Randomness and replayability in Brink


(Zhou Yu) #1

Forewarning: This is a wall of text, if you can’t be bothered reading it, then with the best will in the world don’t bother posting about it. :stuck_out_tongue:

I was playing Left4Dead a few nights ago and reading brinkerviews between infected rounds when I realised that what I’ve read about Brink so far doesn’t seem entirely dissimilar from L4D in some respects. Of course, this is based off written interviews and a couple of screenies, but there were a few key features which seemed similar between the two.

-Cooperative play against ai/with friends
-Mission and campaign structure with (presumably) somewhat linear structure (this is partly guesswork from interviews and previous SD games)
-The ability to drop in and out mid-game
-Some characterisation but not overwhelming reams of text, instead based on clever scripting and voice work (see this article.)

Now, as they seem in those respects similar (again, only going off what I’ve read/heard) I thought I’d highlight one of the areas that Left4Dead did really really well: randomness and replayability, in the hope that those ideas will be/already have been taken on board for Brink.

I think randomness and replayability are really important in a game like Brink, because (hopefully) we are going to be playing these campaigns and missions over and over again, so the more variation there is between each game session, the longer those same campaigns are going to keep you hooked without becoming stale.
I know personally that L4D, though addressing replayability quite well, can get stale the umpteen billionth time you have run through no mercy, just because you know the map so well that there is little excitement and interest to be squeezed out except through the variable of the enemy infected players (presuming you are playing versus - in my opinion co-op gets boring even faster).

Therefore, this idea of randomness and replayability can be resolved down to two major areas in L4D and Brink for the purpose of this post:
-Gameplay
-Dialogue

In terms of Gameplay in Brink, I think its probably a little too early to start throwing around specific ideas, especially as it seems to have already been considered partially. This seems to have been mostly preconfigured using the new mission system to increase the randomness and replayability of the game.
Whereas in ET:quake wars the constant replaying of the same linear mission structure (objective 1, objective 2, objective 3) ended up getting slightly on my nerves after a while, Brink seems like it might be a touch more freeform. There have been mentions of missions to blow up side routes for access and random missions like interrogating a downed enemy make it seem like there might be a greater level of randomness in any given play session than something like et:qw. In any case, in comparison to L4D, just the increased number of players (8-16) is going to make a difference in each given play session.

Apart from it being too early to really start hammering ideas into gameplay then, it also looks like there is a chance that these considerations have already been taken into account. We’ll just have to see how it goes along.

The area I’m really interested in though, and that I think L4D excelled in, is the characterisation and dialogue.
What Left4Dead did in this respect, was ensure that although players would be playing these missions umpteen bazillion times, there was enough variation in what the characters said that you wouldn’t get bored of hearing the same thing over and over again easily. With each new campaign, randomness was imposed upon the character’s scripts to such a degree that you were unlikely to hear the same things said twice in a row or even ten times in a row. This was the same in TF2 where there were very rare combinations of events that resulted in your character saying something you had never heard before, instantly giving you an “oh cool” moment, along with a bit of a laugh most of the time.

This is something I would love to see in Brink, as it adds a huge amount of variation to each mission just to hear you character and others say something a little bit different almost every time.
I’ll be honest at this point and say I caught the beginning of a leaked video of the quakecon demo before zenimax nuked it from orbit, and what I saw from the beginning of the video (and read about in the article linked above) was several of the player characters standing around and discussing the mission before it started. The script and voicework was really good, and it was awesome to hear actors from different corners of the globe (I thought I caught middle eastern and south african accents in there) rather than just gruff american 1, gruff american 2, gruff american 3 etc. It was really well scripted, acted and set up, but I worry whether it will seem so good on the tenth playthrough or even the fiftieth. Having a couple of random variations of that “scene” would make an immense difference to replayability for players who are going to end up playing these missions over and over again. A few different lines here and there or even something like “right, you know what to do, cover objective 1” and effectively skipping the scene shown in the demo entirely just means that when that scene does come up again its far more special than if it pops up every single time.

