Tag Archives: Stranglehold

Making the Rules: The Scale of a Game

Lately I’ve been working on both Surreal’s current game as well as concepts for future games, and this issue has come up a few times. As you may have guessed from previous articles, the concept of “more for the sake of more” is not something I subscribe to. Game development is always about the allocation of resources and determining where those resources are best made use of. So when it comes to adding details, sometimes there are tough conversations to have about the scope of a game, along with its sibling, the scale of a game.

Gettin' phat and fat in GTA San AndreasThink of the large, open-world of Grand Theft Auto: San Andreas. In this world, the player can travel around 10 miles end-to-end (representing a geographical space around 100 simulated miles long) You can drive along mountain roads, and enter cities and visit a few selected buildings. The game is primarily about getting in a vehicle and driving. When you deal with people at all, it is generally with a group or crowd. Enemies can be dispatched in 1-2 shots and can be destroyed several at a time. Aside from story moments, most of the player’s interaction level is in terms of streets, with objectives that take the player to “that building”. Sure, there are moments inside of buildings such as shootouts, but if we had to give an arbitrary scale to the game, we could say that there is perhaps 20 meters between items of interest in GTA.

Stranglehold-Patch_2Now look at Stranglehold, a game with a much denser environment. Each level is a few hundred meters in length, but the world is much denser. You cannot drive, but you can run from alley to alley and enter more detailed buildings The game is primarily about shooting it out with a half-dozen or less enemies at a time. When you deal with individuals, they take 4-5 shots and sometimes can be dispatched in elaborate ways. The interactive objects, such as pillars that can be destroyed and tables that can be slid across, are much denser in placement. If we had to give an arbitrary scale to the game, we could say that there are about 2 meters between items of interest in Stranglehold.

Now, there is almost no technical reason why Stranglehold could not have had driving, or why GTA couldn’t have had dense, destructible rooms, aside from those teams choosing where to devote their performance, memory and manpower resources. Sometimes gamers looking for the ubiquitous “more” or even aspiring game developers don’t realize that these choices of scale are very real and deliberate. Even the giant team at Rockstar North realizes that if they lavish attention into a single room or cluster of rooms, that can very easily take resources away from making the game better at the scale it was meant to be played… in a car.

Moments where the scale of interaction changes abruptly can often stand out as going against the pace of the game. If the player is cruising through GTA, blowing up entire crowds of people with grenades, when suddenly he has to close in and complete a 2-minute Tekken-style fight with a single bad guy, it’s going to stand out and completely change the feel of the game. Worse yet, to the developers this would probably be an entirely new game mode (and practically a new game), and as a result, be difficult to deliver at the same quality as the main free-roaming game is delivered.

Similarly, if Stranglehold were to suddenly have an area where the player jumps into a car, there would most likely have to be serious sacrifices to the interactivity of that drivable area. That driving sequence would also have difficulty living up to the experience provided in a driving-centric game like GTA.

Sims 2 Changing the type of gameplay can also be jarring when it affects the pace. What if we could walk up to any of the 30 individuals on a GTA sidewalk and start a conversation with him… learn of his likes and dislikes, and perhaps form a friendship or animosity to that individual based on your actions? Cool eh? But is it worth the development time to make that interesting when people are generally cast aside like tissue paper?

However, it is also very valuable to have what Harvey calls “alternation of gameplay”. This can often break the scale rule, such as Blacksite: Area 51 thrusting the player into a helicopter gunner position after a period of time prowling alleys with your squad of three. This is cool, but is often modal, so that detail can be placed at the appropriate scale for the action. Pillars may explode when you shoot them with your rifle from 5 meters away, but when you are firing an emplaced minigun at a building from 200 meters, you’d better see some larger scale destruction.

