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GDC: LucasArts and The Force Unleashed

With the title of 'Next Generation GamePlay in Service of Story and Characters', LucasArts had a lot of ground to cover Thursday morning. Their new technologies have been well received, and the developers and journalists in the room were anticipating details on the over-the-top effects we've seen from The Force Unleashed. From a technical standpoint, Haden Blackman's talk fully delivered. Read on for my notes from this fascinating look at the point where storytelling and physics meet. The next-gen focus for LucasArts is on simulation-based gameplay, how that feeds into character. Environments and characters, events and systems built around physics and objects rather than scripts and hand-crafted events. They're doing this to make it a foundation for more cost- effective development. There's a greater emphasis on surprise and novelty with this route, because every time you play it's going to be different. Authenticity is the aim: the world behaves the way you'd expect given what you know about the setting.

The other goal is to revolutionize story and character. LucasFilm is an obvious example within the company. Their goal, then is to bring new life to stories, telling them in different ways. They're always looking to tell stories in new ways, both in and out of the game. The 'out of game story' is the player's story: what the player did to overcome obstacles. Their goal is to make every player story unique: I beat the game slightly differently than you did. They're aiming for relatable, authentic characters. Characters that behave how you'd expect in animations, AI, and physically.

Once they'd gotten rallied around those concepts, they began working on Force Unleashed's game's core concepts. "The Force = The galaxy's best simulation catalyst." It's an interactive power that allows you to manipulate your environment. They really wanted to push the boundaries with the Force. Their goal is to amp up, over the top showcase Jedi powers. They began doing imagery, and then a pre-visualization video, with the goal of grasping just how powerful they wanted the Force to be.

They show the pre-viz video, which is something we've all seen previously on YouTube. Blackman says "After that I had the most terrifying moment of my career." He had to go show the video to Lucas, and convince him it was the right direction. He said "That's great, go do it." Blackman was even more afraid then, because they didn't have the tech to do it.

He then outlines some of the elements of the game, which is available in more depth in IGN's preview of the game. The best part of this slide: "What is the core gameplay: Kicking someone's ass with the Force."

At that point they had a game in search of technology. Design drives everything, so they didn't start with the tech, they started with the story/concept. They began building their team that began building the 'Ronin' engine, integrating Havok and Digital Molecular Matter. They partnered up with ILM for elements like cloth and fur, too.

The ILM partnership has been very fruitful. They are utilizing Zeno, their digital editor, originally made for film. LucasArts adopted it for games, and now they have a common pipeline for assets, VFX, and other elements. They're working on likeness captures and facial motion capture technologies, to get really accurate performances. ILM is one of the forefront workers in fluid dynamics, and so they're hoping to utilize that as well with true water simulation. They're sharing engineers across the company, leveraging the expertise of both companies to produce more powerful results. ILM is getting something out of it too. They'll be using some of LucasArts' tech to do pre-visualiation on films; using the Ronin engine to make animatics for big-budget Hollywood flicks.

He then shows an 'ILM Sizzle' piece, showing some of their incredibly impressive work on the Poseidon movie. Lots of fluid dynamics elements, tons of special effects elements. "There was no boat, there was no ocean." They also show a number of scenes from Pirates of the Carribean: Dead Man's Chest, using much of the same sizzle footage in the online piece we have previously discussed here on the site.

Blackman then moves on to the two techs they're incorporating into the game. Digital Molecular Matter allows them to translate real materials into their titles; wood breaks like wood, glass breaks like glass. DMM saves on art time, increases the authenticity of the environment, and encourages experimentation. "What happens when I throw the Stormtrooper through that hut?" It provides surprising payoffs, and it's different every time. "Soft bodies are cool." Soft bodies are game elements that bend or sway instead of breaking. (Denting metal, bending girders.) This all results in more exciting and immersive stories. It begs players to share stories. "I made a bridge to cross the lava." Character interactions are also more varied; creatures moving through a forest force plants and trees out of the way.

