Showing posts with label game: Jericho. Show all posts
Showing posts with label game: Jericho. Show all posts

Wednesday, December 9, 2009

Design Reboot: Clive Barker's Jericho

Wednesday, December 9, 2009
Note: To clear up a common confusion to newcomers to the site: I did not work on Clive Barker's Jericho; this is the hypothetical/speculative work of an outsider to the game's production, as are most all of my posts.
 


Arcade Fire - My Body Is A Cage


Jericho was good enough to get itself into trouble. Most people seem not to take issue with unremarkably bad or uninspired games, but games with enough good ideas to spark a wistfulness for what could have can be upsetting. Glancing blows with greatness--really, it's these sorts of games that inspired this site.

We might not care about Jericho, had Clive Barker (an admitted non-gamer) not first lent his ideas and name to Undying, a horror FPS that found a cult audience following initially poor reception. Jericho may share some elements of the game's atmosphere, but the inspired mechanical depth of that title is unfortunately lacking with Jericho.

Peruse the rather over-detailed wikipedia summary for a plot synopsis: Jericho is about a supernatural SWAT-team of seven characters out to re-trap God' first creation, the Firstborn, in a sort of time-anomalous ruin in the middle east called Al Khalil. In order to do this, they travel back through dimensional pockets back through time.

To say the game doesn't live up to it's potential is facile to the point of meaninglessness, despite how oft-repeated the criticism is of games it's applicable to all but the most perfectly scoped and executed titles; rather we will point out the major issues, and more importantly the kernels of good ideas and expand upon them.

Problems

Jericho's largest faults lay with the dearth of challenge in uniquely videogame terms. Yes, some of the fights are difficult, but all puzzles are solved for you (anything blocking your passage will prompt you immediately which team member is needed to clear it), and logistically the game is lacking any depth with the employment of both regenerating health and regenerating ammo.

There are absolutely no items, power-ups, or collectibles to be found in the environment and very little to interact with. This makes the straightjacket-linear levels, convincingly rendered as some of them are, completely dead to the player; much player involvement is lost when there is no need to investigate surroundings.

Level layout typical of the original Jericho. Linear, with nothing to collect.

There were bright spots however--the early game twist of your stalwart, generic white male hero player character getting killed and becoming a ghost is one of them.
From that point you can possess the remaining team members at will, imbuing them with the character's own healing powers.
There is one other character (Father Rawlings) capable of resurrecting characters so there is a reasonable depth to battles where you must ensure that the squad stays alive by way of resurrecting fallen teammates. With no one left alive you lose and must restart to the last checkpoint.

Resolutions

This gameplay concept is what's worth expanding on, with the attendant hooks in the world fiction. The most obvious problem solving would be to re-activate the world in terms of interest. The player and his squad need to be able to look for supplies and feel rewarded for it; the player also could use level layouts that actually provide some tactical depth.
Longer engagement distances (allowing the player to set up and use Black, the sniper character, effectively), and more varied enemy attack patterns other than straight forward suicide charges or stand-and-fire would also be important additions.

Proposed level layout style: multiple approaches, some which require certain squad mates to still be alive to access, items/collectibles, differing engagement distances.

As covered in the redesign of the game's characters, I think an essential element of a horror atmosphere is the vulnerability, humanity of the team themselves; introducing ways in which they might deteriorate in a decidedly un-videogame-like fashion could be very interesting.

There was an Apple II game, the name is lost to me, that involved rescuing hostages. There was a "practice" and a "for keeps" mode--if you played in the latter and lost a hostage, that hostage's profile was deleted permanently off the 5¼-inch floppy disk.

I thought about this in combination with an element from Hitman: Contracts. In that game, there is a collectible weapon in plain view behind a locked door, the key to which is only acquired in the second to last level. The player needs to get the keycard and then re-play the first mission to get the gun, which like any of the collectible weapons, can then be used in any other mission.
This may just be an aspect of the game's fiction setting up most of the missions as being replayed in 47's memory, but I don't think the framing device is necessary; these sorts of things keep to game-logic, and that is enough. It is unique to the medium and therefore should be used freely, as it is something that is ours alone.

Where I'm going with this is a change to the core mechanics of Jericho that would follow, in terms of achronological game logic: we'll say that characters can be resurrected, as they could be in the original game, but with a price.
There is some toll extracted, shuttling to and from the mortal coil such that after a certain number, teammates will become listless and withdrawn, though their combat effectiveness stays roughly the same. I am thinking of the slow graying, darkening of Wander, the player character in Shadow of the Colossus.

