular- ists, and coders crank out shareware and free- ized the Sundance Festival and created a sense of ware games, either for money or in response to 311 Afterword: Independent Game Development

some burning interior impetus. Some games, play. Industry powerhouses, such as id Soft- such as NETHACK (http://www.nethack.org), ware, led the way in providing tools for the mod have existed for decades. NETHACK was born in community to change and expand the games the age of university-based mainframes and has they wrote, while websites, such as Blue’s News grown by accretion over the years, as people and Planet Quake, became gathering places for add new features to this sprawling, rich dun- fans to trade tools and new game levels. Plenty geon game. Most exist virtually unknown or of ideas, such as Capture the Flag and other with underground fan bases. A few games, such team-based games, have made their way from as PONTIFEX (http://www.chroniclogic.com), have mod community web sites into shipping prod- won cult followings, even within the game ucts. Likewise, fans who began by making their industry itself, but cannot be said to have had a own levels for their favorite games have ended widespread influence. up with game-industry jobs.

One problem for the indie scene is that with ris- The movement has taken the ing standards in production values, indie games text-adventure, which is now extinct commer- can’t match the lavish graphics and sound and cially, and made it a thriving amateur concern. programming finesse of mainstream games. Text adventures aren’t competitive in the market Even when they have solid, original game because they don’t display any pretty moving mechanics, they can look clunky next to the lat- pictures, but this doesn’t mean they aren’t artis- est multimillion-dollar fantasy epic. Tools such tically powerful or outmoded. Dozens of new game editors, Shockwave, and Director have text adventures appear every year. The medium made it possible to produce professional-level has numerous advantages for indie develop- work on a relatively independent basis, but it ment—it’s a stable technology, costs little to remains to be seen whether digital gaming will produce, and new works can be written, revised, become a medium too expensive to support an and released in relatively little time by a single indie sector. author. As a result, the IF movement has a thriv- ing avant-garde that puts the mainstream indus- A prominent sector of development try to shame. that has undoubtedly influenced the mainstream is the mod community—game fans who tinker The game industry has begun to reach out with existing games, creating new levels, actively to the independents. The annual Game objects, characters, and rules, downloading edit- Developers Conference now showcases the ing tools or writing their own. This phenome- finalists of the Independent Games Festival non began in the first days of computer gaming (http://www.igf.com), an annual Sundance-like and took root in the fertile soil of the Internet, event for games developed outside the ranks of especially for games such as DOOM where the the major publishers, with a separate category multiplayer component encouraged community for student work. The results are typically low- and peer-to-peer exchange rather than solitary budget affairs but based around a solid original Afterword: Independent Game Development 312 conception, and the event is getting bigger every wasn’t enough of a mainstream to warrant an year. Another sign of interest is the Indie Game idea of an independent scene. Jam (http://www.indiegamejam.com), an annual event begun in 2002 that brought 14 profes- The medium is still changing too rapidly to sional developers together for four days to hack declare the death of all originality. We’re con- together as many different games as possible stantly adjusting to a dozen new ideas at once. based on a single piece of technology, the idea The Internet, the trend toward licensed middle- being to encourage originality and brainstorm- ware, massively multiplayer gaming, and the ing outside the usual corporate production pro- overall breakneck pace of technological change cess. The first Jam was a success—12 wildly are still transforming gaming faster than we can different games resulted and were displayed the follow. We can’t tell if we’re in a downward spi- following week at GDC as part of the Experi- ral or just a temporary retrenching. mental . As a movement and an ethos, independent game development is The independent scene is a place from which to beginning to exist. draw inspiration and ideas to reform our work and our production processes, a source of ideas That having been said, it would be premature to rather than a magic bullet. It’s important to abandon hope for mainstream game produc- remember that great work can come from any- tion—to point to an independent scene as the where—we have only to look at classic Warner only source of creative renewal is too simple an Brothers cartoons and Golden-Age Hollywood idea. The line between indie and corporate is film (to say nothing of ’s oeu- blurrier than the romantic myth would make it. vre) to find examples of brilliant work that came Like a shape-shifting alien on Star Trek, the from the mainstream. They came from people game industry has two sets of cultural DNA, who loved their work and also understood their partly corporate, partly devoted amateur, which art form and how to work together to produce is one of our great strengths. Our medium had it. Like them, we’re in the incredibly fortunate its genesis among amateurs and entrepreneurs, position of being part of the next great enter- and that generation is still part our industry, tainment medium. By learning from one making it hard to tell who is definitively indie another, examining our successes and failures, and who isn’t. The industry has only very and never being satisfied with the status quo, we recently become big and static enough to make have the opportunity to do as well. people worried—until a few years ago, there 313 APPENDIX A

