Splash Damage reflects on Brink
It "tried to be new and different".
Splash Damage has gone into detail on the design of multiplayer-focused first-person shooter Brink.
During a GDC Europe 2011 session this morning attended by Eurogamer, lead designer Neil Alphonso analysed Brink's four design pillars: blended game modes, objective and team based gameplay, the SMART system, and player customisation and persistent levelling.
"Brink tried to be something new and different in several areas," Alphonso said. "In hindsight we perhaps strayed away from convention a bit too much in some areas.
"But several of Brink's key features resonated really well with our audience, along with continuing to work on tweaking and refining the gameplay now the game is out in the wild. We're taking a lot of these lessons on board for our future projects."
Brink attempted to fuse single-player and competitive multiplayer modes, blurring the line between the two by suggesting objectives to the player dynamically. In single-player, Brink used AI priority scripting, which adjusted how much the AI cared about an objective, to determine how bots acted.
"This was necessary just to get the [bots] to use the levels properly," Alphonso said. "Adjusting them dynamically created a rhythm that matched multiplayer in a single-player game. But it kind of makes the AI seem stupid sometimes because they won't just go for the objective as much as they can at the very beginning.
"We did this in part because we got a lot of feedback that it felt like the player wasn't driving the action enough. The way the game worked, it sometimes meant the player could play poorly and win, like literally at some points they could sit in the spawn area and their team would go an win. Or you could kick absolute ass and still lose. This smoothed that out a bit, but it didn't really change the fundamental nature of that system.
"Another thing worth noting is gamers are smart."
Neil Alphonso, lead designer, Brink
"Another thing worth noting is gamers are smart. This became really transparent to a lot of them and they found it pretty frustrating. Some didn't care. They thought it was acceptable and the game meant for playing multiplayer anyway. But others... we gotta a lot of hate for it. Put it that way."
Alphonso went on to discuss the game's narrative - "which had to take a back seat". "People reacted pretty differently to the way we approached our narrative," Alphonso said. "Some would say there's no story to speak of, which I would beg to differ with. But some loved the setting and the context we'd given the action. There's a lot there for people to read into it. But we don't spoon feed it to people, which is maybe what some people were looking for.
"So in the end, essentially when the game is viewed as a highly contextualised multiplayer experience, it does really well. But if you view it as a cinematic single-player cinematic experience, it doesn't really hold up."
Eurogamer's Brink review scored 8/10, with Simon Parkin calling it "an exceptional team shooter, smart, supremely well balanced and with a unique, exciting art style".
In analysing the reaction to the game, Splash Damage found Brink was better received in Europe than it was in the US, particularly regarding the team play.
"We got pretty different views across the globe about it," Alphonso revealed. "It was far more accepted in Europe than it was in America. They [Americans] prize individualism a lot more. I don't think it caught on quite as much there as it did here. It's something I saw over and over again as we were developing it. It's a point of personal fascination. I don't mean to slander them all, though. Some absolutely love it."
"[Brink] was far more accepted in Europe than it was in America."
Neil Alphonso
Brink's SMART system - Smooth Movement Across Random Terrain – was a Parkour-inspired design that allowed players to move about the maps quickly. But according to Splash Damage the feature went underused.
"There are three major reasons, along with a whole host of minor ones, why SMART wasn't used by more players," Alphonso said. "Players will go with what they know when that's a viable option."
He also pointed to the busy user interface in Brink, which meant SMART "got lost". Focusing on the path of least resistance, however, is a "human tenancy". People are lazy: "I honestly think this translates into the digital realm," Alphonso mused. "Behaviours from reality, you have to take the time to let the player gradually unlearn them so they can replace them with the new ones."
Alphonso also addressed a common player complaint that there was little to do once the maximum level of 20 was reached – and that levelling and unlocking sped by too quickly.
"We felt the game really started at the max level. We wanted to remove the XP grind needed in order to get there, and viewed the levelling experience as more educational," Alphonso said.
"There was still a perception among a lot of players there was nothing to do once they reached level 20, which was a bit of a surprise to us. You're supposed to just make more characters and have fun doing it, because, if you're not having fun then why are you playing?
"People really do need an explicit measurement, like a bigger number next to their name on the scoreboard than somebody else."
Neil Alphonso
"But we were really surprised at how people took this. We thought fun was an obvious goal playing the game. It's evident that especially the way the industry is today, people really do need an explicit measurement, like a bigger number next to their name on the scoreboard than somebody else."
So, what might have Splash Damage done differently? Alphonso answered by suggesting he would have reigned in the "expanding matrix of possibilities within the game".
"It would have been a lot simpler and would have taken a lot less resources to reduce how complex things can get in the end. It gets harder and harder to test. You have more and more variation. And ultimately, a lot of people won't appreciate that because they just don't see it – a lot of people who gave up the game very early.
"It does give you depth, but you're better off doing that with tweaks and giving them a more polished experience all around.
"I could talk a day about what I would do differently, but that's a big one."
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Comments (41) Latest comment 9 months ago
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Maybe I just had high hopes for Brink, given how much I loved Quake Wars, and I genuinely think the team mechanics and classes work well. But the persistent characters didnt work, the characters couldn't be customised enough, and the different roles just werent enough fun to play. Plus theres the mentioned problems with the AI.
