Splash DamageBlogNew Brink Video Interviews Surface
Splash Damage Blog
New Brink Video Interviews Surface
Submitted by badman on Tue, 07/28/2009 - 15:15
Flying in the face of rumors that E3 2009 is so two months ago, we've got a pair of previously unseen (by us, anyway) video interviews recorded at the show. First up is GameReactor TV, where Brink's Senior Game Designer Ed 'BongoBoy' Stern is most definitely ready for his close-up and chats about the game for some 12 minutes. Meanwhile, E3's Most Enthusiastic Developer and Splash Damage Creative Director Richard 'Rahdo' Ham is video-quizzed by Bobby Blackwolf on the rather appropriately titled E3Coverage.com, shedding some more light on How It All Works (and revealing some new information in the process).
34 Comments
DarkangelUK
I especially liked the part about there being routes available that the SMART button won't cover... eeeeeenteresting!
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Posted on 28 July, 2009 - 20:23
tokamak
Rahdo finally got a question I couldn't quite formulate myself. The way the narrative works in multiplayer. It was what I already expected though. I guess the Brink story will be like the movie Resevoir Dogs.
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Posted on 28 July, 2009 - 23:05
Rahdo
Wait, why am I Mr. Pink?
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Posted on 30 July, 2009 - 23:15
[]v[]
I think thats the first time ive seen Ed Stern talk. man that guy could sell oil to the arabs.
If he told me smelly underpants were great, i'd buy 'em. no question.
I like his thinking on what games should be. Its starting to get me interested.
Or maybe it was the fact that someone polished him before the interview.
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Posted on 31 July, 2009 - 13:32
DarkangelUK
I like how in all the interviews the SD guys always include their online names as well... a sign of true gamers :)
Is it just me or does Bongoboys t-shirt say BRNK??
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Posted on 31 July, 2009 - 14:16
SockDog
I thought that too then realised it must be his studly toned chest.
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Posted on 31 July, 2009 - 20:52
tokamak
It still doesn't make sense to me.
Does the outcome of one 'level' influence the rest of the game (something that would be impossible considering Brink's multi-singleplayer) or are the maps linked like in ETQW but with a more thorough narrative between the subsequent maps.
A reservoir style narrative I understand, but Tarantino didn't have to deal with his scenes having two potential outcomes. And what about maps being played twice?
Take that cliffhanger example of the preview all these journo's were going on about. I don't need (nor want) to know the outcome of that cliffhanger, but suppose the resistance won from security in that level, then the security player wouldn't get to the cut-scene with the cliffhanger.
What it boils down to is, SD's signature objective based maps are always about the attacker trying to get something done and the defender trying to prevent it. Sure, a defender can try to get something done as well, like 'Salvage' where the stroggs need to prevent the train from taking off. But it always comes down to one team trying to stop the other team from fulfilling their agenda. How does a story develop if one team stops the other team from seeing trough their plans?
Then again maybe I'm asking too much stuff that is still 'confidential'.
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Posted on 31 July, 2009 - 21:17
Anti
I'm going to start pushing for the use of the word 'mingleplayer' :)
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Posted on 1 August, 2009 - 02:09
SockDog
Okay I can see it working like this:
Each map is a progression of the story in the same way that ETQW was a progressive story told through different maps. Now instead of having just text displayed during the map load to tell the story they use the actual map, objectives and other effects to let you know what's going on.
This is much the same way that Reservoir Dogs jumped back and forth to tell a simple story. If each chunk is self contained enough then the order isn't entirely important.
Biggest problem I guess is the same as ETQW. What if you play the rebels but security hold you off of destroying security air support. Then the next map ignores this and continues as if you had destroyed it. That would be a big withdrawal on the credibility budget.
The problem them becomes. If you distance the active players enough then your main story isn't as influenced by their actions and so can progress regardless. However this clearly then pushes all the players away from engaging in the story directly. It would also be cheap to just whip out a "You failed but luckily your other rebel team succeeded in the objective"
Mmmmm. Now I'm totally confused and sober. I must address one or the other. To the offy! :stroggtapir:
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Posted on 1 August, 2009 - 03:22
Nail
an excellent idea considering the game structure, but it kinda makes it sound a little too metrosexual for a blood and guts FPS imho, kinda sounds like a Sims project
:stroggtapir:
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Posted on 1 August, 2009 - 06:59
DarkangelUK
Mungleplayer?
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Posted on 1 August, 2009 - 09:52
tokamak
Yeah I like that allot!
Yes Sockdog, that was exactly the thought pattern I went trough.
