Please note that this blog is meant to be, at times, a somewhat stream-of-consciousness thought process as I write and ponder things. So sometimes my ideas and conclusions will be polished and other times not so much. In other words, I sometimes ramble.

Sunday, October 30, 2011

Proposal for a Successful Superman Game: Finale

Let's talk about the world Superman would interact with.

Building a World

Managing Locations

Superman's world needs to be massive in order to accommodate his maneuverability and speed. A Superman game can't be limited to a street or even an isolated city. A Superman game needs to be a global game.

This doesn't mean that we need to craft an entire world however. My recommendation is to craft large, but specific locations that Superman can travel within and then "jump" between.

A game designer can only build a finite world, but the player must have a sense of freedom while in that finite world. If, while in a city, the player decides to blast into orbit, they should be able to. However, there can only be a set number of locations to visit from there due to the limitations of hardware and data storage. Superman will not be flying along the interstate between Gotham City and Metropolis.

Imagine the player hovering from orbit and cycling through various cities and locations to explore; each location larger in size than the city in BAC. That's a massive undertaking.

There is also the issue of intergalactic and dimensional travel where necessary. Superman would utilize "Boom Tubes" in order to expedite travel from one planet to the next.

Load times would be utilized between city sections, entering buildings or tunnels, or moving between cities and planets.

Locations I propose would be:
1. Metropolis
a. Suicide Slums
b. Cadmus and STAR Labs
c. Daily Planet and downtown
d. Lexcorp
2. Smallville
3. Fortress of Solitude and the Arctic
4. Apokalypse
5. War World
6. The Phantom Zone
7. Kandor

Collateral Damage

Each map would be arranged with 3 levels: A sub-level, ground level, and sky. The ground level, particularly in cities, would be completely destructible. If Superman is hit hard enough, he can be blasted through the ground into the sewer system, leaving a gaping hole in the streets. Also, using X-Ray vision, he could identify which areas under the ground he could use to fly under an enemy on the ground level and attack from beneath.

These streets could be utilized as weapons to boot. Superman could lift a stretch of asphalt from under an enemy like snapping a rug from under someone.

Naturally, considerate guy that he is, Superman would want to avoid as much collateral damage as possible in cities. Collision detection would be very important and the destruction of the environment would depend on what hit it and how hard and fast. Superman should not stub his toe on a building and bring it crumbling down. While inside a building, Superman could blast through to the top by going through each floor for a quick exit.

Missions and Objectives

Missions would naturally occur as the game progressed with the various threats that come in the main campaign. Side missions can be picked up via investigating pleas for help, examining crime scenes, aiding fellow heroes, embarking on training missions, or following leads from the Daily Planet.
Missions can be tracked and managed via a simple interface in the pause menu.

A Worthy Challenge: Enemies

Superman needs enemies that can challenge him in mind, body and spirit. Some villains might present him with mysteries, investigations, or rescue missions. These can be side missions that must be discovered before beginning. Others would simply be combative challenges. Then some villains might do both.

For puzzles, mysteries, investigations, and hunting, I propose:
Lex Luthor
Mr. Mxyzptlk
Darkseid
Braniac
Cadmus

For physical challenges and combat, I propose:
Braniac and his armada
General Zod and the Phantom Zone criminals
Darkseid and Apokalypse
Doomsday
Cyborg Superman
Bizarro
Metallo
Magic users such as Silver Banshee
Mongol

Side Missions: Allies

Superman would pick up various missions to aid his fellow crime fighters within his direct mythos. Busting up gangs, gathering (or eliminating) research samples, detective work- you name it. Allies with quests (by location) could include:

Metropolis
Guardian
Gangbuster
Bibbo Bibbowski
Lois Lane
Dan Turpin
Captain Maggie Sawyer
Professor Emil Hamilton
Black Lightning

Fortress of Solitude
Power Girl
Steel
Eradicator

Apokalypse
Orion
Mr. Miracle
Big Barda

Smallville
Supergirl
Superboy
Lana Lang

Extras and Unlockables

Everyone loves unlockables. So here's a few I would want to see.

