Guerrilla Games Q&A > Killzone< dev

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The Killzone forum.

Q: “Why do you think there are so few Dutch developers?†[mergh]
A: There’s no sinister reason why there are few Dutch developers. The games industry is high risk and it takes a lot of effort to make AAA product. From the start we set out to bring what is traditionally a very hardcore genre (FPS) to the mass-market, and do it well. Sony have always aimed to have either the first or the best game in any given genre so both our approaches and goals matched each other. This collaboration put us all in a really strong position and gave us as many chances as possible to make a success out of Killzone.


Q: “Who came up with the idea for Killzone?†[mergh]
A: I think it would be fair to all involved to say that like many games, it has been a team effort. The actual game ‘Killzone’ has been in development for three years now and although we started with a clear vision of what we wanted to achieve, we still spent considerable time testing mechanics and checking their gameplay value. As a consequence, a lot has changed since the start and for various reasons – we think for the better.


Q: “Have you set an exact release date for Europe and when will it hit the store shelves in US/Canada?†[Socom]
A: As the game’s developer, it is not really up to us to define the exact, exact date when the game will hit the shelves, that is more a decision for our publisher, SCEE. What we do know for sure is that Killzone will go on sale in both the US and in Europe during the month of October. That’s all I can say – not long now!


Q: “Will the music on the official website feature in the game when it is released?†[EtaCarinae]
A: The music on the official website is composed by the Killzone Sound Director (Joris de Man). Joris has written a full 45 minutes worth of music for the game, most of which will feature in the front-end or in the cutscenes. In a few weeks, Joris will be recording final versions of all the pieces with the Prague Symphony Orchestra. We felt that Killzone really deserved a cinematic score so we pulled out the stops to make sure it happened.

Q: “What influences have you (Joris de Man) incorporated into the music?†[EtaCarinae]
A: Regarding influences, in Joris’ own words: “I’m obviously inspired by film music, although I enjoy various types of music. I really like NiN, Front 242, Peter Gabriel, Air, Talk Talk, Nerd and film composers such as Elliot Goldenthal, John Powell, Cliff Martinez, John Williams and Alan Silvestri. People like John Adams and lately Penderecki are also immensely inspiring".


Q: “Is Rutger Hauer voicing a character along with Sean Pertwee? And do you have any other stars lined up to provide vocal talent?†[TeamSoho]
A: We always set the benchmark for Killzone as high as we could, so that meant quality acting talent. We spent a long time brainstorming amongst ourselves before we actually decided on using a number of very accomplished stars. We didn’t just want ‘a name’ – it also had to mean something to us as well. So, our final choice of voice actors for the game includes established actors like Sean Pertwee (Event Horizon, Dog Soldiers), Stephen Berkoff (A Clockwork Orange) and Ronnie Cox (Total Recall, Robocop).


Q: “As you've said before, while developing Killzone you have put many real life battles into it in a futuristic form, but did you get any ideas from any movies or games in particular?†[Jehuty]
A: We feel that good entertainment is a mixture of realism and fantasy, ‘realism with a twist’ is a phrase we use a lot in the Guerrilla offices. Not only did we invest time researching major theatres of 20th Century conflict but we also took inspiration from the more recent, mature war films we have all seen. In particular we were inspired by the dark, grainy realism of ‘Saving Private Ryan’ or the gritty filters of ‘Black Hawk Down’.


Q: “How many levels will Killzone have?†[MuadDib99k | TeamSoho]
A: Killzone has eleven levels in total, each set in a unique part of the planet Vekta. You will be expected to fight in not only in the bombed out residential areas of Vekta City but also the surrounding countryside.

Q: “What sort of environments can we expect, other than jungle and urban locales? And how big are the maps?†[TeamSoho]
A: Killzone is a hero’s journey (hero being the player!) so the player should feel that the game is not only progressing in terms of hours played, but also over distance. Look out for industrial areas, slums, parks, docklands, huge mountains, mangrove swamps, jungles, firebases and lowland plains. Essentially, we have designed Vekta as a living breathing planet and an incredible amount of effort has gone into realising this in 3D. Our largest levels are around 60,000 square meters.