Games that let you significantly change scale are rare, but often are modal in their own right. The most prominent example of this is Spore, where you start as an amoeba and ultimately represent an entire race as they colonize the entire galaxy. However, it seems clear that as you progress from single-cell life to the actions of an entire civilization that you rather quickly leave the basic activities of feeding and mating behind. This follows, because it is unreasonable to expect the player to care about a single grain of sand once there is an entire beach to explore…

Stranglehold and Art of Midway

John-Woo-Presents-Stranglehold-PS3We’d like to congratulate the team at Midway Chicago for completing Stranglehold for the Xbox 360! It’s been spotted on store shelves around here, so obviously that’s the official sign! We’ve been playing a lot of it as it approached completion, and it’s a really fun game. They really executed well… It isn’t just about mass destruction, but about using the world around you and gaining the high ground and playing with style. The game rewards you for being the coolest you can be.

We should also call out the incredible work of the Surreal FX team that appears in the game. Every column, chair, and statue all have all been translated into a visual symphony. Perhaps the game isn’t just about mass destruction, but in Stranglehold, even fruit can be capable of dazzling moments. Check it out!

art of midwayAlso, if you dig the visuals of Stranglehold, or if you liked the creepy vibe of The Suffering, you should check out the new Art of Midway book now available! This is concept art on overdrive, including some incredible work from our own Garrett Smith and Ben Olson. These guys create entire worlds with the sweep of their pens (or mice). This is only a sampling of what we see everyday… Thanks also to the Midway art directors for putting this together. Fantastic stuff.

 

Frantic, Fearless and Fun

Ridge Racer 7I picked up a PS3 the other day and still have yet to purchase a retail game for it…  Aside from staring at the crossbar and wishing I had a Blu-Ray movie to watch, I’ve spent much of my PS3 time playing demos.  After whipping through miniature slices of Motorstorm, The Darkness and even my coveted Heavenly Sword, I was still a bit bored.

Just for kicks, and because I was running out of diversions, I threw Ridge Racer 7 into my download basket.  God, I mut have been desperate…  That game hadn’t changed in like a million years.  I used to love RR, having played the hell out of the very first one on the Playstation, holed up in the basement offices during the early days of Raven Software.  However, other interests took my attention, so I hadn’t really played one seriously since R4, the last of the PS1 incarnations.

However, the moment I fired up RR7 and hit the accelerator, it was like coming home.

I raced around the track, not knowing the layout at all or the new mechanics like nitro boost and drafting.  However, I happily whipped around the corners like a madman and never even touchedthe rail.  I felt like a racing god for just a moment.  Holy crap!  After playing other (somewhat) realistic racers for a while like Gran Turismo and Forza, it felt incredibly liberating to just keep that accelerator down and try to skid around by the seat of my pants.  I don’t like to drive strategically, where I have to manage speed like a precious resource, I like to drive stupid fast and have to rely only on my wits to carry the day.  Obviously Burnout is the only other game that scratches that itch in the same way.

Sure, it’s not real racing, but it’s fun.

This got me thinking about other playing habits I exhibit.  For example, when it comes to shooters, from Doom all the way to this test build of Stranglehold I’ve got on my desk, I tend to really enjoy situations where I can head into danger, balls-out, and manage the situation on the fly.  Back in the Doom days, I got insanely good at shotgunning soldiers and imps, after leaping into rooms teeming with them and just barely manage to destroy each one as they lunged at my digital throat.  (I somehow did this playing only with a keyboard, somehow).  Does that mean I don’t like strategy, or a game that requires planning or thought?  No, I wouldn’t say that, but when it comes to shooters these days I do tend to lean more towards the Serious Sams of the world than I do the Ghost Recons.

Sure, it’s not real combat, but it’s fun.

To consider this to be a conflict between reflexes and strategic thinking isn’t the whole story.  To me the key is a loss of control, having to dive into danger and not quite know how you’re going to get out.  Assuming the game is forgiving enough and doesn’t punish you for those types of choices, it remains a fun experience.  If you can take the chaos of a situation and “surf it” to where you want to go, it’s a blast.  That’s what Ridge Racer drifting does for me, and sometimes my love for that type of experience leads to certain design choices I make, whether it has to do with driving, combat, or who knows what.