Tag Archives: Raven

Happy 25th Anniversary Heretic II!

The year was 1997. Raven had just completed Hexen II, Take No Prisoners, and Mageslayer, each for an entirely different publisher. Every thing came together under one roof in the wake of the Activision purchase, and teams were a little in flux.

At the time Raven wasn’t necessarily a dedicated FPS shop. Black Crypt was a tile-based RPG, Necrodome was a vehicle-based action game, Mageslayer and TNP were top-down. Rolling from the completion of Hexen II (and in parallel with its expansion Portal of Praevus), we got the opportunity to create something a little experimental using the Heretic/Hexen IP.

Tomb Raider was still pretty new at the time… and over-the-shoulder action was a genre that was still fairly untapped. We still maintained our relationship with id Software so we got the chance to use the powerful engine fueling the recently completed Quake II to create a third person shooter. This game would branch from Heretic rather than Hexen, as we imagined Hexen was going to continue on as a first-person series (alas, that did not happen).

We went to work right away and started building a third person camera and some Tomb Raider-style wall climbing and mantling, as well as some nice spell-slinging. I seem to remember using Hexen II’s imp as a starter enemy. All-in-all a great proof of concept within a month or two.

Often when a game comes out of the concept phase and is headed foe production, someone creates a Powerpoint presentation or pitch doc to show to folks who wear the big hats and sign the checks. In this particular case we were eager enough about the world that we created a little mini-storybook, got a bunch of printed copies, and sent it off to Activision.

I think Dan Freed wrote the text, and it includes art by Brian Pelletier and Rob Gee. It may read a bit cheesy, and you can see that Corvus was even misspelled in all the sidebars, but I think it demonstrates how incredibly amped we all were about this thing we were making.

You can scan through the whole thing here!

Fast forward less than a year and we shipped a real third-person shooter, merging Quake’s first-person sensibilities into a camera and character with a feel that no game had previously. It had melee combat and acrobatics. It had mutiplayer in third-person, which basically had never been done like this. It had a full single-player campaign that could be played cooperatively. It had in-game cutscenes where no mechanism existed in the Quake engine. All in around 10 months.

Yes, Half-Life shipped just a week before and ate Heretic II’s lunch but we stand behind the work we did. It was an amazing experience that we all remember fondly to this day.

Weapons of Awesome Power (and some less so)

Marine with Pulse RifleLast week I got a nagging feeling that I needed to catch up on some of the latest games I’d played and enjoyed Grand Theft Auto IV, as well as some other open-world and RPG titles, but occasionally there is a “huge” title that I just plain miss. This fall was a busy time…  while I’d played Bioshock and some (but not enough) of Assassin’s Creed and Mass Effect, I’d completely breezed by Halo 3. As a long-time shooter fan/developer I figured I owed it to myself to put in a few hours and catch up with what’s held up as state-of-the-art.

As I played through the first few levels, I got reminded of weird thing that always bothered me with the Halo series. The weapon you start with, the Assault Rifle, always starts the game on the wrong foot for me.  It always felt anemic and ineffective against enemies, and the third installment wasn’t a whole lot better. I have no doubt that some of this might be a design choice, since it would be foolish to give the player a powerful weapon at the start of the game. Of course you need a lot of room for growth so that the player feels a sense of achievement as he/she finds new weaponry. However, for a weapon so obviously inspired by the Pulse Rifle from Aliens (one of the coolest movie guns ever), it’s always been tremendously disappointing to have my anticipation dashed… The gun looked and sounded so subdued and had little apparent effect on my opponents.

C’mon, watch this and tell me that you don’t want that rifle to be this badass sounding.

While I got past it and am now churning through Halo 3, the experience got me thinking about what elements make up a weapon that is satisfying to wield. Sure, making a weapon do more damage is what you’d expect, but there are a large number of intangibles that can add to the player’s shooter experience without disrupting the balance of the game.

Most of my roots are from Raven Software, where shooters are (mostly) a way of life. If there’s one thing that members of the studio preached constantly, most particularly my boss Brian Raffel, was that “the player must feel powerful”. It seems obvious, but a lot of times games don’t do enough to make the player feel like the gun in his/her hand is an unstoppable tool of destruction. This is about gratification and player expectation… Movies have trained audiences to expect that guns shoot massive plumes of flame and sparks and are accompanied by tremendous booming sound. In comparison, the sharp, loud crack or pop of a real gun can be a disappointment (although obviously they are intimidating nonetheless in person). Usually just modeling the audio and visual reality of a weapon isn’t quite enough.