The "death counter" increments regardless of save state, the only way to reset it is to start a new game. This means that together with some more conventional restorations to the gameplay--more interesting levels, item collection, non-regenerative healing/ammunition--the game takes on longer-term ramifications. After say ~20 or so deaths (the threshold number would change based on chosen difficulty), a team member is no longer themselves, a short of walking shadow of their previous selves--so you have the option of leaving them to die permanently. Final team makeup and their death counters figure prominently into what kind of ending you receive, but also the choices the player makes in the narrative.

The idea being that as you progress in the game, there are real cost/benefits to how you fight the battles, who you use or push harder. You can rez your teammembers indefinitely if you don't care about them as characters, but at the end of the game you end up with a set of shadow-men, ghostly revenants. There might be inherent conflicts of interest--unlike the original game we'll say that the Priest and the guy with the fire demon possessing his arm don't exactly get along.

You might let a few of the squad members take more hits than others, and sacrifice them later in order to smooth out team dynamics--say I don't care for Church's ninja-style abilities or how she bickers with Black, so I use her as cannon fodder until late in the game at which point I let her die.
Like the original game, there would be roadblocks that would require a specific teammember's abilities to pass--but they would either be alternate paths/shortcuts/access to secret caches instead
A sketch of ending patterns as follows, many of them can be achieved simultaneously:

  • Shadow King: all teammates revenants (50+ deaths) at end
  • Alive Alone: all teammates dead save one at end
  • The Vocation: Father Rawlings (not player) handles all rezzing; no revenants at end
  • Rude Mechanicals: only Delgado, Black, Cole alive at end
  • Get Behind Me: Delgado survives fire demon exorcism
  • Preservation Society: End playthrough with all original squad weapons intact
  • The Loss of Ross: game ends with team leader's ghost lost forever
  • Sun King: No revenants, all teammates survive end
  • The Story is the Same: team agrees to sacrifice themselves containing Firstborn
  • The Story Changes: team defeats Firstborn
My only nagging concerns with this concept is that they fall into the same traps of other titles with multiple endings, being that one ending above all others is considered the "best" ending, whereas others are "bad" or less preferable. I'm more interested in games with narratives centered on player actions, holding a mirror to how the player makes sense of the world and their choices, rather than stale, one-dimensional moralizing or cheap counterfeits of storytelling in other media.
What, dear readers, do you think are ways to resolve this issue?

Saturday, November 21, 2009

Visual Clarity in Character Design (Part II)

Saturday, November 21, 2009
In Part II we'll consider the key characteristics discussed in the first entry--silhouette/scale, color/patterns, and materials/detailing, and see if we can't make an existing set of less than optimal characters "read" more clearly in gameplay situations.

The very gothic Jericho Team.

For candidates, I looked no further than a game I had finished playing just recently: Clive Barker's Jericho.
It was not well received and mostly for good reason, but there are some inspired concepts running through it. It's ideal for our purposes because you control a larger than average team of six characters, and it's tactical enough that identifying characters different squad members at a glance makes a difference.

Hanne Lichthammer, an undead Nazi boss character in the game, seen out-gothing the Jericho team by a wide margin.

Trouble is, the game revolves around a decidedly goth-leaning, melanin-challenged (even the black man of the team is ghostly pale) supernatural special ops team with a fondness for shades of black.
With the exceptions of Delgado (the big chain-gunning fellow) and Church (the small-framed ninja), this is a large group of friendly characters that are difficult to tell apart in combat and/or low light levels--both of which recur regularly, often together.
Here's a collected image of the original characters and their names, so you know who I'm referring to for the rest of the article:


Where to begin? Many of the problems with the team extend further than just visual appearance and into their broad, even offensively stereotypical characterizations.
Delgado is the sass-talkin' latino, Father Rawlings is the deep fried southern preacher-type, Black is the militant lesbian sniper, etc.
(I think the game interesting enough that the follow-up to this entry will be a full-fledged design sketch.)

For now we'll stick to their appearances: in keeping with the gothic, spooky ambience befitting a Clive Barker game, the entire team is pale and black clad. This ends up as a significant issue in two ways.

The call is coming from inside the crypt.

First off, from the point of view of player investment and interest, these six characters are a hard sell--they walk into this hellish landscape overpowered with magic and arms, imminently well-qualified to deal with the problem, and the game mechanics as well as fiction hold that the team can both resurrect members and resupply them with ammunition indefinitely--so why do they need my help at all?
What's horrifying about these gothic sulks having to deal with the end of the world, aren't all their own apartments furnished in the same style as the oozing rivers of blood and hellscape they now traverse? In other words, the team seems to be lacking dramatic contrast to their environment. Far from being put out and suggesting fear and terror as appropriate responses, they seem at home.

Second, even if I did feel invested in the obnoxious stereotypes, I often have trouble seeing them at all, certainly in telling them apart at a glance. A few of them are attired in shiny black catsuit-type material, which improves their visibility somewhat in low light conditions, but not enough to be helpful. Most of the characters are designed with a kind of runic filigree covering their suits, presumably as a replacement for lack of shape or form differentiation, but it's none too successful.

At left is a sample palette of the game's environments, derived from pixelated averages of a few representative screenshots.
The game is heavily atmospheric--fog, smoke, fire predominate to good effect. Mounds of sloughed off rotting flesh and rivers of blood show up as with any self-respecting time-fragmented hellscape, so the general palette of the game tends to run to warm, flesh and earth tones, and generally very dark.
While thankfully the Jericho squad isn't wearing blood-red catsuits, which really would make for unfortunate camoflage, the black suits don't really help visibility, especially for the extended sequences shrouded in darkness (perfectly appropriate for a horror game).

So as we begin, we'll identify the specific issues we wish to solve: shape/silhouette differentiation (for when color information is not present), visibility of material and detailing in warm colored and low light situations, and finally player sympathy/horror game appropriateness of the character designs.

First things

The temptation for me as an artist is to get to drawing and painting characters immediately, but this isn't actually that helpful when I could end up with a lot of wasted time for a redesign of such a large team of characters. So we'll stick with a consciously simplified approach--not only does it keep artists from pouring too much effort into a design before it's well considered, but it's simple enough that little or no drawing ability won't stop someone from using the same process.
We begin with a simple diagrammatic layout of the team divided into their control squads, Alpha and Omega.


Like the L4D color comparison in the first entry, I'm using simplified representations for the characters in order so I do not distract myself with painting and rendering too early.
A well drawn character can mask design flaws that don't manifest themselves until it's too late--the model and texture are done running around in the game. Revisions at that point are extraordinarily expensive in money and man-hours; far better to squash as many problems before they ever happen when revisions are as cheap as the point of an eraser, the point of a pencil.

Scale

So now we've got three men, three women in simple outlines. The scale relationships of the team originally are a good starting point, so we'll stay fairly consistent to the original team designs.

Cole is the "medium" female, Jones the "medium" male, Delgado the largest of all characters, Black the tallest of the females. We'll make Rawlings a narrow, vertical form, while Church is the diminutive ninja form. Like so:


If it seems simple, that's because it is, but take the time, foundations are critical.
It's also instructive to do this kind of designing with all characters visible on a sheet--small as it is, this workflow reinforces the necessity of cross-checking all the character designs against each other as much as possible.

Silhouette


The biggest change here is giving Black a sort of Ghillie suit/dress, instead of the black catsuit that appears in the game (and makes her look very similar to Cole). Otherwise, most of what I'm paying attention to here is a simple factor of how much skin is visible. Something tells me tacti-shorts are right out when rethinking a supernatural tactical response team, so I'm mostly looking at collar cuts and sleeve lengths.
Though it's not pronounced at this stage, I'm already thinking of exaggerating Cole's augmented reality visor's scale in order to giver her more of a Daft Punk head silhouette (added bonus of hugely reflective helmet), whereas Jones gets a high, protective collar, almost like a bomb technician. Rawling's duster/great coat remains largely unchanged.
(There's evidence the development team ran into these issues, as the concept art for Church doesn't have the large suit cut-out panels. Either they realized the difficulty of recognizing the characters in the dark or needed some sex appeal--or both.)

Patterns and Colors


Knowing that most of the game's environments are in ruddy/earth tones, I swung to the complementary color on the wheel: green. Olive drab, more specifically. I considered this in tandem with my problem with the game fiction and player identification issue: even if there are potentially world-ending supernatural threats out there, I have a hard time believing that the government would actually give decent funding for their super secret "Department of Occult Warfare" were it to exist.

This gave rise to the thought of a second-rate secret force, a kind of discount BPRD: what if the team didn't get all the latest gear and an unmarked Blackhawk helicopter to deliver them to jobs? Still saving the world, but without commensurately magical budgets, because who would honestly believe them, anyway?
Certainly would help make the team less invincible-seeming, more personable, and helps free me from having to straightjacket all of the characters into the same vaguely high tech gothsuits.

I'll explore these concepts later, but for now it means that the characters end up more irregular military-looking, rather than pale and black everything. The black character in the group gets to actually be black, a small kindness.

I've also given the different squads identifying armbands with associated colors. Here again is some surprising vestiges of discarded decisions from the original team: if you look closely at the set of six original character designs, you'll notice that only the Omega squad (bottom row) have red armbands.
Looking at the original Mercury Steam concept art for Delgado (above and right), you can see a blue armband. I can only infer at some point, Alpha squad had blue armbands to go with Omega's red armbands, but in the continuing quest for true gothification, these were discarded, with the assumption that you only needed armbands for one of the teams, making the other team distinct by nature of having no armbands.

The fact that it took partway through writing this very article to discover that Omega squad only had the red armbands should be proof enough that this is less than successful. I can only think that the earlier thought of red and blue-coded squad armbands was the better choice, and in my redesign it is one I have reinstated.

Summary


Here's an animated .gif of the above stages, showing that it doesn't take a lot of time or even drawing ability to take a large group of characters and make them distinct from each other. And if you are an artist, it's a smart step to take before you launch into fully-detailed sketches. Time is money, or rather time is what you're wasting toward the end of the day when the art director comes over, sees what you've drawn, and asks for a complete revision.

Finally, the completed concepts, with accompanying revision notes (reference the laughably game guide-esque Wikipedia entry character bios for comparison, before they get scrubbed):


Cole
I made sure to exaggerate her defining feature, her helmet. Otherwise, her stance is the other major defining feature of her silhouette.
Instead of the nervy rookie presentation, Cole's bulbous augmented reality helmet (retrofitted 60's astronaut equipment as it happens) keeps her at a quiet remove from the rest of the team. Her modified FAMAS rifle scope feeds into the helmet HUD; it's 5.56 rounds are shared in common with Delgado.
Poise: shoulders back--professional and assured, high rifle carry.

Jones

Jones is reconfigured as a player surrogate, the most "normal" character for a shooter player; gear trappings like that of a modern soldier or PMC.
Though still a telepath, he treats his power with a matter of fact sensibility (reminiscent of Miles on Lost). He carries an old school M14, which can share rounds with Black's sniper rifle.
Poise: hunched combat glide of a trained, experienced modern soldier.

Delgado

Delgado is still the heavy weapons man, but stripped of both the distractingly overt power armor and stereotypical mannerisms. While the onyx sheath on his right arm was interesting, his former man-portable minigun was distracting and over-powered. The whole get-up distracted from his humanity, any sense that he might actually be vulnerable to attack.
Delgado pulls the glove off his right hand to unleash his pet fire spirit. He carries a vintage Stoner 63 machine gun.
Poise: casual swagger, nerves of steel.

Black

Black retains the coarse manner, but ideally without the ill-timed and obnoxious barks. She's unhappy that she couldn't plan ahead with a hell-colored Ghillie suit--though even in the infernal backdrops of Al-Khalil, once her Ghillie suit is zipped up and hooded she makes for a hard target. She sports a bolt-action CZ 700 sniper rifle, which means she can share .308 ammunition with Jones, but he's not likely to get any of long-distance-balanced handloads short of begging.
Poise: crouching, furtive gait of a sniper out of position.

Rawlings

Father Rawlings is redesigned as a non-combatant--as glorious and hideous as his double deagling was before, it makes more sense with his priestly vows and deepens tactical considerations that the healer/resurrector of the group cannot directly defend himself.
He's considerably moodier and sardonic, less drawling southern; the missions of Team Jericho have initiated a long "dark night of the soul" for the priest.
Poise: hunched and glowering.

Church

Church is still the ninja of the group but with a more elegant strain to her bearing. As a blood scribe, she wears a mysterious tattoo covering much of her back. She carries the coffin-magazined Italian Spectre M4 submachine gun, in addition to her katana.
Poise: strictly ninja.


As the modified dossiers suggest, another update will feature a wider critique of Jericho and a matching illustrated design sketch.
I feel as though I haven't explained my re-design choices all that well in terms of justifying their enhanced visual clarity, but this entry is getting quite a bit too long already--what say you?
 
design reboot. Design by Pocket