Costumes and skins:
Earth-2 Superman: Unlock by Leaping 1000 tall buildings in a single bound
Perk: Doubles attack power; Reduces health by 25%
Regeneration Suit: Unlock by completing all Fortress of Solitude side missions.
Perk: grants faster health regeneration; Reduces Strength by 25%
Emperor Joker costume: Unlock by completing Mr. Mxyzptlk's side quest
Kingdom Come: Unlock by completing Wonder Woman and Captain Marvel's training
Perk: Increases Health by 15%; Reduces Speed by 15%
Superman Beyond: Unlock by completing all side missions
Perk: Increases Speed by 10%; Lowers XP gained by 5%
Doomsday Armor: Unlock by defeating Doomsday
Perk: Increases Defense by 15%; lowers AP by 10%
Elseworlds Batman: Unlock by saving 100 citizens; cause over $20 million in damage to Metropolis
Superman Blue: Unlock by finishing Professor Emil Hamilton's missions
Perk: Increases AP by 25%, Increases Super Power strength by 15%; lowers Defense by 25%
Justice Lord costume: Unlock by finishing the game with the dark path
Blue Lantern Superman: Unlock by finishing the game with the light path



So that's my proposal. Is it ambitious and immense? Absolutely. But it's not impossible. Are you listening, Rocksteady?

Proposal for a Successful Superman Game: Part 3

Last time I wrote about basic controls. Now we'll get into the nitty gritty of things.

Task Management: Crisis or otherwise

What if Superman couldn't save every last person in a crisis? He may be powerful, but he is not omnipotent. Consider that perhaps Superman, with limited time to act, couldn't save them because if he moved as fast as he could, it would physically harm the people he wanted to save. Superman may be immune to negative effects of G-forces, but humans aren't. He is also bound by the constraints of time, no matter how fast he is.

In order to approach this, the player must consider the balance of time, quantity of tasks to be performed in that time, and, if applicable, target endurance (such as civilians).

To implement this, I recommend a system similar to "V.A.T.S." from the Fallout series. However, this mode would not stop time completely as with V.A.T.S. The player would hold down a button to enter a sort of "Bullet Time" mode. This effect was used in BAC for the Line Launcher tool if the player wished to fire a second line in a different direction. For the unfamiliar, it slows time down to allow the player to make better decisions.

In this mode, every possible objective and target would be highlighted. The player would be presented with a meter like in Fallout with a set number of "Action Points". Action Points would represent the time necessary to implement that action. Using the right analog stick, the player could select various targets to attack or rescue. Each selection, depending on the type, would cost a set number of action points.

Players will have to balance their selections in hopes of doing the most good with the time they have. Do you save all the people while letting the building fall into another, which would potentially put even more people in harms way? Or do you let some fall to their doom to stop the impending massive destruction?

Action Points could be increased via skill training; however, the cost for each target would remain constant. They would regenerate automatically.

Alignment

Based on decisions, Superman's alignment and the way he is perceived can be affected over time. Of course, Superman won't become evil, but he can become a darker version of himself if his decisions seem ruthless or destructive enough. This is inspired by Spider-man Web of Shadows.
Superman's alignment can affect different power upgrades and also costumes accessible to players.

Stats and Leveling Up

Superman needs to have all his basic powers from the start, otherwise it doesn't make sense. However, there's nothing that says he can't become more efficient.

Health and Power

As long as Superman is outside directly underneath a yellow sun, his health will regenerate slowly but automatically. In areas where the sun is not available, his health can be replenished in combat or by solving various challenges and puzzles from his enemies, as in BAC.

Experience

Superman would gain experience points in order to level up. With each level, he would acquire points that could be spent to augment one of his skills. Each skill would have a plateau that would need to be broken through via training and challenges.

Experience can also be used to enhance Superman's resistances to various attacks. In the comics, Superman developed a bit of resistance to Kryptonite little by little over the years. Skill points could be used to increase resistances to Kryptonite, Magic, Red sun energy, Concussive Blast pushback, and super powered Melee damage.

Training

Superman would be able to utilize various training programs and challenges to enhance his abilities. Training programs at the Fortress of Solitude as well as training sessions and challenges with various Justice League members would allow him to become better. Speed training with The Flash or combat training with Wonder Woman and Captain Marvel would all be used to break through leveling plateaus and grant new techniques.

Trainers and upgrades could include:
Wonder Woman: Combat techniques and counters
Captain Marvel: Combat strength and Magic resistance
Martian Manhunter: Super Power amplification and Action points
The Flash: Speed training

Next time I'll talk about setting up a world that's big enough for Superman and how he'll interact with it.

