Twisted Metal: Making Car Combat an Online e-Sport
Sweet Tooth deserves real competition
Between blasting oncoming cars with homing missiles and hitting a nitrous boost before a jump, David Jaffe -- one of the original creators of the Twisted Metal series -- turned to me and said that he wanted his upcoming creation to be an e-Sport.
Twisted Metal popularized the car combat sub-genre back in the PlayStation era and introduced gamers to demonic clowns, emotionally disturbed truck drivers, and cannibals. The latest Twisted Metal, in development exclusively for the PlayStation 3, brings car combat back into the spotlight for the first time this generation. This time, the developers at Eat Sleep Play have looked closely at Twisted Metal's competitive multiplayer suite. The goal: create the richest experience possible without losing that classic "Twisted" feel. So far, the team looks on track.
During a visit to Sony's San Diego Studios, Jaffe sat me down in front of Twisted Metal and -- as he tends to do -- unleashed his excitement over the project in the form of rapid-fire information. With the Twisted Metal multiplayer suite undergoing testing right in front of me, it was clear that the level design, power-ups, and vehicles work in tandem to facilitate robust combat that withstands repeated play and accommodates high levels of skill.
The first item on Jaffe's tour: a rooftop level (something of a staple for the franchise). The stage offers a variety of possibilities and the center pillar rotates in real-time which complicates jumps in the most delightful way possible. Jaffe also noted that the rotating platform creates interesting chases, as well as making combat more exhilarating.
Jaffe continued to comment on the rooftop, referencing game designers' compulsion to create "symmetrical levels" to facilitate balanced competitive play. As Jaffe drove around the charred buildings, he explained that developers can still build symmetrical play spaces without making them geographically symmetrical. Although the rooftops aren't mirrored, the same opportunities exist for each player throughout the space. This includes destructible landmarks and power-up locations.
The power-ups are even more exciting. Jaffe and his team have poured over each item to tune the way they deal damage, how much damage they deal, and alternative uses for each. Many of the power-ups can be charged before deployment, creating a risk/reward dynamic for players that wait until the last minute before pulling the trigger.
Usual suspects such as the homing missile and shotgun improve in accuracy and power, respectively, when charged. Other items like the remote mine add strategic elements over the preexisting systems. When launched, an extra window appears on your HUD that displays the mine's surroundings. As enemies drive by, you can see their location in relation to the mine and detonate it accordingly. And of course charged mines enjoy more devastating results.
While power-ups are available to any player, some of the most brutal attacks come from each car's special ability. Some cars, like Junkyard Dog, have support abilities needed to sustain the other members of a team. This means teams that wisely select the vehicles used benefit from a wider range of skills.
Certain restrictions prevent teams from building an overpowering force, however. Only one Juggernaut can exist at a time, for example, while only a handful of aerial vehicles can roam the stage. Jaffe wants players to have plenty of options here; options that dramatically alter the play experience but don't upset one team's ability to emerge from the battlefield victorious.
These more visible possibilities drive atop a foundation of countless design choices. The Eat Sleep Play team debated at length over what to do if a player falls off the stage -- should he die or just take fall damage?
While Twisted Metal still rocks the car combat in a fun, explosive way, intelligent rules work behind the scenes to ensure long-term commitment to the competitive suite. Player profiles level-up over time and unlock additional content, though Jaffe was quick to note that new content doesn't mean better content. Even a new player stands a chance against someone with everything unlocked. He just doesn't have as many options.
Twisted Metal launches on February 14th, 2012 for the PlayStation 3.