
|
| Title:
The Getaway |
Genre:
Driving / 3rd Person Shooter
|
Design:
One word describes The Getaway:
sophistication. From the
moment the first bars of
the cinematic score by Grammy
award winner Andrew Hale
grace the sleek interface,
It became clear this is
a game like no other.
The design Philosophy employed
is minimalist, with as few
'artificial' interface elements
as possible, but don't be
fooled by this apparent
simplicity - The Getaway
represents one of the most
ambitious development efforts
ever undertaken in the history
of games. |
| Released:
11th December 2002 (GB &
IRL) |
| Developer:
Sony - Team Soho |
|
How do I propose improvements to
The Getaway? Well I'm a designer and
unfortunately I too have the constant
urge to improve things, develop ideas
and concepts and ultimately create.
In that spirit here are some suggestions
with a view to maximising this remarkable
commitment to development.
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10 Sample Improvements
01. Introduce 'Geo-Mod' technology
02. Improved / integrated Roaming
Mode
03. More camera angles
04. More varied mission design:
05. More Dramatic Damage Model
06. More 'in-game' action / less FMV's
07. A navigation system / in-game
map
08. More vehicles & weapons
09. A weather and 'time-of-day' system
10. More compelling gameplay and reward
system
01. Introduce Geo-Mod technology
Using geo-mod technology could advance
the 'ultra-real' atmosphere. (Geological
modification - Red Faction style)
Buildings collapsing, railings / sign
posts bending, collapsing walls etc.
02. Improved / integrated Roaming
Mode
Vastly Improved Roaming mode is needed:
The free roaming mode as the 'reward'
for the players hard work during the
game bares all the hallmarks of something
that was abandoned. In terms of replay
value: I finished this in two days
(two sessions) and the gameplay-less
roaming mode left me cold. This certainly
could be made more 'eventful' with
lots of potential for 'low- code'
missions: get here, do this, in this
time, chase this car on a random path
etc.
03. More camera angles
Sudden flitting between view angles
may have been a major technical constraint
with this game, considering the poly
count per second and the level of
graphic detail. Nonetheless, deciding
to have no alternative view states
was a very harsh decision, gamers
have come to expect it! can they have
them back? A pop-up (or constant)
rear view mirror, wing mirror
04. More varied mission design
Less handholding throughout, Shake
a criminal from your car bonnet, as
he clings on for dear life you drive
like a maniac just to get him off
the car. If the criminal hangs on
for too long he will have enough time
to shoot you through the windscreen.
In addition, the London underground
should feature in a 'tube-chase';
there is surely tons of potential
for a chase on-foot through the carriages
of a fast-moving tube train. Why not
integrate other London landmarks for
example: a showdown inside Saint Paul's
Cathedral etc. Do motorbikes - Getaway
style: ultra real!
05. More Dramatic Damage Model
Unfortunately really dramatic explosions
are few and far between in The Getaway.
Exploding cars would add to the gameplay!
Sign posts should bend and not cause
such an obstruction, less real? yes!
But a game is a game, why spoil he
fun with reality .
06. More 'in-game' action, less
FMV's
Less FMV's and more in-game action.
(Fast-forwardable FMV's - why not?
the machine supports it!) The production
values, art direction are spectacular
and this is visually streets ahead
of comparable titles such as vice
city, there really is no question
that the getaway is one of the finest
looking games ever created. A Hollywood
director however does not necessarily
understand or even play games.
07. A navigation system / in-game
map
A map please! Come on lads...anyone
can have a map on the passenger seat.
I think the idea is to encourage the
user to explore this vast game-space
and learn the routes over time is
good but some rules just shouldn't
be broken - optional map with default
set to 'off'.
It's great to have such a strong
design philosophy and a game that
looks like a movie, as uninterrupted
as possible is a noble pursuit. That
said, sweeping assumptions and deviating
from widely enjoyed conventions comes
at a price: possible user dissatisfaction,
unease and ultimately disappointment
(especially with the casual gamer
- a large proportion of the market)
The ideal situation is to provide
the ability to undecided defaults
with a simple options screen that
allows users to play it their way
and turn interface elements (such
as map) back on, is always a good
idea. Present the game as it is intended
with defaults that can be changed.
08. More Vehicles & Weapons
More vehicles - high-powered motorbikes,
riverboats, helicopters (military
helicopters), Scooters (mods) bicycle
and simply a lot more weapons in general.
The cars were a little stiff and tended
to loose control with increased speed,
again reality v gameplay is a fine
balance and there are a lot of factors
to consider. Variety is very important.
09. A weather and 'time-of-day'
system
The lighting is superb, it would be
amazing to see this applied to the
time of day when most crimes occur:
in a night driving mode. A weather
system would allow for rain, fog,
snow and other gameplay-enhancing
effects that would surely show off
this gorgeous title to the max.
10. More compelling gameplay and
reward system
Less reality and more game design.
The point at which the 'real' interferes
with the action is the time to reconsider
the design objectives of a project.
The reward system in mission-based
drivers such as The Getaway is a fine
balance between banality and bliss.
Multiple paths to completing the game.
Freedom in an environment is not just
about space, it's a lot more than
that, not so much a 'game' as an interactive
environment, where in, the more you
explore, the bigger it will get and
the richer the gameplay will get.
The triumph of gameplay over graphics,
the compromise between render power
and gameplay is impossible to ignore.
It is with the anonymous game balancing
people is where the victory can be
found.
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Final points:
1. One quote I read some time back
continues to play on my mind, it's
way too harsh for a game as good as
The Getaway but the rule is still
relevant: "If the designer in
an attempt to achieve a greater degree
of reality, decides to include too
many unnecessary and dull details,
the game will likely become tedious
to play." [Richard Rouse III,
2000, p. 130] Is The Getaway just
trying too hard to be realistic?
2. I feel It would be a mistake for
The Getaway 2 to attempt to emulate
titles like GTA V.C. or Driver 3 too
closely but rather consider what works
and what doesn't and move on from
there (a direct comparison is unfair).
A certain high quality brand of gaming
is on offer with Team Soho's title
and it is this distinctive trait that
should be built on. The ground work
is done now and the production values
are in place. The London city model
for the first instalment will have
huge reuse potential, and it is this
virtual model of London that offers
a major competitive advantage moving
forward.
3. Lighten up: All in all this title
may be taking itself a little too
seriously. Some of the most endearing
characteristics of Vice City were
those based in its unique brand of
humour.
4. The push for the ultra-real experience
was a brave concept. However there
is always an uncomfortable balance
for designers WRT reality versus gameplay,
sometimes compromises are good. Visually
stunning, clinically accurate, but
to the detriment of gameplay? I'm
not trying to launch a nuke on 'The
Getaway'' not at all, like any software
development project it's a complex
process spanning several years, in
a market that can turn on a knife
edge and at a moments notice. Not
happy to just make a game, Team Soho
displayed a desire to push the envelope
of what was possible to an unprecedented
level. The result: one of the most
ambitious game projects ever undertaken
in the history of game development.
Congratulations to all involved!
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