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Showing posts with label game development. Show all posts
Showing posts with label game development. Show all posts

Friday, 9 May 2025

The river out of Eden

Back in 1998 or 1999, I was having lunch with Russ Nicholson at the Dumpling Inn in London's Chinatown. I'd been working at Eidos, a videogames publisher, and had written specs for three games: Plague (later renamed Warrior Kings), 2020 Knife Edge, and the Fabled Lands MMO that was destined to morph into Abraxas. Astounding as it may seem today, back then most publishers had no clue that game development is an iterative process that requires continual refinement of the design, and so it had been suggested to me that Eidos wouldn't have much for me to do until their internal teams had finished those three games. I disagreed, and my friend Nick Henfrey and I had given Eidos execs a detailed analysis of how development ought to work (pretty much how every developer does it now, but not in the '90s) but while waiting to hear if the message had got through I was trying to come up with a new project. Russ was also looking for something to work on, hence our brainstorming session over dim sum.

"What about a comic book?" suggested Russ. He didn't need to twist my arm. We both loved comics. Because Russ had worked out in Papua New Guinea and met quite a few tough engineering types, we came up with a scientist/archaeologist and his roustabout minder who are searching for the site of the Garden of Eden. They find two sets of weathered tree roots, which unknown to them are the remains of the Tree of Life and the Tree of Knowledge. That night they get stoned and are forced to run for their lives when attacked by bandits. They run through some kind of interdimensional portal to another world. We follow the scientist character who arrives alone in a beautiful verdant landscape quite unlike the desolate rocky terrain he was camping in moments earlier. But it's a case of out of the frying pan, as a spear thuds into the ground by his foot and he realizes he's being hunted by the natives of this other world. I scribbled the notes as we ate.

Long story short, here was our surprise twist: the roustabout guy ran through the interdimensional rift a few seconds ahead of the scientist, but in this other world that meant he arrived ten years earlier. In that time he's made himself the warlord of the place. He has corrupted paradise. We were quite pleased with ourselves for dreaming that up, and remained so until Outcast came out a few months later and it turned out to feature the exact same idea. Under the sun there is no new thing, it seems. Oh well.

I didn't lament our Garden of Eden story for long. Outcast did it all so brilliantly that it's hard to imagine we could have topped that. In any case, I got drunk with another gaming friend, David Bailey, and after an all-night conversation over whisky we came up with the idea of asking Eidos to set us up as an independent development company. That became Black Cactus and although 2020 Knife Edge and Abraxas fell by the wayside, Warrior Kings finally shipped. In the world of game development, one out of three ain't bad going.

Since then we have lost Russ, sad to say -- two years ago tomorrow, hence this post. Black Cactus and Eidos are no more. Even the Dumpling Inn has gone. The grass withereth and the flower fadeth...

Friday, 12 May 2023

GM in your pocket

When Jamie and I were trying to convince the Eidos execs to fund development of the Fabled Lands MMO way back in the late '90s, one of the features we talked up was a storytelling AI:

"The GamesMaster AI will have a library of partially scripted adventures and story elements that it can bring in to liven things up whenever your character is having too easy a ride. These adventures are templates with slots to accommodate friends and enemies you've picked up in the course of your travels.

"For example: you take a bounty hunter's job and go hunting bandits. You round up most of the horde but the leader, Black Nat Varley, escapes. Later, while implementing a random attempt on your life, the AI fills in the assassin's identity as being Black Nat. If Nat survives your second encounter, he'll eventually show up in another encounter and so on. (Maybe NPC adversaries who survive more than three encounters are classed as "dear foes" and have their own level increases tied to yours so as to always give you a good battle.) 

"And the GamesMaster AI will also take account of your character class, deity, etc, when introducing new missions and encounters. It can also randomly generate adventure locations as needed, spicing things up by adding special elements so that they never seem just random. This means that every campaign will be unique."

