GDC - Physics in Half-Life 2
Their high-level strategy was to invest in gameplay. They decided not to start with a simulator, and to not add features to simulation (until it became necessary). They set out to make HL2 stand apart with the depth and quality of gameplay, as opposed to just 'cool simulation'. This would require a lot of engineering work on tools and design.
A timeline for HL2 Physics:
- They looked into physics demos.
- Demos generated ideas.
- Looked into licensed physics simulators.
- Internalized physics into their design ideas.
- Built a bunch of prototypes and tools.
- Gameplay mechanics experiments.
- Solved technical issues.
- Focused design and tech.
- Solved more problems on the technical side.
- Incremented to deliver a stable system (with valuable features at each deliverable goal).
- A long polish stage before shipping the game.
- Zombie basketball -Satchel charge, trying to explode zombies into nets.
- Watermelon skeet shooting - Watermelons loaded up into an ejector, tossed into the air to be shot.
- Glue Gun - Trying out 'building things' within the game. A gun that placed glue on objects, glue attracted itself to make constructs.
- Danger Ted playset - Glue a model of a designer to a car, glue propane canisters to the car, launch the designer strapped to the car into the air.
- Toilet Crossing - Build a zipline construct with junk to cross a chasm, extra points if you rode on the toilet during the experience.
So, how can they make the gameplay more focused? What ideas are good? How many ideas do they need? How can they measure the difficulty of the gameplay? And, of course, how are the prototypes going to be turned into shippable gameplay?
They reduced design to 'training and testing'. Game design is a set of player experiences that trains the player, allows them to demonstrate a learned skill, and is presented with style. With this criteria, they had an easy way to judge ideas for merit.
Design is also engineering. Defining success, identifying constraints, generating ideas, analyzing solutions, building prototypes, testing results, measuring success, and then re-examining your constraints. Distill out the elements of game design, be creative, but you want a way to analyze your solutions and measure your progress.
This allows you to reverse engineer your experiences. I want them to do 'X'. Okay, what do they need to know before they can do X? Training skills in isolation allows the player to be prepared for future gameplay elements. When something went badly in playtesting, they could look back and see if they'd prepared the player adequately for the experience. If something isn't eventually used, or isn't working, it becomes obvious and can be cut.
Training can have obstacles, though. If the player is in combat or in peril, they're probably not learning. To improve the training experience, you make it clear it's okay to experiment. Sell forced choices tot he player with style. Suggest experiments with the the gameworld. Story should not be an obstacle to training, it should enhance the experience. It's also not distracting like combat. Players can play attention to both. (He uses the example of the sawblades in Ravenholme to chop Zombies in half.) Player value as a metric for skills and knowledge. Each piece of skill must have value, or it gets cut from the game. There is a limit to the total number of things you can teach in a game. You want to cull skills down to the fewest required. Having skills interact makes them both more valuable. Requiring skill from a player makes the skill more valuable to the player. These relationships form a sort of economy, which they refer to as 'design economy'. Allowed a framework for discussion about the process.
Of course, every design has constraints. Objects have to be breakable, with the quintessential crowbar. Physics have to interact with the core combat gameplay. Collisions should cause damage, objects should be used as cover. Physics need to extend the core puzzle gameplay.
Integrating physics turned out to be kind of difficult. Physics are kind of intuitive, but it doesn't "just work". Most designers don't completely understand the technology. Taking the design to the fullest required understanding the simulation. Game logic may place impossible requirements on the simulation. Some elements have to be one part physics and one part game design, fudging the edges.
So, they took on the design interface for the physics. They need to teach the designers about the system (decomposing machines into physics blocks). They needed to become proficient with unfamiliar units and tuning parameters, dealing with a complex set of variables that imply calculations. So, to deal with this they delivered technology incrementally (ramping up the learning curve). They needed a physics expert to support designers.
Some other problems came up, especially in the early days. Many physics engines interact with the game in discrete steps of time. Changes to the state of the system are often queued. Game rules are often discontinuities in state. They also needed to reserve space for 'inventory items' (grenades, etc.) Motion planning is a problem as well (will I hit anything when I go over there?). Collision detection without physics was a required - especially for AI. They ended up building a collision speculator for themselves so the AI would behave intelligently.
This then becomes an over-determined systems, with simulation variables, design variables, and design criteria. The 'Superman problem' - Beating people to death with tin cans. They fixed this by making the mass of gravity gun held items very low, so that you couldn't destroy a car with scrap metal.
Simulation failure also was a problem. Objects get stuck in each other, they don't settle, something that is valid for physics becomes invalid for the design. Simulator 'explosion', game design constraints that can't be satisfied, and creating objects in solid space. Plan for the simulator to fail, and be flexible with your expectations. realize you're going to need to fudge.
