SMART in Hindsight - Exedore @ GDC Europe


(Humate) #1

A more in depth look at the technical aspects of SMART - Link

It was partially designed as a response to the current prevalence of cover based gameplay in shooters. Slpash Damage has a background with the Quake engine, and the team wanted to “merge the movement of jump pads and rocket jumps with the feeling of realistic shooters” that are popular today.

“The limits of SMART were largely defined by playtests,” said Alphonso. Eventually the team settled on the idea that “anything that you can see over, you could vault over, and you could only mantle things that were above your head.”

“Early on, the heights were pretty high but we scaled them back because escape was too viable an option,” he says. They didn’t want to have to scale weapon damage upward, so escape had to be limited.

The game’s bots are core to its gameplay, as the single player campaign is fully-integrated with the multiplayer and co-op, in that they are the literally same mode, drop-in, drop-out. Bots, at first, “always tended to take the shortest path and used the smart system a lot more than a normal human would, this became very confusing for a new player,” says Alphonso. Players would “literally not know what was going on.”

The bots had to be restrained by increasing the perceived costs of navigation, but this had a downside – “players don’t see the AI using the SMART system as much as they can,” he says.

In the end, the players did not use at (in general) as much as he would hope. He sees three potential reasons for this:

  • Ingrained FPS movement patterns. “Players will go with what they know when that’s a viable option,” he said. Games have a certain style of navigation players are set in using. “We consciously allowed for this” in the level design, he said, but it was still disappointing.
  • A lot of concurrent events that distract from SMART options. There’s “a lot going on in Brink,” he says. " Your teammates are always there," there’s objective info, the enemy threat. “Essentially there’s a lot for the player to be thinking about, and I think a lot of times SMART gets lost.” Says Alphonso, “I think this is why a lot of games that have parkour systems isolate it from the core gameplay.”
  • A combo of perceived effort and the tendency toward the path of least resistance. “A natural tendency” in all creatures, he said, and one that “level design has been exploiting this for as long as we have had an industry.”

(thesuzukimethod) #2

nice find. interesting to hear how they thought we would use it, compared to how we actually do


(VG_JUNKY) #3

yh thx great read :slight_smile:


(Stormchild) #4

Nice find.


(TeoH) #5

If they wanted it to be used more they shouldn’t have penalised your accuracy while moving, shouldn’t have made you a complete sitting duck while mantling or sliding, and should have allowed enough advanced control over the movement tricks to let people innovate with it. Instead of it being only a method of selecting alternative ‘routes’ through areas where the use of SMART is obviously designed in as part of the map. It’s not a complete movement system, it’s just a novel alternative to having a load of lifts and teleporters that allow alternative routes.

I’ve little reason to use any of the programmed-in movement tricks in combat, unless i’m either a) trying to look fancy in order to take the piss or b) trying to knife someone for ****s and giggles. There’s no place for a slide manouver that locks you into a preset path making you easier to track, and gimps your hitscan accuracy at the same time. The optimal way to move in combat in a game where every weapon is a rapid fire hitscan machine gun, is to just shimmy left and right as randomly as possible. The idea that someone would try and mantle a ledge in combat ‘to escape’ is laughable.


(Bauer) #6

They’re not seriously blaming the game being too innovative now for it not being more successful?
Also the bit about the “S.M.A.R.T.” movement: It just makes no difference. So you have to make a wall 2 meters higher to block off a passage completely. It’s still blocked off. Because they want an “intimate” environment (which I only make fun of because it’s so contradictory, not because I think it’s a universally bad idea). I had more freedom of movement with rocket-jumping in 1999 than any bit of pseudo-parkour in Brink. It’s not like you could climb walls or anything (done perfectly in 1999 with Aliens vs Predator, btw), all you get are annoying “pull up” animations when running over some obstacles. Also:
“Americans prize individualism a lot more, this [kind of class-based team multiplayer] didn’t catch on as much over there as it did here [in Europe]. I don’t mean to slander them all, though. Some absolutely love it.”
Americans sure hate TF2.
I’m genuinely curious whether he’s in denial or using this as some kinda PR opportunity to talk away some of Brink’s biggest problems as “simply too good”. If the former is true, though, and he truly concludes that they have to make their next game more generic to not lose their audience, this would be a sad day for gaming. Well, mainstream gaming.