Most games that have contemporary-style guns have a few standbys in their arsenal … the pistol, the machinegun or automatic rifle, and the shotgun. As an exercise, I cracked out a bunch of different first-person shooters and captured their weapons on video for the purposes of comparison. These games were:

  • Halo 3 (Xbox 360, 2007)
  • Resistance: Fall of Man (Playstation 3, 2006)
  • Half Life 2 (PC, 2004)
  • Quake 4 (PC, 2005)
  • Doom (PC, 1993)
  • Deus Ex (PC , 2000)
  • Bioshock (Xbox 360, 2007)
The Games

In each, I took shots of the weapon firing at a surface, and follow with shooting at a “common” opponent. The choice of a “common” opponent is arbitrary (and sometimes driven by convenience when I was capturing footage), but suffice it to say that I wanted to choose an enemy that the player was going to face frequently with a given weapon. A few of these weapons also have “upgrades” that make them more effective, but I wanted to provide feedback on how the weapon would be seen upon first picking it up, will the player be glad he did? Will he or she keep using it because it’s just awesome?

Continue reading Weapons of Awesome Power (and some less so)

Spectator Shorts

WCGThis weekend I spent some time at the World Cyber Games at the Qwest Field Event Center. I was manning a booth for Surreal, as part of an special section of the event hosted by local game school Digipen. They were holding a series of presentations, most notably a Symposium for Women in Gaming that included our own Brigitte Samson, who gave a presentation on the growing role of the technical artist in game development. There were booths from other local developers there too, so it was great to get a chance to talk to folks from Zombie, Flying Lab, Monolith and Valve while at the show.

The booth, which we had to whip together sort of last-minute, was purposed as somewhere between education and recruiting. Unfortunately we didn’t have an announced title to talk about or show, so the theme of our booth was more about Midway overall than specifically about the Surreal studio. Luckily, we had some nice materials from Blacksite and Stranglehold… and since we share technology and even assets with those groups (our kick-ass artists and FX group have contributed some great work on those games as well), we consider them to all be part of the same family, so it was cool to represent our peeps nonetheless.

Anyway, this since this was the World Cyber Games, there were of course matches going on all day, so while I was mainly walking around to check out some of the playable games on the floor, I couldn’t help but get a big dose of the craziness that is competitive gaming.

There was a huge screen at one end of the hall, with good-sized audience sitting and watching these matches over the course of the multi-day event. It wasn’t a sold-out standing-room-only type of event, but it was fairly lively. These contests had the trappings of a full-fledged championship-level event, the competitors sitting in soundproof booths, the announcers introducing contestants and calling out the events onscreen…

Honestly, the idea of watching a bunch of people I don’t know play Starcraft really had no appeal to me, so I focused my attention on the kiosks for Left 4 Dead and Crysis. However, while I was waiting for a chance to play, I couldn’t help but catch a dose of what was going on in the competition… and as the announcer excitedly described one competitor’s gutsy push through the enemy’s defensive line, I got a bit hooked.

romeroI’ve always felt that the attempts to legitimize gaming as a “sport” (no doubt to be spoken in the same breath as baseball and football) was something of a joke, much as I wished otherwise… The “gaming pros” are hard to give the same level of respect for people who play videogames as we do sports athletes who achieve so much physically… (C’mon, who can you name besides maybe Thresh? I’ll give you a hint). That’s too bad, because for an pastime that still evoked images of closeted nerds, hyperactive 14-year-olds and bong-hitting college students, we could still use some heroes with more mainstream appeal (like a certain Dallas developer achieved a bit of 10 years ago).

Back at Raven I worked on a lot of games that supported online multiplayer, and during the development of every one I got calls from people who hoped to turn online matches into a spectator sport… but nothing ever really happened. One problem is that these guys were always starting with a game in development and asking for support (such as special camera controls) so that it would be “broadcast-worthy” (a tall order for a dev team working to hit a deadline). What they thought they could do is create the competition and the people would come regardless of the featured game… but the audience didn’t bite.