They then show off the DMM tech, using much of the same elements as the much-watched YouTube video we've probably all seen before. He goes further, though, editing the properties of elements in the room he's in. Glass in the ceiling can be edited to be flexible and fragile; when he resets the room the glass breaks under its own weight. He demonstrates again with a brick wall, which can be made to collapse and sag depending on the properties he sets. The goal is to get authentic experiences, but also ones that are fun, and this is what a lot of their designers spend their time doing.

Euphoria is the next subject up, and is "true bio-mechanical AI". Characters have a central nervous system, muscles, and a brain. NPCs then, have reflexes. They grab onto things in the environment to save themselves, do their best to stay alive. It's not about replacing animators; it's about making sure animators are working on important things (character performances) rather than gross physical movements. "Barrel of Stormtroopers - How many Stormtroopers can we get to latch on to each other when held over a pit?" This results in a different story every time, improves the immersive experience, and gives characters somewhat of a sense of self. It also leads to comedy. Comedy is a big part of Star Wars, and torturing Stormtroopers is something that they do on a daily basis at the company.

They boot up a demo, and show off some of the 'best ways to exploit Euphoria'. They start with the Stormtrooper drop. It's different every time, with the poor guy getting slammed into the ground again and again. They use a pile of boxes to show how the objects and character, based on orientation and speed, scatter and flip. The next demo is the Balancing Act, which has a surface with a trooper on it. As they shift and jump the surface, the little man tries to keep his balance and stay upright. GrabNGo shows the hanging physics: a trooper slides down the slope, and tries to grab onto the ledge before he falls. The next uses animated legs (the trooper is running forward) and a euphoria upper body. By tossing boxes at the trooper, they show how he tires to deflect incoming objects. The final demo shows actual force effects in use, knocking troopers off a ledge with a box, force chocking and light sabering a trooper.

They're in full production on all levels, now working on motion capture and art, higher level elements.

So, the keys here are that these simulations are really hard to get right. It took a lot of work, and several brand new techs. Designers had to learn to deal with fear; get over the possibility of doing something 'wrong'. Iterating and experimentation has been key to getting the 'feel' of these systems right. Consistency is king; if you do it in one level you have to make sure that you can do it every time. Don't be constrained by realism; if the force of their 'Force Push' was applied to a real human they'd probably be ripped in half. Go for fun, not for reality. They are trying to encourage and reward experimentation, breaking the player's conditioning, and pull them fully into the game.

54 comments

  1. Hoth by Hobbitgh0d42 · · Score: 1

    As long as we don't have to relive Hoth again, I'll be happy.

    Hoth Adventure XII: Remember those droids you saw in the background? And that guy? This is their story.

    1. Re:Hoth by Tackhead · · Score: 1
      > As long as we don't have to relive Hoth again, I'll be happy.

      Leia: "Hoth. The one place in the galaxy where my metal bikini would make me look more dignified than this flimsy white dress."
      Han: "Hey, Princess, if you can't stand the cold, get outa the fridge."

  2. Enough, already. by Seumas · · Score: 0, Flamebait

    Do we really need more Star Wars movies and videogames?! It's been thirty years. Can we please have something new?

    1. Re:Enough, already. by MindStalker · · Score: 2, Insightful

      Do we really need more WWII video games? Its been 60 years already..

      Even though star wars is fictional it provides a good storyline/plot for a game as is fairly ingrained into many peoples imagination. If you want something thats not so real, how bout Middle Earth style stories. Elves have been done to death. But guess what, we are gonna see more stories with them as a plotline. Guaranteed.

    2. Re:Enough, already. by GeckoX · · Score: 1

      What's stopping you?

      Seriously now, either do something about it or fully expect to wait around for the rest of your life for whatever it is you're waiting for.

      --
      No Comment.
    3. Re:Enough, already. by 0racle · · Score: 5, Insightful

      Yes we do need another Star Wars game. There is a console called the Wii and I can't swing a Light Saber on it yet.

      --
      "I use a Mac because I'm just better than you are."
    4. Re:Enough, already. by Tablizer · · Score: 1

      Do we really need more Star Wars movies and videogames?! It's been thirty years. Can we please have something new?

