User Info
35272_Crackdown
Real_Time_Worlds collection | wishlist Blog Posts: 5
Comments: 100
Blog Created: Jan '07
Blog Tools
Friends
-1_Default SupadaMasterChief Last Post: 2/10/07 View Notes
-1_Default krispydemon Last Post: 2/8/07 View Notes
39676_Heroes - Claire Bennet BrianLo Last Post: 2/10/07 View Notes
-1_Default dico_92 Last Post: View Notes
18580_Paper Mario attack optivillecmc Last Post: 2/9/07 View Notes
-1_Default SuperLaMasterChief Last Post: 1/25/07 View Notes
-1_Default doglikepaul Last Post: 2/10/07 View Notes
-1_Default strangeless Last Post: 1/26/07 View Notes
5280_Paddy Tal-IGN Last Post: 2/8/07 View Notes
-1_Default YoshiKart64 Last Post: 2/5/07 View Notes
-1_Default MooseyMcMan Last Post: 2/9/07 View Notes
-1_Default fenixazul Last Post: 2/11/07 View Notes
5770_El Sexo chris-ign Last Post: 2/8/07 View Notes
20899_Audio Technica Girl CraigMurda-IGN Last Post: 2/9/07 View Notes
28602_AndyEddyIcon vidgames Last Post: 2/10/07 View Notes
Thursday, February 08, 2007

Crackdown Toyset

Random musings on sandbox ingredients and the experimental cookery that led to the final Crackdown recipe; from the game’s Product Architect, Content Writer, and part-time outspoken industry pundit: Gary Penn.



A city-themed toyset is a joy and a curse. There's so much you can do with it but there's so much that needs to be done with it to make the illusion work let alone provide adequate scope for interaction. Something as banal as traffic, for example, has to function plausibly, including at junctions. The city has to look and feel like a city but it also needs to function as a playscape.

City-themed toysets are also rapidly becoming so commonplace that expectations are rising, which means there's more involved in making even a basic one. This repertoire is a staple of so many films and now games. The focus is liberating.

-Click here for larger image

The core toyset comprises action figures, vehicles and accessories such as weapons, plus a basic 'maze' playscape built from roads and structures, which is then filled with movable and removable parts for good measure. What to do with the toyset? We wanted to do something more with it - take it to another level. Typical interaction with a city is in two dimensions. Vertical has been touched on but not exploited. Using the playscape features as more than just obstacles, eg: as weapons.

We wanted to make the toyset more dramatic. More extreme. We wanted to empower players with extremes. Two critical – obsessive even – references for us were insane stunt driving and 'Le Parkour'. They stayed with us throughout development and the result, as anyone who's played the Crackdown demo will know, captures the cool, the sense of jeopardy and the vicarious thrills.

-Click here for larger image

The toyset and loose structure encourages experimentation, which was key for us. A theme that from the outset was summarised by one word: change. We wanted a toyset that clearly evolved into something so much more, not only to reward but also to offer greater scope for experimentation. Initially we explored change in great detail, from utterly customisable characters and all vehicles transforming according to an agent's skills through to a playscape that changed according to player performance, eg: got obviously cleaner.

With the player toy we wanted to focus more on a multifunction tool like a Swiss army knife rather than a toolbox, in the way that a Swiss army knife has a diversity of functions built into a single device.

We also toyed with many other Agent skills such as surveillance, espionage, biological weapons... and gadgets. The thinking with gadgets was a specialised range of equipment developed by The Agency. The intention was to give us the scope to try anything a bit different that didn't comfortably fit into the firearms and explosives repertoire. You'd collect cool and quirky equipment – prototypes to play with. (cough)DLC(ahem).

-Click here for larger image

What we found though was we had too much diversity in the mix. As development progressed we were having so much fun with athletics, driving, strength, firearms and explosives – in isolation and in conjunction with each other - especially as their potential became clearer through use, that everything else we'd considered started to feel extraneous or intrusive. It was obvious there was more than enough play to be had with those five skills that our focus naturally shifted to those alone.

It was important to enable the player to create ‘moments’ – the cool shit that they want to tell their friends about in fanatical detail. Extreme actions needed to be performed with relative ease. Vehicular stunts: handbrake turns, fancy skids, aerial control, big air. Aerial acrobatics: launching across a street, searching for the next hand-hold, nailing the landing, maintaining a fluid motion through space. Extreme combat: ripping off a car door and using it as a shield…and then a weapon, swinging an uprooted lamp post, booting a hapless civilian onto a freeway, tossing a cop car…at the cops. Precision targeting: the head shot on the move while still 2 blocks away, disarming & disabling, taking out the tires and rolling the target vehicle, tossing a truck or bailing from a sports car and hitting the gas cap within a couple of seconds.

-Click here for larger image

There was a lot of design and redesign throughout of how the agents levelled up, fluctuating between being able to max out all skills and not (an agent would have a limited resource of skill and either become a jack of all trades or a specialist).

There was definitely more of a focus on a massively multiplayer online role-playing game at first - a strong desire to make that experience more accessible to more people. Play was shaping up into an interesting (and difficult to maintain) blend of real-time action and turn-based logic under the hood. But that focus changed as we started to explore the toyset and became enamoured and distracted by the real-time potential of agents with extreme skills.

-Click here for larger image

We also knew we wanted to focus more on play than game - the scope to fool around without the need to conform to rigid formal challenges. Freeform. Emergent gameplay. A sandbox. Call it what you will. We didn't want missions tied to a strictly linear thread, which made a more traditional story almost impossible to maintain…but that’s another story!


 

Category: Crackdown
Posted: 11:02 am by Real_Time_Worlds      Rating:  19  4     Views: 5279

Comments (22)
2/8 1:34pm, tumble996 posted:

I cant even count how many times I've played the demo. Each time I find something new. Last time through I found a big cinder block and then kicked and it broke into small rocks that I could hurl.

