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Introduction. Who is this guy?. Game Designer – Red Storm Entertainment Assistant Designer Designer Lead Designer Lead Multiplayer Designer Creative Director Tom Clancy’s Ghost Recon Franchise Ghost Recon: Island Thunder – Xbox Ghost Recon 2 – Xbox GR2: Summit Strike - Xbox
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Who is this guy? • Game Designer – Red Storm Entertainment • Assistant Designer • Designer • Lead Designer • Lead Multiplayer Designer • Creative Director • Tom Clancy’s Ghost Recon Franchise • Ghost Recon: Island Thunder – Xbox • Ghost Recon 2 – Xbox • GR2: Summit Strike - Xbox • Ghost Recon Advanced Warfighter – Xbox 360 • Military Service • USMC - 1995-1999 • USAFNG 1999-2001 • USANG 2001-2004 • Modder • Started out making mods for Rogue Spear
How are military games different? Example: Quake & Halo • Movie Trend Influence on Perception of Reality • Military Games, especially shooters, are heavily influenced by movies, because the public’s perception of what is “real” is so heavily influenced. • The Audience • Military Shooters tend to have an older audience than other shooters. Many military shooter fans, especially in multiplayer, want a more mature audience, as opposed to more mainstream shooters. • The Dev/Publisher • A critical part of marketing and selling a military shooter is distinguishing it from in the market. Sci-Fi games can distinguish themselves visually, even if the gameplay is the same. Military games lack some of that versatility. Example: Ghost Recon & Battlefield
Why does this matter? • Recap of last years talk – Navigating the Minefields • Range of Military Shooter Games & Genres
What’s the difference now? • What gamers expect • The majority of military gamers don’t want a “sim” or an “action game” or an “arcade shooter.” • They want it all! • Great Graphics • Immersive Gameplay • Expansive Worlds • Perceived Realism • Riveting Single Player • Expansive Multiplayer
“John Wayne, Chuck Norris, and Tom Hanks” • As war movies have progressed and matured, so have games.
Games Evolve, Developers Evolve • Next Gen doesn’t change the focus, only the possibilities! • Breaking the mold • Identifying your strengths • Blending realism, fun, and action • Answering the question – “What is your game about?” • Franchise Development – Keeping the core, refresh the feel • Perception, Perception, Perception! • It matters what the player perceives, not what is actually happening
The Push for More and More • As a larger scope is demanded from the games, the need for a strong vision is even more important • The sheer volume of production material is not just a challenge for the Producer. The keeper of the vision must be able to adapt to new expectations of development
Bigger isn’t necessarily better! • Is 200 guns better than 50? • There is a tendency to reflexively add “more” of everything. The standard hasn’t changed – quality over quantity. • You must balance variety versus gameplay distinction. The more of anything you have, the less distinctive those items will be. This is especially true of weapons.
Bigger isn’t necessarily better! • Map size and player funor “Now lets make every map 10Kx10K!” • Play space size must be tailored to movement speeds, engagement ranges, types of transportation available, field of view, etc. etc. • “Big” can mean different things to different people, and on different playspaces. • LOS directly affects “size”
Franchise Fun? • More investment by developers and publishers means more pressure on existing military franchise • Can “New Features” overshadow the core gameplay of your game?
Team Size Design Staff GR2 Xbox (Entire Game) GRAW 360(Just Multiplayer) • The more detail in a project, you either need more time or more people. If you end up with more people… • You must now Communicate Authenticity & Vision to hundreds of developers, not dozens. • Delegation of the Vision becomes key! • You can’t do it all now!
The Killer is in the Details… • With a next generation game, the expectation of quality and the scope of content demand more attention to military authenticity than ever before. • Example: Authenticity Check on a 500 poly weapon model, vs 1.2 million poly normal map model • Authenticity vs Product Placement • “The Real Deal” can be great, but put the game before your contractors, and don’t let consultants overwhelm you. Focus on what benefits to the game.
Case in Point: GR2 v GR3 • Ghost Recon 2 • Nov 2004 – Xbox • Ghost Recon Advanced Warfighter • Mar 2006 – Xbox 360
GR2 Xbox & Summit Strike • Staff of ~50 • Experienced GR vets, with new folks • Stable Engine • Established “GR” Map Design/Mission Flow • Managing New Directions • Single Player Focused Design • “Oh, we are are #2 on Live?” • “Hurry, change the ads!”
GR:AW Xbox 360 • Staff of 250+, 4 studios • Managing Authenticity Feedback • Figuring out who is who?!?! • Two Engines • Separate SP & MP Development • Changes to SP meant double the work for MP Team • Managing Consistency while balancing Gameplay • Inter-studio communication • Language Barrier • “Old Team” & “New Team”
GR:AW Xbox 360 • Contiguous Environment • Ambitious SP Plan • How to adapt to Single Player? • Focus on SP Consistency, MP Variety • Dedicated MP Team • Initial MP Direction – “Put Everything in!” • Innovating through design • Customizable Game Modes • Co-Op Campaign • Marriage of Marketing and Development (gasp!) • Selling our Features!
GRAW 360 – The Good, The Bad, And the Ugly • The Good • Separate MP Development led to dedicated MP features • Power of next-gen hardware allowed graphics & art to flourish • The Bad • Separate MP Development led to tons of headaches and work replication • Graphics and Art flourishing was a lot of work! • The Ugly • Handling team morale • Designing in a Vacuum
Thanks for your time! Christian Allen Game Designer www.serellan.com Serellan@yahoo.com