      Take away this man's Geek Card. Star Wars is part of Geek religion.

    5. Re:Enough, already. by imbaczek · · Score: 1

      Do we really need more Star Wars movies and videogames? Yessir!
    6. Re:Enough, already. by temporalillusion · · Score: 1

      Actually we do... we NEED an updated X-Wing / Tie Fighter game!!!

      And this looks kind of cool as well.

    7. Re:Enough, already. by Seumas · · Score: 1

      I'd completely agree with all of those. No more lame games based on a Lucas rip off of a simple and old story line, World War II games and "barbarian, wizard, ranger" RPG crap. Even these tools that brag about how much they focused on the story in their latest and greatest videogame are nothing more than shallow duplicates of boring stories we've played a thousand times.

      But really, Star Wars has been done to death even more than Star Trek. Ugh.

    8. Re:Enough, already. by Anonymous Coward · · Score: 0

      I find his lack of faith disturbing

    9. Re:Enough, already. by jmac1492 · · Score: 1

      This is one of those times I wish I had mod points. This should go up.

      --
      Jenny's got a new number! 09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
  3. Bothans by MeanderingMind · · Score: 4, Funny

    Many Bothans died to bring us this information.

    --
    Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    1. Re:Bothans by thebdj · · Score: 2, Funny

      Actually, only Manny Both-Hanz died. Alas, Tag and Bink could not save him...

      --
      "Some days you just can't get rid of a bomb."
  4. Physics Hype by HappySqurriel · · Score: 2, Interesting

    I see the value in moving away from scripting everything to a more physics based system but at some point it becomes more involved to create something interesting using physics as compared to scripting ...

    As an (extreme) example, consider a racing game where you were forced to design and build a real engine for your car ... Suddenly, rather than set acceleration = 1.0 and max speed = 145 you have to hire a dozen designers to get exactly the same effect ...

    I understand we're decades away from an example like that, but physics is not the solution to every problem

    1. Re:Physics Hype by Cristofori42 · · Score: 1

      I understand we're decades away from an example like that, but physics is not the solution to every problem

      No, but it is cool. And in the end isn't that all that really matters?

      --
      "Is that dad? Either that or Batman's really let himself go."
    2. Re:Physics Hype by srmalloy · · Score: 1

      Other than more steps to the end product, it doesn't wind up being much more complex, unless you want to get into some really extreme down-in-the-weeds engine modelling. You define an engine torque curve, and a transmission with a set of gears, and tires with particular traction characteristics, and a coefficient of friction from air drag, and you can iteratively simulate feeding more gas to the engine until you're flat out and can't go any faster.

    3. Re:Physics Hype by MeanderingMind · · Score: 1

      The ultimate physics engine for a game would only allow you to change universal constants.

      I for one would enjoy seeing the cataclysm resulting from setting the gravitational constant to 0.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    4. Re:Physics Hype by becklighter · · Score: 1

      The nice thing about using a physics engine like this is that it will work in any number of situations.

      Code the physics engine once and use it in a dozen different games with minimal changes.

      This is better than changing all your scripts.

  5. Wii by rlp · · Score: 1, Redundant

    Hopefully Lucas Arts will build a game for the Wii that takes full advantage of the motion detection, rumble, and audio capabilities of the WiiMote. Yes, I do mean single and multi-player light-saber duals.

    --
    [Insert pithy quote here]
    1. Re:Wii by Fozzyuw · · Score: 1

      I believe GameInformer magazine's preview said that LucasArts where planning a Wii version but it would not be the "lightsaber" game people want.

      --
      "The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
    2. Re:Wii by meringuoid · · Score: 1
      Hopefully Lucas Arts will build a game for the Wii that takes full advantage of the motion detection, rumble, and audio capabilities of the WiiMote. Yes, I do mean single and multi-player light-saber duals.

      That was about the first thing I thought of when I heard what Nintendo were planning with the Revolution. Having played with one for a few months now, I doubt it'd be as cool as we hoped. The wiimote isn't precise enough when pointing away from the screen; that's OK on Wii Sports, where the motions are usually always along the same arc, but wouldn't work for full, free lightsaber action.

