Just a bit ago we noted the launch of the Hoth heroic encounter in Star Wars Galaxies. Chapter 11, as it is also known, has been a long time coming. It's a project the developers have put a lot of work into, and they were eager to share with us some of the background on the mega-patch's development process. The folks at SOE Austin were kind enough to send over a document detailing just that, written up by the game's former Lead Designer Thomas "Blixtev" Blair and its current Lead Designer, Jesse Benjamin.
Join the two developers as they walk through the challenges of fully exploring the Empire Strikes Back movie, the thorny issue of one side being guaranteed to lose, and the critical need for detail and finesse in this difficult development challenge.
"I got really excited because I knew we would be able to pull off the intensity and action of the movie. It was one of those moments when you can see the potential of what you are building through early prototyping."
Creating the Battle of Echo Base
Getting Started on Hoth
Thomas "Blixtev" Blair (former Lead Designer of Star Wars Galaxies): We wanted to introduce a big battle like Hoth into the game for a long time but, for a variety of reasons, we couldn't work it into the plan. It wasn't feasible to go through the entire game and move all existing iconic characters and content around to fictionally make this one battle fit in the timeline. LucasArts approved our idea of doing it as a "Star Wars Moment," giving us the flexibility to work around the timeline in order to bring this epic battle into the Star Wars Galaxies game.
Once we were able to resolve the contextual fit we realized that we had some existing tools based on other recent updates that we could leverage to create an epic battle sequence and allow the player to experience everything from flying a snowspeeder against the Empire to driving an AT-ST to crush Rebel troops."
When Shadowbrak demoed the prototype snowspeeder code working on a regular speeder bike, I got really excited because I knew we would be able to pull off the intensity and action of the movie. It was one of those moments when you can see the potential of what you are building through early prototyping. The rest of the work is about integrating the finer details and implementation. The devil is always in the details though... Capturing The Empire Strikes Back
Thomas:I think the Star Wars Galaxies design team watched the entire Hoth sequence about 300 times to make sure we had captured all the nuances of the battle. We worked hard to bring our version in alignment with the movie experience that goal definitely shaped the way we built the elements of the Hoth encounter.
"The sheer number of NPCs (non-player characters) in the instance at one time presented some real challenges with server performance; we just had way too many activities happening at once."
Jesse Benjamin (Lead Designer for Star Wars Galaxies): The movie was a huge inspiration for our team. I remember there were days when I would walk around the studio and see the movie playing in every office, from artist, to producer, to designer. Thomas "Hanse" Eidson might have watched it the most. He was adding moments from the movie into the instance itself, and making sure it all coincided with the movie.
Implementing Echo Base
Jesse: Our first real challenge when creating the instance was the fact that the Echo Base itself was enormous. It is bigger than some of our cities! Decorating and filling out the base was a total team effort that lasted right up to the launch of Hoth on our test servers.
Another challenge was filling this massive area. The sheer number of NPCs (non-player characters) in the instance at one time presented some real challenges with server performance; we just had way too many activities happening at once. So a large portion of our time was dedicated to optimizing our instancing scripts. Again, our primary goal was polish and stability we wanted the encounter to be fun and playable! Eventually all the kinks were worked out, and the actual Hoth FUN could begin.
We started with recreating the North Battlefield. James "Millbarge" Michener volunteered for this enormous task. Between our artists working on improving the terrain effects, down to the light fog, I really feel he nailed it. It is a really strange and awesome feeling to be a Rebel standing next to a turret and seeing those BIG AT-AT Imperial Walkers coming out of the fog right at you.
The designers, QA, production folks, and programmers began play-testing every other day. We would all head over to our "playpen" and sit at a row of computers and play. It was very much like playing as true players do in order to experience the instance from the player's point of view -- even down to yelling at each other things like, "Suck less, noob!" or "How about a heal, Millbarge!
"The snowspeeders are a completely new vehicle mechanic. Snowspeeders are a very fast vehicle with some specific mechanics including constant forward motion, slow arch turning and height adjustment."
The first few play-tests were rough, which is to be expected. We had a lot of kinks to work out. Slowly but surely we did it. We got the entire instance playable from beginning to end. This meant it was time to add the high-value feature the big fun factor. For me, this meant first and foremost, vehicular combat.
Refining the Encounter
Jesse:Our first implementation was playable, but not nearly as fun as it could be. I sat down with Shadowbrak and Steve "CancelAutoRun" Wyckoff and brainstormed solutions. We decided to start with AT-ST's. We reviewed the movie some more and I also watched Star Wars: Episode VI Return of the Jedi as well (it has AT-ST scenes in it). We determined that the AT-ST fires like a ground targeting attack, and anyone near it should get blasted.
Next we wanted to enhance the co-pilot's experience. We decided to give the co-pilot two attacks to use. The Ear-Gun is a near must have, as it is a standard direct target attack. Without a co-pilot using that attack you have to be very good at leading the snowspeeders to shoot them down. The other attack is a slower, hard-hitting, rocket launcher to assist the pilot with clearing out all those annoying Rebel troopers and turrets.
