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Navigating the Minefields: Military Accuracy in Tactical Shooters

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Navigating the Minefields: Military Accuracy in Tactical Shooters Presented by Christian Allen Game Designer – PowerPoint PPT presentation

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Title: Navigating the Minefields: Military Accuracy in Tactical Shooters


1
Navigating the Minefields Military Accuracy in
Tactical Shooters
  • Presented by Christian Allen
  • Game Designer

2
Speaker Introduction
  • A Game Designer, focusing on Military shooters in
    the Tom Clancy Universe.
  • Latest title as a Lead is Tom Clancys Ghost
    Recon 2 on the Xbox.
  • Military background includes the USMC, USAFNG,
    and USARNG

3
Why Bother Being Accurate?
  • When making a game set in real life (just like
    any game world), accuracy in the details of your
    universe will set the stage for how your player
    accepts the gameplay mechanics of the world.
  • For the purpose of this talk, accuracy is defined
    as conforming to fact.

4
Players PerceptionsKeeping up with Hollywood
  • Movies such as Saving Private Ryan and Black Hawk
    Down define what is an accurate portrayal of
    war.
  • Even if your game is hyper-accurate, it will be
    judged against the latest Hollywood model of
    real.

5
For Example
  • Everyone knows what a Special Forces soldier
    looks like

6
And they dont look like this
  • In actuality, this is a Special Forces Operator
    in Afghanistan, while the first picture was from
    Black Hawk Down.

7
Choosing Your Model
8
Levels of Accuracy the Game Vision
  • The market can determine the level of accuracy in
    your game, depending on how you want to set your
    game against the competition.
  • The two ends of the spectrum in are the
    Rambo-style action on one end, and the hard line
    simulation on the other.
  • Many factors can go into the decision on where on
    the spectrum you want your game to go, but it is
    important to nail down the level of accuracy in
    the Vision of the game.

9
Communicating the Game World Model to the Team
  • Movies can be a great way to communicate the
    Vision to the team, whether in whole or using
    scenes to demonstrate realism, character
    development, and action.
  • Providing books, manuals, and other references is
    important, but it is best to give small bits of
    information, instead of expecting development
    team members to read novels or manuals.
  • When looking at details on equipment fact sheets
    are a great tool, and you can either use real
    factsheets, or create your own for different
    pieces of equipment.

10
Communicating the Game World Model to the Team
11
The Realism Debate
  • Deciding what is realistic in a game world is
    always difficult, but as long as each game
    element fits within your game world and stays
    consistent, you can adjust your level of realism
    and accuracy.
  • If your game world has a feeling of authenticity
    and accuracy, players will accept non-realistic
    elements as realistic, even when they are
    totally different than real life.
  • The general rule on when to fudge follows
    standard rules of game design Gameplay and Fun
    Rule!

12
The Real World is still a Game World
13
Consistency Balance
  • In real life, guns are not balanced against each
    other. Thus, your game world needs to add
    inaccurate balancing for good gameplay. However,
    too much balancing can ruin the immersion of the
    game world, so you should take care in the
    selection of weapons and equipment.
  • Real-life objects can also be used to provide
    balance, rather than removing it. Ammo
    load-outs, recoil versus damage, and weight, and
    other elements work for game balance.
  • They key is finding which elements you can
    reproduce in your game, and integrating them.

14
Who is your Hero?
  • Your Hero or character can help define much of
    your game world. It is important, in a military
    setting, to define what your hero Can do
    versus what he/she Would do.
  • The scope of what your missions will do is also
    defined by the setting and hero characterin your
    game. Having your hero infantryman pilot an
    aircraft carrier can work in an a less realistic
    setting, but can destroy the immersion of the
    game if it is driving for hyper-accuracy.
  • The story and setting also must be consistent
    with your game world. The story must support the
    level of accuracy that you are driving for in
    your game.

15
Real Life is Not Fun!
  • After you decide on the level of accuracy in the
    game, you must identify what is funabout that
    model. Is it surprising untrained enemies?
    Using the latest technology? Mowing down hordes
    of enemies? Decide what is fun, and then focus
    on those elements.
  • Real life sucks. Its hot, stinky, and often
    boring. It is important that just because
    something is realistic, doesnt mean it should
    be in the game.
  • Keeping the accurate elements fun is important.
    If it is more fun for your players to mow down
    their allies, instead of fighting the enemies,
    you need to evaluate your gameplay!

16
Attention to Detail
  • The details are very important. Getting them
    right will get the Grognards on your side.
    Getting them wrong will cause your game to be
    dismissed by them. No matter what your gameplay
    is like, making details accurate add to the
    authenticity of the game.
  • Fact checking is essential! Do not rely on one
    resource for all information, no matter how well
    informed they are.

17
Key Areas of Accuracy
  • Guns and Ammo
  • Weapons are some of the easiest things for
    nit-pickers to single out. The visuals, sounds,
    and descriptions are very important to nail.
    This the area that most military shooter fans
    know the most about.
  • Jargon and Language
  • Make sure your language fits your subject. Be
    sure to use enough jargon for flavor, but not too
    much to alienate players who might not understand
    what you are talking about. Remember, it is
    about perception!
  • Uniforms and Medals
  • This is another area that is very easy to make
    mistakes in, and be called out on. Check your
    assets against appropriate resources, to make
    sure the details are right.

18
Resources
19
Consultants
  • Many teams use paid consultants. While valuable,
    you must make sure that consultants are working
    for you, not the other way around. Many
    consultants, especially from Hollywood, can be
    more interested in building their resume than
    providing helpful assistance.
  • Consultants can be a valuable PR resource, adding
    an air of authenticity to your product. However,
    you must make sure and identify if that is their
    primary purpose, or if it is to directly assist
    the development team.

20
Consultants
  • Remember, consultants are not game developers
    (although they may forget that). They should be
    assisting the team, not telling you how to do it!
  • Anyone can Google, Why Pay for It?
  • If you are just getting generic information that
    anyone can find, why bother? Keep an eye on the
    information you receive, and evaluate its worth.

21
Team Resources
  • Former Military members can be a valuable asset.
    However, you must be sure to identify their
    experience, and make sure to be clear to them the
    specific information you are looking for. Let
    them know that it is OK to say I dont know.
  • Fans can also be a good resource. If you are
    working on an established franchise, there will
    be many knowledgeable fans. However, you must
    judge what you hear or read from them, because
    their information can be colored by what they
    have learned from games, and not necessarily
    from reality.
  • Marketing professionals can be helpful also, with
    connections to the media and publications, for
    tracking down otherwise hard to find resources.

22
Public and Local Contacts
  • The Military
  • You would probably be surprise at how much the
    military is happy to provide information to make
    your game authentic. Often, military members
    feel it is very important for games to get it
    right.
  • Historical Foundations
  • If you are working on a historical game, contact
    the foundations and organizations that work to
    keep memories about the conflict alive. They
    often have a vast amount of knowledge on the
    subject.
  • Re-enactors
  • Re-enactors are an undervalued resource, and if
    you are looking for detail-oriented advice, these
    are the guys to give it!

23
Public and Local Contacts
24
Conclusion
  • By choosing your game model, communicating your
    vision to the team, and paying close attention to
    the details of your game world, you can ensure
    your game stands out in the sea of military
    shooter titles!

25
Thank you for your Time!
  • Christian Allen
  • Game Designer
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