24
Thursday 24th January/… Tabula Rasa world builder David Vargo highlights how he went about designing Fault Lever - a new underground instance.
I think one of the important things about being a world builder is making a lasting impression on players through visually compelling environments. I’ve tried to accomplish this goal in Fault Lever by keeping the level’s layout believable while fun, providing interesting highlights and details to the backstory, and focusing on the mood or character of these spaces.
It was pretty clear how to begin Fault Lever’s design because the associated shared map, Thunderhead, had all of the relative environmental features I wanted to incorporate. The design document called for an underground instance map connected to the north face of the massive Ligo Fault Rift. The players’ ultimate mission within this instance is to turn off the four hammers (shockwave inducers) found within the shared map’s rift.. Because the mission objectives were closely connected to the shared map, I felt it important to integrate visually the rift and accompanying elements into the instance map. However, this design direction presented unique layout challenges.
I had a strong desire to show how the interior spaces related to the exterior terrain features. One of the ways I achieved it was by creating windows that look out from the control rooms in the instance map into the rift where the hammers are firing off their energy bolts. That posed a problem where we had to make sure that I recreated all the shared map’s visible environmental features onto the separate instance map. So I had to work closely with Michael Hutchison, the shared map’s world builder, to make sure any changes he made also made it to the instanced map. It took more coordination than usual, but being able to see out onto the exterior was crucial because it allowed the players to create a visual link between the two maps.
The second challenge to tackle was the long horizontal distance of the shared map’s rift. The four hammers on Fault Rift are grouped in pairs of two with a Bane entry tower located between them. Because the entry was already established, I had to come up with an agreeable solution for the player to move from the center towards the west and east hammers with minimal backtracking. The solution I came upon was to create separate regions and have the player teleport across the map. To connect these detached regions together, I created a central entry hub for players. The teleporters within the hub allowed the players to travel across the huge distances without getting frustrated or feeling disoriented as they complete their missions. Another benefit of this design approach was to give the illusion of a much larger complex without creating unnecessary spaces.
Once I established the windowed control rooms and separate regions, I worked towards creating a believable layout for how the hammers were powered and how their energy was generated. The Power Transmitter tunnels and Main Generator room sprang from this idea. Situating them in relative position to the external hammers was an important detail even though it was not critical for game play or in creating a fun layout. Nevertheless, I felt was needed to make the environment feel real. Some players may not notice the relationship at first, but I believe these details add up to a more complete experience.
Another way I like to engage the players is by incorporating the elements of the story into the spaces I create using visual and environmental details. For example, the two side areas of the facility are mirror images of one another in their general layout. However, the Atta have invaded the west region, so I wanted these two areas to look and feel very different in relation to one another. The east region would look as if the Bane had everything under control and they might be on alert for any incoming trouble. But the west region of the map would be in a total state of chaos. These thoughts tailored how I approached creating the overall mood of these different environments.
I’m a big believer in using props, lighting, and particle effects to create visual narratives and engage the player to piece together what occurs in these spaces. To help the player sense the dramatic contrast between the regions, I created prop arrangements that were initially identical in both areas. But once I completed the work in the west region in a “normal” state, I began altering its prop layouts to show the invasion’s destructive effect - overturned chairs and equipment, fires raging from consoles, sparks and fumes ejecting from broken monitors. By showing the contrast of the two regions, players can get a deeper sense of how the Atta impacted the region. It’s a fulfilling aspect of my job when I can get a player to wonder what happened in an area and naturally become more curious about the story. To me, it’s the little details that lend themselves to great storytelling.
Along with the visual look of the instance, I wanted to provide a feeling of tension to the environment. The chosen special effects and audio added a great deal to the mood of place. For example, the claxons going off, rumble of the surrounding fires, and buzzing of malfunctioning computers are a constant reminder to the player that something has gone terribly wrong. One special effect I felt was important for the desired atmosphere had to do with the hammers. They’re meant to create earthquakes, so I wanted the player to get a sense of the shockwave while they are exploring. So as they go deeper, they can actually start to “feel” the hammers going off to greater effect. We accomplished this by combining the sound of the hammers firing off with a camera shake to simulate the ground vibrations. The shaking of the camera was crucial to creating this effect, but was technically a challenge. We’ve had to tweak it several times in order to create a balance where the player can sense the vibrations without becoming nauseated by the movement. We wanted it to be noticeable but not overwhelming, and the way it has turned out is something unique that I’m really proud of.
