Postmortem: DreamWorks Interactive's Trespasser (1999)
gamasutra.com
gamasutra.com
I do have a lot of nostalgia for it though. I remember playing it when I was 13 or 14 on something like a K6-2 300mhz, and as disappointing as it was it was also really interesting.
Reading the retrospective, though, I get the distinct impression that "gameplay" was left as an afterthought. The person being interviewed practically says as much at one point.
A lot of developers make the same cardinal mistake - assuming that some technical point of differentiation is enough to succeed.
The game, first and foremost, has to be enjoyable. It doesn't matter how realistic your physics engine is, how many sound blends your Foley system can create, or even how good your artwork is. There has to be some core, accessible gameplay mechanic that drives the whole game. It's not something you can just throw into the "we'll figure that out later" basket.
These days there are more games that have similar gameplay where you are trying to solve puzzles with physics and i'm certain a remake of Trespasser that was mostly the same but with more robust subsystems would play great.
The main issue was really that the subsystems that the gameplay relied on were very janky - physics kinda worked (though they worked much better than what the article seems to imply), player control was wonky, IK/animations often spazzed out, etc.
Disagree, in the case of Crichton. He wrote a lot of fairly bad books. I doubt I’d find much to agree with in a ranking of them that didn’t place Jurassic Park somewhere in the top half, at least. True that it’s not among Spielberg’s best work but Spielberg’s “mediocre” is still pretty damn good.
I think a lot of modern critics of the movie might conclude that Crichton's novel was meant to be anti-science (this viewpoint presumably being reinforced by Crichton's later statements concerning climate science...) however I don't think that's an accurate characterization of the book. In the book the disaster is caused by greedy businessmen who cut corners, while the heroes are scientists who use their knowledge of science to salvage the situation the best they can.
He ends up terrified of his own creation, startled by a tyrannosaurus roar over a loud speaker. Had he kept his nerve he would have died of old age chasing creation on his secondary projects. That roar pushes him down a hill that puts him in danger of an eternal sleep from compy venom as he tries to climb a hill with a broken ankle. The book ends well killing Hammond and implying the death of Malcolm. It wraps up with nature and science above human control and mathematical chaos, which makes way more sense as a closing piece than letting it go on forever like the films.
Then the reviews came and I remember that they were quite disappointing. I never played the game in the end.
I do remember that the game had one novelty: you could see your own body as a player when you looked down. And since the main character in the game was female, you had some boobs to look at. On one of the breasts there was a heart shaped tattoo that was your health indicator.
Despite major flaws, it was a fun game, and incredibly impressive back then. Way ahead of its time in certain regards.
You could shoot stuff out from under things and make them collapse realistically. If you shot a dinosaur on a hillside, his corpse would roll down. If you picked up a heavy object and swung it hard enough at the right moment, you could use it to fend off smaller dinosaurs. The bugs on the other hand were hilarious. E.g. if a wooden board got stuck in a door, closing that door might make the board turn at such speed that it slapped you to death on the spot.
You could carry two weapons, and there were no reloads. So you had a submachine gun with most of a magazine left and a shotgun with two shells when you ran across a big ol' revolver with five rounds.
The SMG had a lot of ammo but only really worked against small dinos, the shotgun didn't have much ammo but it takes down most things with only a few hits.
Do you ditch either for the revolver (powerful, low ammo) or do you chance it with what you've got?
Not sure it's a bug, though: I think I've experienced a variety of ‘stepping on a rake’-style effects back in the day, of differing severity.
At the time, I couldn't help but dream of a day when virtual reality headsets would arrive to make such a game feasible and fun. In took a while, but I'd vouch that the recent game Boneworks (https://store.steampowered.com/app/823500/BONEWORKS/) is a contemporary reincarnation of Trespasser.
My take on this sort of physics-based game design now? it's feasible, if not quite fun. Yet.
Side note: Seamus Blackley, the producer of Trespasser, went on to become a key player in the creation of the XBox gaming console.
> Another major system for Trespasser was its audio system, which we described as "real time Foley" because of its ability to generate collision and scraping effects between differing sound materials in real time. Although the system could have used more sound material data, even with what it had it resulted in some wonderfully immersive sound effects which most other games do not duplicate - things like scraping a board down a concrete surface or hitting an oil barrel with a metal bat sound just about perfect. Since the system doesn’t simply play two sound effects but actually chooses from a group of samples and sets volumes based on the underlying physics collision, it sounds much more natural than most other audio systems currently used.