This may of course not be practical with time/actor/asset limitations, but having played a fair amount of L4D and TF2 by now I can say it makes a huge difference to hear something (relatively) fresh and interesting every so often. Its the difference between muting the character’s voices to avoid going insane from repetition and still getting a small smile a year after release when you hear Louis making a wisecrack in the lift, or your heavy shouting out “WE MUST PUSH LITTLE KART”.


(Rahdo) #2

Very good post, Zhou (or would it be Yu?)! First of all, let me say that we’re HUGE fans of L4D here at Splash. About a 1/3rd of the team have been playing literally every day at lunch since the game shipped! And you’re right, a big part of the success of that is the randomness of the situations.

In the same way L4D has the “AI director” working behind the scenes to keep things interesting, we’ve got a similar system… an “AI squad commander” who’s job is to keep things interesting and dynamic for every player.

As to the points about voice, I’m very interested in this as well. One of the things we’re hoping to do to help in this regard has to do with character customization. In addition to being able to choose between different clothes/hair/etc. when you’re making your fighter, we also intend to let players choose their character’s voice/accent. And my intent is that when we get to the sound recording booth to record all the combat chatter of the game, that each voice/accent actually reads the lines different. So voice #1 might shout “enemy spotted”, but voice #2 would say “tango!” and voice #3 “I see them!” etc.

It’ll make Bongo-boy’s life more miserable as our in-house writer, but I think the end results will be well worth the extra work to ensure there’s more variety in what you hear during play…


(DarkangelUK) #3

Hey Rich, a lot of these discussions happen on the #splashdamage IRC channel in quakenet, it’d be awesome if you could join some time. There’s already quite a few SD members in there who love to join the conversations :slight_smile:

P.S. Put your ‘wtf’ hat on before joining, cos it gets pretty random :smiley:


(engiebenjy) #4

I agree, a little variety in the speech is a must - having it automatically triggered like in TF2 / L4D would also be good


(Metal-Geo) #5

Oh God… please stay away from that ridiculous critical hit system and that ridiculous random item dropping.


(Bezzy) #6

Personally (and this means this is neither here nor there with respect to Brink), I prefer variety to come from consistent depth, rather than straight up randomness. Left 4 Dead’s director is a system, watching the threat each player poses, preparing waves of enemies, preparing specials at hopefully dramatic moments. It’s not a random zombie generator (well… zombie skins might be random rolled, but if you look under the hood, waves are pretty strongly deterministic).

I find the variety which comes from a determinstic but complex system a lot more satisfying because after a while, you have a real sense of agency over it. You push and pull at it, and although it’s giving you a vast set of possibilities as a result, it still feels like it’s responding to you in some way. The feeling of “pissing off the director” as you trigger an immense wave of zombies in L4D is palpable.

When a system is purely random, you might, for a while, believe that you have some effect on it, but eventually you realize that it isn’t listening to you, and that any sense of interaction is effectively superstition on your part. Personally, I find that leaves me feeling cold… like I’ve been lied to, somehow.

The problem most games face in that respect is that, bottom line, CreateZombies( Rand() ) is way, way less work than doing things “properly”.

The player and his/her choices are often enough of a random seed that they can provide great variety as the causal chains of their actions ripple out into the game systems and bounce back toward them in an unpredictable* but deterministic form.

*As a deterministic system’s complexity increases, and our knowledge of its internal workings decreases, the outcome of a system approaches percievable randomess.


(Zhou Yu) #7

Hmmm, I see what you mean and it may well have been shoddy semantics on my part. Perhaps the word variety would have been better suited, rather than randomness. After all, randomness, at its strictest interpretation means events outside of your control, which can be unsatisfying for gamers who are so used to worlds built solely around them - much like how being dropped out of gameplay into a cutscene with no control bugged me in Wolfenstein.

Of course, the level of “being built solely around yourself” changes when you move from a traditional singleplayer setting to a multiplayer one, but the expectation still remains, its a world you expect to react in certain predictable ways to your actions.


(Bezzy) #8

Yep. Rather than a ripple from one person, you’ve got ripples from many, creating compound waves of interference, but your influence is still percievable.


(engiebenjy) #9

I was just talking about the speech that the characters say - I agree with you, critical hits annoy the hell out of me :mad: