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Building a Better Gears of War

We speak to key members of the development team about the changes in Gears of War 3 and get a video exclusive of the beta.

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No Caption ProvidedGears fans may have been disappointed by the fact that the release of the third game was pushed several months back to September, but now, a beta lets them get into the trenches to play with the new multiplayer modes and maps that will be featured in Gears of War 3. We spoke to Lee Perry and Jim Brown about their respective roles in Gears, as well as how multiplayer in the series has evolved throughout the course of the three games. For more information on how to get into the beta, executive producer Rod Fergusson explains it all in this interview.

GameSpot: Could you tell us about yourself and your role on Gears of War 3?

Lee Perry: I'm a senior gameplay designer. Basically, my job is to come up with ideas for weapons, creatures, [and] gameplay scenarios and prototype them. Then, [I] facilitate communication between programmers and artists working on those features to make sure they come together, and that they're fun.

Jim Brown: I'm the multiplayer lead here so I work as lead level designer managing a small team that creates the multiplayer maps themselves. I also work with Lee and Rod and the programmers to basically just develop what the multiplayer is…working on saying what the game types are and what the mechanics are.

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GS: It's been said that you guys used Gears of War 2 as the beta for Gears of War 3. Is that true?

JB: Not as the beta, but as time went on, we made a lot of changes to Gears 2 online just through various title updates and things like that. In our internal testing, we may tweak weapon values slightly or change certain things. If it's a good test and something easy that we can fix online, then a lot of times, we will do that in a patch. So there were some things that we kind of tested in the wild; it's not like we had the full game out by any means. There were a bazillion changes that we couldn't track, but anything that would make the game better, we would roll into Gears 2.

The one big thing we did hush-hush was roll out dedicated servers. They aren't worldwide by any means, but there are a few dedicated servers out there to help test server load and dynamics. [We wanted to] see if it's actually going to be viable and working before we threw it out into the wild for Gears 3…and cross our fingers and hope that the infrastructure held up.

LP: We spent a fair amount of time listening to what people were saying online and in the forums and such, so I wouldn't say that Gears 2 was a beta for Gears 3, but we did try to respond where we could to people's concerns online and tried to improve what we could. I think saying it was a beta would be overstating it, but we tried to listen to people, and if there was a change that we could get out easily without a lot of risk, then we would.

JB: And again, as an example, we had weird delays after certain moves, before you could shoot…things like that. And they proved to be problematic so we would pull those out and see how the community responded to changes…to weapon balance and damage values from the shotgun, range.

GS: Well, it wasn't technically a beta, but it was an ongoing process to fix things and balance them a little better.

LP: I think that's true of a lot of games now. There's a common industry phrase now, "Life begins at ship." I think that's pretty much true.

GS: Did the idea of a Gears of War 3 beta arrive because there was a delay? How did you guys approach it?

JB: We'd always talked about doing it; it just didn't fit into our time schedule. Some people here wanted to do it, and we saw the value in doing it, but we just didn't have time. And then, when Microsoft approached us and said, "Hey can you give us an extra six months?" We thought, well, now that we have the time, we can do it. We threw it together, and hopefully it will be successful. That's basically how it came around. There was no long-term plan…"Oh we must do this." It was when the opportunity presented itself. It was one of the things we knew we wanted to do and took the advantage of having that extra time.

GS: Once you realized you were doing a beta, what was your next step?

JB: At that point, it was to figure out what we wanted to show. We had to figure out what maps we were going to do, what game types, what new features that we had in the game that we wanted to present to players, and also what we wanted to test.

LP: The big thing for me is that we have some very high-risk weapon changes that we made…new weapon balances that we wanted to try. I think we're really excited to see and get some really good data on how effective those weapons are…and people's reactions to them. Getting as many weapons as we could into the beta was super important.

JB: Everything from weapons to character selection…unlockable skins…that whole process. Also, as I mentioned before, getting dedicated servers out and testing that infrastructure in the wild under a huge stress test is a really important thing for us because we want the actual game release to be as smooth as possible.

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GS: In your respective roles, what is your process when approaching a new mode or map?

JB: It's kind of a long process; there's no real set way. With a map, we start with a basic…what we call a shell. No complicated geometry, no art in it at all; it's just really ugly boxes. And then, we sit down with a group of people, and we play it, and we play it, and we play it, and make changes based on feedback until we're sure it's done. Then, once the layout is complete and it's balanced and fun, we do an art pass on it. We continue to, honestly, test the hell out of it. That is much the same as we do for a game type. We have a new idea; we try and test it and iterate as much as possible to find what works best.