To sum up: Engineer to solve gameplay mechanics. Use analysis and design economy to intentionally improve the design. Tech problems remain with phsyics. Some can be solved with design, put plan on investing in the technology. Plan for failure cases and be sure to ask "is this failing as a result of bad design?"
In my Jounral already, but how is it that just about every write-up from the GDC is long and expansive except for the Iwata's keynote? Am I alone in thinking that that was far more important to the gaming industry than what the producer of Battlestar Galactica had to say?
If brevity is the soul of wit, then how does one explain Twitter?
Oh lord, Half-Life 2.
The entire game was a giant demo for the Havok engine. It's a poster child for letting your technology drive game design, when it should be done the other way. Bad Valve. No cookie!
I'm curious what they spent four years on when they licensed the Havok engine only a year before release.
Sort of off topic, but we had a *HUGE* turnout of GDC folks at my bar last night. Had a nice chat with the art director for zipper interactive, few other folks. Replay video from last night will be playing till 5pm today, then again on sunday.
Winamp compatible stream here
--toq
To be honest, Nintendo's keynote was light on any real info. He spent more than half of the keynote going over how the game Brain Age for the DS came about, how they convinced stores to carry it, and had a live demo / showdown of the game with some "friends". The most popular part of this was when he announced that everyone in attendance would be getting a copy of the game (which turned out to be a demo).
:-)
He then talked about Metroid Prime: Hunters, and again had a live deathmatch between some of the developers. He wrapped up the DS segment with a preview of Zelda: Phantom Hourglass (which looks a combination of Link to the Past + Wind Waker).
Finally, he spent a (small) bit of time talking about the Revolution and the Sega / TurboGfx agreements.
His whole keynote stressed that pushing tech for tech's sake wasn't sustainable and that true innovation needed to happen. Nintendo is innovating with their DS, with games like Brain Age, and with the Revolution (controller, content agreements, etc.). All real information + hands-on games will be available at E3.
So, unless you really care about the life of Brain Age, you aren't missing much.
Dan
THANK YOU.
I'm so sick of people saying, "As I wrote in my journal the other day," "As I've been saying for so long," "If you're familiar with my previous posts," etc. I don't care and I doubt anyone else does.
To head off some stupid criticism, I'm only posting this as an AC because I'm too lazy to make an account and, no, I do not want to move to digg.
What the heck are you talking about, no cookie? I think they got about 100 million cookies right after launch... That is if one cookie costs one USD.
Modesty is one of life's greatest attributes
I was somewhat disappointed that the physics in HL2 fails realism testing in at least one respect; on the "bridge" level, I had the idea to run a little experiment: I jumped off the bridge, and then used the "toss" fire for a grenade to see if the grenade and "I" would fall at the same rate. That grenade shot up in the air like a balloon, relative to my descent. I wanted SPLAT-->BANG! and all I got was SPLAT. What's up with that? :)
Make me wish, if only a little bit, that I'd gone into programming instead of art/3d modelling/graphic work/etc.
Oh, what a good game programmer could do with an easily scriptable physics engine. Imagine WoW when the spells have effects on the physics, or interact with each other based on their level and element and alignment... I dream of a combination of Mage: the Ascension and Dungeons & Dragons... tell me I'm not the only one.
Ex nihilo nihil fit.
If you own Half-Life 2 then you can download the SDK. It comes with quite a few example maps and also the code for the game logic.
e fault.aspx
There's lots more information at the developer wiki.
You can also get a free version of the modeling/animating software they used, which is called XSI.
http://www.softimage.com/community/xsi_mod_tool/d
Hopefully this is still a work in process in game physics and we see marked improvement as time goes on. Also object weights tended to be too light IMO. I really felt that objects' fall rates and throw trajectories reflected not enough weight.
Other than that, I really enjoyed what I felt was a truly innovative method of problem-solving. Way better than those old jump puzzles. +5 to Valve for the gravity gun. I want one!
Valve licensed a Popular physics engine right off the shelf. Many companies do write their own Physics engine from scratch, but Valve didn't, so I find it funny they talked about this, shouldn't Havok have spoken instead?
I loved HL2 physics in single player but I can't stand it in multiplayer. Multiplayer games really need to use old HL1 and Quake1 style physics (with air control, but not neccessarily bhopping) to be fun, IMO. I can't stand playing all these new realistic games in multiplayer--I feel like I have no control. Not being able to turn in the air and having movement that is more real may make the game more realistic but it doesn't make it more fun.
Someone did for them. ;)
I know, I'm mean.
Convert FLACs to a portable format with FlacSquisher
Even though it takes the same amount of time to do as to post? It's certainly your right to criticize, but if you're not willing to even become part of the community you're critizing, then I can certianly understand why your criticism is consistently criticized.