Q: “How linear is Killzone. Will we be able to play the game again, and choose different paths, or is it pretty much an "on rails" FPS affair?†[Raven]
A: We have four different playable characters in Killzone: Templar (Commando), Luger (Stealth / Assassin), Rico (Heavy Weapons) and Hakha (Spy). All of our characters are suited to a particular play style and the levels reflect this as well. This means that once you have finished a level with your favourite character, you can immediately go back and play it from a different perspective, using another character. You can also play the whole game with one character before returning to the beginning with a new one.

We felt that a totally freeform approach would essentially dilute the cinematic presentation of Killzone so we have purposefully kept the storyline in Killzone quite linear to make sure the relationships between Templar, Luger, Rico and Hakha stay fresh and entertaining.


Q: “How many hours, realistically, can we expect out of it?†[Raven]
A: It’s hard to say exactly how long Killzone will keep you busy but we think that it will take an above average player a good 20 hours to play through the story (knowing the game intimately and without dying!). Multiply that by four playable characters, three difficulty levels, offline and online multiplayer... well, we can certainly keep you busy for a while!


Q: “Will there be any non-standard FPS controls, such as slo-mo dives(?), or rolls(!?!) or something.†[TankX]
A: Over the course of our pre-production and early production stages, we experimented with a wide range of different controls, moves and actions including rolls, dives and peeks - and eventually settled on a configuration that we feel really suits the gameplay experience of Killzone. This includes a range of context sensitive controls such as vaulting over walls and close combat attacks.

We really wanted the player to feel that they were in the middle of all the action so we spent a lot of time and attention on the first person animations, getting the timing right and showing enough detail to keep the battle immersive, but without breaking gameplay.

Q: “Can the vehicles in Killzone be destroyed?†[Moises319]
A: All of the vehicles in Killzone are AI entities in their own right and will fight you with every weapon at their disposal. Killzone is set during war-time and it was important to us to create the Helghast and ISA armies in as realistic a fashion as possible. Armies are made up from all manner of soldier types – but also from various supporting vehicles. The ISA favour the more conventional: APCs and Shuttles; but the attacking Helghast are well equipped with Tanks, Dropships, Jet Bikes, Fast Assault Craft. Many Helghast vehicles are able to carry and deploy more troops onto the battlefield which makes for a very nasty surprise! All of our vehicles can be destroyed … but will you get them in time?


Q: “Can you clear up something regarding the videos in PSW and Gamepro, Is this of an old build of the game? The AI was terrible and the Helghast’s speech, they keep repeating the same words repeatedly.†[TeamSoho]
A: The article in PSW was incredibly positive towards the game so we were obviously a little disappointed when we saw the gameplay footage on their disc. It is worth saying that on the whole, the hype surrounding Killzone has really surprised the team and we have been heartened by the support. Seriously… a big thank you to everybody for the kind words.

So, yes, these movies were obviously made without our knowledge and using one of our less polished builds. One of the tricks to making a good game is to always have a version or build running. This means that the team can put new features into the game and test it out – experiment and evaluate whether the feature works or decide if we need to implement it in another way. We use mock-up vocals (amongst other assets) at this stage which also explains the repetition.

Effectively PSW got their hands on one of these old work-in-progress builds and hey-presto! Water under the bridge as far as we are concerned. To be honest though, the response from the footage was still extremely good. Many people were able to take the rough edges with a pinch of salt and concentrate on the good stuff - and many people wanted to see more... Thanks PSW!


Q: “What Multiplayer modes will it have? How many Multiplayer levels will ship with the game?†[MuadDib99k]
A: The multiplayer element of Killzone was always destined to be complimentary to the single player experience. Killzone is a war game and we wanted to keep the look and feel of the multiplayer game types as close to the battle for Vekta as was possible. This means that you will be playing scenarios either before or just after the events in a single player level.

We are still not ready to reveal the exact game types, we are keeping quiet on them for a little while longer but I will reveal that you can play both Helghast and ISA, that the games are much more team and objective based and that you can play split screen offline, with AI bots if you want to. Oh, and we couldn’t leave deathmatch out of the formula… but you all saw that one up and running at this year’s E3, didn’t you?