We looked at Vladimir Propp's Morphology of the Folktale for patterns the GamesMaster AI could draw on. The idea was that it would throw in plot twists and tropes, applying them with common sense. So having a storm at sea might be an interesting random event when you were setting out on a quest, but if you'd completed an adventure and were sailing home to deliver the princess back to her father (or vice versa) then it would realize that a potential shipwreck would just be an irritating distraction.

Fast-forward 25 years and the AI is nearly there. Game developer Hidden Door is working on a platform that effectively creates gamebook-style text adventures on the fly. So when I was talking a little while back about AI-generated covers for Fabled Lands books, I might have been a little too unimaginative. Pretty soon you could have endless open-world adventures whenever you want them, right there on your phone. Not just text, either. This is the current state of play with text-to-video: 

By the end of the year, who knows where we'll have got to. Nick Henfrey and I are using AI artwork for our boardgame A Thunder of Dragons (details on the Flat Earths gaming blog) and maybe by the time we've finished that it'll be time to think about a videogame.

Thursday, 19 August 2021

Sittin' on a board eyein' the weather

Richard Hetley, who is a long-established and valued member of the Fabled Lands ground crew, has news of a game he's been working on that I'm sure will be of interest to FL players. I'll hand over to Richard for the details:

"In To Carry a Sword you are the the guard of a medieval caravan on a journey where the social connections you make are just as important as the money. You can help the people who hire you in ways far beyond swinging a sword and scaring bandits for them, including tending to their animals and telling stories to their kids. Strategically plan your route across a procedurally-generated world, taking advantage of the text events you encounter to pursue your own goal, whether that is to become skilled and famous enough to join the escort of Her Majesty the Queen, or to see a religious pilgrimage to its destination. In the end, it's about the people who need you.
  • FTL meets The Oregon Trail in medieval Europe. 
  • Rely on your social skills as much as your battle prowess to see caravans safely to their destination. 
  • Serve the needs of the land's factions, aiding the Noble, Criminal, Religious, and Heathen. 
  • Select routes and explore the procedurally-generated map, seeking the clues to advance each questline. 
  • Relax in a self-paced narrative experience of over 85,000 words. 
  • Mod the narrative and add your own text events (release version only). 
  • Join us in the final stages of development as our team brings the game to life!
"This is a student project now being made into a full videogame experience. We are playtesting a browser-only version of the game as we finish development. You can play it here. During development, that page will also link you to a feedback survey and a Twitch page where we stream about development. For longer feedback or to follow along with the fun, please feel free to join us on Discord.


"To Carry A Sword is developed by We Three Nouns, a group of graduate students in Game Design & Development at Rochester Institute of Technology. I've edited gamebooks for years before coming to RIT, and I edited The Serpent King's Domain (book 7 in the series) for Fabled Lands LLP. Paul Gresty, the writer of that book, graciously agreed to edit To Carry a Sword. And yes, I've kept everyone's book 7 feedback in mind while writing the game!"

Friday, 29 March 2019

The other side of reality

I finally got around to watching Stranger Things. After all the hype it came as a disappointment. I get that it's a pastiche of '80s movies, but I like my pastiches to be more than just familiar ingredients slung together and reheated. Nostalgia doesn't rule out putting something fresh in the mix. Think of Super 8, or even Fargo (season 1, obviously). Without the spark of originality, you might just as well be listening to greatest hits covered by a tribute band.

But I digress. I don't want to talk about 1980s, Stephen King, or pastiches in general. It's just that the Upside-Down in Stranger Things jogged my memory about a game concept I sketched out at Eidos in the mid-'90s. We needed a quick-n-dirty game (famous last words that have brought many a developer low, those) to show off Sam Kerbeck's cutting-edge 3D engine. It needed to be a realtime strategy game because that's what our game Plague, later renamed Warrior Kings, was. Sam happened to flip the landscape upside-down while showing off what it could do, and something in my brain put that together with the Aztec land of death.

We never got around to doing the game, as Eidos shut down internal development a few months later and Sam went off to do other things. His engine got used for another RTS game, Warzone 2100, but never in the freaky way I had in mind.

