Preys
"golden nuggets"
Rationale
This document is the repository of
those ideas which weve developed over the last year or so
that we want to get in Prey. This is a very elite, very selective
listprobably 80-90% of the ideas weve come up with
didnt make it this far.
Rather than a standard design doc,
this is meant to augment the Prey design docs with one specific
focusit outlines things that we want to do in Prey that
will separate us from the crowd in this genre. Some of these
ideas are riskysome take chances with players
expectations and perceived familiarity with the genre. But it is
precisely by taking chances (albeit carefully thought-out
chances) that we will make Prey an exceptional game.
To review our goals for this game,
here is an excerpt from our Prey mission statement:
- Prey, as a game, will
redefine the standards of the action game genre, in play,
in story and in technology.
- Our Portal Technology engine
will define the bloody edge of technology, and will allow
Prey, and other games that use this engine, to achieve a
"play fidelity" which eclipses anything yet
seen by our players or competition.
- Talon Brave, as a character,
will be the cornerstone to a long and vibrant franchise
that will reach out far beyond simply PC action games,
much like Duke is doing.
- Prey will tell a story to our
players, the story of Talon Brave and his adventures as
he struggles to understand the Trocara and their
mysterious Keepers.
- Prey will deliver both
gameplay and story to the player at a frenetic pace,
never letting the player take anything for granted, never
letting them relax their guardthe player will be
exhausted and exhilarated at the end of a Prey play
session.
- Prey will offer an intense
and vibrant multiplay experience, offering new approaches
to both Deathmatch and Co-op play.
- The Prey world will
constantly react and respond to the player, always
allowing the player to feel that he is an agent of change
in the game universe.
- More than anything, Prey will
be a blast to play!
Major design "golden
nuggets"
These ideas are major
departures from current design convention or current player
expectation. These are the riskiest things we will attempt in
Prey, but if they work, then will have made Prey truly a ground
breaking game.
General
If you get too encumbered, you get
slowerthis allows players to have a single, smaller weapon,
but be able to outrun their opponents
Single play
- Lets not have health
powerups at allonly health stations and health
objects. The player can run through health stations for a
quick 10% boost, or can remain at them to gain additional
health. In single play, remaining at a health station
will signal an alarm. Health objects are natural objects
in the game that the player must learn to use to gain
healththings like rat-like creatures he can eat,
energy crystals, etc.
- As Talon moves along in the
single player game, he is secretly
"scored"-when he reaches certain score
thresholds, his demeanor will change (he is growing more
confidant), so that the content of his spoken dialogue
will alter. We also want to give him slight performance
bonuses, as well.
- Instead of having an weapons
"floating" around in single play at all, the
primary means to get a better weapon is to kill a foe
using that weaponadds challenge and excitement,
because youll have to work hard to
"upgrade" your weapons.
- A new item class that
well call "puzzle object"these
items work in certain situations or in combination with
other puzzle objects. They are a separate inventory class
altogether, and accessed differently. Most are used once
and then disappear forever from your inventory. For
example, a wire-repair kit to repair a panel to open a
door. Or a can of oil that you poor into a machine to get
it working. Or a piece of paper containing a code to be
used later. Basically, inventory items like you found in
adventure games, and you hung onto them until you figured
out how and where to use them. For example, you could
find a can of gas, empty bottles, some rags, and make a
Molotov cocktail. Imagine the player's excitement in
figuring this out. On the other hand, the player might
put the can of gas somewhere and attach a proximity fuse
to it, making a gas mine. Giving the player this freedom
to make objects will be seen as ultra-cool.
- Saving, difficulty levels:
this is "the big risk." Heres the best
possibility to date: there are five difficulty levels:
Training, Easy, Challenging, Nightmare and Over-the-top.
The player can start at whatever level they want. The
game, though, increases in difficulty as played: Training
level only works on Chapter 1; Easy level only works for
Chapters 1-2. Chapters 3-6 will always be played at
Challenging or more difficult levels. If you play on
Training level, you will be switched to Easy for Chapter
2. No matter what easy level you start on (Training or
Easy), youll be switched to Challenging at Chapter
3.
- Training level: you
can save at any time, all cheats are active, there are
less monsters (and they all appear in the same
locations), less weapon varieties, you can only explore
about 60% of the environments and you dont get the
ending cinematic or character interactions (this is a big
question mark in my mind).
- Easy level: you can
save at any time, some cheats are active, a few more
monsters (but still at the same locations), a few more
weapons, you can access about 75% of the level, and still
no character interactions or cinematics (also, in Chapter
2no "awakening" of mystical powers).
- Challening level:
(this is the primary design skill levelthis is how
we want the game to be played). No cheats are active, you
get all monsters, at varied locations, all weapons,
access to all pasts of the level. At the end of a level,
you can do a "true" save. If you die, you
restart the level. You can "capture" play at
anytime (if you have to quit playing for dinner or
something like that), but once you restore a capture, it
is gonethere is no reverting back.