Thanks for the questions, everyone. We hope you enjoy the game when it is released later this year!
-Guerrilla Games
 
no mention of co-op.....

anyhoo, it likes a cool game. I just won't be getting it because I don't have a PS2 ;)
 
Great to hear that there's at least 20Hours of gameplay in the story mode. lately all the games i played (Except RPGs), were around 8H to finish them...
Anyway, i hope they don't overestimate the numbers... like all the others developers do... :? :p :LOL:

On a side note, why PS2 FPS do not support (AFAIR) USB mouses and keyboards? That would be killer(zone...).
The PS2 Dual Shock 2 is bad for FPS(all gamepads are, but it's esp. DS2 that i found unsuitable for fps), IMHO.
Sony with the Dual Shock 2 should at least switched the D-pad and the left Analogue stick, it would had been better, if you ask me.
 
i read that the framerate was a little bad....hope they fixed that.

Guden Oden said:
That can be remedied... ;)

maybe if they make a really....really....really....really....REAAAALLY small PS2 :D (I'm running out of room with the xbox in place ;) )
 
Alstrong said:
i read that the framerate was a little bad....hope they fixed that.

I heard the framerate issues were fixed, only the AI remains... puzzling.
 
Alstrong said:
puzzling? how so?

Almost all the latest preview of Killzone keep on saying that the AI still has flaws...
And if they don't fixe that problem, that could be a bad hit for the game.
Let's just wait and see. :D
 
Vysez said:
On a side note, why PS2 FPS do not support (AFAIR) USB mouses and keyboards? That would be killer(zone...).

Red Faction series supports KB/M. Some other FPSs also....but KZ (infact any FPS for that matter) must have KB/M support. It makes the game 100 time more attractive.
 
Vysez said:
Alstrong said:
puzzling? how so?

Almost all the latest preview of Killzone keep on saying that the AI still has flaws...
And if they don't fixe that problem, that could be a bad hit for the game.
Let's just wait and see. :D

Wasn't that because they hadn't yet implanted the final AI?
 
Alstrong said:
no mention of co-op.....
It does in a way, saying "you will be playing scenarios either before or just after the events in a single player level" which certainly makes multi-played sound different than just deathmatch and capture the flag... As they say "the games are much more team and objective based" so it sounds like one will get more of a co-op experience, just different than (and likely much less than) single player.

Playing the whole game co-op would be better, certainly, but I guess they--like most developers--are worried as to how to properly balance things for the single player experience, and co-op has a tendency to fudge things up or overcomplicate.
 
cthellis42 said:
Alstrong said:
no mention of co-op.....
It does in a way, saying "you will be playing scenarios either before or just after the events in a single player level" which certainly makes multi-played sound different than just deathmatch and capture the flag... As they say "the games are much more team and objective based" so it sounds like one will get more of a co-op experience, just different than (and likely much less than) single player.

Playing the whole game co-op would be better, certainly, but I guess they--like most developers--are worried as to how to properly balance things for the single player experience, and co-op has a tendency to fudge things up or overcomplicate.

almost like brute force I guess...

good point about the balancing. That's something that could take a lot of time if it wasn't one of the things taken to heart when designing the game.
 
Alstrong said:
good point about the balancing. That's something that could take a lot of time if it wasn't one of the things taken to heart when designing the game.
That's what I imagine it's always like. I mean, I can't see it from a sheer technical side being hard or severely complex, so it's always going to come from a gameplay and scripting end. What would have to be done to make this level challenging and worthwhile? How can the plot layout enfold one OR more than one player? It's not like any of us can imagine Deus Ex working well by just tossing another agent in simultaneously...

Co-op works best with games designed around group play anyway--either multi-player or with additional AI's--at which point it's just a matter of curving to two human-level players. Everything else would already be covered by default... Games really focused on an engrossing single-player experience are apt to have real issues (or be forced to make large trade-offs) to get it to work with more than one.