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*Edit* You beat me to my own point!
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To be fair this approach can work iin multiplayer games. Look at Left 4 Dead: there is a story there, but it's one you have to glean from the dialogue and environment.
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Totally agree. I spent over 200 hours in Quake Wars and liked the game a lot more despite it lacked persistent ranks; QW was truy the multiplayerfps jewel of the generation along with Bad Company 2. On the other side, they marked Brink as if the game had a single player, when the reality is that is a pure mp game with no vehicles and a "fake" sp campaign.
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The whole multiplayer-singleplayer thing was a bit of a failed experiment, but I appreciate them trying something new. I like how the classes were handled, in that they were more based around objectives than equipment and abilities - it made the gameplay feel more dynamic than some other class based shooters, and I think that may have pushed a few players out of their comfort zone.
Whatever you think of the game, Splash Damage should be commended for sticking with and improving their game long after most other developers would have simply abandoned it in the face of so much loud bitching. I guess it was always destined to be a 'cult' game, despite the marketing.
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Everything else was... average at best, but the level design was the worst I've seen in a multiplayer FPS ever.
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Now its patched up i would be interested to see how it plays, but i somehow doubt there is much of a community left
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Broken online at launch
Bad bots
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2 weeks later, everyone I knew who had bought it had traded it in.
I'm quite confident a lot of sales where lost that way.
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At least it would have given people their moneys worth while the MP was screwed up.
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This article would have been a lot shorter if they'd just said "lag" for 4 paragraphs instead
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I liked the style, I like the construction of most of the maps, I liked the SMART system for the most part. I tried to like Brink.
What was wrong with it?
1. Lag.
2. Lag.
3. Lag.
4. Why wasn't SMART used more?
Because the areas that it was well realised in took you away from the main objective which didn't help you win. All the while precious seconds were being wasted.
5. Lag.
7. Lag.
8. Why wasn't the team aspect more appealing?
Because you couldn't form a pre-game party (Xbox).
Because you had no clue who was human and who wasn't.
9. Lag.
10.Why did people get bored at level 20?
Because the game play is a grind. Go to objective, die, respawn; rinse and repeat until you have more players at the objective than your opponent (unless you have bots sitting around doing nothing).
11. Lag.
12. Lag.
13. Unfair criticism of Bot A.I?
They wanted this game to emulate the MP experience while playing SP or Co-op while seamlessly evolving into a MP game as humans join. Then they made the fatal decision that letting the bots win the match for you while you do nothing (if that was your choice) should not be allowed as it was cheap. At that moment Splash went against their own concept and ruined the experience.
14. The weapons had some very odd stats (compared to how they actually performed). Some were clearly the weapon to use all the time. The rest were left redundant.
15. And for good measure... Lag.
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Still, it was amusing for that week or so that EG basically turned into BrinkGamer.
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Having said that, I had fun with the game for a few hours, but there really is no incentive to go back even with the patch which supposedly fixes the lag issue.
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The brevity of content didn't help either.
I like the game but if I had the choice again I wouldn't buy it.
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Full auto weapons were totally accurate for the first three bullets then couldn't hit anything, why have iron sights with a cone fire system?
Samey classes with ineffectual abilities, engineers can build stationary MGs that are much worse than any class weapon.
Etc. The game is badly balanced with unsatisfying combat, bad map layouts and a lack of stuff to be excited about. Played eight hours, wanted my money back.
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1: the ability to issue orders to the bots so that you can get them to take objectives or cover you while you do it yourself.
2: lobby system so you can actually get an online game, especially important now that 8v8 is only possible in custom matches
3: greater weapon variety, literally everyone I've ever spoken to about this game carries an SMG of some sort and carries it twice.
4: more maps, a multiplayer focussed FPS needs dozens of maps, Brink has just 8.
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TOTALLY AGREE. Not having the option to turn the mouse acceleration off was FUCKING DIABOLICAL. I mean...let's just say that out loud...
Mouse...
Acceleration...?
The mouse doesn't need acceleration! Just shows what a sloppy console port it was.
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Wall-hopping down a set of stairs instead of jumping; it's slightly quicker that way.
Wall-hopping towards a guy as he was firing at me; we were both on the same level. I ended up just behind him.
If you were trying to get somewhere fast, SMART could shave couple of seconds off here and there. Devil is in the detail.
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1. Multiplayer on the PC just didn't work for me, I couldn't get onto any online game for the first fortnight or so, and didn't try again after.
2. Bots seemed thick for the reason said above, they didn't want them to drive the game forward, they wanted people to do that. I want to play as a medic and heal my bots while they do all that, that's a choice I should be able to make.
3. I got bored with the game faaar to quick, this may have been because I wasn't able to access multiplayer, but the maps got stale after a while anyway.
4. There didn't seem to be enough SMART shortcuts for light characters, medium ones could do most things. It just didn't seem deep or useful enough.
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It is sad to see this guy so clueless, it means the lesson won't be learned and he will contribute in making another shitty game.
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Still not the best game in the world by any stretch, but much of the factual criticism is, well, no longer based in fact.
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It failed because people (such as myself) bought it as a multiplayer game which turned out to be completely unplayable.
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