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Developer
Chat: Volume 4
Creature Creation in the
World of Ultima Online
By - Tom "Augur" Ivey
In just about every fantasy role-playing game since the
dawn of time, one of the primary centerpieces of excitement
in the gameplay is combat with dark and deadly creatures.
For this reason, the greatest challenge in designing interesting
and engaging combat systems lies in coming up with a variety
of gruesome beasts for the player to hunt down and vanquish.
No matter how unique and appealing the combat system is,
if a player finds himself fighting the same standard group
of creatures over and over again -- well, after the thousandth
time they'll be screaming and clawing for something drastically
different from the standard fair that will test their skills
in a new and distinctive way.
As a designer on a massively multiplayer game, once you
have a solid base game from which to work, you'll find you're
in the position where there is a constant need for an ongoing
stream of unique and engaging new content. Variety is the
spice of life when it comes to creature design, but splashing
an old monster with a new coat of paint, or resizing and
adding a prefix to its name won't satisfy the players' craving
for new monster killing opportunities. Even if your creatures
have miraculously dissimilar models and textures, if the
only significant difference between them is that one swings
faster and has more hit points and the other has a high
armor class and hits harder, you're missing the chance to
truly captivate your player base. As combat with non-player
creatures is a highly valued feature that is most likely
a core system in your overall project design, it's vitally
important that you take the opportunity to set yourself
apart from the competition.
After all, a large segment of most players' game experience
in the current massively multiplayer games revolves around
monster bashing. If your players continually encounter monsters
that at a base level feel like the "same old thing",
you shouldn't be surprised when players start to become
bored and restless (the bane of any game!)
Even worse, if the experience of fighting monsters begins
to feel redundant and boring, it will cause your players
to begin to feel the same way about your combat system.
Even if I have fifty different amazingly cool ways to attack
a creature, with stunning sound effects and sparkling particle
systems galore, if all those encounters feel blasé
to me because the creatures all react to those attacks in
the same way -- well, then it begins to seem pretty useless
to have worked up my character to attain all those special
moves in the first place.
Now that Ultima Online has a solid base from which to work,
our goal is to avoid the pitfalls listed above by adhering
to a few core principles whenever we have a chance to add
a new creature to the game. These principles are focused
on the overriding premise of always offering players new
and challenging experiences when they come into the game
regardless of what style of gameplay they prefer. In this
case, we are specifically gearing that effort towards ensuring
new and exciting creature combat experiences.
The three main categories of creature design that we use
as a guideline when creating new creature content for Ultima
Online could best be described as "setup," "stats,"
and "specials."
Setup
The basis for any new monster addition lies in creating
an original (even novel) creature concept: the "setup."
This is the first chance to ensure that you create an interesting,
engaging, and exciting creature addition. The "setup"
for a creature will later help define the artists' realization
of the creature in model form, as well as help with concepts
for the specific statistics, artificial intelligence, and
unique abilities of the creature.
When creating a new, fearsome beast for Ultima Online, we
generally start by asking a few basic questions. First,
what sort of gaps do we have in our creature base right
now? Are we missing any "category" of creature,
or a general creature concept that would fit well within
the overall framework of Ultima Online's back story and
history, but add a unique new twist? From there, we get
into the specifics of the creature as a unique individual,
race, or "type" within the game.
What does the creature look like? Where does it come from?
How does it move? Is it intelligent or animal-like? Is it
stealthy or does it rely on brute force? Is it magical or
mundane? There are a thousand questions here that you should
ask yourself, as each question only adds depth to the overall
concept, helping to shape a more interesting creature in
terms of art and conceptual design. Additionally, asking
detailed questions about a creature's general look, behavior,
and character assists in the brainstorming process when
creating interesting new powers, tactics, and AI for a creature.
In answering the question, "does this Shambling plant
beast look like a mound of fungi and mold, or like a jungle
tree, with long vines and withered limbs?" you might
come up with an idea for a Noxious Spore Cloud attack that
causes confusing images on the player's screen, or a paralyzing
Vine Whip attack that the creature uses to slowly pull players
into its gaping maw.
Statistics
Now that you have a general concept and look for your new
creature, you'll need to come up with the statistics that
will provide a basis for the creature's combat interactions.
Each game relies upon different statistics to describe players'
and creatures' abilities, but they all share one thing in
common -- statistics are a way of defining a creature's
basic power level within the game world.
Statistics are generally core numbers that the game uses
as a basis for tracking or managing combat interactions
-- while a change in statistics usually won't be enough
to separate your creature from all the others, it does act
as a starting point from which a creature can then be further
differentiated in terms of its powers and behavior.
If you're looking to create a stealthy, vicious panther-like
creature in the game, giving him thousands of hit points,
a ludicrously low dexterity, and a resistance to magic doesn't
really help define the concept. Statistics should make sense
for the type of creature you're looking to create (both
fictionally and in terms of gameplay), as well as the powers
and abilities he'll have as a finished monster. Statistics
work hand in hand with descriptive background, art, and
monster AI to form a distinctive personality and tactical
setup (in terms of game mechanics) for how players will
interact with your fabulous new creature.
Specials
Now that you've formed a solid base for your creature concept,
it's time to work on its unique abilities and artificial
intelligence. This is a designer's chance to really shine
-- to create a creature that acts and "feels"
different to even the most veteran players. In Ultima Online
we're lucky enough to have a fairly wide range of "triggers"
and "events" that creature code can use to react
to the world in diverse and distinctive ways.
When designing a creature's AI, we're mainly concerned
with its special abilities; ways in which the creature behaves
outside of the basic combat code that all creatures obey
(that is, targeting a player, swinging at various intervals,
dealing physical damage, retreating at low hit points, etc.)
Special abilities come in many forms. There are new attack
styles, unique forms of movement, one-time special effects,
unique defenses, and reactions to different forms of attacks
(from melee to long range), just to name a few. Special
abilities and artificial intelligence help define a monster's
tactical style.
The goal of a designer when creating a monster's special
abilities is to present a player with new situations that
they must react to and overcome in order to succeed. This
means thinking outside the box. Increasing a monster's hit
points to allow it to take more damage from a player's attacks
does not present the player with a truly unique form of
interaction. Let's face it, all monsters must be hit for
damage in order to kill them -- just because yours takes
more hits to kill, that doesn't make it feel unique.
Instead, we must attempt to create new interactions between
players and monsters each time we add content to the game.
This involves adapting pure game interactions (using skills,
abilities, or equipment) as well as player skill and thought
(posturing, maneuvering, and decision-making).
All the while, these special abilities should fit into
the concept of the creature as a whole. When a player encounters
a creature and sees one of its special attacks, the player
should see it as a natural extension of the monster's physical
look and behaviors. A kitten that shoots fireballs not only
seems bizarre, but it provides an encounter that feels cheap
or "cheated." Alternately, if a player encounters
a roiling pile of gooey, amorphous flesh that continually
seems to change shape, it would seem fitting that such a
creature might have a special ability that allows it to
mimic the player's look and abilities in response to an
attack.
Final Thoughts
With Ultima Online well into its fourth year, we are constantly
faced with the challenge of providing new and creative content
to keep the game as appealing as it was on its first day
of release.
New creatures will always be a critical part of providing
thrills and excitement for a game's core player-base. By
creating imaginative new creature designs that introduce
unique and challenging combat interactions, while still
adhering to sound design philosophies, we can provide an
ever-changing landscape of engaging adventures within the
world of Ultima Online for many years to come.
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