      Plus, the game would probably suck quite badly. Fact is, we're none of us actually Jedi. Most of us aren't trained fencers, either. If we can push a button to carry out a pre-programmed cool move, we're good, and if we can get more pre-programmed cool moves as we level up, that's great. But if we're required to actually carry out the cool moves ourselves, we'd suck at it, get frustrated, declare that the game sucks, and play something else. Hence the likes of Twilight Princess and Red Steel not going for full 1:1 swordplay with the wiimote - it would be really damn hard to use, and would spoil our fun.

      --
      Real Daleks don't climb stairs - they level the building.
    3. Re:Wii by king-manic · · Score: 0, Redundant

      Like everything else star wars related in the last while, it'll be a good to mediocre game of it's genre that heavily trades on the star wars name. All SW titles in the recent past have been this way. Only notable for the franchise tie in. Republic comando is a good but nto exceptional FPs, Galactic Battlegrounds is a okay but boringly repatetive C&C style RTS, then a hodge poge of bland action games. The onyl notabel exception is lego star wars which is amazingly fun and interesting. I suspect a Wii SW licence games will be mostly boring and gimmicky.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    4. Re:Wii by Anonymous Coward · · Score: 0

      Plus, the game would probably suck quite badly. Fact is, we're none of us actually Jedi. Most of us aren't trained fencers, either. If the developers designed the game properly, we wouldn't have to be. I can think of any number of gameplay mechanics that could be added to compensate for the average gamer's lack of Jedi sense.

      The way I like to see it is, you have your remote. The A button lights the saber, from here, your avatar's motions with the lightsaber are the same as yours. While the pointer function doesn't work with the remote pointed away from the screen, the remote still knows its orientation, and I'd hope there's enough data sent that the game can figure out how you're holding the saber. This is fine for basic saber combat involving stormtroopers, light the saber and hack away. As far as deflecting blaster fire, the game could make it such that all you have to do is hold the saber generally to your front (or perhaps the direction of the incoming fire), and your character will automatically block the shots. They could even add a bullet time mode you could use sparingly to simulate Jedi heightened speed. Moving the saber into the proper position to block a shot in that mode could result in it deflecting back at its target, rather than harmlessly into a wall or the floor.

      The remote (I hate calling it a "wiimote") seems to be able to understand its own orientation (including elevation). For swinging a lightsaber, you wouldn't need pinpoint accuracy, just the rough location. So unless I'm overestimating it's capabilities, it would be possible to make a game like the one I described above, and if it was done right, it would have all the fun of swing a lightsaber around without the frustration of being reminded that you're not a Jedi.
    5. Re:Wii by Anonymous Coward · · Score: 0

      Think about it. Besides the obvious light-saber, you can have all sorts of cool gestures for force powers!

      (Using the list of force powers from Jedi Knight 2)
      Assuming you hold down a button ("A" for instance) to activate your force powers (you don't want them going off accidentally!), you could:

      Thrust the remote forward for a Force Push (bring it back for a force pull).
      Thrust forward with remote and nunchuck for a force lightning.
      Move the remote back and forth (like you're running with a baton) for force speed.
      Hold down B (to activate the lightsaber) and A (for the force power) and thrust your remote forward for a saber toss (pull back to recall it).
      Wave the remote left to right for the Jedi "mind trick"
      Bring remote and nunchuck together for Force Heal
      Thrust the nunchuck up for force choke

      And so on.

      I'm holding out hope for something like this ;).

    6. Re:Wii by Dastardly · · Score: 1

      if it was done right, it would have all the fun of swing a lightsaber around without the frustration of being reminded that you're not a Jedi.

      Although, that could be hilarious as body parts started falling off the character in the game. Especially, if they took a page out of Monty Python. What is never mentioned, in the movies at least, is just how dangerous a lightsaber can be. I mean a device that will remove body parts with nearly no resistance. Amputations galor!

    7. Re:Wii by The+Evil+Couch · · Score: 1

      I'm holding out hope for something like this ;).