AZTECS

A variant on Plague set in pre-conquest Mexico, using the same engine and basic game design principles. It's anticipated that Plague will make quite a splash, and Aztecs will satisfy demand for follow-ups in the long wait for Plague 2.

Aztecs will however not be simply a copy of the original game swapped into a different setting. The Mesoamerican world is uniquely colourful. The architecture, costumes and imaginative mythology have rarely been used in computer games and merit a product that stands alone.

City management will be less intricate than Plague. This will be a game of warfare and keeping the gods happy.

All flesh is grass
Villages supply food. Food is not an explicit resource in the game as with Plague but is simply shared out to any units within range of your buildings. Rather than bothering with quantitative measures, you can tell how well the farms are doing by the landscape textures used: rich green if there's plenty of food, dusty scrubland if times are hard. Lack of food leads to loss of hit points; an excess is required for units to recover from injury.

As long as your people are healthy and well fed, new Aztec children continually appear in the School. You can pick these up and drop them onto other buildings, which will determine their fate in life. For example, a child dropped onto a Temple becomes a Priest, one dropped onto the War Lodge becomes a Soldier, etc.

Do it this way
Units are given orders through a (graphic) verb/adverb icon system. This means you can tell a unit to Attack (the verb) and just leave it at that, or you can go to the next level of icons to specify how the attack should be carried out: Aggressive, Balanced or Defensive (the adverbs). As with Plague, what you don't specify is left up to the individual unit's AI.

An eye in the sky
Your view is provided by a flying camera giving an eagle's-eye view of the world. You can fly the camera anywhere, but how much you get to see depends on whether you have any units nearby. Within range of a friendly unit, the camera can see enemy units and the condition of enemy farms and buildings. Outside this range the view enters the Fog of War; it becomes sepia-tinted, buildings appear stylized without hit point info, and enemy units freeze and gradually fade as if from a persistence of vision effect.

Trading in secrets
Merchants were notorious in the Aztec world for spying. This is reflected by allowing all players to have a clear view, free of the Fog of War, when within range of any player's Merchants. Thus the Merchant who increases your wealth by trading with another city will also allow you a clear view of that city's defences during his visit there but this advantage is a two-edged sword.

Discriminating views
View of enemy units is subjective. This reflects Aztec warfare, where experienced soldiers were needed to recognize details of enemy deployment. In the game, you can only distinguish the enemy's elite units (Eagle Lords, Jaguar Lords, Arrow Knights and Hummingbird Priests) if you have elite units of your own near at hand. Otherwise all the enemy's troops appear as generic soldiers and you won't know where the danger lies.

The flipside of reality
Slain units become Skeleton Warriors in the Underworld: a subterranean mirror-image of the living world, where mountains ridges become narrow defiles and vice versa. You view the Underworld by flipping the world around to see the underside. The Underworld is another front where you must fight wars, because the concentration of your Skeleton Warrior forces in the Underworld affects the power of your Wizards' magic in the world above. You have only very limited control of your Skeleton Warriors: you can order them to move, but once they get where they're going they'll just attack any other tribe's Skeleton Warriors that are nearby - even if the other tribe are your allies.

Open heart surgery
Morale is improved by human sacrifice, making it worth capturing foes and taking them back to your Temples. This also prevents the slain foes from becoming Skeleton Warriors in the Underworld, as well as earning you the favour of the gods. You can see this as a strengthening of the glowing aura around the shrine on top of the Temple, which is what your Priests draw on to cast their prayer-magic.

Visitors from heaven
Sometimes, when a Temple's aura is very strong, a Hero will emerge from inside it. These Heroes are beings sent by the god to aid you. They have special strengths in battle, magic, etc, depending on the god. (There are gods of Rain, War, Sun, Learning and Luck.) However, the main advantage of a Hero is that they can dreamwalk. This is essentially a way of setting up a long string of orders for the Hero to follow: a dream-self (Nahual) is created which you can run rapidly around the map, giving it a sequence of orders which it will remember. When the dreamwalk ends and the dream-self merges with the Hero's physical body, he carries out the orders you gave during the dreamwalk. This allows you to set up complex tactical patterns of attack and defence and hold them in readiness, waiting to awaken your Heroes at the moment of greatest need.

