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Zach Wood (Area 51) Q&A Conducted by Omni
Firstly,
who are you? What is role
in Area 51’s development? How
long have you been in the games industry?
And have you ever been… probed? Zach
Wood. I’m the producer for AREA 51. I’ve been in the games
industry for about 12 years now. I’ve never been probed, but I’ve
been poked and prodded a few times. In
your own words, briefly describe what Area 51 is all about and its
genesis as a project. AREA
51
is a first person shooter that follows the story of Ethan Cole, who’s
a US Army Hazmat specialist. An alien virus has been released from an
experiment and you’re a part of a team of four sent in to investigate
and prevent the virus from escaping the base. The game starts off with a
good dose of squad combat and changes quite drastically as the game
progresses, both in environments and gameplay. The
project ultimately started back with the release of the light gun arcade
game of the same name. Years later, as we looked at reviving some of our
older properties, AREA 51 jumped out as a natural for an FPS
where we could really play around with some of the conspiracy theories
and lore. Some of the cannon fodder remains, but the experience is
completely different and fresh. For
the level design, have you been granted access to the real-life Area 51
so the game is as accurate as possible? Our
requests to visit the base and talk to some of the people that work
there were unfortunately denied. So instead, we’ve taken creative
liberty and infused some of our own ideas as to what goes on there.
It’s been a fun process because we had an unbelievable amount of
speculative information to draw from. |
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How
closely will Area 51 follow in the footsteps of the original? Probably
in terms of the sheer amount of action in places. The arcade game was a
shooter in the truest sense of the word. This game, while still offering
plenty of intense action, is a much more immersive experience with a
focus on story, characters and some of the lore associated with the base
itself.
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Do you that because there has already been an Area 51 that there will be a perception that the team and the concept is “creatively bankrupt?” Not
at all. There has never been a game until now that has really paid off
on Area 51 as a real place. A base that could be harboring a lot of
secrets. We’re able to bring that stuff out in this game. And with the
great technology behind the game, we’re able to show it off with
incredible detail. What’s
the best part about working on Area 51? It’s
been an amazing creative process. We had a rumored base as our
foundation, that some think is actually fictitious. There were no limits
to where we could go with it and I think that’s what has kept it fun
the whole time. The team wasn’t locked into an rules. Is
the engine powering Area 51 a proprietary engine developed from scratch
or a licensed engine? How
versatile is the engine? We
built the game engine from scratch. Almost half the development time was
devoted to the game engine and the toolset. The engine itself is very
versatile. One thing that is impressive is just the amount of geometry
we’re able to display in a given scene, all with high detail and
environment mapping. We’re seeing a lot of developers use tricks like
normal mapping to create detail, but there’s no replacement for real
geometry density. Are
design documents a thing of the past? I
wouldn’t say they’re a thing of the past. It’s very necessary to
have a decent road map, once you get out of pre-production. What’s
changing is that games are becoming much more complex and through the
course of development, you start to find you’re able to do some things
better than others. This changes the design to some degree. The
“design document” is more of a living roadmap to the finish line. Why
are aliens such a common target when it comes to blowing things up? Because
they’re much more fun to shoot at than humans. Humans are predictable.
Aliens are the unknown. Will
there be nods given to sci-fi classics in Area 51? There
are a few clever nods. There is also a lot of secret information you can
uncover, where we provide the player with answers to some of the rumors
surrounding the base. What
approach has the sound team taken?
Less is more (dramatic silence) or more is better (explosions
every few steps)? It
really depends on the action level in a particular area. Chris Vrenna (NIN,
Alice) is composing the music, which is specific to each environment. It
starts off with a military edge and starts to move toward more of a
strange alien sound as you progress through the game. Some areas are
silent, a big drop off from say, a major battle while you’re
exploring. And some have some intense music in the background in a major
attack situation. It works very well for the game world and I think it
draws the audience in even more. Sound design is also a big focus for
us. Especially when you get to some of the more alien levels, there are
a lot of ambient effects going on to create atmosphere. Briefly
describe how the design process works as it pertains to Area 51? (Top
down or group decisions?) Well
it started off top down until we got the foundation up and running. As
we began to hone in on our design goals, we would have group discussions
and run throughs to fine tune the details. We found that process to be
pretty effective toward the end of the project. What
games have been identified as Area 51’s chief competition?
How will Area 51 try to best the competition? That’s
an interesting question that is probably best for the marketing folks.
We’re just determined to make the best game we can. It also happens to
be an FPS, so the comparison to other high profile titles in the genre
are unavoidable. That being said, AREA 51 is definitely unique
for an FPS. For the first time in the genre, players will be able to
explore the secret base. On the gameplay side, we start the player off
with some squad combat, paying off on the closeness of the team. Then we
take those teammates out and leave the player alone, with an infection
that gives them alien abilities. Plus we have a game world that is very
interesting visually, especially in the later, more alien levels. Were
there early problems or flaws with Area 51 that have been ironed out?
What problems have you identified as persistent and that need to
be stomped out before Area 51 ships? Well,
there isn’t really one thing that jumps out as being a persistent
problem. There are always challenges to overcome throughout the course
of development. I think getting our engine and tools to perform in such
a way that we could fully realize the design, was certainly a challenge.
Design dictates everything. You come up with a cool idea and then it’s
up to the programmers and artists to figure out how to best deal with
that idea in the game. It’s always a balance. What’s
one question you wish someone would ask you about Area 51?
(And what would be your answer?) So
what’s so great about Area 51 multi-player? It’s being consulted on
by industry veterans John Romero and Tom Hall. 16 player madness on both
consoles. Bring it! (September 15, 2004) |
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