Interviews
May 15, 2007
World-Changing
Gameplay from a Game That Could Change the World – Fracture
by
Louis Bedigian
“By focusing on manipulation of the terrain, we wanted to create an experience that would leave games of the past feeling static.”
“Fracture stands apart for several reasons,” opens David Perkinson, Producer at LucasArts. “First and foremost, the battlefield will have an extremely high level of interactivity and the player will have incredible freedom to decide how, when and where to deform terrain. The game also provides the player with a sizable arsenal that provides a great deal of variety in the interaction with the world – with both grenades and carried weapons interacting with the terrain in dynamic ways.”
Fracture is an all-new action game from the publisher of countless hits, including Mercenaries and Star Wars: Republic Commando. Developed by Day 1 Studios, Fracture aims to do more than take advantage of next-gen graphic power.
“Because of the freedom and power that the player has, the AI also has to respond dynamically to what is happening on the battlefield,” David continues. “For example, if the player throws down a tectonic grenade to create a piece of cover, the AI has to be aware of not only the fact that there is now an obstacle where one didn’t exist before, but also develop a plan on-the-fly of how to deal with it. The AI can choose to wait and see what you do, go over the top, flank around the side or attempt to remove your cover altogether with his own TD weapon. Because the player has the ability to do this at will, the AI has to constantly be evaluating the conflict and reacting accordingly.
“The level of sophistication of the AI and the interaction with terrain in the game means that the game really can be different every single time that you play it.”
What is the history of Fracture? This concept is fantastic.
DP: Day 1 Studios first approached LucasArts during E3 of 2005. We (LucasArts) were looking for new technology and innovative features that could fundamentally change how games are played – a true next-gen experience. Day 1’s technology and desire to innovate were a perfect fit for this philosophy. Working together we strove to push the limits of Day 1’s technology, terrain deformation, and provide players with a higher level of interaction with the environment. By focusing on manipulation of the terrain, we wanted to create an experience that would leave games of the past feeling static.
One of our focuses here at LucasArts’ is to deliver on compelling story and relatable characters within games. A great game is not based purely on technical innovation, or shiny graphics. Through the marriage of technology and great storytelling, we are working together with Day 1 Studios to provide players with what we consider a next-gen gameplay experience.
Can you give us some examples of how Terrain Deformation works and how it will benefit the player?
DP: Terrain Deformation gives the players the ability to shape the battlefield on the fly. TD can be used in five primary ways: destruction, navigation, puzzle solving, creating cover, and gaining a tactical advantage over the enemy. The ability to manipulate the terrain gives players unprecedented freedom in the way they choose to progress through levels. Someone who is not a fan of run-and-gun can throw a few tectonic grenades to raise the ground in several areas. This creates a series of cover points the player can use to slowly advance on the enemy.
Someone else might choose to use the spike grenade, and stand on top of the as the pillar of earth to be lifted to a higher ledge. This gives the players a height advantage over their enemies, and a bird’s eye view of the battlefield. With a wide variety of terrain deforming weapons and grenades to choose from, players will be able to form their own unique style of play.
What are the limits of the Terrain Deformation mechanic? Can I use a tectonic grenade to blast the ground upwards, then another item to push it down, and then a second tectonic grenade to raise it again?
DP: Yes, the player will be able to use a tectonic grenade to raise the ground and create a hill. He will also be able to then lower that same hill by using a subsonic grenade. From there, he could choose to throw another tectonic to rebuild that hill, or add on another subsonic to create a crater in the ground. The possibilities are, quite literally, limitless for the ways in which players can change the terrain. And we feel that makes for a truly interactive, ever-changing experience. Additionally, enemies will constantly adjust their tactics as the battlefield changes, and even use terrain deformation to try and gain an advantage over the player.
Are there going to be any puzzles tied to Terrain Deformation? If so, could you give us a hint as to what kind of a puzzle it may be?
DP: As players progress through the game they will be presented with a number of terrain-based puzzles they must solve before proceeding. The freedom of exploration granted by terrain deforming weaponry ensures that many of the puzzles will have multiple solutions for the player to discover. During the course of the campaign, for instance, players may be tasked with finding a way into an impenetrable bunker. By using a subsonic grenade to lower the ground in a damaged area of the foundation the player will discover an entrance into the bunker.
Another example of a puzzle is an anti-aircraft gun that the player must destroy. Regular weapons have no effect, but by raising the gun into its own protective shield with a tectonic grenade, the player will be able to destroy the gun and accomplish the mission.
What else might this groundbreaking feature involve?
DP: Terrain deformation is a tool we give the players which can be used for a variety of purposes. Players can use terrain deformation to gain a tactical advantage, for pathfinding, solving puzzles, creating cover, or for destruction. The ability to reshape the battlefield will be an integral part of the gameplay. If someone chooses to play the game as a standard shooter, they will find it extremely challenging.
Fracture is a next-gen title only for Xbox 360 and PlayStation 3. The game already sounds next-gen, but what will make it look and feel next-gen? What are some of the graphic effects that correspond to Terrain Deformation?
DP: We are using the power of the new consoles to increase the level of detail within the game, using higher polygon count models and new lighting effects to create characters and environments that feel next-gen. That said, high quality graphics alone do not make a game next-gen game, which is why we chose make terrain deformation an integral part of gameplay. With the battlefield constantly changing in unscripted ways, players will have to continually adjust their tactics in order to take out the enemy. The sophisticated AI will be doing the same during the course of the battle; adapting their tactics as their environment changes. Because of the unscripted nature of terrain deformation, each player will have a different experience during any given battle.
Fracture is to be played from a third-person perspective. However, the Terrain Deformation mechanic ensures there will be several scenarios in which the camera has to move. Will the game control this aspect on its own, or will players have some influence over the camera view?
DP: One of the reasons for choosing a third-person camera is to give the player more awareness of their situation and environment. In particular, we plan on having a dynamic camera system to highlight terrain deformation and the unpredictable battlefield. However, the amount of control the player will have over the camera has not yet been finalized.
I would imagine that Fracture's base mechanics aim to provide a thrilling shooter experience. Within that style – a game type people are familiar with – how will you bring players into this new world of environment deformation? What will players see and experience the first time they pick up the controller?
DP: Terrain deformation gives players the ability to interact with the battlefield in any number of ways. During their introduction to the world of Fracture, we plan to teach players the basic capabilities of terrain deforming weaponry, and present them with examples of how each of the different weapons can be used. We also want to encourage players to use creativity and find new uses for terrain deformation. We constantly discover new ways to use and combine the weapons, and we want players to do the same.
What is the engine powering Fracture's technological achievements?
DP: Fracture uses Day 1 Studios’ proprietary engine.
Have you started work on the sound effects and/or soundtrack? Yes or no, in which direction do you plan to take these elements?
DP: We have definitely been working on the sound effects for the game and are pleased with the results thus far. Sound effects are going to going to play a huge part in the game and are pivotal to creating the sense of being on a dynamic, futuristic battlefield.
In terms of the soundtrack, we have some very exciting things to announce in the coming months.
Lastly, Fracture is not due for release until 2008. Is it hard unveiling a game that far in advance of release? Obviously you want to let players know about your product and build anticipation. But do early announcements also make the development cycle more stressful?
DP: It has always been a difficult task to announce a new IP. However, we believe that by announcing sooner rather than later it gives us time to build awareness within the gaming community. Also, an early announcement can have a positive impact on the development cycle since we will be able to gauge people’s expectations and address their concerns as we move forward.
Thank you for your time.

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