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The Getaway +10
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Ten ways to improve the Getaway Back
This is not a review of The Getaway, for this you can go here or just about anywhere. Instead you'll find I have proposed ten modest 'improvements' to the game with the general aim of adding to the gameplay.

The Getaway © SCEE
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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