The Main Generator area room in the back of the map is one of the highlights of the instance. I like to provide a dramatic conclusion to my levels, so I wanted to make this area an unique experience from the rest of the instance. I designed the Main Generator room as a last stand for the trapped Thrax commanders as they await the incoming Atta to attack their refuge. So in this backdrop of the facility’s large generators, the Thrax have barricaded the entry points with barrels, crates, etc. for makeshift protection. The player, while escorting a NPC into this region, is charged with destroying the generators. However a frontal assault in the room would be too deadly and the player must access it via another route. In doing so, the player triggers open the Main Generator doors and release the awaiting Atta on the outnumbered Thrax. The instance’s Mission Designer, Joel White, created some great cut-scenes and showed how the player’s actions trigger the Atta’s final attack. The player can safely watch the carnage they’ve unleashed from windows overlooking into the Generator Room. In addition, we made all the generators the player must detonate explode at the same time for a big finish.
Fault Lever has been an interesting instance to work on. From tackling the initial layout to refining the small details, there were unique challenges to its development. However the high-level goal of creating a memorable environment is always present in my mind. It’s being able to come up with creative solutions towards that aim that make world building for Tabula Rasa really enjoyable for me. Hopefully the outcome is just as gratifying for players to experience as it is for me designing it.

505 Games today announced it will publish the first person shooter, NecroVisioN, for PC across Europe under the newly created 1C Label.
Developed by The Farm 51, NecrovisioN is a first person shooter which immerses gamers in the claustrophobic trenches and bunkers of the First World War. Reminiscent of a Lovecraft horror, NecroVisioN seamlessly mixes the harrowing battlefields with a nightmarish demon and vampire underworld, unleashing a truly visceral experience.
The year is 1916 and the Great War has been raging for two long years when Simon Bunker, a US army soldier, joins the front line with the allied forces. During the ferocious fighting, Bunker and his battalion get lost behind enemy lines while trying to break through to allied positions. While being pushed back into defensive positions they stumble across a series of mysterious trenches where all is not as it seems. As they push forward they discover that there is a greater evil hiding underneath the battlefields of the Great War, an evil which is forcing its way to our world and threatens to change the delicate balance of power.
Battling his way through the trenches, Bunker uncovers an enemy more deadly than anything he has ever encountered. Demons and vampires wage a brutal underground war, which is spilling into the human world, and Bunker finds himself fighting not only for his own survival, but the survival of Mankind.
Key features include:
- a stunning mix of WWI and Hellish underworld environments
- intense and explosive first person combat
- 18 different weapons with a mix of authentic WWI and Underworld mystical
- hordes of enemies including human, demons and vampires
- 12 visceral missions to challenge all abilities
- huge, brutal boss battles
- online/LAN gaming for up to 16 players
- six maps with three game modes, including deathmatch, team deathmatch and capture the flag/artefact
Pimp will bring you more on this game as it transpires….
Throughout 2007 the Nintendo DS and Wii have both seen strong hardware and software sales, as people of all ages across Europe embraced the pick up and play nature of the consoles and titles released.
The phenomenal interest in Wii, with its innovative Wii Remote and interactive titles, has lead to over 6 million consoles flying off the shelves in Europe since its launch in December 2006. The unprecedented popularity of the console has also seen four first party Wii titles; Wii Play, Super Mario Galaxy, Mario Party 8 and The Legend of Zelda: Twilight Princess, each sell in excess of over one million units across Europe and provide complete entertainment for the whole family.
At the same time, the handheld Nintendo DS console has proved a firm favourite with all generations with titles from Animal Crossing: Wild World to Big Brain Academy and Pokémon Diamond and Pokémon Pearl truly providing entertainment to millions of Nintendo DS owners throughout Europe! Sales of the console have now broken the 20 million barrier in Europe, and the popularity of Touch! Generations titles such as the Brain Training series and Nintendogs have paved the way to ensure gaming has been bought to a whole new audience regardless of age, gender of previous gaming ability.
