
Flagship Studios CEO Bill Roper
This
week, we once again dip into the Level Up Interview Vault to bring you
our extensive multi-part Q&A with Flagship Studios CEO Bill Roper.
Roper's place in game history is already secure, having worked in
various producer roles at Blizzard on a slew of products--Warcraft II: Tides of Darkness, Diablo, StarCraft,
Diablo II, Warcraft II: Beyond the Dark Portal and StarCraft: Brood War--ultimately rising to vice president of Blizzard
North and a director of Blizzard Entertainment. For his second act, Roper
and a handful of Blizzard vets formed Flagship Studios, and their first
product, the Diablo-inspired action-RPG for PCs called Hellgate: London,
arrives in stores next month courtesy of publishers Electronic Arts and Namco Bandai.
We spoke with Roper twice this year;
first at January's Consumer Electronics Show, and subsequently in June
after some fans had begun to grumble about Hellgate's tiered pricing
model. Our first interview, conducted in the gaming area of Microsoft's CES
booth, began inauspiciously when the PC running Roper's Hellgate demo
overheated. So we began with some small talk, but by the end, we were
engaged in a fascinating conversation about the extent to which Hellgate is breaking
new ground with its pervasive use of randomization.
So you're here for the whole show, or are you just in for a couple of days?
No, I'm here for the whole show. I leave Thursday afternoon. There's a lot to see. I haven't been to CES in a long time.
Are you going to get some time to walk around and check stuff out on the show floor?
I think Thursday I have some time.
So what kind of gadgets are you personally into? There's some game stuff here, obviously, but this is pretty much a gadget show.
I'm
a movie wonk, so of course it's like, "Ooh, a hundred and three inch
TV--that's nice. How about I get one of those?" Which is insane. If
it's next to a sixty five inch, I'm like, "Oh, look at that tiny little
sixty-five inch television." [Laughs.] Which is bigger than mine; I've
got a sixty-three. But I'm like "Oh my God, that's insane."
So when you see a hundred-and-three inch TV out there, does that motivate you to work even harder on Hellgate?
Oh
yeah. I'm like "How do I even afford that?" Becaue that's what I want.
And of course, then you always want have a place big enough to actually
put that TV. So it kind of all goes together. I mean, I'm a big music
and movie guy, so I need a full room. It's kind of funny, because this
is the same time as Macworld's going on back home, right?
I'm
just blown away when I just walk around and look at stuff. Even if it's
not something I'm into, I'm just like "What is that thing?" "What is
that doing?" And the eighteen thousand different types of speakers,
which I thought was really funny too. Just walking by these things. I
mean, we've got these Darth Vader, JBL speakers on here. And then I
walked by some other thing and it was more of a kid's game; it had
these little flower looking speakers. Everything is so customized, so
long gone are the days of just a big, chunky, horrible, PC brown--you
know, that nice, neutral tone, block speakers. I love the fact that you
can come to this show and you see all this technology. It's obvious
that the people here, they are motivated to make something that isn't
just functional, that looks good in your house, and you feel good about
having. It really shows stuff off. And that hundred and three inch TV.
That's the really--that's the one I want. I'm sure my wife will kill me
if I come home with it. But you know--
But if Hellgate does well, then everyone wins.
That's
right. Yeah, my goal is to buy everybody in the company a hundred and
three inch TV. That would be good. That's the new goal.
So in
Hellgate: London, we have three different factions. The factions
are--within the context of the game world of the story--the different
philosophies and backgrounds of the characters. They also present the
three different gameplay mechanics, base mechanics that are in the
game. So we've got the Templars which are sword-wielding,
shield-bashing, melee characters that get in there and do a lot of the
physical damage up close and personal with the demons. There's the
Cabalists, which are our magic users, turning the dark powers of the
demons against them. They can summon demons as pets; they can transform
parts of themselves into demons. They also can channel dark energies
through these devices they have.
The Hunters are kind of the
super high-tech, wetworks, black ops, Area 51 technology agents that
are out there. Part of the idea behind the world is that we're in a
2038, near-future, post-demon apocalyptic London. A handful of
survivors that have kind of been underground for about twenty years are
now trying to reestablish a foothold against the demons that have
pretty much taken over the vast majority of the city. The underground
stations are our safe havens--I won't get too world background-wonk on
you about it, but it all does tie into like how actually the
underground stations were created and the Freemasons, all that kind of
stuff. So we've done a lot of research to make sure the game actually
has--even our strange alternative future has this basis in reality that
kind of lend it a real--a real sense that you're there.
Between
Resistance: Fall of Man, Hellgate: London, "28 Days Later" and
"Children of Men," what is it about London and the apocalypse?
You
know, one of the reasons we chose London, there's actually a couple of
reasons. One, it's always been this epicenter of huge struggle. It was
founded by druids originally when it was Londinium.
Then I mean it's been taken over by the Vikings; by the Romans. There
was the Blitz in World War II. It always seems to be this center for
people wanting to take it. And for huge apocalyptic events happening.