GAME DEVELOPMENT TEAM ROLES

The age of the single-author game is more or a spreadsheet, don’t exist at all—every one of less over, and game production has been split these jobs has technical, artistic, and game- into discrete jobs. As an industry, we have design areas. That said, here is a rundown of invented terminology to describe the different current industry job titles and what they, basi- members of a development team. This has cally, mean: turned out to be a devil’s bargain—job titles are great because they tell you who’s responsible for what kinds of tasks, but they also tend to give Artist people the misconception that everything out- This is the broad category of workers who cre- side their job description is none of their busi- ate the graphical content for a game. It can ness. One of the lessons that repeat throughout include anything from a concept artist to a 3D the postmortems is how important it is for the animator to an architectural consultant; from entire team to understand what the game is and artists make cut-scenes, walking animations, be able to contribute ideas on any subject. Oth- 3D furniture, wall-textures, landscape geome- erwise, the abilities of the team aren’t really try, fake newsreel footage, and a thousand being put into play. other things. Although technical expertise is always a plus, the actual requirements vary. A Every one of these descriptions is an oversimpli- concept artist might work only with paper and fication. In practice, game development jobs pencils, whereas a technical artist might spend shape themselves to the needs of the project and 90% of their time hacking file formats and the skills of the person doing them. The sharp writing custom plug-ins for a commercial lines within art, programming, design, audio, graphics package. writing, and management that seem to exist on Appendix A: GAME DEVELOPMENT TEAM ROLES 314

As with all game industry jobs, this one blurs Designer into the others. Designing natural-looking ter- rain geometry and realistic architecture blurs This job is the hardest to pin down and the most into level design; creating interface buttons blurs variable between different projects, companies, into interface design; writing 3D Studio plug-ins and designers. It is perhaps most correct to say blurs into tools-programming; crafting textures broadly that game designers craft the player’s to look correct in a 3D world requires under- interactive experience using tools that artists standing rendering algorithms; and so on. and programmers make—they make the fun. Typical design tasks include laying out the game interface, building the level maps, designing Audio puzzles, balancing units’ abilities to create a game that is both fair and challenging. Design- Long neglected, audio is now one of the fastest- ers often double as the game’s writer for story growing areas in game production. Two reasons and in-game dialogue and text, although are that exciting new audio technologies are increasingly this profession is becoming sepa- emerging and people are paying attention to rate. games as complete entertainment experiences rather than just graphical displays. Sound and In some teams, the lead designer is like an music are tools for giving virtual worlds rich- auteur film director. They have the initial vision ness, character, and emotion—tools we’re just for the game; they write the overall design docu- starting to take advantage of. ment and the story. Later in the development process, this initial game concept is a touchstone Audio departments divide roughly into sound for determining priorities. Other designers work engineers and composers. Sound engineers as a kind of caretaker for a group vision of the design the audible world of a game—the voice game—they hear all the suggestions, record of a character, the chunky click of a weapon them, and turn them into a full design document reloading, the tread of a shoe on dry leaves or for the game. They make the final decision on cold marble, much as a foley engineer in the film some issues, but the design doesn’t start with world. They supervise recording sessions and them. The design starts from a company’s over- engage with emerging audio technologies, such all strategy decision, an existing game engine, or as 3D sound and voice synthesis. Composers a team vote. score the game, working inside the technical constraints of the computer and the formal con- Designers often have specialized skills in a straints of interactive media. If emotion is a related field, such as writing, graphic design, or problem area for computer games, music might programming, and this issue shapes how they be one of the most powerful solutions. mesh with the rest of the team. Some technical knowledge is always necessary, so that the 315 Appendix A: GAME DEVELOPMENT TEAM ROLES