The nitty-gritty
There will be considerably fewer buildings and unit types than in Plague. The basic buildings featured in the game are:

  • Palace School (spawns new units)
  • Ball Court (increases public contentment)
  • Skull Rack (each unit sacrificed adds a skull, boosting morale)
  • Market Plaza (stimulates trade)
  • Gladiator Platform (combatant is upgraded to veteran or killed)
  • Wizards' Tower
  • Priestly College
  • War Lodge
  • Temple (five types)
  • Canal
  • Well
  • Road
  • Causeway

Buildings concerned with resource production &/or processing:

  • Farm (can be set to produce food or cash crop)
  • Fishing village (produces canoes that can be seconded in wartime)
  • Weaponsmith (upgrades swords, invents spearthrower)
  • Cotton Mill (supplies cotton for armour)
  • Quarry (supplies obsidian for swords and stone for buildings)
  • Mine (supplies gold)
  • Banner Maker (improves the commands you can issue to units)
  • Aviary (supplies Banner Maker)

Resources that the player is told about in detail:

  • Gold
  • Stone
  • Mana (decreases over time, but never below increasing limit based on total sacrifices)

Hidden resources that you have only qualitative control over:

  • Food
  • Cotton
  • Obsidian

Basic unit types:

  • Commoners
  • Merchants
  • Nobles
  • Priests
  • Wizards
  • Scouts
  • Swordsmen 
  • Javelineers

And veteran units:

  • Eagle Lords
  • Jaguar Lords
  • Arrow Knights
  • Hummingbird Priests


Not all of those ideas would have made it into the finished game, of course. This is just a brainstorming pitch document to get the design process started. That's my favourite part of any project, incidentally, though I'm also willing enough to roll my sleeves up and keep toiling away to the finish line.

Friday, 26 August 2016

So you want to be a game designer?


I spent more than ten years working as a designer in the games industry and, although I've also been an author, comic book creator, scriptwriter and TV producer, it's game design that I get asked about most often. In particular people want advice about courses and ways into the business. Well, everybody's story is different, so anything I say probably won't be usable as a route map. Even so, if it's a career that appeals, maybe some of the following will be of interest.

I think of game designers as being "interested in everything" and in particular in straddling the arts/science boundary that tends to divide the majority of people. My college degree was in Physics but I'd always been interested in English too. After college I started writing role-playing game articles, and then choose-your-own style gamebooks, and that got me into writing novels and comics. And then I got a job as a game designer at Eidos (working on Warrior Kings, pictured below) and that seemed like the job I'd been training for without knowing it.

But there are other experiences. My senior assistant designer at Elixir Studios, Sandy Spangler, came into it from a quite different direction. She studied Fine Arts, went from there into character design and animation for TV, and then into art direction at a game developer, and from there into design.

As the game designer is really the "show runner", you need to be able to communicate your creative vision to the artists, coders, writers, voice and mo-cap actors and so on. Design is almost by definition the thing that unifies those disciplines into a new coherent opus. Of course, you have to be able to nudge people to do their best work without coming across as a supercilious know-it-all. Charm, humour, passion and a collegiate manner - what I used to describe as a "bridge of the Enterprise" attitude - will all help.

I'd always been a movie and comics buff right from earliest childhood, so over the years inevitably I picked up some visual skills by osmosis. Two weeks into my time at Eidos, I was showing one of the artists how giving his Tyrannosaurus rex a low, forward-leaning stance with its body parallel with the ground made it look a lot more threatening than an upright Godzilla-style posture. A decade on, working on Dreams (pictured above) at Elixir, I was drawing on rules from cinema to create a game with the focus on character interaction. If I could rewind now, I'd probably add a cinematography or photography course somewhere in my school years.