Friday, October 28, 2011

Proposal for a Successful Superman Game: Part 2

- The Proposal-

Engaging the Player


Imagine a classic Superman scenario…

Superman is in downtown Metropolis. A giant Braniac robot is on the rampage. The city street is in ruins. Holes have been punched through the asphalt, revealing the sewers below. Water lines are spewing into the air. Devastated emergency response vehicles litter the street. Superman rockets toward the Braniac bot, knocking aside smaller robots leading a charge toward him. As he nears, the giant robot blasts him with a concussive laser, sending him careening into the side of a skyscraper at dizzying speed. Superman recovers quickly but notices now the skyscraper's supports have collapsed, and the building is beginning to topple sideways. People who were moments before spectators of the titanic battle are falling from the windows. At super speed, Superman calculates a trajectory to intercept the falling people, bringing them to safety. Immediately after, he catches the building on one of its supports and struggles to place it safely to the ground.

Now angered, Superman soars toward the robot again at super-sonic speed. The windows of nearby buildings shatter with the force. He dodges another concussive laser and this time, flies under the robot, and punches directly through it from underneath. As he emerges from the top of the robots shell, it sputters and collapses to the ground.

Now, how would you like to play a game where you get to do all of that?

In order to capture the Superman experience, you must address the problems I mentioned before: powers, confinement, and control. Also, the challenges presented to Superman must not only be that of brute strength, but must challenge his mind and his ethics as well. Superman is more than just muscle, and many of his enemies challenge his mind and ethics more than his powers. However, yes, Superman needs some challenges that can go toe-to-toe with him and then some. He needs to be able to let loose for the player to get the full experience. Fortunately, there are plenty of opportunities if you look in the right places.

Simplicity and Ease of Control

Much of the control scheme I propose is inspired by the controls for Batman: Arkham City, hereafter referred to as BAC. Naturally there will be variations attuned to Superman's unique abilities, but the core ideas are from BAC. As a point of reference, I will at times use the PS3 controller as an example.

Basic Movement

Superman can walk using the left analog stick. Hold down the X button to make him run. Double tap and hold the X button to make him move at super speed.
Superman will move effortlessly over obstacles, no jumping required. If running toward a building, Superman will automatically leap up and over it rather than hit the wall. This can be adjusted mid-jump via the left analog stick should the player wish to land atop the building instead. Just press toward the obstacle to scale or perch on it. To drop from a perch, press the Circle button. If a significant jump is necessary when not running, tap R1. Hold R1 to enter Flight mode.

At the top of the screen would be a compass. Top left would be health and Action Points (see Crisis Management below).

Combat

Superman isn't a dynamic martial artist, though he is capable in his own right. Simple punch and kick combos can be assigned to a single button press like BAC and allow for "free flow combos". Superman should also be able to "charge up" his punches by way of holding down the attack button to allow for earth-shattering blows. A second button would initiate stuns for sturdier foes. Instant takedowns can be used like BAC.

Superman needs the ability to block on top of performing counters, so I recommend a Guard button tap for counters and a button hold for overt Blocking. His blocks and counters will vary based on context. There's no need to Block for things such as bullets from thugs. They just bounce right off and cause zero damage. Rockets can be caught in mid-air and thrown back at targets.

To be clear, conventional weaponry does zero damage to Superman. Larger military grade weaponry might knock him back slightly, but absolutely no damage, or even stuns, results from this.

Powers can be cycled through using a directional pad, also like BAC, and executed much in the same way through a careful aiming reticle or quick-fire combo attacks. Superman should have his entire arsenal right from the start. These can be enhanced to even greater heights via training, which I will address later.
The environment can also be used in a battle. Usable objects will be auto-identified and can be equipped or used by an on-screen prompted button press when Superman is nearby. Things like street signs, cars, boulders and even strips of asphalt can be utilized should the player wish.

From a distance on the ground or in the air, Superman can auto-target airborne enemies and rocket toward them with an on-screen prompted button press. This is much like BAC's Glide Kick.

Combat will remain the same whether on the ground or in the air.