Next we decided to tackle snowspeeders. These were a completely different beast. The snowspeeders are a completely new vehicle mechanic. Snowspeeders are a very fast vehicle with some specific mechanics including constant forward motion, slow arch turning and height adjustment. After reviewing the movie, I felt it was important that speeders could free fire as close as possible to our space engine.
Jesse: Shadowbrak worked closely with CancelAutoRun to bring a sense of speed and firepower that mirrored the movie snowspeeders into the game. I think they did an amazing job. I really feel like I am flying around in a snowspeeder just like in the movies. Flying a snowspeeder elicits a real strong feeling of excitement - especially when gunning down all those Imperials. Setting up a pass on the AT-AT's while trying to avoid taking heavy damage from the AT-ST and snowtrooper escorts is very addictive and fun.
Meanwhile, the rest of the team worked on the other game-play elements. Michael "Fiasco" Farone was recruited to start working on our Wampa Valley area of the encounter. I remember sitting in my office brainstorming all the fun things we could have our wampas do. We came up with some really exciting attacks that bring a lot of fun and personality into the Hoth encounter.
When we had our first play test in Wampa Valley we could tell immediately that the fun factor was already there. There were bugs to address, and tuning to implement, but everybody came out of that play test smiling. Following the first game-play test Fiasco came up with a list of more things to add to the encounter. I don't want to spoil the surprises, especially since you have to figure out how to enter the valley to begin with, but there are a lot of cool aspects waiting to be discovered in that area.
"If you can manage a flawless victory you get 3 tokens per phase, making a grand total of 9. Any player that can get in a group that wins 9 tokens also gets a rare badge, as a way to show off their achievement."
An Experience Unlike Any Other
Jesse: One real paradigm shift we needed to convey to the players participating in the encounter is "The Imperials win, always." The "lose" condition for the Imperials is the lack of reward tokens. Each phase is, currently, worth up to 3 tokens. If you can manage a flawless victory you get 3 tokens per phase, making a grand total of 9. Any player that can get in a group that wins 9 tokens also gets a rare badge, as a way to show off their achievement.
The only real issue we ran into for the Imperial side was the difficulty, it was too easy. We decided that the Imperial version wouldn't spawn more powerful Imperial NPCs, but the Rebel side would have some very tough "boss" mobs. These guys are our Phalanx Commanders and Phalanx Guards. Our Phalanx Guards use some new tech that Shadowbrak implemented that allows them to buff up nearby NPCs to keep the fight balanced.
These changes made it virtually impossible for the Imperial NPCs to be able to complete the instance on their own. Players will have to throw themselves into battle over and over again. Meanwhile, Imperial players are also working against the clock in order to achieve their objectives. If they take too long, the phase changes, and the Imperials need to get to the evacuation area.
In the evacuation area, the Imperials are once again tasked with battlefield conditions. They need to assist their Imperial forces in pushing past Rebel defenders, and stop the transports from escaping. We sprinkled the more difficult Rebel commanders throughout the area.
With the Imperial portion of the battle looking good, it was time to shift our attention to the nuances of the Rebel experience. Here we have another paradigm shift to give to our players. The Rebels LOST the battle in The Empire Strikes Back. They had to escape. So how do we convey a fun experience that you lose? I like to call it "losing gracefully". But that doesn't do it justice, does it?
"As a Rebel team, your main goal is to stem the tide of the Imperial invasion force. Meanwhile important supplies and personnel need to escape. Rebels can only "win" by getting all their personnel out safely."
After several play tests of the original Rebel play experience, we decided the Rebels needed more direction, and that we needed to give them something that at least imparts a feeling of "winning".
As a Rebel team, your main goal is to stem the tide of the Imperial invasion force. Meanwhile important supplies and personnel need to escape. Rebels can only "win" by getting all their personnel out safely. While you are battling it out on the north battlefield, trying to delay the inevitable AT-AT attack on the shield generator, some very sneaky Imperials infiltrate the base. Once the second phase starts, where the Imperials start invading the base, you need to go and free some captured rooms.
Until those rooms have been freed, the personnel cannot begin evacuating. But those crafty Imperials are still sneaking around the base trying to stop you. You need to stay close by and keep the supplies and personnel safe.
At the same time, some of your team MUST slow down the Imperial invasion force. They will be aided by destructible barricades that will absorb damage while they are up. The Imperial side is VERY determined to get in there. They are continuously sending stronger troops to march it, and even Darth Vader joins their forces! Best of luck to any unlucky Rebel who crosses his path!
The Battle of Echo Base
"It is more than just a "heroic encounter"; there are collections to achieve, and new areas to explore. Echo Base has a huge amount of replayability built into it."
Jesse: I am very proud of the Battle of Echo Base instance and what our team accomplished with this legendary chapter. Our art team (Alexis "Aphox" Allen, Scott "Skitterz" Downey, and Christine "Dev_yAR"Chugon) really put forth a Heroic effort, to transform these bits and bytes into the planet Hoth. The entire instance is close to expansion proportions, and we are giving it to our player base as part of the basic subscription. It is more than just a "heroic encounter"; there are collections to achieve, and new areas to explore. Echo Base has a huge amount of replayability built into it. I am curious how many "elite" players we have out there that can actually manage a total and complete victory...and I'll be watching!