- Nightmare level:
Essentially, the same as challenging, but with more
monsters.
- Over-the-top level:
This is the "Masters" level! More
monsters, a few new surprises and you only get one life
(there is no saving at the end of levels, only
"capture" saving). If someone finishes this
level, they should be able to be "registered"
as a master player on our web page.
MultiPrey
- Lets not have health
powerups at allonly health stations. The player can
run through these for a quick 10% boost, or can remain at
them to gain additional health. Perhaps the health
station can sound an "in use" alarm to alert
the other players.
- When you get killed, there is
a time penalty before respawn. 10 seconds for a regular
frag, 15 for a suicide. (perhaps this can be an option
during MultiPrey setup)
- After you respawn, you get 3
seconds of invisibility (but you cant pick anything
up). (perhaps this can be an option during MultiPrey
setup)
- In DM, a player can only
carry 2 or 3 weapons (perhaps we should enable this
number to be altered during MultiPrey setupthere
can be "no limit" as in single play, or the
players can select any # between 1 and 10 for maximum
weapons load). He can pick the ones he wants as he runs
through a level, and to get a new one, hell drop
one he already has. This can be very cool if the majority
of our weapons are very balanced.
- Not only
"MultiPrey" as different human-type entities,
but allow a player to become one of the
alternatesfor example, the Saurian Quad.
- It would be great if the
player could create a "character" for a
multiplayer game that would be a species, a skin
variation, and a budget of "points" to add to
the various capabilities to create a unique character.
Some possibilities are: speed, "sixth sense,"
weapon accuracy, stealth, etc. We just need to make sure
that the various abilities actually mean something in the
game.
- In addition, we could have a
"mundane" and a magical gamethe magical
game would allow player to take on the role of Talon and
be able to spend points setting up their mystical powers
(sort of like the force powers in Jedi Knight). We may
even give players a power bonus if they are limited to
melee-only weapons.
Major technology
"golden nuggets"
These ideas will take
considerable technological wizardry to pull offwe should
evaluate them soon based upon their perceived technological
complexity.
General
- Things like crates, rocks,
cash registers, etc. are all dynamicthey can be
moved, if light enough they can be picked up and thrown,
pushed over a ledge, destroyed, etc.
- How do we do water in Prey?
As we thought about before, the surface of water is a
portalwhat is under water is a complete room with
the movement, gravity and viscosity properties that make
it water. If you are part way in the water, then you take
on water properties. We can use an extrusion as a cutting
plane to sever geometry into above and below water rooms.
How do we do the surface? We could do it as an
animated texture on the surface of the portal. Another
possibility, to get some dynamism to the surface, is to
have the surface of water be an animated mesh object with
a translucent texture (animated or not) applied to it. It
rests just above the water portal plane and undulated to
give a really nice effect. How do we do rising (or
lowering) water? In both the above water and below
water room, we have their geometry extend beyond the
current water portal. When the water rises or lowers, we
transform the portal in both rooms, and the effect will
be the same as the water rising or lowering.
- Lets have a distortion
on water textures like the distortion when Mario jumps
into a painting like in Mario 64. When Talon jumps in or
tosses something in the water.
- Vehicles: these range from
simple things, like a tram and speeder-bike, to more
challenging vehicles like a shuttle that allows the
player to fly outside of the Trocaran mothersip.
- General dynamically created,
dynamically moving portals.
- Portal device: available in
single play and MultiPrey, this is a two part
objecttransmitter and receiver. The player tosses a
receiver somewhere and then tosses a transmitter
somewhere. When activated, a dynamic portal is created
between the two areas (well probably have to limit
how many of these can be active at one time).
- Robust camera and editing
features: the ability to save demos, records 3rd
person camera locations, camera movements, cuts to
different camera locations, digital and redbook playback,
etc. Well use this for the game cinematics, as well
as a cool "toy" for the players.
Single play
- AL: Neural-net based
artificial learning utilized to "train" the
entities in Prey. They will run with a neural-net, using
defined parameters, in house-well play against them
and they will lean according to the behavior templates we
set up. When theyre behavior is "just
right," well "record" their neural
net to use for their AI "brain."
- AI variations: We want the
entities in this game to be varied. First off, on
Challenging and higher skill levels, they will not always
appear in the same positions when a player replays the
game. Also, and even more important, individual instances
of an entity can posses unique capabilities. These will
be defined by the mappers to be either absolute or
random, and the various values (such as speed, hearing,
health, aggressiveness, etc.) will fall within a
pre-determined range for the particular entity class.
- Cinematics handled in the
engine: see above for a description of the camera system.