A designer doesn't need to be able to code but it won't hurt. Coders can be pretty superior types until you earn their respect by proving that you at least understand the architecture of the system. My degree-level maths, rusty as it is, counts as mad skilz in the games industry. Likewise, while you'll probably be hiring writers rather than doing most of the game dialogue in person, you should know enough about storytelling and drama to manage that part of the process. If you like acting or role-playing, that'll help both with narrative structure and performance.

So the skills needed are:
Creative writing
Planning
Visual sense (cinematography/narrative art)
Some maths
Some code
Some drama and storytelling
Communication and leadership skills

- and I guess the angle you come at that from (whether science/maths first like me, or art first like Sandy) really depends on what you find most inspiring. Then fill in the other skills as and when you get the opportunity.

Friday, 27 November 2015

Jack of all trades vs the one-trick pony


Cast your mind back to the start of the year, and a discussion we had about how digital interactive fiction is breaking out of the gamebook ghetto by using maps, comics, animations and audio instead of prose. Or as well as prose, anyway. Among many good points he made in the comments, Emanuil Tomov said this:
"There's a useful tension, even a moral one, in reconciling minmaxing with possible unsalutary effects this could have on the narrative. Imagine a system where you can either spend or hoard XP, spending being linked to short-term benefits, hoarding being linked to 'advancement' through a richer background for the character, learning skills through interesting narrative that deepens your understanding of the character, forming certain bonds with powerful allies, etc. XP literally represents your experience in the world. Now imagine a PC who spends all their XP short-term and they're really, really, really good in a pinch; but they're completely flat, a competent, one-trick bit player in a story where they could've been much more. It's an interesting trade-off both on the minmaxing and the narrative front.
This point about the value of versatility reminded me of a section in Game Architecture and Design, which I co-wrote with Andrew Rollings to get the horrors of working in the trenches at Eidos out of my system.


The book is twelve years old now, and games have sure moved on, so don't feel you have to run out and buy it. By the time I was working at Elixir Studios, only a few years on from the Eidos of the late '90s, software development for games had been completely revolutionized, and that made my job as designer a pure pleasure. But I digress; we were talking about versatility...

Versatility in gameplay
A useful rule-of-thumb for anticipating gameplay is to ask what is the best and worst thing about each of the player’s options. For instance:
  • This maneuver does the most damage, but it's the slowest
  • This maneuver is the fastest, but it leaves me defenseless
  • This maneuver gives the best defense, but it does little damage
And then there's a unique kind of choice:
  • This maneuver is never the best or the worst, but it's the most versatile
So a useful question to ask yourself when designing a weapon or strategy for your game is "When, if ever, is this the best option for the player?" Most choices that you put into the game should be the best in some way. And one of these can be the choice that works only moderately well, but in many different ways: the jack of all trades option.

The more unpredictable the game environment, the bigger the payoff for having versatility of choice. Beginners in particular will benefit from versatile options in a game, as it means there's something they can do while working their way up the learning curve. But versatile options are handy for expert players too. When fighting an expert opponent, you must expect the unexpected, and choosing the versatile maneuver or unit may buy time to put together a more considered response.

One obvious kind of versatility is speed. The fast moving character or unit can quickly go where it's needed. So, normally, you won't want the fastest units to also be the best in other ways.

Also, the value of a fast-moving unit depends on the game environment. On the battlefields of the 14th century, a knight was deemed to be worth 100 foot soldiers. That wasn't because knights were each individually as tough as 100 men, but rather because, in a terrain of hedgerows, ditches, ploughed fields and heathland, the knight had more chance of being at the right place at the right time.

There are many other ways to make an option versatile. If a beam weapon can be used to mine asteroids as well as to destroy incoming nuclear missiles, then that versatility can make up for a disadvantage elsewhere. Of course, if there is no compensating disadvantage, there's no interesting choice. Be careful not to make the versatile choice dominant over all others. Also, be aware that the versatility of a choice may not be obvious even to you as designer. In the last chapter, we saw how the designer of the fantasy game Arena hadn't originally anticipated the way players might use the fireball spells.