      Why? Go buy Marvel Ultimate Alliance. The special moves system is exactly like that.

  6. Force Chocking? by American+AC+in+Paris · · Score: 4, Funny

    The final demo shows actual force effects in use, knocking troopers off a ledge with a box, force chocking and light sabering a trooper.

    Force chocking?

    ...that's where you use the Force to cram Captain Antilles under the wheel of your boat trailer to keep it from rolling, right?

    --

    Obliteracy: Words with explosions

    1. Re:Force Chocking? by TheMadcapZ · · Score: 1

      Mod this up!!! I almost chocked on my trail mix!!!

    2. Re:Force Chocking? by kmcrober · · Score: 2, Funny

      ...that's where you use the Force to cram Captain Antilles under the wheel of your boat trailer to keep it from rolling, right?

      Well, he is a Wedge.

    3. Re:Force Chocking? by grudgelord · · Score: 1

      This is the stupidest thing I've ever heard. So why can't I stop laughing! My god that's funny. Just plain funny.

      --
      "09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0"
    4. Re:Force Chocking? by Anonymous Coward · · Score: 0

      While I admire your desire to make a joke, the Antilles who was choked by Lord Vader was Raymus Antilles, the commander of the Tantive IV.

  7. could it be by mastershake_phd · · Score: 1

    Could this be the secrect title Free Radical Design (Timesplitters, key members Golden Eye 007 team) is working on? http://www.frd.co.uk/game6/pressRelease.php

  8. And where did this come from? by CapnRob · · Score: 1

    So, Slashdot is running Lucasarts press releases now?

    1. Re:And where did this come from? by Anonymous Coward · · Score: 1, Informative

      Did you notice the GDC at the beginning of the title? Game Developer Conference. Zonk is reporting on a seminar given there.

  9. Yay, another bug-ridden game from LucasArts by Anonymous Coward · · Score: 0

    Maybe LucasArts should actually try fixing their existing games before making new ones. Just a thought. I'm sitting here with a copy of Battlefront 2 that won't run on my computer, or apparently the majority of people with dual-core processors. This new game looks sweet, but with their track record, I won't be buying any more LucasArts games anytime soon.

  10. Grand Prix Legends and relearning F1 setups by SmallFurryCreature · · Score: 2, Interesting

    There have been plenty of F1 sims, some with the option to setup your own car. Great, get it to ride as low as possible because that is what F1 cars do. Everybody does it.

    So then came grand prix legends, a historic racing sim, with even more options for tuning. So everyone tried to get their car as low as possible and something wasn't right.

    Cars were hellish to drive, skittish and any error would lead to a crash.

    The problem? Well F1 cars of that era had NO wings and therefore no benefit to riding low. What everyone was doing was what customizers do today, get their cars soo low you remove all the handling from it. Old style F1 cars NEED their suspecion to be able to travel.

    The moment you stopped thinking LOW == GOOD the cars became a lot easier to handle resulting in fastly improved lap times.

    A clear case of the physics of the game going beyond simple programming. If the game designer had simply put something like for every centimeter down increase top speed this would never have happened, but in the end the real physics demaning realistic setups are a lot more fun.

    What you are saying is in fact 100% reversed. The closer you get to truly creating that race car as a reprensentation of physics the easier it becomes. Rather then setting up a completly new script for every model you just tweak the parameters a bit.

    So in effect, it becomes EXACTLY as you think scripting works. Set weight = 450 set horsepower = 400 and you got a car that will accelarate like a rocket. Chance the horsepower to 4 and with the same physics engine you will have suddenly created yourselve a lead brick.

    That is how people do it today in all kinds of games, from golden oldies like Grand Prix Legends to FS2007. In fact these games would not be possible without it. A scripted racing game would like going back to the pre-arcade days and topdown racers on LCD screens.