I've seen some lackluster multi-player thrown in games, and though it's good to have something in there, much of the time they would have gotten better results staying focused on what was most important. Co-op makes that effort much harder.
 
good points :)

To add some examples....

The thing is that I see squad based games...yet there's no co-op included. I'm wondering about this to the point where I say to myself: "Clearly the levels are designed for several people, and the enemy AI does shoot at your squad mates. What exactly is preventing a co-op mode?"

Upon further thought, I was thinking that maybe it's the respawn issue. "How does one go about this?"

Take for example, Halo. Halo's co-op respawn is interesting in that the other player just respawns close by. This is somewhat more convenient in terms of walking across the level, but not exactly perfect with the "player going too fast" or the "too many enemies nearby"; the respawn system is sometimes messed up. It may be that respawning in a character dynamically (not pre-positioned) is somewhat difficult in itself (I don't know, I'm not a game programmer ;) )

Then take Return to Castle Wolfenstein on the xbox. Respawning is at a checkpoint and it's instant. The problem is that the levels are pretty large, and I find that I'm just walking half the time -> easier to implement, but not good for gameplay. It seems that co-op was just thrown in without a care for gameplay balance. This is a problem you've alluded to.

Then... another thing I asked myself was: "What weapons does the player respawn with?"

Halo has a predefined set of weapons to respawn with. It's no big deal; the player only carries 2 weapons at a time.

In RtCW, the respawned co-op player starts with everything he/she had when he/she died. It's no challenge really. One just literally goes in kamikaze and comes back with everything again and again. Then again, the player has probably 10 different weapons, and it would be very unfortunate from the player's point of view to actually lose all of that from dying as well as ending up walking across the level to just die again because the player started with a crap weapon. This is exactly the problem case you've mentioned, cthellis, about a game that was originally an "engrossing single-player experience," now with co-op added as a marketing ploy really.

Another thing was nagging at me too: "How many health packs does a level developer put in one spot?" I don't imagine that there can be two different versions of the same level on the disc. That seems a waste of space and time to me.

Halo has spots with two or more healthpacks, most places with just one. So basically, both players can fit in one area just nicely, others not.

RtCW, on the other hand, has none of the levels really changed to consider the second player (including ammunition). This really takes away from the gameplay.



I suppose the only sort of co-op that can't be screwed up so easily is one where there are just waves of AI fighting both (or more) players. It gets mindless after awhile, but it's certainly fun before that ;) I always had the idea that for a gladiator game i.e. Gladiator: Sword of Vengeance, there would be a multi-player mode that puts the players in the Collisseum fighting waves and waves of other gladiators; this fits really well with the game to me. Yet, such a mode doesn't even exist! Here's a lost opportunity!


Anyhoo... I'm not exactly sure why I just wrote all that. Just had to type it all out! :oops:
 
The co-op could also be hard to include since the game is expeted to have a lot of "scripted scenes" (à la Half-Life or MOH, etc).
Or maybe they just running out of time and don't want to loose time on "too much features".
 
It sounds like they're still trying to make for interesting multi-player, though... just aren't wanting to or able to tune the single-player game to cover it. Probably not the "lose time" thing. (They have been in development for a long time... ;) )

At any rate, we DO see some games waste perfectly good opportunities, and I would like to see co-op in a bigger percentage of titles, but I have a feeling that quality versions of it will remain elusive for a while longer.
 
yeah... time... it seems like either have a great single player or a great co-op. Looking at Brute Force... it had great co-op options (join in and out any time etc), but it's like the rest of the game development (story) got put on the backburner.

...and I have a feeling we'll see co-op on both (or at least one of the )console versions of Call of Duty :D....well... a big hope more like it ;) Although the performance may drag a bit with all the soldiers on screen and all the particles/explosions going on :(

Vysez said:
The co-op could also be hard to include since the game is expeted to have a lot of "scripted scenes" (à la Half-Life or MOH, etc).
Or maybe they just running out of time and don't want to loose time on "too much features".

I think this was one of the reasons why Painkiller doesn't have co-op, although it seems like it would make a nice game for it.

Physics can be a problem too-> keeping track of a bunch of solid debris and keep synchronization all over the internet :oops:
 
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