StarcraftRTSScreenShotPeople want to watch games that they play themselves, or at least games they appreciate and understand. The problem with most online games is that there never are enough players to build a critical mass of people that are familiar enough to understand the strategy and drama behind it. Even fairly successful games like Battlefield 1942 are not as widely-played as something like Starcraft. It seems like every PC gamer on the planet has tried it… While it’s ten years old, it’s certain to be a standby (although perhaps replaced by Starcraft 2) for many years to come. You’d think that the games would update with the times, but you certainly don’t expect football to (significantly) change its ruleset every year the way gamers chew through new titles.

Maybe breakthrough titles like Halo could carry a similar audience, but there are few games out there that can. One thing that might increase the level of competition and get widely-publicized competitions some momentum is the evolution in shooters that we are seeing lately… With competitive games like Call of Duty 4 and Team Fortress 2 evolving to create meta-game elements like rankings, statistics, achievements and character-building, these games are going to be more competitive than ever. A player’s handle will be more than what he logs in as, it will be something that has an identity, complete with bragging rights. The top players will get more exposure as rankings become more prominently featured in these titles. Reputation and glory will become a major factor…

God knows that Korea is ten steps ahead of the rest of us. When the top Korean players appeared during WCG, those guys were rock stars! Perhaps it’s harder to find a charismatic gamer who measures up to a charming athlete, but somewhere down the line, competitive gaming will become accepted by the mainstream, and the industry will get those heroes that they are looking for.

Making the Rules: Great Enemies

complicated_flowchartPreviously I’ve talked about how games adjust AI difficulty because of the need to fulfill the player’s fantasy, and provide them with success and positive feedback. This time I’d like to talk about perils and pointers for creating good combat AI. Now, while many articles that wish to address “great AI” contain heavy jargon or equations and diagrams depicting line of sight, or reticular splines or some such, let’s put that aside for now. It can be a great deal simpler than that (although in some ways more challenging).

Out of Sight, Out of Mind

Imagine dropping a player in a sprawling maze… hedgerow, factory, prison, whatever… that is impossible to be known beforehand. Within there is one incredibly realistic, human-like AI… It operates on its senses, with no unfair information about the maze or the player, but it executes on some crazy supercomputer with a million factors that it takes into account, from its knowledge of combat tactics to its own preferences and personality. Hell, let’s even keep track of what it had for breakfast in case we want to simulate a chance of it having an upset stomach. This AI’s job is to start searching for the player and make assaults as he moves through the maze. For a moment, as we watch the AI, we can see it moving through the maze, tracking the player’s scent, thinking about how to flank him… when it hits a fork in the path, it decides to go left or right based on tactical decisions, or its own tendencies, or whatever a human-like AI should do. Perhaps it has a human-like idiosyncrasy like alternating… Whatever. The important thing is when it finds the player, whether by crafty wiles or just dumb luck, it switches to combat tactics and starts attacking the player without warning, pressing any advantage it can. When it is out of the player’s view, he is completely stealthy, undetectable until he encounters the player again.

Wolf3dNow imagine this experience from the player’s perspective. He’s moving through the maze, starting to get familiar with his surroundings. Assuming the brilliant AI is quiet like he is, the enemy could be around any corner. The first time he encounters him, the attack could be anywhere, behind, ahead… who knows. If the AI is particularly crafty and sets up a sniper ambush, the player could die in a single shot to the head. To the player it’s a chaotic, unpredictable experience… Perhaps a fun one for some, perhaps not.

Now let’s replace the AI with a more rudimentary version, one that makes more random decisions about what path to take while moving through the maze. This is sporadically punctuated with the AI taking the best path to the player, using perfect information. The enemy will still use intelligent tactical decisions once the player has engaged it in combat, but when it is out of the player’s sight, the AI is entirely artificial. For the player, assuming the general frequency and predictability of the enemy appearance is similar, very few audience members will notice the difference.

Now let’s go even further, and replace the AI with a spawning routine that creates an enemy at the edge of the player’s awareness at a similar frequency and predictability as either of the other approaches. Certainly there are a few cases where it would make a wrong choice, such as spawning the enemy from a dead-end, but how often would this become apparent to most players? .

Now what point am I making here? That “real AI” is worthless? Of course not! When the enemy is within the player’s view, it needs to act extremely effectively, to provide the player with sufficient combat challenge and to keep the illusion up that this is human-like behavior. However, once the player has lost all perception of the enemy’s movements, there is a significant drop-off in the impact of sophisticated AI on the player’s game experience… That enemy could go off and play chess, consult his favorite tracker’s handbook or compose humorous limericks about the death of the player, but none of it makes much of a difference if the player is not aware of these activities. And it doesn’t advocate delivering “good enough”, it’s just that we could be using that supercomputer for better things.

