Ever walk into a room and get stuck on a table? No? How about in a video game? If so, Paul Wedgwood has a solution for you.
Yesterday, I posted about the greatest feeling in video games as determined by Splash Damageās Paul Wedgwood. I explained how he hopes his studioās next game, the team-based first-person shooter Brink will deliver more of it.
https://lastchance.cc/the-best-buzz-a-gamer-can-get-and-how-to-get-more-of-i-5338505%3C/a%3E%3C/p%3E
We were sitting at the far end of a hotel meeting room in Dallas that contained a long table surrounded by chairs. Wedgwood got out of his chair and approached the furniture to explain what Iād call the Table Problem.
āIf I walk up to a table and the level-designer made it an inch higher than Iām able to jump, thatās it, I canāt get over the table,ā he said. He and I sized up the table he was standing near. It wasnāt that tall.
āSo even though Iām 200 pounds ā maybe 210 and somewhat chubby ā I can vault that table if I ran at it right now and get across that table,ā he said. I agreed with him, but hoped he wouldnāt try it. There wasnāt much room for a running start, and who knows how much weight a hotel table can support.
āWalking into this room, I know to avoid the tables and chairs,ā he said, reasonably. āI donāt get stuck on geometry. But in a shooter, I canāt see my feet. Even if I rendered the whole model, I canāt see my feet in this view Iām using.ā As a result, people get stuck bumping into things in shooters that theyād never walk into in real life.
Solution, please.
Well, Wedgwood first shared what the old solution has been: āWhat level designers do to get around this is having boardrooms that donāt have furniture in them. In multiplayer games you have to have super-smooth clipped routes.ā
And if thereās something to climb, maybe a wall or a table thatās in the room to vault, a game programmer inserts what Wedgwood called an āentity,ā a programming instruction that produces a signal to players that that given wall or table can be clambered over. āIf he forgets to put an entity there ā or if the designer didnāt want you to [climb] ā you suddenly have an invisible barrier. And, bam, your immersionās gone. Youāre out of the game because you find that so frustrating. Why canāt I climb up that wall, because the icon shows up, but not that one? Worse still: When you hit the button, you enter a canned animation until you get to the top. And thatās it, done.ā
Wedgwood was exercised about this and described to me what Brink would do different. āWe wanted a system that was real-time, dynamic, blended animations, full trace of the geometry around you, not faked, not clutched. In other words, if I decided that Iām going to mantle up that wall, if itās a height I could climb or reasonably jump to, I can, irrespective of what a level designer wants. If itās there, I need to be able to climb it. And, as Iām climbing it, as my first hand comes free, I want to be able to start shooting. As my second hand comes free, I want to be able to start re-loading. If I want to stop and take my finger off the button, I want to drop back down to the floor. If, as Iām dropping I hit jump, I want to kick away from the wall. It must be a completely dynamic, fluid system. Itās not on auto-pilot, but it is smart, which is handy because it stands for Smooth Movement Across Random Terrain [laughs].ā
Credit Bethesda marketing for the acronym, he noted.
And he continued with what sounded like a furthering of the freedom of movement given to first-person gamers in last yearās Mirrorās Edge:
āThe idea behind this is that, when I want to get where Iām going to, Iām holding down my sprint button, because Iām going there as quick as I can. At that point, Iāve given the game permission to interpret, intuitively what I want to do, which is to vault, step up, jump or do whatever. But I want some control over that. So, if I look up, I want you to go up the route that mantles me over something. And, if I look down, I want you to slide me underneath it. So, if I hit a security center, I can make that choice in real time. Iām steering, Iām turning. And, if I let go, I stop what Iām doing at any given point.
āSo, all it does is solve the problem of you not seeing your feet in an intuitive way that would work if you walked into this room, which is why you didnāt bump into any of the chairs or tables, because you can see them because theyāre in your view. And this is great because our level designers can now flood our maps with tons of crap that makes it feel much more realistic. And the little routes and things are not based on complex player-clipping. And that just makes a huge difference.ā
I saw some of this, particularly the player-character wall-scrambling, with my own eyes when Wedgwood played the game live on stage at QuakeCon the next day. I canāt vouch for the nuances he described about free hands being used to do things the moment they are free.
https://lastchance.cc/brink-impressions-it-all-makes-sense-now-5337759%3C/a%3E%3C/p%3E
Brink is set for release in the spring of 2010.