Lead designer David Pottinger writes
about design changes, what goes on behind the scenes at Ensemble, and
fashion.
Editor's Note: Games aren't always serious
business. Sure, you've got your coding, meetings, and budgetary concerns, but
there's also a fair bit of, well, gaming goofiness. So we asked Ensemble's Dave
Pottinger, lead designer on Halo Wars, to write an article for us rounding up quirky
facts about the game and its development. Here's what he sent our way.
No. 1 -- Vampires are better than
Gorgons
Creating a strategy game based in the Halo universe gave Ensemble the chance
to take a rich franchise and flesh it out in new ways. As huge Halo fans, this
was awesome for us. And as designers, this was required. The Halo shooter games
have put a lot of different units in the universe, but a strategy game has
different needs: We have specific unit roles that need to be filled, and we have
to have enough units of each type to ensure that even the basic strategies have
multiple options.
When we originally spec'd out the Covenant, we gave them a ground-based,
antiair unit called the Gorgon (above left) -- a bulbous, biped walker that used
heavy Needlers to rip apart thin-skinned aircraft. Once it was in the game,
though, we realized that we'd created a recognition problem: was the Gorgon a
vehicle or infantry unit? We intended for it to be a vehicle, but the legs were
causing problems, since we also said that "anything with two legs that walks is
a dude." The final nail in the Gorgon coffin? The Covenant already had too many
ground vehicles; we needed more air units.
Enter the Vampire (above right): a flying, antiair unit armed with heavy
Needlers. Once we picked an appropriately "ethereal" name, its unique ability
became obvious. The Vampire has the Stasis beam that can prevent enemy aircraft
from moving; once upgraded, this beam can drain health from the target and heal
the Vampire.
No. 2 -- "December Madness" hits
Ensemble
We have a lot of fun with various pools and tournaments, for events like
fantasy football or March Madness. Back during the Age of Empires II days, we
started doing tournaments at the end of the game's production. By the end, most
folks are playtesting 24/7 anyway, so they get pretty good at the game. Well, by
our standards, anyway -- it's a complete myth that most developers are great at
their games. Sure, we have a professional balance team that's astoundingly good
at playing our games, but frankly, most of us kinda suck.
Our tournaments have gotten progressively more intense and organized. For
Halo Wars, we've got actual trophies, are giving away Xbox 360 consoles and Halo
Laser Tag sets, and so on. Karen McMullan, one of content designers, has even
gone the extra mile this time to prepare Ensemble December Madness brackets.
Everyone can put in their brackets to try to predict the winners in each game;
we've got 29 teams, so it should be a challenge to get them all correct.
No. 3 -- A soft spot for the
Cyclops
The Halo universe has a lot of ranged combat units. That makes sense; it's
sci-fi, after all. Strategy gamers want more options, though. When we looked at
the UNSC unit list, we quickly realized that the UNSC was severely lacking in
hand-to-hand power. Spartans can do ranged and close combat, but we needed
another type of fighter more clearly oriented around melee damage.
We bounced around for a while on what the actual unit would be. We tried the
lore-accurate Mark1 armor suits -- a precursor to the more modern Spartan armor.
In practice, they were just too close to the Spartans and not distinguishable
enough in-game. We had to make our new melee unit stand out more, so we ended up
with a lumbering mechanized suit that couldn't be confused with the Spartan at
all: the Cyclops.
The Cyclops can beat the crap out of anything around him, though his
mobility's limited by his speed. In Halo Wars, that's not enough; he has to have
a unique ability. In fact, that's where his name comes from. We've got a lot of
fond memories of Age of Mythology -- there's a lot of that game in Halo Wars,
actually. One of our favorite units from AOM is the Cyclops. He's a big, hulking
brute that can pick up enemies and hurl them for extra fun. Thus, the Halo Wars
Cyclops takes his name and ability from his Age of Mythology ancestor. Beating
your opponent's Scorpion tanks with the Cyclops is a lot of fun, but there's an
extra "in your face" element if you can then throw those pieces of debris for
extra damage.
No. 4 -- Fun with names
Most developers work in a few nods to friends and family in their games.