You can measure versatility by looking at the switching costs in the game. This is how much it costs a player to change his mind about the strategy he's using. An example in an espionage game might be if you recruit a spy and later realize you need an assassin instead. The switching cost is however much you wasted on the wrong character, assuming for the sake of argument that the spy is not usable elsewhere. So, say that both cost $1 million. When deciding which to buy, at first you'd think, "If I buy the spy and I need the assassin, I'll end up paying $2 million. If I choose right, it costs me just the $1 million. On the other hand, suppose I buy both now. I only need one, so I'll have definitely wasted $1 million."

Now suppose there is another character, the ninja, who can function as either spy or assassin. How much should the ninja cost? It depends how unpredictable the game is. In this example, if the game were completely predictable, the player would know in advance which character to recruit and so versatility is of no value - the ninja should cost $1 million just like the others. In a completely unpredictable environment, the average cost would be $1.5 million ($1 million if I choose right, $2 million if I choose wrong), which is what a good gambler would pay you for the ninja. Since the truth will lie between those extremes, the versatile unit should cost more than $1 million but less than $1.5 million.

Versatility is more prized in an uncertain environment. No multiplayer game is completely predictable, since you can never know what the other player(s) will do. Even in a relatively predictable game, some levels are more uncertain than others. All of which makes the choice between specialization or versatility an interesting one because it all depends on the circumstances.

Thursday, 9 April 2015

How to park a jumbo


We've talked about it before, the elephant in the room of gamebooks. Text is what I mean. Prose. Words words words. The "book part" of this strange hybrid medium that squeezed its way into existence at a time when people had got a thirst for interactivity but games still took twenty minutes to load up off a cassette tape.

Earlier posts have thrown the elephant a bun or two. We considered the problem that text gets in the way of interaction. In which case, do gamebooks even need text at all? And if we have to have text, how do we make people want to read it?

Jon Ingold of Inkle was discussing these points at GDC. You can see the talk here. It turns out he never liked what I did with Inkle's engine, namely my interactive reimagining of Frankenstein. Ouch. Turns out he also doesn't care for Crime and Punishment, though, which takes the edge off.

I got the same vibe from the editors at Profile Books (the actual publishers of Frankenstein, though you would hardly guess it). They loved Telltale's Walking Dead - and quite right too. Why couldn't I have given them that instead of 150,000 words of text? But, publishers, here's a tip: if you want videogame production values, you can't pay the typical minimum-wage advances to authors and expect them to return a few months later with a nifty 3D interactive movie.

All right, I'm being disingenuous there. These days you don't have to spend north of five million dollars to make a decent-looking game. Indie development has brought the focus off Uncanny Valley emulation of blockbuster movies and back onto gameplay, panache and style. Apotheon, say, or This War of Mine. This might be your Golden Age, gamers; make the most of it.

People think a writer's job is moving words about, but that's the first fix. In the very beginning, as you're laying the foundations and erecting the scaffolding of the story, what's churning around inside your skull is a flood of images, character traits, emotions. The shape starts to reveal itself in snatches of dialogue, mood, key events. When you're ready, when it's fully marinated, that's when you put it down in words. If your medium is the novel, it will all be rendered into words eventually - but even that is only a program, a code that will run in the reader's brain so that they can construct their own experience of your story. It's those cassette tapes all over again.

For writers working on a movie, or designers on a game, that process of communicating the final experience is far clearer. You know right from the get-go that all that documentation you're writing is not the thing itself, it's the blueprint that will be used to make the thing. It differs from a novel only in that the reader of a novel has to do for themselves, and in their imagination, all the work of the development team.