Cinematics will be entirely in engine (the actors
movements will either be scripted or "played
live" and then recorded). Well have dynamic
camera movements, special "cinematic-only"
animations, character speech, etc.
- Working CRT monitors: when
the player gets close to certain terminals, he can access
the information on those terminals and see the data
scroll by on the screen.
MultiPrey
- Bot play as characters: Bots
are included in the game, allowing the player to easily
play against an "AI" entity. The player can
save a bot as a character, after spending some points to
outfit its capabilities. As an extension (now? Prey
add-on pack? Prey 2?), we can have "learning
bots" that react to the player via a neural-net and
learn how to play better and more skillfully.
- Highlight filmsperhaps
in a multiplayer session, a demo can be recorded
constantlywhen the game is exited, the film is
compressed so that only "spectacular" kills are
recorded and we can then watch the highlight film.
Questions: how much overhead does it take to record a
whole multiplayer game (perhaps this option is only
available on dedicated LAN servers)? How do we determine
what "spectacular" kills are (should be fairly
easy based upon our advanced scoring system)?
- Net games in which LAN
players and Internet players exist in the same game.
- Opening a portal to another
server.
No-brainer "golden
nuggets"
These ideas really dont
stretch the technology of the game, nor to they pose a design
riskrather, these are fresh ideas that we should implement,
simply because they havent really been done before and will
greatly enhance the total game experience.
General
- We will track the projectile
or energy beam accurately down along the barrel of the
weapon (as it bobs and moves during a run, for
example)this will make shooting far more realistic.
- You can set certain weapons
to overload (like ST phasers), so that they become like
time bombs (you can suicide attack or drop it)
- You can shoot at a gun, and
it will take damageenough damage, and it becomes
useless. If a gun suffers a critical hit, it can either
jam, blow up or be knocked from the players grip.
- When you fire a rapid-fire
gun, have it creep up on the player, forcing them to
adjust their aim (already in Quake 2, in the rapid-fire
pistol).
- You can walk, run or sprint.
When you walk, your shots are more stable (theyre
most stable when youre standing still, of course),
and your footsteps are silent. When you run, your shots
are erratic and others can hear your steps. You can
sprintsprinting will place the gun in a
"cant fire" position. Sprinting is faster
than runningyou can jump farther as well. You can
sprint as long as you want, but after x amount of time,
you begin losing healththe more you keep sprinting,
the faster your health loss. If you die during sprinting,
youll clutch your chest and tumble to the ground.
As soon as you fire your weapon in a sprint, there is a
short delay as your weapon moves back into firing
position and you slow down to a run.
- Modular interfaces on the
screen that the player can move around and position
anywhere-the game doesn't pause during the move
operation, however. The player taps a key (like Tab) to
activate the mouse pointer, and can then click and drag
the interfaces--tapping the key again returns the player
to normal control.
- Lets have all vital
information for the player (health and ammo), provided to
the player in a "non-interface" manner
(well still have on-screen interfaces that can be
toggled on or off). The health is indicated by heart
rate, Talons sounds, etc. The ammo for a particular
weapon is indicated via an animated texture on the gun.
- Talon makes panicked comments
when hes running low on ammo and is in a battle.
When he reloads during a fight, have some comment like
"get in there, you piece of shit!"
- Lets really give a
sense of passing time. In certain exterior areas,
lets have it deep night at times and
"artificial dawn" at other times. When a player
enters a hallway, for example, lets have it fully
lit most of the time, and lit by "emergency"
lights at other times (presumably at "night" or
other low-traffic times). When its lit only by
emergency lights, the chance of a random encounter is
less than during "normal business hours."
- Instead of having keys for a
single door, have some sort of device (key, access card,
access bracelet, etc.) that operates a whole class of
doors. That way, a player may explore an area, but only
certain doors or avenues may be open. In another
environment, Talon nabs the access bracelet, so now when
he returns to a previously explored level, there are new
areas now accessible.
- Armor that protects specific
areas of the body (helmet, breastplate, etc.)
- Critical hits (see the
working design doc and entity designs for an
explanation).
Single play
- Talon's default weapon, the
wrench, will also come in handy during some "fix it
up" puzzles and operations
- Many of the enemies use the
same weapons that Talon can usehe kills them, he
can get their weapons.
- Talon finds crystals clusters
in certain areas of the game (probably saurian or
insectoid), emitting dynamic light. Talon can smash them
with his wrench or crowbar, and some of the pieces that
break off are "prefect crystals" which he can
pick up and use as ammunition/energy for his
crystal-powered weapon.
- Let's have a "necklace
of kills" that the play sees before loading a new
play session (once he's played for a while). It will be
filled with fingers, ears, etc. (done in cool 3D) of
critters he's killed. It'll let the player see at a
glance where he's at and the proud killin' he's done. As
an aside, we could have a button that the player can
click that will make this necklace, plus some other cool
Prey stuff, into a .bmp image that it loads into the
Windows directory and makes the current wallpaper.