We're no different. A sample of the "inside references" within Halo Wars:
--We know there are a fixed number of Spartans in the Halo universe, but
they're not all named. With Halo Wars introducing a few more Spartans to the
lexicon, we had to come up with new, unique names. One's a nod to our lead
campaign designer, Jerome Jones.
--One of our Skirmish maps called "Fort
Deen" (above) is named after one of our senior designers, Tim Deen.
--My kids
are named Andrew and Thomas. They're young boys and, as such, like pirates a
lot. The achievement "Alas, Poor Andrew Thomas" is awarded once you get the
first skull in the campaign. After all, what's more pirate-y than a skull? And
it's a goofy Shakespeare joke, to boot.
--The achievement "Big Al's Scooter"
(awarded for a quick Skirmish win) contains the nicknames of producer Chris
Rippy's two kids.
No. 5 -- "The Magic Y Button" fixes
failed abilities
For a long time, we had the mantra that Halo Wars was "playable with only the
left stick and four face buttons." That was good. I really love simple
statements like that. At that time, the mapping for the four face buttons was as
follows:
A: Select (in various forms)
B: Cancel (cancel selection,
menus, powers, etc.)
X: Move/Attack
Y: Leader Menu (for
transporting, powers)
Unfortunately, we had a problem: We wanted to put in an ability system for
the units. We knew that'd be fun, but we didn't have a good button for it. As
such, when we tried it, the system just didn't go over well. No one used the
abilities enough to justify the gameplay bandwidth we'd allocated for them. We
tried a few things, but we ended up cutting unit abilities out of the game
entirely.
Almost a year later, we kept circling around the abilities idea again,
because the game really needed more to do in combat. But we knew we were out of
buttons, and we didn't want something as cumbersome as remappable buttons or
modifier buttons (e.g., right trigger + X). Abilities needed to be simple and
fast.
The "big fix" came when we decided to undo one of our assumptions. We moved
the Leader Menu to the D-pad and put unit abilities on the Y button. Now we had
something close to a primary and secondary attack with X and Y. Shooter fans
"got" that. Awesome. Plus, it tested through the roof. The game instantly got
more fun, and everyone was using abilities.
We did lose the "left stick plus button" thing. In hindsight, it would've
been nice to save that, but players just don't use the Leader Menu as much as
they use abilities. It made more logical sense to put the unit abilities on the
Y button, even if that meant sacrificing one of our mantras. Plus, it was just a
lot more fun.
No. 6 -- Why do Hunters come in
pairs?
Any hardcore Halo fan will know that the Mgalekgolo are worm colonies that
"bind" together to form what humans call Hunters. The Hunter lore is rich with
details. The worm colonies originally begin as a single collected entity. When
it grows too large, that colony divides into a pair of colonies. These colonies
are deeply tied together as mates, or "bond brothers."
Halo Wars plays off of that lore with the Hunter upgrades. The most obvious
upgrade would be to start with a single Hunter and then upgrade it so it splits
into two Hunters. That wouldn't work in a strategy game, though, because it'd be
too hard to tell what upgrade level an individual Hunter was when you
encountered it. Is that single Hunter a low-level Hunter or a high-level Hunter
whose mate's been killed? So, rather than go literal with the fiction, we tried
to embody the spirit of the Hunter relationship. For example, one of the Hunter
upgrades that you can research is called "Spirit Bond." When researched, this
upgrade gives a huge combat bonus to your Hunters, but only if both Hunters are
alive. When one Hunter falls, it becomes markedly easier to kill the remaining
Hunter. This correlates very well with what players expect from the Halo
shooters.
No. 7 -- 5,402 lines of battle
chatter
If you've ever played Halo, you probably remember the Grunts -- they say some
pretty funny things. As the series has evolved, players have realized how much
chatter and conversation exists with any of the units or squads in the game.
When we did some internal and external research, the sense of life and reality
created by that chatter came back as one of the most important things in the
Halo universe.