designer understands the tools of their trade and Programmer what a computer can and can’t do. Programmers write the software that comprises the game engine and the tools the team uses to Producer produce the product. Game programmers often specialize in a game subsystem, such as graphics, Producers are the ones who manage project networking, audio, or AI, or on tools program- teams as a whole. They are in charge of project ming, creating things, such as game editors and management issues, such as schedules, budget, exporters. morale, and coordinating different sections of a project team. They host meetings, facilitate It’s easy to see programmers as pure technicians, communication, resolve problems, and accept but as much artistry exists on the programming responsibility for the product as a whole. side as anywhere else—any truly great game is a marriage of creative vision with technical deci- Leadership styles vary. Some producers view sion-making. An AI programmer creates one of themselves purely as administrators—they make the core elements of the game experiences—the sure the schedule and budget work correctly, opponent or ally who shares the world with and coordinate the team’s efforts, but leave the players, who competes or fights or bonds with creative vision to a project leader or the design, them. Likewise, coding a good game editor art, or programming lead. Other producers are means understanding designers’ needs and pri- the keepers of the product’s overall concept and orities, as well as the designers themselves. Pro- serve as creative director and final decision- grammers have to make decisions daily that maker on the product’s feel. require an overall understanding of the game vision. Producers also serve as a liaison to company management and publisher concerns. They The earliest games were entirely programmer- make sure a given product meshes with overall written, and some programmers see this time as company strategy and integrate marketing and the golden age—games created by people who localization efforts into the project team’s work. thoroughly understood the limitations and Likewise, they represent the team’s progress and strengths of the machine and the programs that needs to upper management—if the project is ran it. That era is past, but programmers now late or there’s a problem with working condi- are still the team members who can convey that tions, the producer brings the news up the chain understanding to the team as a whole. of command. Quality Assurance The quality assurance (QA), or playtest depart- ment, tests the finished product (or work-in- Appendix A: GAME DEVELOPMENT TEAM ROLES 316 progress) to see that it works the way it’s The unofficial QA role is that they tend to know intended to. Sadly, this job frequently puts the the game better than anyone else on the team members in the position of bearers of bad team—no one else is in contact with the actual news—“don’t shoot the messenger” might be product, 40 or 60 or 80 hours a week. QA often the unofficial motto of every QA department in has the best view of what’s actually happening existence. to a product and is best qualified to comment on intangibles: is the game fun and does it corre- The official QA mandate is to make sure the spond to the initial vision. In the best case, QA product does what it’s supposed to do. They can become creative collaborators rather than check, in excruciating detail, every feature and just bug-reporters, reporting on how the game every level of the game, in every combination feels and plays, rather than just working from a imaginable. This process includes checking in checklist. every language the game ships in and on every reasonable configuration of hardware and oper- ating system, in PC products. 317

Glossary

cut-scene a non-interactive animated presen- engine core systems that, taken as a group, tation, played back from prepared data rather display the game environment and enact its than generated dynamically; usually used as basic functions; as distinct from data. introduction and conclusion for a game, also for providing narrative exposition and, as a graphic exploit particularly in online games, a flaw in spectacle, rewards for accomplishment. the game that players can use to gain dispropor- tionate advantages and rewards. data game content, such as terrain geometry or spoken dialogue, as distinct from the soft- first-person shooter popular genre of game, in ware used to manipulate and display it; contrast which players navigate a 3D world full of ene- engine. mies; players view the world through a camera set at head height (hence the name), which also DDA Dynamic Difficulty Adjustment; a game’s serves as a gunsight. Id Software’s CASTLE ability to react to player performance by 3D is perhaps the first example. increasing or decreasing the level of challenge. first-person sneaker term coined to designate deathmatch a charming neologism coined for games in first-person perspective, where stealth player-versus-player modes in first-person is more important than combat in achieving shooter games; later broadened for use in other player goals. Looking Glass Studios’ THIEF genres, such as real-time strategy games. series is perhaps the prime example.