Downloading gadgets sounds awesome. Having brand new abilities would be great. Jetpacks, grapling hook, a motorcycle would blow me away.
 
2/8 6:59pm, Bland8425 posted:

^^^^Is dis truth of fact. Meaning downloadable anything? If i had to guess, i say i played da demo about 59 times and still chose not to upgrade fully or defeat any boss. Anyway is what u say is true? About beinbg able to download ummmm anything for dat matter? Please confirm, so i can have 997 reasons to now buy the game. Someone respond, please. Put me out of my misery.
 
2/8 7:50pm, Lupus64 posted:

You've done an amazing job with this game, and I'm saying that with just having played the demo (about a million times).

Awesome, just awesome.
 
2/8 8:18pm, killenum1by1 posted:

i said it before and i'll say it again, not since gta 3 have i had this much fun playing a game; and crackdown is that times 10! The art style, animation, mechanics, and pick up and play approach is simply brilliant. All this from a demo, what are you kidding me?!
 
2/8 8:21pm, oddworld7 posted:

So we might get new weapons for the DLC. I would like to explore new places especially the underground level
 
2/8 8:47pm, MikeWayne posted:

Demo is awesome. I'm glad you packaged the game with the H3 Beta, itll snag more people to be exposed to this great game. Keep writing these blogs, lots of good info and insight into the creative process. I've got Crackdown preordered and all paid for. Feb 20th can't come soon enough.
Cheers
Mike
 
2/8 9:57pm, Stifler2268 posted:

Demo is amazing, cant wait for the full version. Speaking of the underground level, you can go underground in the demo. its by the board walk and sportiz gym, and there are like 6 hidden orbs inside. It goes from the beach, right to a back entrance into the gym complex.
 
2/8 10:09pm, bubbdogg posted:

What is great about a game like this is that you allow the player to use his/her imagination to go ahead and try what they want. I bought Lost Planet but I still just keep playing the demo. the memorable moments in the demo alone are great.

1. being on a ledge about ten feet above the unsuspecting enemy, jumping up and throwing cinder block and hearing the cracking headshot sound was great.

2. taking the large yellow garbage bins, throwing the tiny cars w/ passengers into and them tossing in a grenade provides quiet the fireworks show.

all in all I can't wait to play without a time limit.
 
2/8 10:54pm, InsomniacNC posted:

I cannot wait for this game , the 20th cannot get here soon enough!
 
2/9 4:30am, warden976 posted:

i've got to say crackdown never interested me. at all. when i read about the halo 3 beta, i thought even less of it - thinking it was a con to sell more copies of a poor clone game.

how wrong was i.

after downloading and playing the demo i'm chomping at the bit for 23/02/07 to come so i can play the full game. it's amazing. i find myself looking at buildings imaging how i can climb them, and i'm sure i've spotted orbs bobbing around rooftops! ;o)
 

Archive
February 2007
Sun Mon Tue Wed Thu Fri Sat
Friends' Posts
39676_Heroes - Claire Bennet BrianLo
Feb 10 '07 7:45 pm PST
Zoonami Behind new FPS IP on Wii?

I have to ask, what is up with Zoonami. I stumbled into the midst of the intrigue and drama...

23873_Pika Logo PikaPal13X
Feb 10 '07 6:12 pm PST
How To Get Your Money From Sony

Unless you've been living underneath a rock recently, then you know about Sony Computer...

-1_Default SupadaMasterChief
Feb 10 '07 4:01 pm PST
This Just In: Kevin Federline Has Been Hired as a Trainee at a Fast Food Outlet

It is true. Dumbass #1 has been hired to flip burgers at your local Mcdonalds! Dont believe...

-1_Default doglikepaul
Feb 10 '07 1:28 pm PST
What do you think about my handheld collection

Here my handheld collection So what you think what games do I need???...

16452_Keira Knightley Chantaljoy
Feb 10 '07 12:08 pm PST
Most Fun I Have Had In A Few Fridays

Despite popular belief - I do not party it up like a crazy hooligan on Friday nights -...

-1_Default fenixazul
Feb 10 '07 5:34 am PST
So... Square-Enix again and a FFXII gameplay trailer

Look at this: http://ps3.ign.com/articles/763/763 512p1.html In fact, nothing has...

22129_erik_dancing Erik-IGN
Feb 9 '07 3:12 pm PST
New Xbox 360 Blog Header

Dave Clayman got me thinking about making animated blog headers and this is what I came up...

28603_chubigans - Hobbes chubigans
Feb 9 '07 2:32 pm PST
PS Store Update (2/9) & Blast Factor Multiplayer Pack Impressions

So it’s pretty much official: every Thursday will see a PS Store update until March, where...

36100_chobotcollege sng-ign
Feb 9 '07 1:13 pm PST
I'll believe it when I see it -- or ignoring the buzz of God of War 2

The guidesteam works with an unofficial credo, 'We'll believe it when we see it', which of...

-1_Default ShishouMatt
Feb 9 '07 1:10 pm PST
Fighter Franchises that need Reborn! 1 of 2

So as some of you may know I am a huge fan of fighting games. There are many different types...

© 2007 IGN Entertainment, Inc (6.12.15.2300, ASPNET1) 0.093


IGN.com | GameSpy | Comrade | Arena | TeamXbox | GameStats | Planets | Vaults | VE3D | AskMen.com
CheatsCodesGuides | FilePlanet | 3D Gamers | Direct2Drive | Rotten Tomatoes | GamerMetrics
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2007, IGN Entertainment, Inc.   About Us | Support | Advertise | Updated Privacy Policy | User Agreement | Subscribe to RSS Feeds
IGN's enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.