Flight

Flight will make or break a Superman game. My proposal takes inspiration from the Dragonball Z: Budokai Tenkaichi/Sparking games. Using the PS3's controller as an example, I propose using a shoulder button like R1 to ascend and R2 to descend. The player may move through the air at an even pace using the left analog stick and move at a swift pace by holding the X button while moving. A double tap of the X button will cause Superman to go to super-sonic speeds. Once super-sonic, simply hold the X button to continue. The player can move up or down while flying in any direction, at any speed, by using R1 or R2. The camera will auto-correct while flying and adjust behind Superman. (This can be turned off if the player wishes.)Double tapping R1 or R2 while flying in a straight line will cause Superman to do a U-turn.

As a note, flying or even flying swiftly will not damage the environment. But if Superman goes supersonic, he is essentially a freight train and will destroy anything in his path.

Targeting enemies while flying goes back to BAC's "Glide Kick" function. Superman will auto-identify potential targets during flight. This auto-ID will give an on-screen prompt/option indicating a button press should the player wish to engage the enemy. With the button press, Superman will change his trajectory to make a bee-line for the enemy. Simply hold the button to continue attack trajectory.

Counters will also be fully integrated into flight. If, as Superman soars toward the enemy on his attack trajectory, and the enemy attempts to shoot him out of the sky, the player can tap the Guard button to allow Superman to dodge the attack and even change his attack trajectory mid-flight if necessary (such as with the Braniac bot's demise in the earlier scenario).

Superman will also be able to carry any targetable object from the environment while in flight.

Quicktime Events

Quicktime events come into play with events or actions that are too complicated for basic play control, or to give a sense of struggle and urgency to a player. An example of a quicktime event might be the collapsing building from our scenario. The player can target and fly to the building to catch it, but the actual support of, and successful prevention of the building's collapse could be implemented by a rapid button press prompt. More dire situations could shake things up by varying, multiple button presses thrown at the player to keep them on their toes.

Managing Powers

Superman's powers have a variety of uses in and out of combat. Each instance must feel effective and intuitive. As stated above, I believe using a directional pad interface to select these individual powers would be the best approach. Also they would utilize either a target reticle or quick-fire combat maneuver.

Combative

Superman's basic combat powers would incorporate Heat vision and Ice breath. Heat vision would be a basic long distance attack, while Ice breath would help with crowd control by freezing multiple enemies in place, or slowing them down.

Using artistic license, you could add in a few extra attacks for quick-fire maneuvers. Adding in a Ground punch to act as a shockwave would help if Superman were surrounded.

Utilitarian

Superman's powers can be used to solve a variety of problems outside of combat. BAC gave Batman a nigh-omniscient means of monitoring his environment using "Detective Mode" and radio monitoring of enemies' communication networks. Superman's super hearing and X-Ray vision would be used in the exact same way. With the quick tap of a button, X-Ray vision would let Superman identify enemies' nature (human, robot, alien, etc.), threat, weapons, position, etc. Superman would be able to see through walls and attack if warranted. His hearing would let him pick up on enemy communication and hear pleas for help from civilians.

Of course, he would be unable to see through lead, so that could be incorporated into various puzzles or scenarios in a limited fashion.

Superman's heat vision can be used to weld metal together, burn out electronics, super heat weapons in unsuspecting thugs' hands, or make precise cuts through barriers if the situation does not merit to punching through them. His ice breath can cool off fires, freeze water, and slow explosive component reactions.

Superman's super strength would be used to open up new paths, build improvised bridges or structures for NPCs' safety, lift large objects, etc.

Next time, I'll talk about Crisis management, skills, and ethical choices.

Proposal for a Successful Superman Game: Part 1

A good Superman video game has eluded the market for as long as games have existed. Nearly every iteration bearing Superman’s likeness has been atrocious. In some instances, this could be attributed to limited technological capabilities in the past. In others it comes down to bad design. However, the biggest hurdle seems to be the clash between the nature of the character and video games.

I believe we are at a point in technology and game development where a good Superman game is possible. Over-the-top power fantasy games like God of War, along with the fantastic implementation of free roaming super hero antics seen in Batman: Arkham City, lead me to believe it is finally time.

First, let’s cover a basic understanding of Superman, video games, and how to make these two play well together. We’ll identify what went wrong in past games, why, and learn from those mistakes. Finally, I will detail my proposal for a Superman video game of monumental proportions.