If gamebooks have a future, we can surely agree it will be in digital form. No one disputes that the medium is evolving and that its boundary with videogames is getting so blurred as to be meaningless. Is Sorcery a gamebook? With each instalment the prose fades further into the background. In a game like This War of Mine we don't even talk about a "text component"; the text is just one more way of presenting the game world to the player. So it must become with gamebooks. The writer must think in terms of all the media (text, audio, images) and mix them as the story and the budget allow.

I've recently been discussing a new interactive story app called The Frankenstein Wars with Jaume Carballo, content director of Cubus Games, and Paul Gresty, who will be writing it. Referring to how an all-new interactive story needs to be conceived right from the outset so as to make full use of all component media, Jaume said:
"Keep in mind that we have to write the text over a structure comprising interactive maps, plans, images and so on. We're not doing an adaptation of a '90s gamebook, we're creating an interactive story app, so the team must work together. We don't want to end up with tons of text written thinking just in the story and not in the mechanics."
With that, I'd say he bagged the elephant. And just before it could go into musth. Phew.



Saturday, 27 April 2013

Games from a parallel universe

A decade is a long time in gaming. I look back at my book Game Architecture and Design, co-written by Andrew Rollings, and it's clear how different today's triple-A games are. (Technologically, that is.)

GAD is a big book. If you're in the interrogation business and waterboarding isn't getting results any more, consider investing in a copy. A couple of clouts around the lugholes with this meaty tome and those terrorists will be singing "The Star-Spangled Banner" with at least as much enthusiasm as Roseanne Barr.

One problem Andrew and I had was that we needed to discuss the concept and design stage of games without referencing real games whose creators would not have appreciated our putting words in their mouths. Where time didn't permit us to interview those creators, we got around it by making up games that could stand as generic examples of their genre. Andrew and I both being physicists, this came as naturally to us as starting with the case of a spherical cow.

It worked perhaps a little too well. For a couple of years after that, I'd have people asking me in job interviews how they could get hold of games that we'd actually only dreamt up to make a specific point. Then, looking at GAD the other day, I realized that some of those examples do make for quite tantalizing game concepts. And, since we quite often end up talking about games or gamebooks that might have been, here's one. This is just as it appeared in the GAD chapter on "Look and Feel" back in 2004, by the way, so you'll have to make allowance for the ten-year-old comparisons:

GAZE
The world of Gaze is La Vista, a single vast city that is technologically advanced (electric cars, computers, surveillance satellites) but socially conservative.

Introduction 
Our first view is a gray, unchanging surface that is moving like a featureless landscape below us. Then, catching sight of an observation port, we are able to take in the shape and size of what we're looking at. We realize the gray material is the skin of a dirigible, which moves slowly away like a weightless ocean liner to reveal...

…the retro-futuristic cityscape of La Vista. This is the city of the future as imagined in the 1930s and 1940s: vast office blocks, streets like canyons, gleaming skyscrapers of concrete and glass catching the sun. It's bright, clinical, and overwhelming.

Our viewpoint descends through wisps of cloud around the highest buildings. Recall the futurist architecture of the Third Reich, Fritz Lang's Metropolis, the Empire State Building, The Hudsucker Proxy. The quality of the light is hazy; the daylight turned to brass close to street level by the fine dust of those swept-clean city streets. Sleek cars like huge cryo-capsules whoosh down tarmac avenues on silent tires. Looking along the block, the avenue goes on and on until lost in the distance, unchanging like a reflection in a pair of blue mirrors.

The crowds on the streets are uniformly dressed: the men in dark suits, the women in gray or white dresses. This is not a world like ours with a dozen different fashions and colors. And that means that the occasional splash of color on a hoarding or in a window display is all the more striking.

And it's quiet. The cars are electric and make very little noise. The people hurry to work without a word. In our opening shot from high above the street, the first sound you hear is just the lawnmower hum of the dirigible's rotors.

What feature of all this is startling? We see it as the camera spirals down, taking a leisurely view of the streets and the people and then turning towards the center of the city as it reaches ground level. We're now looking into the burnished bronze glare of the sun. What we didn't see before was a massive statue that towers above the buildings, matching the highest skyscraper. At first it might evoke a resonance with the Statue of Liberty, but then we see the spiked crown, the balance, and the blindfold. This is not Liberty. It's Justice.