The Great Fire of 1666; the plague; the fact that it was just pummeled
in World War II. When we were talking about where to set the game, that
was really one of the big draws for us. We wanted a city that had a
really good history to it, that had a foundation in mythology, and had
a more mystical setting, which it does. I mean there's the fact that it
was founded by druids. It's you know, built on lay lines,
magical lay lines, and there's so many things about London that in
reality, lend itself to being this kind of focal point for building
stories. It just drew us there.
The other thing to be honest was
the architecture. It's got this very unique look to it. Because the
city's been through so much turmoil, it's kind of like a phoenix, risen
out of the ashes over and over again. And they just kind of rebuilt
next to and on top of, so you get this kind of Gothic architecture next
to really modern stuff, next to Victorian. You get all these great
looks. Also very important for our game, is that London has an entire
city beneath the city. Everything from the underground stations to
Victorian-era hospitals that were built underneath; the plague pits
that were done in the 1600s; World War II bomb shelters; the sewer
line. There's actual other brother and sister rivers to the Thames that
run under there. There's a separate mail train system that's underneath
London. There's all these things that are down there and we really
wanted to be able to have the game take place equally above ground and
below ground. We wanted it to have a place that we could build a modern
dungeon crawl out of. London is perfect for that. And it's a great
excuse to go to London, to research stuff. That's the other reason we
wanted to go. [Laughs.]
Right.
So here, I'm playing
the hunter right now which is kind of the most FPS-oriented of all the
factions. The game, because it is an action RPG, is really based around
the items that you're finding; your leveling; the level of the monsters
that you're fighting to have success. With a Templar and the Cabalist,
we do a lot of things like auto-targeting, auto-aiming, arcs of fire
that really make it so that's all you're really concerned about.
But
because we have this really great 3-D engine that's been designed since
day one to be used first-person, as well as third-person, we wanted to
build a faction of characters that were really centered around that
first-person mechanic and that gameplay. So aiming does matter for the
hunter. I do have to take that into account though all of the other RPG
elements still apply. Here, I've got an enemy selected, he's up here
and he's within range, but he's not in my radius of fire. If I was a
Cabalist, my shots would actually be arc over and hit him. Here I
actually have to get him in my sights to do that. All of the skills
that are designed for the--some of the classes and the hunter faction,
take it and really focus on that, and you'll get better range and
better accuracy, but you lose movement. All the weapons are built much
more around that concept.
Can we talk a little bit about the
level design? You talked about the architecture, but looking at this
level right here--I've seen a lot of like war-torn cities that are
World War II-ish, and they all start to look the same. This feels
interesting and unique and fun. It has a really good sense of place.
It's familiar, but it doesn't look like a lot of those World War II
games which have a same-y-ness in the way they look.
Well
that's one of the big things that has been a challenge for us in terms
of using such a well-known city. A real strength of Hellgate: London is
the fact that every time you go out into an area, every time you go out
adventuring, you're going to a randomized dynamically generated
setting. So it's not like we actually map out London specifically. But
what we've done is we went to London, took photo reference for textures
and everything, so when you're in different parts of London, it's built
out of things that feel right for that section of London. However, the
actual layout that we're going through is completely randomly
generated. The huge upside of that is you never lose the sense of
exploration that you lose in a lot of RPGs, "Oh, I've been through this
area before. I know where everything is. I know what items they drop. I
know where to hunt for them." Here, the monsters are different. The
items they drop are different. The layout's different. You never know
what you're going to get. And depending on where you are in the game--
But
that's even more impressive. I remember reading that it was randomly
generated, but I'd forgotten obviously when I was asking the question.
I mean it's randomly generated, but it doesn't look lame, though.
Yeah.
And that's--I mean it's a real tribute to our background guys. The
background artists and our programmers do these things we call DRLGs,
Dynamic Random Level Generators, to design pieces that flow together
naturally and look right; that care about how many phone boxes you're
putting on the street. We do a lot of variation as well. That's the key
is to do, like this little piece that has the car here that I've blown
out. This is a variation of this smaller tile chunk, and there's
fifteen of those, or twenty of those, or you know, as many as we can
make, that have boxes or ladders or blown out buildings or different
cars. And we're putting more and more and more of those in. There's a
ton more in this game than I even have in this demo here.
The
first batch of automobiles they started putting in were more like you
know, public transportation vehicles and cars people own. Now the stuff
we're putting in is military vehicles to show that there was this big
struggle that went on. And really the goal is that we want you to go
through the game and no matter how many times you've been through a
certain kind of area, it should never feel like "Oh man, I'm just
seeing this same old thing over and over again." And it is really
difficult. It's a very, very difficult task, but the payoff is great
because then you get all the replayability. You can keep going through
the game, it always feels fresh, it always feels new. But you don't get
that sameness feeling. It is really difficult.