E3 Electronic Entertainment Expo; the annual gameplay vague word denoting what players trade show for the game industry, held in late do in a game, the activities and challenges, as June; games often get their first public showing distinct from the technology and artwork that at E3, hence the importance of the E3 demo in support these. marketing a game. Glossary 318

GDC Game Developers Conference; an annual RTS Real-Time Strategy; a genre of game that meeting of game developers to present and dis- depicts large-scale military conflicts in continu- cuss their experiences in game creation. ous-running action, as contrasted with turn- based games; Westwood’s DUNE II was the level a unit of game data usually correspond- founding example. ing to one stage of a game, or a virtual location (e.g., a floor of a building); also, a game charac- sandbox a game whose interest derives from ter's rank in a graded scale of power. the amusement value of a complex, dynamic simulation, which relies on player creativity MMPOG Massively Multiplayer Persistent rather than pre-set goals or narrative. Online Games; multiplayer games involving thousands of players, whose characters are texture a 2D piece of artwork, applied to the recorded and change over time. surface of a rendered polygon to give it added detail and color; often called a skin when motion capture a technique of recording ani- applied to a character model. mation from a real-life source. turn-based divided into discrete rounds that patch a piece of software that fixes problems advance when certain conditions have been met in a product that has already been shipped, cor- (for example, all players have moved their recting bugs and adding missing features. pieces). renderer software that draws a scene proce- waterfall development model a software pro- durally from a set of data, rather than replaying duction process that works by first assessing the frames of animation. required functions, then breaking them into modular subsystems, writing them, integrating RPG Role-Playing Game; an early term for them, testing that they fulfill the specified func- paper-and--based fantasy games, later trans- tions, and shipping. Generally held to be good lated into a genre of computer games retaining for large, well-understood systems but less effec- the conventions of the original; as exemplified tive for projects requiring high efficiency and in, for example, the ULTIMA and WIZARD series functional innovation. of games. Alternately an acronym for rocket- propelled grenade. 319 Index of Game Titles & Developers 319 Index of Game Titles & Developers

A D Abandon Entertainment DAIKATANA 207, 256 DARK AGE OF CAMELOT 278–285 DARK AGE OF CAMELOT 277–285 AGE OF EMPIRES 63–73, 103, 115 DARK FORCES 54 RISE OF ROME EXPANSION PACK 115 DARK ZION 282 AGE OF EMPIRES II: THE AGE OF KINGS DARKNESS FALLS: THE CRUSADE 278 115–125 DAWN OF MAN ALIENS ONLINE 277 See Age of Empires America Online DEFENDER 289 NEVERWINTER NIGHTS 300 DEUS EX 180, 195–207 ANACHRONOX 207 DEUS EX 2 202 ASHERON’S CALL 299–309 DIABLO 287 DIABLO II 61, 79–90 DOMINANT SPECIES 254 B DOOM 30, 169 BARBIE FASHION DESIGNER 149 DRAGON’S GATE 278 BLACK & WHITE 151–160 DRAKAN: ORDER OF THE FLAME ??–40 Blizzard Entertainment DUNE 2 103, 105–106, 221 DIABLO 287 DUNE 2000 110 DIABLO II 61, 79–90 DUNGEON KEEPER 151, 156 Bohemia Interactive Studios OPERATION FLASHPOINT 19–28 BRITISH OPEN CHAMPIONSHIP GOLF 6, 173 E Bungie Software Eidos Interactive MYTH: THE FALLEN LORDS 161–169 COMMANDOS 172 DEUS EX 180, 196–207 DEUS EX 2 202 C Electronic Arts CARTOON MAYHEM SYSTEM SHOCK 2 6–17 SEE CEL DAMAGE Ensemble Studios CEL DAMAGE 41–50 AGE OF EMPIRES 63–73, 103, 115 CIVILIZATION 63 RISE OF ROME EXPANSION PACK 115 COMMAND & CONQUER 103–104, 106–108 AGE OF EMPIRES II: THE AGE OF KINGS COMMANDOS 172 115–125 CRASH BANDICOOT 209, 211 Epic Games CRASH TEAM RACING 212 UNREAL TOURNAMENT 91–102, 201–202, CYBERSTRIKE 300 205 EVERQUEST 277, 301 INDEX OF GAME TITLES & DEVELOPERS 320