Main playing screen
Gaze is an action-adventure game and the main screen is a third-person view like in Enter the Matrix or Max Payne.

Something we must decide: Does the view ever cut, or is it a continuous tracking shot throughout? Grim Fandango and Dark Earth use the cut and all shots are static, allowing pre-rendered backdrops. This favors adventure games with strong storylines, because you can use the cut to create suspense: a sudden high angle with the hero far below, a shot from behind as a door opens, etc.

In such games as Tomb Raider and Enter the Matrix, the story matters less. Action is more important and so a smooth tracking shot is sustained throughout. Where every action counts, the player doesn't want to keep switching views.

The graphics engine will determine if the number of characters on screen would be an issue. It would be nice to be able to at least hint at the heaving mass of humanity filling the streets during the rush hour, so as to make more of the utterly deserted streets during the rest of the day. Obviously, the first-person viewpoint always has the advantage that it's one less character on screen. In any case, Gaze is a game of suspense and nail-biting tension rather than in-your-face bloodbath action, so, in fight sequences, we'd expect only a few opponents to be on the screen at any one time.

Our thinking on this has been that we'll probably go for a continuous third-person tracking shot most of the time, as per Max Payne, with very occasional cuts or pre-scripted camera movements at key dramatic moments.

Overview screen
Our original impression had been that, between encounter areas, we'd switch to a 2D map of the city on which you'd click to go to a new location.

The problem with that is that it's not immersive. It would be far better to have a seamless way of moving between the two views. The ideal would be to pull back from the hero in the close-up main view, and keep moving up and away until you had a high-angle shot of the city with the hero now a tiny figure down on the streets. Not quite as ideal, but almost as good, would be to start pulling out and then cut to the high-angle shot.

Interface 
Obviously we'll want to keep the screen as uncluttered as possible. We'd prefer to avoid having a status bar. Instead we'll show injuries on the hero himself (a torn shirt, scratches, bruises, and so on) and by the way he's moving (bad injuries cause a limp, he hunches down nursing his arm, and so on).

Selecting items from your inventory takes you to an extreme close-up of the hero pulling items from inside his jacket, while the full range of items in the inventory is shown across the bottom of the screen. (This view will be more immersive than switching to just a clinical scroll-through item list.) You pick items using either arrow keys to get him to pull out one item after another or with function keys tagged to the full inventory of items shown at the bottom of the screen. You can reorganize items in the inventory so you'll have at hand those items you'll need in a hurry.

We need to decide how to handle items that are dropped. We could say you can deposit items only at a storage locker, say. Otherwise, it's possible to get a very cluttered screen with far too many objects on it. Another way is to have a generic "dropped object" graphic and you discover what the object(s) is/are only when you pick up that graphic.

Characters 
For character style, think of those chunkily drawn private eyes in big suits that you get in comic strips from the 1940s. Bob Kane, creator of Batman, seems to have been the main influence on that style.

What we’re envisaging is that most people in La Vista (the city) seem heavy set and move a little stiffly. Their chiseled features evoke a robotic impression. Don't make too much of all this, though; be subtle. Just because they're conformists doesn't mean they have to stumble around like sleepwalkers!

But our hero, Bracken, is a free spirit, not a cog in the machine, and the graceful way he moves tells us that. The same is true of Gaze, the mysterious woman for whom the hero is searching and who seems to hold the key to changing this stagnated world. When we get to animating the characters, it will help to think of Bracken as a hawk: proud, swift, capable of both fierce concentration and ferocious activity. Gaze is a tropical fish: fragile, languid, ethereally beautiful. The incidental characters share a kind of late ‘40s uniformity so, to mark a contrast with that, imagine the protagonists cast as silent-movie era stars: Rudolph Valentino for Bracken, Louise Brooks for Gaze.