Obviously that
random level generating approach that's well suited to a Diablo-style
RPG, but as you're showing here, it was intended from the beginning to
be done in a first-person engine. Having as you get closer to the end
of the process, having been through all this and all this stuff you've
learned, do you feel that there are some things you guys have learned
on this that might be applicable to games that aren't RPGs like
Hellgate?
Oh yeah. Definitely. I think that randomization is
actually really underused. There's definitely a reason for that. It's
hard. And the challenge is to do it, but make it look easy, to have it
where people don't look at it and go, "Oh, you can kind of tell they
tried to do randomization and it looks the same." It's a lot of work.
You have to have it in mind when you start. But I think that you see it
in bits and pieces in a lot of games. Even like you know, World of
Warcraft has randomized, things that drop, and you're like "Oh, I found
it," but they tend to be in smaller portions. With Hellgate London,
we've tried to apply the randomization process in every single element
of the game. To when levels are generated. To what monsters are
spawned. To what items drop.
Along with that randomization goes
rarity which is important. So you're not just finding--"Oh, I found
this type of sword instead of that type of gun." It's like, "I found
this sword and it's magical," or it has mod slots, so you can modify
the weapon. It's a unique one, so maybe there's only twenty of them in
the whole game. It's part of a set, so you want to build the different
pieces of the set together. And all that randomization and rarity is in
the same thing, it's in the background levels. When you go into a
background level, it's a rare version of that level. Everything has a
fire aspect. It has fire in the sky, fire damage, and every item that
drops has some fire components to it. And maybe you only get that one
in a thousand times. And that maybe has only certain types of unique
items that will drop associated with that set.
We do the same
thing with quests, where you'll be out running around in an area, and
we have these things called chance events, where you'll get contacted
on your PDA and there's a Templar who's wounded, and he's sent out an
emergency beacon. And you don't get that every time you play. Maybe one
in a hundred times does that happen. It really keeps you guessing.
That's what I love about it. We play the game literally every day at
this point, a little bit at least. I played last Friday. We have a play
day every Friday now. There's tons of stuff that I've never seen
before. One, because content is still jumping in, but even in areas
where I've been playing for two years, like "Whoa, I've never seen that
here before. What's that thing?" And it's really fun. That really
translates so well to when when people are playing the game.
How then do you make the randomization approach work with the storytelling?
The
story telling elements are designed to--basically, they're nodes that
you get to. We do some randomization within those nodes. Here's a good
example. When you go to the British Museum, which is an area that you
get to fairly early in the game, that's part of a quest. The area
surrounding the museum is all randomized. So the pathway to get there
is randomized. When you get to the museum, the actual layout of the
portion of the museum we have you play in isn't randomized. But where
exactly--you're looking for a specific thing in the museum--where it is
in the museum is randomly placed every time. So even though I know the
layout of that area, I'm still not sure exactly where in the layout
it's going to be.
The towns, for example, aren't random at all
because you want people to be able to go to town and be able to sell
items and things. There's places you want to have be static. But any
place where you put some touch of randomization in is great because it
helps create a bigger and broader diversity, and then on top of that,
we plug in elements that players can use to specifically customize
themselves. It's like modding weapons. "I found this random weapon
that's really cool, but hey you know, I want to make sure it does extra
fire damage, so I'm going to get some fuel cells, or I'm going to put
this relic on it." So you kind of customize the weapon. Same thing with
your character. The different pieces of armor all have these color
features associate with them. I'm in bad light. I'm actually--let me
move out here. We don't have our lighting thing working really well. So
one of the things that players want to do is they--for that
randomization, they find all these cool pieces of armor, they give them
the best functionality. That's what they want, but they want to look
good too. Everybody wants to look cool. And you want to try to look
unique if you can.
So here, I've got some different piece of
armor. I can use the color set from that armor, and so I'll use the
color from the pants and apply it to the entire piece of armor. The
chest, the shoulders. I can do that here. These are the color themes,
and I'll swap over to that color theme. And now, my character has a
very specific color look to them. With the randomization is that we can
layer all of those things in. You might find this really uber-rare
piece of armor, and one of the things about it that makes it so unique
and rare is that it has this color theme that no-one else gets. We do
color themes for certain times of the seasons, for certain quests that
you completed. If you are a hardcore player which means that you get
one death and one death only in the game--which is very unusual--you'll
get access to looks and color themes. When you start a guild, you'll be
able to choose the color theme of your guild and guilds will have their
own set of color themes that only guilds can have.
It's an area
where, even in the midst all that randomization, you can let people
have that uniqueness. To me, that's one of the things that's so big,
the players want it. They want to be in this world with you know,
thousands and thousands of other players they interact with, but they
still at the same time want to feel like there's something special
about their character. The randomization really does help that a lot.
So even when they're going on a quest that everybody else has been on,
they'll have a different story about how they got to that same
endpoint, and that's really important.
Bill, thanks very much for your time.
You bet. My pleasure.
Next: Roper explains--and defends--Hellgate: London's somewhat controversial business model.