Jimmy Chattin - I make better games.

Friday, April 19, 2013

GDC-3.0-The Design of New Enemies for Halo 4

by Scott Warner ( Lead Game Designer - 343 Industries )

There was a 'fatigue' from fighting the Covenant in every Halo game so far.
Where was the '30 seconds of Fun'?

  • Find this from everything from Halo to Halo Reach.
  • Apply it to the Prometheans in Halo 4!


Foundations:

  • Every alien race is unique in Gameplay, Visual Silhouette, and Personality.
  • Enemies support experimentation (Halo is an open sandbox game).
  • There's a Leader/Minion hierarchy.
    • Some are easy to dispatch, others are real conflicts when encountered.
    • There are 'minibosses' with a squad/squad leader.
  • The Halo Encounter must exist for Prometheans.
    • Classically, it's Plan, Take by Surprise, Beat Back, Break Them, Mop-up, and Repeat.
    • Enemy characters (Leaders) raise or lower Minion moral and action.
  • The Halo approach to difficulty is Smarter-Faster-Stronger.
  • Higher difficulty only speeds-up gameplay; it doesn't change it fundamentally.
  • PROMETHEANS MUST USE EXISTING CONTENT CREATION TOOLS!

The Gold Triangle: Shoot - Hit - Throw

Promethean Inspirations:
  • Voltron
    • Forerunners are involved beyond anything else in the galaxy.
    • Adaption of form to fit events and environments.
  • T1000
    • They can take any form, but stay relatively humanoid.
  • The Thing
  • Cranium Rats
    • Units are smarter the more there are.

Early Enemy Goals:
  • There should be a combination of 'familiar' and 'alien'.
  • They cooperate with each other to defeat threats.
  • They adapt their form and the environment.

The Knight is something easily understood and relate-able.
The Crawler (Pawn) started as a biped.
The Watcher (Bishop) was wanted to be something like a Necromancer from Diablo; a game changer.
Other enemies were Rooks, Queens, and Kings, all of which are likely to be included in future releases.

Watcher Prototyping:
  • Had the abilities of a shield, resurrection, deflection, spawning, focus fire, physics impulse, a 'junk attack', etc.
  • From focus fire on, players just didn't get what the abilities did.
Knight Prototyping:
  • They used squad tactics in a combination of alien and human strategy.
  • Use cover like a human, but use a bound move like a Metroid ball.
  • Enter and exit battle through the environment.
  • Dismemberment is shown when damaged, answering 'am I damaging this thing or not?'
  • Have a deadly melee attack!


Problem: Pipeline.
  • Pipeling rewriting for Maya was a pain.
Solutions:
  • Bring in more engineering staff.
  • Reduce the scope, cutting the Rook, Queen, and King enemy types.

Problem: Who are they, the Prometheans?
  • They were not fleshed-out with gameplay features seeming to be random.
Solution:
  • Center everything around the Knight.
  • Finally say 'this is it' and drop some features.

Problem: Pawn
  • The team didn't like the biped design because it felt like the Covenant.
Solution:
  • Walk on walls as a quadruped!


Post Mortem Wrongs:
  • Early team communication
  • Long absence of high-level vision
  • Watcher encourages one-dimensional solutions
  • Prometheans are devoid of emotion
  • Forerunners are like bullet-sponges
Post Mortem Rights:
  • Early gameplay contraints and a foundation
  • Enemies players enjoy
  • Creating different enemies from either the Covenant or Flood
  • Team orientation

// Next: Kanban-How To Make Your Production Scream.


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