DGD:
Tell us about Icarus and how it was developed, and how you used it.
Mike Gummelt:
We knew from the beginning of the project that we would need complex
interactions and complicated sequences to take place in the world of
Voyager that we were creating. ICARUS was born out of that necessity.
The system needed the ability to not only do the simple tasks of making
non-player characters (NPCs) speak on cue and walk to certain locations
on demand, but also be able to deal with the player altering and interrupting
these requests. In many first-person shooters, scripted sequences only
occur when the player cannot interfere with them. For instance, the
player is watching the scene unfold through a camera shot, or the event
is happening in an area that is not accessible to the player. But Elite
Force needed to take the next step. If we were really going to make
the player feel like a part of the action, like part of the crew, we
needed to let them affect their surroundings as if they were really
there. So ICARUS was built with this goal in mind. Not only is the system
able to carry out simple instructions, but can quickly and properly
reroute commands, pause commands, or interrupt and discard previous
commands in light of new ones.
An easy example would be one of the crewmen, diligently working in the
hallway of Voyager. His normal behavior is to scan a section of the
wall he's working on, and then cross the room to enter his findings
into a waiting computer terminal. He repeats this process as long as
his task demands. But should the player approach him and talk to him,
he'll pause from his work to chat, or simply tell the player he's too
busy to be bothered. He may at that point go back to work, or he may
instead choose a new task to busy himself with. When he switches tasks
and what he switches to are all things that the designers have the ability
to control. And there are more stimuli for the NPC than just talking
to him. Shooting, blocking, bumping and setting events in motion are
all stimuli that the NPC can respond to. This allowed us to "pre-load"
a large set of abilities into just one NPC, so that it could respond
to multiple situations in predetermined ways. Added to this was the
ability to make generic abilities and behaviors to save us time in development.
We could create just one "I've been shot at!" behavior, and use it generically
on multiple NPCs. One of the most important factors in immersion is
feedback to actions by the player. If a player shoots a friendly NPC,
that NPC should cower, run away, or perhaps even fight back. ICARUS
allowed us to make sure that the game world responded properly to the
player's actions in a multitude of situations. Ultimately, it was the
ability to have as much, or as little control of in-world objects as
we needed that made ICARUS work for us.
GD:
It's been stated in the press that Paramount would not allow an inordinate
amount of gore -- what other restrictions in art or characterization
did they place upon you?
Brian Pelletier: It was actually more
our decision to not add so much gore. Our goal was to really capture
the essence of Star Trek, and since the Star Trek TV shows and movies
don't have a lot of "gore," our game didn't have it either. Our goal
was to stay true to the Star Trek universe. Paramount was very supportive
of the creative process. We made the game how we wanted to, and as long
as what we designed stayed within the confines and context of the Star
Trek image, we were fine. There was a case where one of our characters
was a real loudmouth buffoon and Paramount said that a member of the
Starfleet academy would never act like that. So we toned him down, but
still kept a little of that loudmouth edge. When all was said and done
I would say that they might have actually lifted some of their restrictions
in order to make a better gaming experience.
DGD:
Will Trekkies be drawn to an action game?
Brian
Pelletier: Yes, they will definitely be drawn into Elite
Force. Although the game emphasizes the action, it is only one of the
many elements Elite Force has in store for the player. Star Trek fans
will quickly be drawn into the world of Elite Force because of what
goes on around the action - the true 3D or virtual Star Trek environments
are the most noticeable. Every Trekker has wanted to know what it is
like to walk around a Star Ship or walk through a creepy Borg cube.
You can even walk up to any of the main crewmembers and have them talk
to you. Having the actual actors provide their voices really enhances
the realism of the conversation. The plot is also complex, with lots
of changes and twists as the game progresses. Our goal was to make the
gamers and Trekkers alike feel like they were a crewmember of the Starship
Voyager, and from what we are hearing from fans and reviewers, I think
we accomplished this. We've given Star Trek fans what they've always
wanted - to partake in an actual episode of Star Trek and be part of
the Universe and experience it virtually.
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