Plus, if you make an account, you can spend that extra 5 seconds foeing me and never having to see me again. ;-)
If brevity is the soul of wit, then how does one explain Twitter?
I loved the physics in HL2. My favorite part of the game was shooting down this flying thing (I don't think it was a helicoptor) in the middle of a mud flat. I fired off the last shoot to put the thing out of commission right above me and I enjoyed the moment of a victory of seeing it come back down. Until I realized that the damn thing was going to crash on me! Fortunately, I was able to get out of the way. That was a fine moment when I realized I nearly lost the game because I was rubbernecking the kill.
# Watermelon skeet shooting - Watermelons loaded up into an ejector, tossed into the air to be shot.
These remind me of a map I made years ago for the HL1 community project called 'The Spirit of Half-Life'. The map had a number of different 'sport' type activities, including a basketball and skeetshooting games using snarks. Heck I even made it keep score correctly...Ahhh those were the days...
You can't own Half Life 2.
You can only rent it, using Steam to grant you permission to play it.
Steam sucks.
"I guess I played a different version of Half Life."
Poster Child 2: I'm going to tell mommy!
Any sufficently advanced physics engine is indistinguisible from scripted events.
It's funny, because this feature is in Quake III.
Projectiles will spawn with the same speed and direction you have when firing them.
It's not on by default though, and I don't think people enable it because it seriously messes up aiming with the rocket launcher.
Yup, you should see my windows login screen, all the logins are the names of games I have.
Change is certain; progress is not obligatory.
Your HEV suit is denser than the grenade?
Don't thank God, thank a doctor!
If memory serves, yes it's scripted that it'll fall and explode the way it does, but the place it falls and the way it settles is done in realtime.
Don't thank God, thank a doctor!
I'm trying to construct a Rube Goldberg device (see http://www.rubegoldberg.com/html/gallery.htm) in Hammer, which is Half-Life's level designer, but I'm running into one major problem. The HL2 physics engine does whatever the heck it wants! I'll load up a map, and the entire device will work fine, but then I'll load up the SAME map again and, for example, all the dominoes will immediately fall over, as though hit by a sudden gust of wind! Even more oddly, objects affected by a trigger will respond variably. A barrel, suspended in midair, that is dropped via a remote trigger, will land with a different orientation each time the trigger is activated! This indeterminateness makes it nearly impossible to create an extensive physics project in Hammer. Garry's Mod, interestingly, seems to be more reliable, but it takes away some of the satisfaction (it's basically like using a wizard).
If anyone has any idea how to fix this problem, or even any more knowledge of the situation, -please- let me know.
My only complaints about half life 2 are the total time spent playing, and the forced puzzel solving. There was one point in the game where I was not allowed to progress due to an invisible wall until I solved the puzzel the "proper" way (as in blow up a storage bin and race up a ramp, vs jumping over the baricades and racing up a ramp.)
;P I enjoyed the game otherwise, short or not.
If you're going to have an environment where physics are supposed to play into the game, you shouldn't prevent the level completion with invisable walls. If they get there they got there!
I'm infinately more sore about the second detail
No, I am not an English major. My posts are subject to typos and incorrect grammar. Do not expect perfection.
"In 1999, world physics was a new technology that hadn't been integrated into the genre before."
That's odd, given that Trespasser was released in 1998.
http://en.wikipedia.org/wiki/Trespasser_(game)
Sadly, about all it was used for was naff box-stacking puzzles, with an interface that made stacking boxes extremely hard.
In related news, my blog recently reviewed Doom. I have to say the graphics are terrible, what did ID think they were doing releasing a game made in the 1980's in the middle of the 00's?
Is it just me or did it take them like 3-4 years before this came out on the HL2 physics engine? Also, FTA it looks like a couple friends got together and played with Gary's Mod (allows you to play with the physics engine and the HL2 objects) for a few hours. Whoop-de-freaking-do.
Ok I am offtopic here (but at little pain for community) I got modded over-rated, how? I haven't even been modded before i got modded overrated. It would suck if i got modded just because my opinion of halflife2 is too high, and the other guy didnt agree.
Mod-points aren't meant for giving your opinion, replying is for that, mod points are just for trying to get the "better" posts to stand out more.
in the faq
Btw I admit this post wasn't so great, but choose the reason for modding me down better!
It's called chaos. Just like real life.
Make sure you have all physics properties set to Zero variance. Variance makes things realistic, but when you want an EXACT behavior every time, well, you want to eliminate that variance. Don't blame the engine. It's just doing what happens in real life.
Yeah - it made me wonder what possible advantages were seen in the actual corridor lighting which was less reliable than the torches. How come UAC didn't duct-tape torches to the walls every couple of meters? Would have been better uptime.