We wanted to knock that out of the park for Halo Wars. With our unit
menagerie, we have tons of opportunities to dash off funny one-line quips or
comments on the state of the battles. When the battle chatter system went in,
our "Halo" feel really started to come together. A nice side effect was that it
really improved the quality of the gameplay, too. The battle chatter is great
for setting the mood or commenting on the environment, but it also notifies you
about important things that are happening in the game.
A few examples of battle chatter in Halo Wars:
--"Aww, I've got Grunt bits all in the grill," usually said after you
run over a few Grunts with Warthogs.
--"Grunt! Antifreeze, chair,
now," might be heard by the Prophet leader if you're fighting over the
Harvest polar regions.
--"Has anyone seen John?" and "That's
Mjolnir Armor!" are good clues that Spartans have just entered the battle.
No. 8 -- Biggest comeback feature: Base
Jumping
Skeptics wonder whether real-time strategy games can be fun on consoles.
Obviously, Halo Wars is our response to that. The concern's still a fair one,
though. People need to see the game work; they need to understand that we built
the game for consoles. They need to have fun playing Halo Wars.
"Solving" the scrolling screen issue is a huge part of convincing people that
they don't need a mouse to play a strategy game. Halo Wars has long had a
feature called "Base Jumping." Press left on the D-pad, and we cycle you to your
first base -- press left again, and it'll take you to your next base, and so on.
This feature worked pretty well, but it was never something that the casual
players used enough, which was a problem. We built the game expecting people to
jump around the map rather than scrolling. Yeah, you can still scroll around if
you want, but the game really is built for jumping around the map.
Base Jumping just wasn't cutting it, unfortunately... until we polished it.
Sometimes, a little bit of polish makes all the difference. When you're Base
Jumping, we flash the base's number in the middle of the crosshair. It's a
little thing, but when you see the "1," you know you're at your first base. "2"
means you're on your second base. You get the idea.
We don't just jump straight to the actual base. We jump in a little off to
the side, and slide the camera over the base very quickly. The offset move's
aligned so that the camera's "sliding in" from the spot on the map where you
used to be looking. It's like a "fade in" for jumping. This really helped to
orient players spatially on the map.
No. 9 -- Covenant Hot Dropping
FTW!
A huge goal for this game was to have the UNSC and Covenant civilizations
play very differently. The UNSC are the good guys, while the Covenant are
definitely very, very evil. We could list out all the differences in how they
play, but there's one feature that hasn't gotten a lot of attention: Covenant
Hot Dropping.
Unlike the UNSC, the Covenant have their Leader (Prophet, Arbiter, etc.) on
the battlefield. The three Covenant Leaders are actually the strongest
individual units in the game -- it takes multiple Spartans to counter a Covenant
Leader. Hot Dropping allows Covenant players to send any units directly to their
Leader's location. Each Covenant base has a Gravity Lift right outside. Imagine
there's a Covenant Spirit (the "tuning fork" equivalents of the UNSC Pelicans)
parked just out of camera range: send a Grunt squad to that pad, and the Grunt
gets that familiar blue glow as he's lifted up to the Spirit, and then instantly
flown over to be dropped in next to your Covenant Leader.
Strategy fans can see the gameplay that comes out of this feature. The
Covenant are really good at rushing (a quick attack before your opponent has
defenses). The Leader can be maneuvered close to the enemy while the rest of the
units are training back at the base. When the battle begins, you can start
Hot-Dropping in your whole army. An additional twist is that the Covenant
Leaders can be "recalled" back to a base via the Gravity Lift. The Covenant
Leaders are very valuable, so the best players will rescue their Leaders right
before death.
If Hot Dropping seems like a screw tactic, perfect -- it's supposed to feel
that way. It's balanced out by other elements of the civilizations, of course,
but it has that "evil" feeling we were after.
No. 10 -- Ensemble is very
fashion-conscious
Well, sorta. We like stuff with our games on it. We've always had shirts and
whatnot, but Halo Wars has inspired some of our best stuff. Three of my
favorites: The Spirit of Fire T-shirt, the Halo Wars hoodie, and the Spirit of
Fire hat. I'm still waiting for my Spartan boxers, though.