The much loved Mario franchise continues to keep Europe entertained whether the player is an old Mario fan or a newcomer to the series. Mario Kart DS has seen 2 million copies race of the shelves of retailers across Europe and with titles such as New Super Mario Bros selling over 3 million copies to date and Super Mario Galaxy on Wii breaking the 1 million barrier within a few months of launch, Mario is as strong as ever!
The table below lists European sales figures as of the beginning of January 2008. These are sell-through figures based upon retail sales in each European country that are provided by independent research companies.
Nintendo Co., Ltd has also announced today their global consolidated shipment figures. This is the number of Wii and Nintendo DS hardware and software Nintendo has sold to its distributors and retail customers worldwide. *Please reference Nintendo’s third quarter financial results announcement issued separately.
European Wii sales (sell-through estimate) figures at a glance as of beg Jan 2008:
Product Total European Cumulative Sales to date (Sell through
estimate as of beg Jan 2008)
Wii Over 6 million units
Wii Play 2.3 million units
The Legend of Zelda: Twilight Princess 1.3 million units
Mario Party 8 1 million units
Super Mario Galaxy 1.3 million units
European Nintendo DS sales (sell through estimate) figures at a glance as of beg Jan 2008:
Product Total European Cumulative Sales to date (Sell through estimate as of beg Jan 2008)
Nintendo DS 20 million units
Dr Kawashima’s Brain Training: How Old Is Your Brain? 5 million units
More Brain Training From Dr Kawashima: How Old Is Your Brain? 2.8 million units
Nintendogs 8 million units
2008 will continue to see innovative titles hit the shelves as Wii Fit arrives in Europe, and the Touch! Generations range expands with the addition of Professor Kageyama’s Maths Training: The Hundred Cell Calculation Method on the Nintendo DS.
This year will also see Mario racing back onto Wii in Mario Kart Wii, which will be bundled with a new accessory - the Wii Wheel - allowing anyone to simply pick it up and start playing! In addition, fans will see him head into battle, along with other famous characters from Nintendo and third party titles, as Super Smash Bros. Brawl launches across Europe.
Thursday 24th January/…ELSPA has welcomed the launch of a new strategy by the Department of Health to reduce obesity. Part of the £372 million cross government action plan is aimed at the entertainment and technology industry and aims to establish a working group to look at ways ‘to allow parents to manage the time that their children spend watching TV or playing sedentary games, online and much more widely’.
In response Paul Jackson, Director General ELSPA said, ‘We look forward to working with the department on strategies to help in the education and support of parents and children. We as an industry wish to encourage healthy lifestyles and will therefore also take the opportunity of informing the government of the huge amount of active gaming devices and games which offer more active and interactive play.’
505 Games today announced that it will be publishing the European release of the survival horror title, Cryostasis: Sleep of Reason, under the newly created 1C Label. Developed by Action Forms, Cryostasis: Sleep of Reason is due for release on PC in 2008.
The Arctic Circle, Russian North Pole station ‘Pole 21’, 1968 - Alexander Nesterov is a meteorologist sent to investigate the final hours of the North Wind, an old nuclear ice-breaker trapped in an icy grave. This steel beast once fought for its country, but during a dangerous mission it drifted into an ice trap slowly freezing to death every living thing on board.
Alex must fight against the intense cold by finding any remaining heat sources as he investigates the final days of the North Wind and unlocks the mysteries within. However, Alex is no ordinary meteorologist as he possesses a unique ‘Mental Echo’ ability that allows him to relive the final memories of the dead and change their actions in the past, changing their future. Nothing can prepare Alex for the truth he uncovers as he digs deeper into the history of the ship.
Cryostasis: Sleep of Reason takes players on a terrifying trip into the unknown as they explore the dark, frozen, claustrophobic corridors and unlock the shocking secrets of the North Wind.
Key Features:
- Terrifying first person survival/horror action gameplay
- Unique “Mental Echo” ability providing the player the chance to change the outcome of a character’s past
- Highly detailed levels based on a real Russian ice-breaker
- Battle powerful enemies, all with unique capabilities
- Non player characters help to reveal the true story
- Historically-authentic weapons
- Completely new physics and weather system with realistic ice, frost and snow with advanced character/object physics
- Unified dynamic shadowing system – fully dynamic, moving light sources, casting shadows on all objects
Cryostasis: Sleep of Reason, will be published by 505 Games for PC across Europe in 2008.
Pimp will bring you more on this as it comes in…