- Mystic Walking -- After Talon
first meets his grandfather, a plainwalker, he gets a
medallion, which his grandfather says gives him a special
ability, but doesn't say what. That ability, to be
discovered by the player, is "mystic walking."
The player presses a key that puts Talon in this mode,
which allows Talon to leave his body and move in any
direction, including up. This allows Talon to see in
places he might not be able to see otherwise, and preview
look around corners to see what awaits. When this mode is
activated a Mystic Meter appears which shows how much
time is left to do this. The whole while Talon's real
body is motionless, but still open to attack. Any attack
automatically pulls Talon back to his body. The journey
back to his body is swift, and done using the spline
method, so it'll look cool. Talon's mystic energy
recharges slowly, so this is not an ability he can use
often to great effect. Like a ghost, I don't think Talon
should be able to in any way affect his surroundings will
out of his body.
- We should have a
"training" level, much like the introductory
level in Laras house in Tomb Raider. This training
level can take place in a canyon outside of the
reservationit begins with a 3rd person
pan around and zoom into Talons head. Through
voice-overs from Talon, we can learn a little back
storylike why hes herewhat his
"spin" on life it, etc. Then, Talon (the
player) can explore the canyon, run, jump, climb, pick up
and through and object, etc. He can have his Colt
Peacekeeper and he can shoot some canswe could even
have him hunt and kill a coyote. When he leaves the
canyon, we get a voiceover of him saying something like
"gotta get back to the garage to finish some
work"that gets him back for the real start of
the game.
- Lets have a
roomlike a cell. Youre trapped in it, and you
hear soundsonly one light in the room, the walls
are made up of a strange metallic substance. Then, the
walls begin to fade away (we change their alpha),
revealing beasts out in a larger arena (great for one of
the arena levels)finally the walls disappear
absolutely, and you must face the creatures.
- Talon gets to a certain area
of a levelon his way he heard shouting and shots.
When he gets there, he sees a dead Indian captive and
some guards whove just committed the execution. If
Talon had run there right away, the would have had the
chance to stop the guards from killing the
individualhe might then get some vital or useful
information (perhaps it unlocks a secret area, for
example).
- In one level, Talon walks
past an observation deckbelow is an arena with some
mega-creature wailing on some smaller creatures. Talon
cant get down there. In a level a little further
on, Talon opens a door, only to find out that hes
opened the door to that arena and now has to battle the
mega-creature.
- Scotts example of
evoking emotion: You talk with one of the other Indians,
will say Bob, when you are on the Trocaran
shuttlehe goes off to do something for you. Once
you are on the Trocaran mothership, you run into him
again, hes in a cell and you talk about getting him
out. Later, you come to a place where you can look
through a window into an operating roomhes
screaming as he is being dissected. He sees you and
screams for your help, but you cant do anything.
MultiPrey
- You can "target" a
player and tap a key to bring up, floating above their
head, their trophy image, name, kill count, and a colored
icon to indicate their health (green, yellow, red).
- A MultiPrey variation: all
the time, the players are losing health. When they kill
another player, an "ethereal spirit" rises up
out of the corpse and remains there for 5 seconds or so.
Running through this spirit cloud will give a 10% health
boost. There are no other health powerups. Other players
can run through the spirit of a kill you just made.
- Detailed scoring
systemlets have a very detailed, very cool
multiplayer scoring system. One cool area to highlight
could be suicides that you take someone else with
youeither weapon overload or jump into lava or
something like that. We also want to reward "most
excellent" kills with some special score, like
taking out someone with a pistol when they have a rocket
launcher, or you have virtually no health, etc. Frags
could be scored based on the difference between weapon
typesif you have a rocket launcher and your target
has a pistol, you dont get much at all, but if you
have the pistol and you take out a guy with a rocket
launcher, then you get mega-points. You get bonus points
if you have low health when you make a kill. Question:
should you earn points just for damaging someone and not
killing them? What about the times when you "soften
up" an opponent and then some bozo comes in and
gives him the final shot to earn the kill.
- Celebration animation: after
a multiplayer game, the winner gets to showcase his
characters "celebration animation." All
players in the game get to see this animation
pseudo-cinematic. All characters that we allow players to
play in MultiPrey will have a celebration animation, but
players can create their own as well, both for existing
characters and for their own characters that they create
from scratch.
- Loyal will have animated
texture swatchesactually just additional swatches
that will serve as animation frames. A MultiPrey tribe
can then create their own team model, animation and skin
(or just reskin Talon). Then, they can have something
like 8 "frames" of facesthese would be
the faces of each tribe memberin the game, the
choose their face. Too cool!