Posted: 14-05-05 In:
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‘The source engine gives us capabilities in four main areas,
believable and realistic human beings, graphics that were previously
impossible outside a Hollywood movie studio, an integrated material and
physics system that create an unprecedented level of interactivity, and
artificial intelligence that welds all of these things together into an
experience gamers have never had before’
|
| Gabe Newell, Valve Software E3
2003 |
Run through the forum listings of any of the many half life 2 fan sites, and
invariably amongst the myriad of subjects, you’ll find members questioning the
usefulness and validity of what Valve are bringing to the gaming world with the
Source engine.
Like many others, when I first watched the E3 Trailer, my jaw dropped not only
at the unrealised level of action I saw before me, but also at the world of
potential game play possibilities that the source engine was offering up; both
to developers and mod makers.
Now arguments rage back and forth regarding the pros and cons of particular game
engines and their relative strengths and weaknesses. However, this article isn’t
intended to be a glorification of one, or a defamation of another. I think that
all of the forthcoming game engines have their own strengths and weaknesses.
However, there are certain aspects of the Source’s engine capabilities that
intrigue me.
The intention of this article is to objectively assess those capabilities and
hint at the possibilities and applications they might have for future gaming, as
well as the potential problems and pitfalls that they might also bring.
However, firstly it is important to separate the engine from the game:-
‘A little history’
In the great history book of gaming, the release of Half-Life stands out as one
of those golden moments that marked a revolution of ideas and perception; both
public and professional. As a product it laid down definitive precedents with
respect to storyline, interaction and AI. As a game it set down clear market
expectations.
Judging by the E3 footage, it is clear to see that Valve have considerably
strengthened the core elements of game play that made Half-Life so much fun,
whilst retaining the essence of what constitutes the original Half-Life
experience. In order to begin to separate the engine from the game, we need to
establish what constitutes the Half-Life experience. What made it so successful,
and how can we summarise it?
‘Defining the Half-Life experience’
The key aspect that made Half-Life so compelling was immersion. Right from the
beginning the game threw you into the world of Black Mesa. There was no FMV cut
scene, or similar plot exposition. Instead you found yourself in Gordon’s shoes
straight away, and the game delivered 99.9% of the story to you through this
framework. There are very few static cut scenes throughout the game (and those
that there are, are merely the briefest of flashes), almost all of the action
and exposition of the plot takes place wholly within the confines of what you
see, hear and witness as Gordon Freeman. Blink and you’ll miss it, just like
real life. No game had really attempted to go as far as Valve did with
Half-Life, to try and tell a story in this manner before – this was the key to
the game’s success.
‘The limitations of the Half-Life experience’
The particular approach and manner of storytelling that made up Half-Life worked
brilliantly for its subject and style. However, it is important to recognise
that like all systems, it possesses limitations. For example, there is a clear
distinction between the Half-Life and Deus Ex storytelling experiences: however,
both games operate loosely within the FPS envelope and share genres to a certain
degree.
In Half-Life the story is revealed to you through episodic encounters throughout
the game, but the manner of delivery is always one where by the AI dictates
events to you without deviation. As Gordon, you never ask questions, the AI
simply responds to your presence.
In Deus Ex, the whole game revolves around you asking questions and
investigation techniques, the nature of the game alters to a greater or lesser
degree upon your choices, which impact whether the AI aids or attacks you
accordingly. The dynamics of the game are largely player driven.
However, the nature of Deus Ex requires an entirely different game play
methodology compared to Half-Life, because of its story telling approach. Deus
Ex uses cut scenes and external views to explore almost all of its player AI
interactions, subsequently its engagement leans more towards the plot rather
than environment and action, which lead to a separation of immersion.
What I hope this illustrates is that the game engine should not be confused with
the interface that it uses; the interface is merely the mechanism of interaction
for the game play. The thing to be cautious of is that the more complicated you
make the level of interaction in a game, the more you risk reducing the level of
environmental immersion.
If we take away from Source the expectations of how we imagine Half-Life² to
play, then we can begin to assess its features more critically. Because of the
high level of integration that source brings, it is very hard to separate
particular elements and discuss them without referencing others. So instead of
talking directly about these features, I think it best to view them in relation
to the impact they will have upon the two principal elements that make up gaming
situations; the characters and environments. It’s a big subject to discuss, so
I’m going to concentrate on characters for this part, and with the next section
discuss environments.