Superman and Video Games

I doubt I need to elaborate on Superman much. We all know his basic abilities: super strength, invulnerability, super speed, flight, X-Ray vision, Heat vision, Ice breath, super hearing- the guy has it all. He gets his powers from Earth’s yellow sun, so in its absence, his powers gradually drain, especially under a red sun. We also know his big weakness: Kryptonite. There is a lesser known, but just as important weakness: Magic. Of course in regard to character, we know Superman is the goody-two-shoes Boy Scout; Truth, Justice, and the American Way: hard work, honesty, and fair play.

Video games of course need to have a clear objective for a player and, in the case of adventure games, need to have a sense of danger to the player. There must be a level of challenge (varies for each player’s taste) and also needs to be a rewarding experience. Players want to invest in the struggle and come away with a sense of accomplishment.

So the crux of the problem is: how do you create a video game that feels fun, challenging and rewarding for a player when your hero is essentially invincible?

I believe good writing and direction can overcome this. The developer must understand not only Superman’s abilities, but his character as well. Conflict is the essence of drama, and a writer that understands Superman’s character will understand his conflict with the world around him. Find the conflict and you are one step closer to your objective.

Of course, all that aside, players do want the vicarious feeling of soaring through the sky, leaping tall buildings in a single bound, etc. The experience must be, well, super.

Past Failures

As I said earlier, past Superman games have been terrible experiences for a variety of reasons. Hopefully by analyzing a few of them, we can understand what not to do.

Problem #1: Powers
We’ve established that the biggest problem with Superman games is the conflict between his abilities and the nature of games. Many developers in the past have approached this by eliminating some of his powers altogether, or limiting them to “power ups” found throughout the game. Most of the games prior to the Playstation 2 took this route.

The issue becomes one of frustration, as the player does not feel the experience is one where they are taking over the role of Superman. A player naturally does not feel “super” when they must worry about things like collision with enemies’ very bodies causing Superman to be damaged. Or hurt by bullets and knives. Or chainsaws. Superman should not have a glass jaw that can be shattered by everyday thugs. A player needs to feel empowered playing as Superman- it’s the classic American boyhood dream come true.

Problem #2: Confinement
The older games were limited in the scope of the world Superman could maneuver through, which also crippled the experience. Not only was Superman fragile, he was stuck on the ground, or in some cases, could hover a bit. He was restricted to a very finite area, perhaps an alleyway. Yet the very idea of flight implies freedom in a wide expanse. A Superman game needs its world to be huge; by necessity it must allow a larger than life experience for a character who is that way.

There were a couple games that got the area of flight going in the right direction. I personally feel Superman: Shadow of Apokalypse for the Playstation 2 is the best Superman game made so far, and I enjoyed the flight mechanics there. But Superman Returns on the Xbox also did this one area right. It gave a good sized city to run around in and allowed super-sonic flight. That was really the only redeeming value of the game.

On top of freedom to take to the skies, however, there is the need for Superman to not be limited by environmental obstacles. A chain link fence should not prevent the Man of Steel from advancing. While Superman is considerate of his surroundings and collateral damage, there should never be an instance where a simple wall is halting his progress. This of course means destructible environments are necessary, which can be either a boon or a crisis depending on context.

Problem #3: Control
One of the most notorious examples of a bad Superman game, often heralded as one of the worst games ever made, was Superman (often referred to as Superman64) for the Nintendo 64. Why was it so maligned? The most common answers are terrible objectives (the rings!), level design, collision detection, and the control scheme.

More than any other feature, a poor control scheme will ruin a game. A player has enough to deal with regarding intentional, in-game challenges; they should not have to fight the game in order to make it operate the way they intend.

Superman has a diverse arsenal of powers and must make decisions on the fly. He can’t save the day while fighting with lousy, confusing control. An interface to control Superman must feel simple, contextual, and intuitive.

Is It Possible?


These seem like daunting obstacles for a game. For a game developer, what I just described likely sounds like a nightmare of development.

What follows in my next post is my proposal for a Superman game. Understand, it is massive and ambitious in scope. It is not something lightly approached, and any developer willing to attempt it would have to have an enormous team and a lot of funding to make it happen. But thanks largely to the development and massive commercial success of Batman: Arkham City by Rocksteady, I believe it is possible. A team like Rocksteady is ready to make this a reality.