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Posted on 1 August, 2009 - 09:59
Rahdo
:) I'm pretty sure I talked about this in at least a couple of E3 interviews, but I can't seem to find them at the moment, so basically, we've got two campaigns that you can play through, one for each faction. The story lines of these two will diverge a fair bit, because for example, if you'd chosen to play as resistance, at one point you ensure the success of the kidnapping of a high ranking member of security. This in turn means you get information that leads to an inevitable outcome of the resistance campaign. But if you'd chosen to play security, that kidnapping is foiled, and as a result, the storyline of Ark goes a different direction.
So our storyline is basically like those old 'choose your own adventures' books, in that there's these two different threads, and we expect players will want to go through them 'correctly', but if they choose, they can just jump to any page they like and pick up from there (which we expect will usually only happen because they want to join friends in already running online matches).
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Posted on 1 August, 2009 - 10:58
Rahdo
BTW, it just now occurs to me, that as a caveat to a lot of posts I make on here, I really should be adding "if all goes according to plan" at the end. We've still got a long way to go, and I expect it'll all zip by in a flash of frenzied development, so some things are likely to change. :eek: But I'm pretty confident it'll all work out in the end :D
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Posted on 1 August, 2009 - 11:03
tokamak
Okay, now I'm even more confused but it certainly sounds better then what I had in mind :D
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Posted on 1 August, 2009 - 11:12
shirosae
Okay, so I'm playing resistance, and we have an objective. The security players are there trying to stop us. If we win, we get some sort of story progression along the resistance campaign.
What happens if we lose? Do we get the story advancement which assumes we won anyway? Do we need to play that mission over and over until we win?
If the two campaigns diverge, how are you going to get security players to populate the maps later on in the resistance campaign?
Presumably the two campaigns will intertwine somehow and share the same locations, but doesn't that imply that half of each campaign will just be defence objectives? If that is the case, how do you reconcile the differences between the two storylines in later maps?
Or is there some sort of 'other' mode aside from the campaigns, where all you do is defend against the other side's campaign?
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Posted on 1 August, 2009 - 12:26
kamikazee
Maybe you should copy Bongoboy's quote from my sig. He sure said it in a short and effictive way.
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Posted on 1 August, 2009 - 13:30
tokamak
That's easy, just let the two campaigns run into each other. The first resistance level is defending the final objective the security need to attack and the other way around.
Resistance is defending map A which is attacking map Z for the security.
It's just that I don't understand how the outcomes work.
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Posted on 1 August, 2009 - 13:55
deadlights
Nice interview...
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Posted on 2 August, 2009 - 10:19
Marmil
Sounds really awesome. Looking forward to hearing more about this one in the year to come!
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Posted on 3 August, 2009 - 05:53
shirosae
So every map change I play against a completely new team? I can't spend an evening playing against my friends because the game forces server shuffling between maps?
I'd be a bit annoyed if I lost the ability to just make a server and play with some trusted friends for the sake of a storyline that I'm most likely not going to care about after the first run through.
That might sound harsh at first (it's not meant to be!), but it was very much my experience with Guild Wars. The random-teams Random Arena is the joke of PvP because you simply can't get a quality game when so many people don't know what they're doing and so many others will sync or quit after a few seconds assessing their random team. It's useful in GW because it's a worthless PvP that people can cut their teeth on, but then in GW there are other more serious PvP modes. The GW storyline is also something you skip after the first run through.
I genuinely can't imagine any way of tying single-player stuff into a multi-player game without causing huge damage to the actual game part, which is why I'm quite curious to see what SD has come up with.
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Posted on 3 August, 2009 - 22:17
Rahdo
One thing I can definitely promise is that nothing is going to get in the way of friends playing together. The storyline stuff is basically something you can opt into if you like, but if it cramps your style, you can forgo it (or as I mentioned in interview that started this thread, get a narrative that 'jumps around') Otoh, there's nothing keeping you and your friends from going through the storyline together, and I personally think that would provide the best overall experience (combines the best of traditional single player narrative and multiplayer party gameplay). But I'm not going to tell you how to play your game (once you've bought it, that is :) )
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Posted on 4 August, 2009 - 00:49
tokamak
Does 'going trough the storyline together' also mean, going trough the storyline against each other?
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Posted on 4 August, 2009 - 12:17
dommafia
Rahdo is the best interviewee of a game company I have yet to witness. Makes me want to buy the game yesterday. There's something genuine there, something that reflects how much he loves the game he's making. Carmack used to be that way.
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Posted on 4 August, 2009 - 17:17
acidrain
Oh snap!
Rockets are more fun anyway.
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Posted on 4 August, 2009 - 18:24
Rahdo
You just blew my mind!
But no, that's wouldn't work too well. If you and I are on opposite teams, one will win and one will lose, and so our narratives can't stay in sync and we'll have to split apart. So players sharing the storyline is all about co-op party play...