    Saying scripting is easier is like saying it is easier to rebuild the entire universe from scratch in a studio rather then just film outside. ILM is good, but not quite that good.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  11. No Force -- Saber only... by hrrY · · Score: 1

    I wanna see what this tech can do with lightsaber dueling, the problem I see is that saber fights require a certain input that for the most part has to remain static(I'd be pissed if I used an input that returned a different result everytime...)The sweet side I see is that input speed would produce a dynamic physical reaction.

    See you in Nar Shadaa.

  12. You know what I want to see from LucasArts? by VGPowerlord · · Score: 1

    What I'd like to see from LucasArts is some new point-n-click adventure games. You know, the industry they pioneered in the late 80s when Sierra was still in the "mouse for movement, but commands must be typed in" stage.

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    1. Re:You know what I want to see from LucasArts? by biovoid · · Score: 1

      Telltale Games - formed by former LucasArts employees.

  13. I'm sorry, I couldn't hear you through the hype by elrous0 · · Score: 1
    How many times now have we heard this "truly realistic, destructable environments where objects behave according to real world physics" promise now? What we always end up getting is an environment where SOME objects are destructable or have physics, and the vast majority don't. The computer muscle just isn't there to deliver on the grandiose promises.

    As for that crap about "modeling materials down to the molecular level," I'm not even going to justify that ludicrous claim with a response.

    -Eric

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  14. Software Link by nicolasmendo · · Score: 1

    They use a program called "endorphin", by a company called NaturalMotion

    the sweet thing is there is a free trial learning edition here:

    http://www.naturalmotion.com/ele.htm

    and i have nothing to do with them in case anyone is wondering

  15. Kill kill kill by Anonymous Coward · · Score: 0

    "What is the core gameplay: Kicking someone's ass with the Force."

    Comedy is a big part of Star Wars, and torturing Stormtroopers is something that they do on a daily basis at the company (...) They start with the Stormtrooper drop. It's different every time, with the poor guy getting slammed into the ground again and again.

    I wonder how anyone could ever get the impression that video games glorify violence and cruelty.

  16. What I want to see from LucasArts - Wii Saber by WillAffleckUW · · Score: 1

    Let's be blunt here - I want my Wii to be saber-enabled. We're talking Star Wars: FPLS (first person light saber). Yeah, a Wii console that hums and slashes as you do the same. And uses the rumble feature.

    Blaster helmet optional, of course.

    --
    -- Tigger warning: This post may contain tiggers! --
  17. Re:No Force -- Saber only... and Droids! by WillAffleckUW · · Score: 1

    I think that would only work on the Wii, but they might be able to get a passable implementation on the PS3 as well.

    Anyone remember that Lucas Arts game where you built Droids? I loved that one! I want something like that, but an RPG.

    That could run on any console nowadays.

    --
    -- Tigger warning: This post may contain tiggers! --
  18. Demos would be fun by Sylver+Dragon · · Score: 1

    I'd love to just be able to play with some of the demos they have shown off in the videos. Chucking stormtroopers at wooden beams over large pits just looks like a great stress reliever. Add in the ability to change the properties of the beams, and also the ability to throw droids while I was at it, and I'd lose hours just seeing what I could do to hapless stormtroopers.

    --
    Necessity is the mother of invention.
    Laziness is the father.
  19. looks nice by rafusmx · · Score: 1

    Hope they would fix the light saber problems...

  20. Step 1.... by Amphetam1ne · · Score: 1

    ... find large group of stormtroopers.

    Step 2: Force Jump

    Step 3: Force Pull

    Step 4: Sing "It's raining men"

    --
    I only buy pepper spray that's been tested on anti-vivisectionists.
  21. That's so great what about story by aztektum · · Score: 2, Insightful

    It's great that you can make something look awesome, but like these styrofoam balls my mom has that she glued "pretty" beads and beans on, what's the fuckin' point? Running around looking cool is fun at first, but after that you need to keep people around.

    --
    :: aztek ::
    No sig for you!!
  22. Fuck Star Wars by Synic · · Score: 1

    The Force will truly only be unleashed when George Lucas dies. That man has damaged his own franchise more than any developer has with shitty Star Wars games.

  23. mod karma-whoring parent UP by Anonymous Coward · · Score: 0

    ^sweet videos