(Smoochy) #7

[QUOTE=TeoH;370707]If they wanted it to be used more they shouldn’t have penalised your accuracy while moving, shouldn’t have made you a complete sitting duck while mantling or sliding, and should have allowed enough advanced control over the movement tricks to let people innovate with it. Instead of it being only a method of selecting alternative ‘routes’ through areas where the use of SMART is obviously designed in as part of the map. It’s not a complete movement system, it’s just a novel alternative to having a load of lifts and teleporters that allow alternative routes.

I’ve little reason to use any of the programmed-in movement tricks in combat, unless i’m either a) trying to look fancy in order to take the piss or b) trying to knife someone for ****s and giggles. There’s no place for a slide manouver that locks you into a preset path making you easier to track, and gimps your hitscan accuracy at the same time. The optimal way to move in combat in a game where every weapon is a rapid fire hitscan machine gun, is to just shimmy left and right as randomly as possible. The idea that someone would try and mantle a ledge in combat ‘to escape’ is laughable.[/QUOTE]

ive smarted out of trouble many times. and with a light its very easy to do. i agree there isnt as many places as i would like. the newer maps have many more places to smart IMO


(FireWorks) #8

I think they support more of the simple, everyone can do it SMART. The other maps are full of locations where you need a certain skill to pull them off. Did you see someone pull of a palm jump on sectow yet?

Maybe they should turn up the bots’ smartcapability a bit more to promote the cool stuff that can be done with it :slight_smile:


(BiigDaddyDellta) #9

I say if there were more areas to get to then we’d use more smart. Container city was such a let down when you couldn’t make your way to the top of it.


(Crytiqal) #10

They should have made SMART movement manual so it requires skill.

Now it’s just a gimmick


(SK7109) #11

[QUOTE=Crytiqal;370836]They should have made SMART movement manual so it requires skill.

Now it’s just a gimmick[/QUOTE]

I agree 100% http://www.youtube.com/watch?v=WhrOiKeoOYw&feature=related


(nephandys) #12

[QUOTE=Crytiqal;370836]They should have made SMART movement manual so it requires skill.

Now it’s just a gimmick[/QUOTE]

Can’t you technically manual SMART anyway through the jump, crouch, etc. keys? Like as long as you are sprinting you can just hit jump to manually climb obstacles and get around. This has generally evolved into my current play style with less and less holding down for autoSMART on my part.

I’m sure you already know too that this is actually faster animation wise than just letting the auto-SMART do it for you.

*I’m by no means suggesting that SMART is perfect in its current implementation or that it couldn’t use improvements. I’m just curious how manual SMARTing works out for other people besides myself.


(AmishWarMachine) #13

From everything I’ve read from SD, All SMART can be achieved manually, you just have to be really good at the timing to make it truly shine.

Beginners (which I consider myself) will likely find manually traversing the map difficult and inefficient compared to just letting autoSMART take over.

Well experienced players, who have figured out how to maximize the SMART system, will beat an autoSMART’ing player because the animations are smoother and more efficient when done manually.

There is some SMART that can only be done manually (i.e. wall jumps).


(Throbblefoot) #14

To some degree, I think play-style factors into this. My play-style works well with the slide/vault dynamics, not so great with the vault dynamic. But i know a number of players (from Brink and previous titles) who just wouldn’t get much value out of any of it due to their (very different) style.

One question: has anyone found the SMART system helpful for snipers? I haven’t sniped at all in this game yet. I get the feeling the maps are a little small for it…

-Throbblefoot


(tangoliber) #15

[QUOTE=AmishWarMachine;371039]From everything I’ve read from SD, All SMART can be achieved manually, you just have to be really good at the timing to make it truly shine.