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Posted on 4 August, 2009 - 22:10
shirosae
:( I thought that might be the case.
So, how do I go about playing with a group of friends across multiple maps?
Do I have some sort of flag I can set that dumps one side's campaign progression in favour of keeping us all together? Or is there a separate (server?) mode that's more like the campaigns in ETQW?
+1 to Dom's post btw; I've said it before, but I've really never seen this level of interaction with a dev studio before.
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Posted on 5 August, 2009 - 00:20
Florisjuh
Sounds pretty cool for an alternative type of competition though, natural brackets, winner will keep rising higher, loser will keep shrinking lower.
It would also be amazingly cool if the game could rank teams based on their performance and do some magical match making to put nearly equal teams against each other.
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Posted on 5 August, 2009 - 00:39
Shiv
i think you mentioned before that there was 3 types of game, private public + comp i think
Does comp break the story to give players the chance to do a full campaign following specific arcs.
maybe following the arc of whoever wins each consecutive round, but keeping the players the same...
i like dropping on the opposite team to friends on vent so i can stomp them down... having to re-join each map change would suck major for me :(...
and does it just dump random players in the other team from a different game thats just finished that specific map link and lost or whatever...
doesnt that need allot of players to run correctly and without massive delays between levels..
and what happens to people hosting their own servers, which team gets priority on host... doesnt it break getting fave servers, and what if the ping sucks on the following map :eek:
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Posted on 5 August, 2009 - 01:29
tokamak
I blew your mind? Have you any idea in what knots I turned myself to understand how the whole single-multiplayer story could work? :D
But yes, great, now I finally understand where you guys are going with your mingle player. And I think you now know why I had such a difficult time understanding it. I had the classic set up of 'fixed team vs fixed team for the next three-map campaign' in my head.
Frankly I think keep on playing against the same enemy players is just too much asked. It's like trying to make a circle out of a square. It's either two campaigns and different opponent teams, or the same teams and just one campaign. Two campaigns really seems the better deal.
You'll run into very complex problems if you try that.
The only way I could see comp play work right now is trough stopwatch mode, which doesn't really require much tinkering.
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Posted on 5 August, 2009 - 01:40
SockDog
I think this is essential to avoid stacking. Even with the best of intentions it's going to be no fun playing on a server and then a group of friends who actively play together steam roll you.
I'd love a similar magic formula applied to imbalanced teams. Maybe lower XP earned, handicap etc. Not to balance the entire game so a poor team is equal to a great team. Give the poor team a 20% boost and the great team a 20% handicap. The poor team then have something to fight over and the great team and more of a challenge. Does that make sense?
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Posted on 5 August, 2009 - 03:32
Rahdo
Sock, interestingly, there are some mechanisms planned (not yet implemented, so not sure how well they'll work yet) similar to what you suggest. Myself, I don't believe an entirely lopsided match is fun for anyone -- the winners or the losers, so we're trying to ensure there's healthy competition no matter what. But it's a tall order to pull off, so we'll see how it goes. And don't worry, those are for 'standard matches'... they will be able to be turned off to not upset the balance of serious competitive situations.
Heh, I was about to do another post about the particulars of how to string a narrative thread through a series of competitive matches, but I realized that Bethesda wouldn't be too happy with me going into a lot of detail on that, since I imagine it's the kind of game detail they'd like to hold back so they can wrangle more high level press exclusives (they're smart that way), so I'll wait on commenting further. Sounds like Toka gets the basic idea now, though, so I'll leave it in his hands (and maybe learn a thing or two from your guy's posts/questions :) )
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Posted on 5 August, 2009 - 07:30
SockDog
I certainly don't envy the task. Too many limitations and the game is a complicated and restrictive mess. Not enough and it's manipulated by a few to the detriment of the many.
Sounding like an old man, I recall my Q3 days when there seemed to be an honour code? sportsmanship? An easy win was frowned upon, the fun was always gained by playing for 20mins and a lot less about the end result. You moved teams to balance things because it made the game more enjoyable for everyone. Now it seems we're exposed to some very polar views (griefers to winners) and sitting in the fun middle ground becomes a battle.
Along with the idea of skill/result match making I do wonder about the effects of ranking players based on community feedback. If every time you meet a player on a server you could thumb up or down their attitude and this was reflected right next to their in game tag we might see some changes. Likewise you could offer a similar vote at the end of a map, did the other team steamroll you or stack, vote against the team.
Sure there'd be some abuse but if you encouraged positive and negative voting (via xp) and made it simple and unintrusive (end of map) it should balance out.
I'll shush now.
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Posted on 5 August, 2009 - 18:57
tokamak
Yeah good times. Sometimes it feels I'm the only one who feels like that during a game.
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Posted on 5 August, 2009 - 19:07
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