F L FALLEN AGE 282 Lionhead Studios FIRETEAM 287–297 BLACK & WHITE 151–160 FLIGHT COMBAT 181 Looking Glass FLIGHT SIMULATOR 154 BRITISH OPEN CHAMPIONSHIP GOLF 6, 173 FLIGHT UNLIMITED 5, 173 THIEF: THE DARK PROJECT 5, 7, 10, 13, FRONT PAGE SPORTS: BASEBALL 290 171–181 LucasArts DARK FORCES 54 G STAR WARS STARFIGHTER 223–235 GALAXIAN 289 Genie’s CYBERSTRIKE 300 M GOLDENEYE 176, 220 MAGIC SCHOOL BUS 289 57 MARATHON 161 Mattle Media BARBIE FASHION DESIGNER 149 H METAL GEAR SOLID 172 HALF-LIFE 9, 15, 172, 256 MicroProse HERETIC 261 CIVILIZATION 63 HERETIC 2 237, 262 Microsoft HEXEN 261 ASHERON’S CALL 299–309 Multitude FIRETEAM 287 I MYST 127–128, 149 INDIANA JONES AND THE INFERNAL MACHINE MYST III: EXILE 127–135 224 MYTH: THE FALLEN LORDS 161–169 Ion Storm Mythic Entertainment ANACHRONOX 207 DARK AGE OF CAMELOT 277–285 DAIKATANA 207, 256 DARKNESS FALLS: THE CRUSADE 278 DEUS EX 180, 195–207 Irrational Games SYSTEM SHOCK 2 5–17, 175, 181 N Naughty Dog CRASH BANDICOOT 209, 211 J CRASH TEAM RACING 212 JAK & DAXTER: THE PRECURSOR LEGACY JAK & DAXTER: THE PRECURSOR LEGACY 209–217 209–217 JEDI KNIGHT 51, 57 NEVERWINTER NIGHTS 300 THE JOURNEYMAN PROJECT 127 Nihilistic Software JUNCTION POINT 197 JEDI KNIGHT 51, 57 JUSTICE LEAGUE TASK FORCE 80 VAMPIRE: THE MASQUERADE—REDEMPTION 51–62 321 Index of Game Titles & Developers 321

O S Operation Flashpoint 19–28 7 Studios DEFENDER 289 SHADOWBANE 282 P SIN 256 PAC-MAN 289 SOLDIER OF FORTUNE 237, 246, 259–271 POLITIKA 254 Tactical Non-violent Version 263–264 Poptop Software Sony Computer Entertainment TROPICO 137–146 JAK & DAXTER: THE PRECURSOR LEGACY POPULOUS 151 210–217 Presto Studios SPELLBINDER: THE NEXUS CONFLICT 277, 284 THE JOURNEYMAN PROJECT 127 STAR TREK: VOYAGER 173 MYST 127–128, 149 STAR TREK: VOYAGER—ELITE FORCE 237–250 MYST III: EXILE 127–135 STAR WARS STARFIGHTER 223–235 Pseudo Interactive STARCRAFT 53 CEL DAMAGE 41–50 Surreal Software DRAKAN: ORDER OF THE FLAME 29–40 WARS 156 SYSTEM SHOCK 173, 289 QUAKE 7, 14, 53, 93, 96, 176, 180, 251, 287 SYSTEM SHOCK 2 5–17, 175, 181 QUAKE 3: ARENA 96–97, 99–100 QUARTERBACK CLUB 80 T TAZ 289 R TERRA NOVA 5–6, 173, 193, 289 RAILROAD TYCOON 137 156 RAILROAD TYCOON II 137, 141 THIEF 3 202 THE SECOND CENTURY expansion pack 137 THIEF: THE DARK PROJECT 5–7, 10, 13, RAINBOW SIX 251–258, 266 171–181 RED ALERT 103, 106, 108–110 TIBERIAN SUN 103 RED ALERT RETALIATION 110 FIRESTORM expansion pack 108 Red Storm Entertainment TOMB RAIDER 29, 32, 35 DOMINANT SPECIES 254 TOTAL ANNIHILATION 103 RAINBOW SIX 251–258, 266 TRESPASSER 183–194 REDEMPTION TROPICO 137–146 SEE VAMPIRE: THE MASQUERADE— Troubleshooter 197 REDEMPTION TROUBLESHOOTER 197 RIVEN 127–128, 130–133, 135 Turbine ROGUE SQUADRON 223–224, 228 ASHERON’S CALL 299–309 ROLLERCOASTER TYCOON 142 INDEX OF GAME TITLES & DEVELOPERS 322

U W ULTIMA 5, 198 WARCRAFT 63–64 ULTIMA ONLINE 277, 288, 293–294, 301 WARCRAFT II 64, 103 ULTIMA VIII 290 WARCRAFT III 282 UNDERWORLD 5, 173 Westwood Studios UNDERWORLD 2 197 COMMAND & CONQUER 103–104, 106–107 UNREAL 14, 180 TIBERIAN SUN 103–114 UNREAL TOURNAMENT 91–102, 201–202, 205 FIRESTORM expansion pack 108 WARCRAFT 63–64 WARCRAFT II 64, 103 V WARCRAFT III 282 VAMPIRE: THE MASQUERADE—REDEMPTION WOLFENSTEIN 184 51–62 Wombat Games Vivendi Universal DARK ZION 282 DARK AGE OF CAMELOT 278–285 VOYAGER 6 X X-COM: UFO DEFENSE 288 X-MEN 289 X-Wing 220, 223–224, 228, 232 323 Index 323 Index

Be sure to also use the Index of Game Titles & Developers beginning on page 319.

Symbols AppleTalk 163 ArghRad 261 .AVI 88 Arthurian legend 278 .DLL 177 See AI Numerics ASHERON’S CALL 299–309 3D Studio 66, 280 Autodesk Animator 66 3D Studio Max 6, 30, 80, 92, 104, 116, 172, automated testing 72 184, 238, 246, 252, 255, 260, 263, 288, Avid 111 291 Media Composer 104 3Dfx 164, 168 B A Battle.net 81, 86–87 Abandon Entertainment 279, 281–282 beta testing Adaptive Optics 6, 172 See testing, beta Adobe Bink 132, 138, 152, 238 After Effects 104, 172 BLACK & WHITE 151–160 Illustrator 42, 104 Black Ops 252 Photoshop 6, 20, 30, 42, 52, 80, 104, 128, Blackley, Seamus 183 138, 162, 172, 184, 210, 238, 260, 278, BlueICE accelerator 104 300 Borland AGE OF EMPIRES 63–73 JBuilder 238 AGE OF EMPIRES II: THE AGE OF KINGS budget xi, 2–3, 31, 49, 53, 58, 144 115–125 large 204 AI 176, 178, 191, 200, 202, 294 limitations 13, 303 problems 178, 191 marketing 204 Alias|Wavefront memory 248, 269 Maya 52 physics 192 Power Animator 6, 162, 172 problems xii StudioPaint 162 small 5, 52 Allegro Common Lisp 210 underestimating 133, 181 ANSI string object 233 bureaucracy 281 AntimatorPro 172 API 59, 124 C Apple C 233 Final Cut Pro 128 vs. C++ 33 QuickTime 128 C++ 33 177 213 223 233 QuickTime VR 131 , , , , INDEX 324

CEL DAMAGE 41–50 DS 262 Character Studio 138, 280–281 Chey, Jonathan 5 Clancy, Tom 252, 256 E co-development 101 E3 284, 289, 302, 317 color palette 66 editor compositing map 162 problems 110 problems 180 CRASH BANDICOOT 216 Elemedia customer service 283 SX2.0 Voice Codec 289 cut-scene 317 Emagic Logic Audio 30 engine 317 D exploit 317 DARK AGE OF CAMELOT 277–285 data 317 database F developing with 68 feature creep 35–36, 47, 62, 109 DDA 317 Filemaker Pro 6, 104 deathmatch 273, 317 FIRETEAM 287–297 DeBabelizer 6, 172 first-person shooter 317 debugging 229, 231 first-person sneaker 317 Deluxe Paint 104 Foley 216 Denman, Stuart 29 design 34, 232 G Designer Script 262 DEUS EX 195–207 Game Object Assembly Lisp DIABLO II 79–90 See GOAL Digidesign gameplay 317 Pro Tools 128 Gaming Zone 124 Direct X 20, 65–66, 72 GDC 311–312, 318 Direct3D 59, 80, 202 Ghoul 246, 264, 267 DirectPlay 39, 65–66, 72, 124, 253 Glide 59, 80 DirectShow 124 GNU C++ 210, 278 discreet GOAL 213–216 3DS Max 20, 42, 128, 130–131, 138, 152, Gresko, Ray 51 278, 280–281 Grossman, Austin 183 Combustion 128 Flint 104 H DOS 180 HDTV 133 DRAKAN: ORDER OF THE FLAME 29–40 Holland, Larry 223 DreamWorks Interactive Huebner, Robert 51 TRESPASSER 183–194 Dromed 180 325 Index 325

I Metrowerks CodeWarrior 128 Intel , 162 234 VTune 30 for Play Station 2 224, MFC 140 Internet Microsoft performance problems 295 Chat Service 288 289 IPX 66 – Developer Studio 80 152 288 ISP 65 , , Direct X See Direct X J Direct3D JAK & DAXTER: THE PRECURSOR LEGACY See Direct3D 209–217 DirectPlay Java 55, 99, 166 See DirectPlay DirectShow See DirectShow K DirectSound 289, 293 Klingon 238 DirectSound3D 80 IIS 288–289 Interdev 288 L MFC 140 launch 9, 134–135, 283, 305 SQL Server 288–289 retail 305 Visual Basic timing 100, 224, 282 See Visual Basic weaknesses 307 Visual C++ 6, 20, 30, 52, 104, 116, 128, LECgl 228 138, 172, 184, 210, 238, 252, 260, 278, Leonard, Tom 171 300, 303 level 318 Visual C/C++ 162 license 219, 221 Visual SourceSafe 238 Lightwave 3D Visual Studio 42, 80, 92, 196 See NewTek, Lightwave 3D Xbox Linux 216, 278, 282 See Xbox port 98 Microsoft Systems Journal 230 Lisp 213–215 Miles Sound System 128, 138, 224 localization 69, 141, 211 milestones 2, 59, 200–201, 210, 226, 302, 306, 308 M missing xii planning 226 Macromedia testable 200 Flash 224, 229, 235 video 133 Marathon 163, 169 Min, Art 287 MaxScript 190 MMORPG 283 Maya 210 MMPOG 318 memory Molyneux, Peter 151 budget 248, 269 motion capture 318 usage 232 MSN Gaming Zone 301 INDEX 326