Beginners (which I consider myself) will likely find manually traversing the map difficult and inefficient compared to just letting autoSMART take over.

Well experienced players, who have figured out how to maximize the SMART system, will beat an autoSMART’ing player because the animations are smoother and more efficient when done manually.

There is some SMART that can only be done manually (i.e. wall jumps).[/QUOTE]

From the first day I got the game, jumping to vault and mantle, and crouching to slide just felt natural and easy. Holding down sprint and pointing in the direction I want to go isn’t intuitive.
There are a couple of spots that you can only do with SMART, as though you are activating a scripted movement that you can’t do manually. Using SMART in those spots is something that I had to learn, whereas manual control never required any practice and is much more newby-friendly in my opinion.


(nephandys) #16

[QUOTE=Throbblefoot;371101]To some degree, I think play-style factors into this. My play-style works well with the slide/vault dynamics, not so great with the vault dynamic. But i know a number of players (from Brink and previous titles) who just wouldn’t get much value out of any of it due to their (very different) style.

One question: has anyone found the SMART system helpful for snipers? I haven’t sniped at all in this game yet. I get the feeling the maps are a little small for it…

-Throbblefoot[/QUOTE]
The only way I find the SMART system helpful for snipers is if you want to get to a specific area only reachable with SMART. For example on offense on Shipyard there are several spots around the barricades good for sniping that are only reachable with SMART. There are better examples I’m sure, but it’s first thing in the morning for me here.


(wolfnemesis75) #17

Smart needs to expand to Rooftop Combat and eliminate all invisible walls or barriers except outside the designated Map Boundaries. Let me jump behind the Bar in Resort Pubs. Let me jump the crates on Container City! Let me run the top of Aquarium once outside. Push the next Brink into the fourth dimension vertical and horizontal. Thank you. :slight_smile:


(Humate) #18

In quake or etqw or even ut99 (where the dodge system is ultra simple), the movement system in those games is something everyone uses to various degrees. Why? If they didnt use it, they would get destroyed. And if they used it well, they would have a significant advantage over the enemy.

SMART isnt like that at all. Ive played games where I havent used SMART at all, and I have played games where I’ve constantly used it. End result is the same - and that needs to change, in order for it to be always on player’s minds. When players see they lost a battle with the enemy because they didnt use SMART, then the feature starts to shine. Thats when it really becomes a carrot :wink:


(thesuzukimethod) #19

i think some elevated cover that is smart-able would go a long way…some of it could be more easily accessed via SMART (i.e. there’s still a long way around) and some of it could only be accessible via SMART (manual or auto).

there are a few examples of this, but an elevated platform that was a key support spot above a chokepoint/objective would be interesting. Right now most of my SMART ‘tricks’ just involve shorter paths or faster in-level(room) navigation (e.g. climbing the railings in Labs part 1 rather than using the stairs or the shortest path to the HE plant i identified in the other SMART thread)


(HugePinball) #20

[QUOTE=nephandys;370922][QUOTE=Crytiqal;370836]They should have made SMART movement manual so it requires skill.

Now it’s just a gimmick[/QUOTE]
Can’t you technically manual SMART anyway through the jump, crouch, etc. keys? Like as long as you are sprinting you can just hit jump to manually climb obstacles and get around. This has generally evolved into my current play style with less and less holding down for autoSMART on my part.

I’m sure you already know too that this is actually faster animation wise than just letting the auto-SMART do it for you.[/QUOTE]
Yes, manual parkour stuff works much better than just using the SMART button. I’d really like the option to have separate keybinds for sprint and SMART because often enough SMART kicks in when I didn’t intend to use it.

Something that might have helped players get more comfortable with SMART/parkour in Brink: some “Parkour This” type challenges for each map that take you over a few of the useful routes. It could still help - give me an SDK and I might take whack at it.