A Pinch of Player Feedback

Soldier of Fortune 2-1Of course there are better ways of selling an interesting “hunt” scenario between a player and an AI. The game might have remote cameras out in the world that allow you to sporadically see his activities. The enemy can leave a trail that you can pick up. He can make noises that might give away their position or distract you. These additions almost universally add additional player awareness of the AI’s activities when he is out of sight.

Sure, you can add some clever AI tactics that go beyond spawning… he might feint in one direction to lure you off, then work around and flank you. However, consider that we are adding to events in a chaotic, confusing combat situation to begin with. How would most players feel if they went towards an enemy who disappeared, appearing not much later to shoot him in the back? He might feel confused, or cheated, like the AI did something illegal. There is no satisfaction to be gained by guessing the enemy’s next action and planning accordingly. There is no learning process to “outwit” the opponent, nor is there any way to increase one’s skill to defeat him, aside from simple reflex improvement such as firing a gun accurately.

The development of most game features require the creator to balance of the investment of time and computer performance, versus the gameplay value created. No feature is free, and in a shooter, if the AI programmer spent all their time creating AI’s that can independently recreate all the works of Shakespeare, the time would generally be wasted… such effort and horsepower doesn’t help the player… this is a game about combating the enemy. Back when I was working on Soldier of Fortune 2, there were some enemies that had the ability of tossing clips to each other if one ran out of ammo. However, nobody knew that feature existed. Why? Well, the clips were never exchanged unless the two enemies were behind cover, completely out of sight. Also, the ammo level of any individual enemy was never a significant issue in the game, since fights tended to be very short and deadly. This was a time to invoke a cardinal rule of game development: Features that do not notably affect the player experience are usually not worth implementing.

Half Life 1Contrast that to the AI in the first Half-Life, which critics and consumers unanimously celebrated as one of the most significant contributors to their enjoyment of the game. In Half-Life the enemies did all sorts of things, from flanking you to spotting your thrown grenades and responding accordingly. However, combat against the deadly Black Mesa soldiers was a very hide-and-shoot affair, so there would have been little opportunity for the player to understand their tactics and smarts. However, some exceedingly smart individual at Valve decided to give the player a radio that intercepted the soldier’s communications, which gave the player a window on their reactions and strategies. Sure, it would have been even more challenging for the player if he had absolutely no clue to what the enemies were going to do next, but it is far more impactful to the player’s experience to allow him to understand how smart the enemies are. Arguably, beyond every other feature the enemies in Half Life had, the radio was the single most significant invention of that game.

Enemy communication of their intent has been used in other games, such as Halo, where the slightly comical alien grunts would spout exclamations like “there he is!” or “where’d he go?” when they observed a specific situation. Metal Gear Solid soldiers talk to themselves, saying “what was that noise?” and so on. Of course it’s not realistic, but it makes things more fun. Concealing those mechanisms actually creates a less compelling experience than when you lay out the rotating gears in front of a big window that the player can see.

Great AI lives in the player

mgs2iceSo if a more human-like opponent leads to unpredictable, and often unsatisfying behavior, and realistic, limited information plunges the player into a chaotic, random-seeming experience, what is the player asking for when he or she is asking for “better AI” or a “smarter” opponent? The answer to this harkens back to a previous point, that the player wishes to fulfill a specific fantasy that they have. They wish for their opponents to respond as they imagine they would in their fantasy. In the case of a super-spy fighting against armies of henchmen, it’s a set of opponents that appear to fight against the player effectively, yet die or fail to kill the player at appropriate moments so that the player can feel powerful.

In a player’s fantasy, an enemy is still capable of many things. There is a great deal that a gamer can imagine his electronic opponents doing to try to outsmart him. This includes flanking the player, hearing noises and investigating, changing ammo types, and spotting and responding to thrown grenades. In fact, it could be said that a large variety of actions at the enemy’s disposal is what might make him seem “smart”. However, again, with limited information confounding the player’s ability to appreciate this rich palette of AI options, there is but one avenue to make a character seem intelligent… we must inform the player of some of the choices that are being made while they are being made, so that the player can feel even cooler when taking them out.