MUD 273, 299–300, 309 physics 183, 187–190, 192, 305, 308 multiplayer 65–66, 71 budget 192 multi-user dungeon (MUD) 56 calculations 211 music 186 engine 41, 256 MySQL 283 problems 192 MYST 133, 135 realistic 187 MYST III: EXILE 127–135 pitaSim 42 MYTH: THE FALLEN LORDS 161–169 Planet Blue Tulip 224 Play Station 2 227–229, 232–234 N Playstation 110 NDL Playstation 2 209, 224, 234 NetImmerse 278, 280 post-production 111 NetImmerse 3D 277 processing 216 NewTek proto-mission 200 Lightwave 3D 104, 196, 262–263, 300 228 NTSC 133, 211 Q QERadiant 52–53 QUAKE O engine 261, 303 object-oriented design 68, 98 QUAKE 2 ObjectSpace STL 224 engine 237, 248, 264, 267 Ogg Vorbis 20 QUAKE 3 OpenGL 59, 224 engine 239, 246–247 OPERATION FLASHPOINT 19–28 level editor 243 Opus QuakeHelper 261 Make 6, 172 QuickTime VR 131 Oracle 283 oriented bounding box (OBB) 38 R RAD Game Tools P Bink 80, 128, 132 PAL 211 Ragaini, Toby 299 Paramount RAINBOW SIX 251–258 and licensing 238 Raven Software patch 318 SOLIDER OF FORTUNE 259–271 pathfinding 167–168, 202 STAR TREK: VOYAGER—ELITE FORCE Patmore, Alan 29 237–250 performance RCS 6 optimizing code 67–68 real-time strategy personnel See RTS loss 258 REDEMPTION Photoshop 210 SEE VAMPIRE: THE MASQUERADE— REDEMPTION 327 Index 327

renderer 179, 318 Standard Template Library software-oriented 188 See STL Rendition 164 Star Trek 237–250 ROFF 262–263 STAR TREK: VOYAGER—ELITE FORCE 237–250 Rotation Object File Format STAR WARS STARFIGHTER 223–235 See ROFF Star Wars: Episode I 231 RPG 318 startup 1–3 RTS 105–107, 113, 318 Stinnet, Daron 223 STL 230, 233 Stojsavljevic, Rade 103 S storyboard 110 sandbox 318 SYSTEM SHOCK 2 5–17 Schaefer, Erich 79 schedule 210 problems 36, 112, 306 T scripting 166, 177–178 TCP/IP 39, 124, 163, 295 sequel 75–77, 105 testing 15, 25–26, 37, 45, 71, 76, 84, 87, 123, SGI 168, 254, 292 02 workstation 104 audio 216 Indigo 6 automated 72, 120 Indigo 2 162 beta 70, 83, 87, 164, 288, 305, 308 skeletal compression 269 code 302 SoFPath 263 compatibility 59 Softimage 30, 238, 260 focus 45 Softimage 3D 246 inadequate 37, 258 SOLDIER OF FORTUNE 259–271 play 123, 303 Tactical Non-violent Version 263–264 team 26 Sonic Foundry tools 66 Soundforge 30 texture 318 Sony THIEF: THE DARK PROJECT 171–181 Playstation TIBERIAN SUN 103–114 See Playstation TOMB RAIDER 29 Playstation 2 tool development 291 See Playstation 2 TRESPASSER 183–194 sound 57 TROPICO 137–146 design 175 turn-based 318 foley 49 propagation 202 sound effects 49, 57, 88, 90, 162 U death 82 UDP 295 Spanel, Marek 19 UNREAL TOURNAMENT 91–102 Spanel, Ondrej 19 UnrealEd 92, 99, 102, 196 staffing UnrealScript 99, 204 contractors 294 Upton, Brian 251 problems 165, 231, 257 user community 296 UUNET 283 INDEX 328

V Warner Brothers 41 waterfall development model 318 VAMPIRE: THE MASQUERADE—REDEMPTION 51–62 Winamp 42 vertex compression 269 Winsock 65 Vicon 8 20 Womb Music 280 Visual Basic 102 Wyckoff, Richard 183 Visual SourceSafe 300, 303 WYSIWYG 34 Vivendi Universal DARK AGE OF CAMELOT 277–285 X voice technology 292 Xbox 41–42 Vtune 42

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The Complete Guide to Game Audio

by Aaron Marks

Turn your musical passion into a career with this guide to the technical and business skills needed to succeed in the multi-billion dollar games industry. Learn how to create game audio from the ground up, as well as how to successfully market your business. CD-ROM included, 353pp, ISBN 1-57820-083-0, $34.95

Find in your local bookstore. e-mail: [email protected] Order direct 800-500-6875 www.cmpbooks.com fax 408-848-5784 EXPERT SERIES