‘Believable and realistic human beings’
| ‘I think the part of it that's going to really shock people is how
they feel about the other people in the game: the emotional reactions they
have to the characters in the game. And at the end of it they are going to
look back and say: I didn't think I could have that experience with a
computer character.’ |
| Gabe Newell, Gamespot interview
2003 |
| ‘A lot of it was just listening to what our fans told us. A lot of it
was just them saying, "Wow. We really liked Barney." And we didn't expect
that at first. Barney and the scientist were just supposed to be these
"throw away" characters and weren't really supposed to be anything too
interesting but then, all of a sudden, people were really responding to
them, they really loved them and we thought that was great. And then we
said, "Okay, this is something that we have to pull ahead on. We have to do
more with this.’ |
Josh Weier, Valve Software.
www.sharkeyextreme.com interview 2003 |
With respect to characterisation in mind, the biggest element that Source brings
to the game is the advanced AI facial and Lip-sync technologies it contains. The
level of expressive realism displayed by Alyx and the G-Man sets a new precedent
for game players’ expectations; it also opens up a gateway of opportunities for
mod makers and developers to explore more diverse themes within the world of
gaming.
This technology is a core feature, and is one that is set to become as
fundamental an aspect of future story driven games development as physics has
become in recent years. Certainly under close scrutiny no-one is going argue
that either Alyx or the G-Man are realistic in appearance, however as simulacrum
there is no denying that the illusion of humanity they exude is uncanny. As
rendering technology improves, greater levels of realism will only enhance this
feature.
A lot of the decriers of the facial/lip-sync tech cite its superfluous nature in
the frenetic world of multi-player FPS gaming. However, just as oranges are not
the only fruit, deathmatch is not the only game style. The immediate gains of
this technology are going to be seen in the realms of adventure gaming, adding
greater levels of emotional depth, complexity and immersion to the genre; from
action orientated games such Deus Ex or Knights of the Old Republic, through to
more puzzle orientated games like The Longest Journey or Grim Fandango.
Much like the silent screen stars of old, present gaming icons have tended
towards the visual aspect of their representation. Perhaps such technology will
bring us game icons that we acknowledge more for their actions and demeanour
than simply for their appearance.
The matter of how far and how widely such technology can be used is always going
to be tied to the power of our imagination versus the hardware limitations we
are subjected to. In many ways it is easier to consider the pitfalls and
problems that new technology introduces in order to perceive its potential.
The facial/lip-sync technology gives developers and the mod community the
opportunity to bring to life genuinely well rounded and believable game
characters for the first time. Naturally, this means that much greater levels of
development need to be brought to bear in the creation of such characters,
needless to say increased development in one area has to have an impact
elsewhere, either in time, staffing, cost and ambitions. It is therefore going
to be very important to gauge the status of a character’s role within a
storyline and round them out accordingly. Your major characters will be very
major, but your minor characters will be very, very minor.
It is clear to see that the facial/lip-sync tech works well in the real time
first person environment of Half-Life², where the AI relays information to the
player without any real player interaction. However, if you are developing a
more interactive game, then issues naturally arise regarding a dialog interface.
The simple solution is to fall back to a cut scene dialogue position as used in
games like Deus Ex: Invisible War or Knights of the Old Republic, which is a
known formula, but can impact upon immersion and in some ways negates the
advantage of the technology as a result.
The more challenging approach is to devise an ‘in-frame’ response system, which
maintains immersion and offers up dialogue options. However, such a system
naturally relies upon swift responses by the player in order not to break the
atmosphere; it also relies upon the AI not being distracted by other activities
around it, as it will be occurring in real time. A compromise would be to
introduce time freezes when dialog options appear; however, this, much like the
cut scene dialogue option is bound to affect player immersion.
Similar questions also arise when you give thought to how to handle more
complicated inventory management and simple RPG tasks such as reading a book
etc. and yet still maintain a sense of immersion within an ‘in-frame’
perspective. Small as these aspects are, they all add to the atmosphere that
makes or breaks a game’s success. However, interactions like this begin to fall
into the realms of the environmental; a subject that I want to look at in the
next part.