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Excerpt: How the designers of GoldenEye 007 used “anti-game design”

In this excerpt from her upcoming book, author and historian Alice Knorr talks about some of the design decisions that were made goldeneye 007 What’s different from other ’90s first-person shooters, and why this design holds up to this day. The book is currently looking for supporters on Kickstarter.

When [game designer David] Dok first joined the team in late 1995, golden eyeK’s levels were just bare-bones architecture—no objectives, enemies, or plot. After designing the watch menu, he [game designer Duncan] Botwoods began creating a single-player campaign, which then expanded golden eye The film’s story—a difficult task, considering the fact that the film’s dialogue about Lienz Cossack traitors and the Kyrgyz missile tests went over the heads of quite a few 12-year-olds. Dok and Botwood’s task was to build this complex story using rudimentary pre- and post-mission cutscenes, pre-mission briefing paperwork, in-game interactions with NPCs, and mission objectives, which allow players to experience the story. proved to be the most powerful method. yourself.

by Elise Knorr <em>goldeneye 007</em>part of which is given here, <a href= है
in great shape , goldeneye 007 Quoted here, by Elise Knorr, is currently accepting pre-orders on Kickstarter.

biggest inspiration for golden eyeThe objective design was not that of any other first-person shooter, but super mario 64, “I diligently tried to figure out what Nintendo was,” [game designer Martin] Hollis said in 2015 of his years at Rare. “I played link to the past From beginning to end—I got all but two-quarters of the hearts and two-quarters of the hearts. I could write a thousand pages about that game. Then [an early version of] mario 64 came out during the development of golden eyes, And we were clearly impressed by that game. Ours was much more open as a result. Hollis took it from super mario 64 The idea of ​​incorporating multiple mission objectives within a single level. For example, in the control level, the player must protect Natalya, disable the GoldenEye satellite, and destroy some armored mainframes.

golden eyeK’s mission objectives diversify what a player has to do beyond just shooting people and blowing up stuff. Sometimes you have to free hostages or steal secret documents, and other times you have to defuse bombs or sneak into a base. The game’s instruction manual clarifies how different golden eye Assumes its objectives from other games of the time: “Unlike other first-person perspective games,” it reads, “the objective of the game is not necessarily to destroy everything or everyone you come into contact with. Missions”. Requires few people or items to complete. Shoot the wrong person or destroy the wrong computer and the mission may fail. Be sure to read the list of objectives for each mission. The fate of the free world is this it depends on!”

Emotional drama in games is best structured by carefully tuning highs and lows like a roller coaster, with large periods of action followed by brief intervals. Dok and Botwood set up a rhythm for the mission so that fast, action-packed levels like Dam and Runway were followed by cool, stealth levels like Facility and Surface, respectively. To vary the tempo of each level, the two designers brainstormed a huge variety of creative objectives. For example, instead of just collecting keys – the already well-established formula for first-person shooters that id Software established Wolfenstein And Apocalypse-In golden eyes, More interestingly, the player uses Bondian riffs to find keys such as unlocking a door lock or teaming up with an undercover agent to obtain the door’s decoder. The level designers also tried objectives that wound up being technically unfeasible. For example, they originally wanted players to ride a motorbike through the runway level, chasing the plane down the runway just like in the original film. When this proved too difficult to pull off, the motorcycle was rebuilt as a miniature model on a desk in one of the surface level cabins.

Motorbikes weren’t the only thing the developers couldn’t fit in. The team originally wanted to include another level called “Perimeter” between the Jungle and Control missions, but the level never made it past the initial blocking stages. Another level was cut from the game, in keeping with the film as a casino mission—indeed, the game’s ROM still contained money, a casino token, and a gold bar. In the end, Botwood later said, “It would have taken so much work to create a good casino background that we decided against.”

in great shape , The facility (and its “features”) like secret levels helped break down the game’s action-packed levels.

At the Streets level, the team originally intended for the player to chase the evil General Orumov through the streets of St. Petersburg, as in the film, and they also designed Bond’s BMW roadster and Orumov’s ZIL car from the film. did. But after this proved impossible, the solution they settled on was to have Bond navigate a tank through streets full of mines, patrolled by guards with grenades and grenade launchers. During our interview, Doak showed me a hand-drawn map of roads from the development era. “Oh my god, it’s an absolute embarrassment because it’s just thrown together,” Dok said with a laugh. “It is an amazing, stunt-filled scene in the film. But then we came up with the idea that the tank could crush people and that’s fun. We always joked about tanks — it’s like Bond built himself a giant car,” the way the first-person perspective doesn’t change at all when using the tank.

most famous of golden eyes The scrapped design elements are visible to the players. Dam Mission is home to one of the game’s most tantalizing mysteries—a distant island that can be seen through a sniper rifle’s scope, which is impossible to reach, but is so intentional that it has surprised a generation of gamers. Gave. botwood and [programmer Mark] Edmonds said they were originally planning to add a boat that would allow you to get to the island to complete a mission objective.

“If I did this today I would probably have control for an open water outlet pipe that was blocking the bond [bungee] Jump in there, so you have to go there to turn off the water,” Botwood later speculated. “I think the original plan was to go there and build a building to investigate, with armor as a reward. This would mean that the boat ride needed to be coded, and some scenes had lag when viewed from the island, so it was a lot of work. “Late in development, something like the island was more difficult than leaving it, [scenic art director] Carl Hilton told me.

Now looking back on it, Botwood considers the island a mistake. “I should never have put it there,” he told me. “It’s a visual annoyance.” But dirty things like islands add to it golden eyeThe legend of – they add life to the world and give players something to principle and are some of the best examples of the game’s handcrafted quality.

For Double Fine content and community manager Harper Jay McIntyre, Dams reflects the inherent promise of the 3D space in the late ’90s. “Transfer from 2D to 3D, the world [felt] So big,” McIntyre told me.golden eye The levels are short, but it’s easy to get lost the first time you’re playing them, especially at the time, and it’s really intoxicating to think that some secrets await you. Even—or maybe especially—if you can never reach them.

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