LP: Weapon ideas can pretty much come from anywhere. We often have bigger design group meetings, but there are suggestions from all kinds of places on the team…or where we see kind of a hole in effectiveness. Like, hey, we don't have a weapon that's particularly effective between this weapon and this weapon, so what can we do to get in there? From there, either one of two things will happen. If it's a pretty straightforward bullet projectile weapon, we'll go right at it with code and try to start working on it. If it's kind of a funky weapon, like the digger launcher, then we'll have a designer come make a proof of concept prototype…an early playable version of it…and see if it's visceral and fun. At that stage, it's all about getting people excited about the idea and to get what we call "buy in" on it. Like, hey, if everyone on this team thinks that this digger thing is cool and promising, then we know it's a go. From that point on, it would go through coders and they would make the final version. And there are just loads and loads of play tests and iterations on how effective these things are, how the effects on them look…and the particles and the results, enemy exploding, etc…just iterations day in and day out.

GS: Could you tell us about the new modes in the beta and your decision to tweak them this time around?

JB: One of the biggest changes between Gears 3 and really any other game that we've shipped as a company is that we have very much refined our play test process. It's gone from "Hey, do you have time to come test this at my desk?" to a very regimented process where everyday at 4 p.m., we have a group that gets together and people take notes. A set design team will go over the notes and review all the feedback to see what's bugged and respond to that feedback on an e-mail list and kind of open it up so that everyone in the entire company gets involved in the process and gets involved in that discussion. As a studio, we're very open to new ideas, and we've done a lot of work to track stats. So every move that players make…every button press, everything that happens, everywhere they go is recorded now, so we can review that process.

We started to do a little bit of that in Gears 2 and just looked at the data that we had, and figured out what we wanted to do with it, and where we wanted to go with Gears 3--the next game. We decided we wanted to make the game more accessible and kind of easier to approach. We had a lot of problems fracturing our community up into lots of playlists instead of one large playlist to find other people to play with. So we looked at some of our game modes. We had Guardian and Submission, which internally we all liked, but they were somewhat similar in terms of being objective based, and we wanted to combine them into one game type so that somebody playing it can understand in the first 30 seconds and be successful. So we combined those two into a single Capture the Leader game type. We did something very similar. We had two game modes, one called King of the Hill and one called Annex, and the rule differences between the two were extremely subtle and not easily apparent unless you had played for a long time and knew what you were doing. We did the same thing and got rid of Annex entirely and took some of the rules from that and rolled it into a single game type that just took the name King of the Hill.

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Just doing their job.

Lastly, when you looked through your playlist and saw, "I can play Guardian or I can play Annex," as a new player, you had no idea what either of those meant. But if you see Capture the Leader or King of the Hill, you immediately know what you're supposed to be doing. I mean, Team Deathmatch is the other one; you immediately know just by reading the name what your objective is and what you're supposed to be doing in that game type. Boiling down the rules to something easily understandable and very quickly approachable was our biggest goal with this and, obviously, making them as fun as possible.

GS: And how do you think the community will react to the modes being combined?

JB: Our hope is that it will be very positive. The testing we've done has been very successful internally…and some of the focus group testing we've done. There are people who say "Hey, Guardian is my favorite mode. Why did you ruin it or why did you get rid of it?" But hopefully, those people will find just as much good in the new game type as they did in the old…as well as they'll have 10 times the number of people to play with so they'll have more fun in the process. That is the hope. We shall see once the beta starts. That's the big reason we're doing this…to see what the reaction is to these and what can we do to fix them if there are issues…and are they getting the attention that they deserve.

GS: Let's talk about the new weapons for a bit. How do you see the new weapons changing things up? How are you going to maintain that balance where people aren't just going to be using the same weapon over and over again?

LP: One of the big things when we went into the forums with an open mind [was], "Tell us how you play and why you play the way you do." We had this earlier assumption that the shotgun was just overpowered because there were so many kills with it. But we kind of started to see was that people just like playing closer range and that they like getting into each other's faces and getting intimate…and that the game offers this style of combat that they didn't get anywhere else. So it wasn't about that weapon being overpowered but that it was the most suitable weapon for the style of play that they wanted. So for Gears 3, they want to play this way. What other tools can we give them to play that way and add more variety to the mix? Yes, you can play up close and get into people's face, but here's four or five ways to do it. The other thing about the up-close style of play that is so effective if you're a new player [is] it's very easy to hop online and get trashed. It's very intimidating, and one of our other goals is that we wanted other tactics to be effective as well. So that if you were a rifle player or you liked to sit back and snipe, we wanted that to be a viable tactic as well. I think what we've ended up with is the most accessible and balanced version of our multiplayer yet, and I really hope to see that the stats in the beta are going to support that.

JB: We had the vast majority of people who played in Gears 2…Lee, maybe you can confirm this. I want to say 90 percent or more would die in their first round, never get a kill, and never come back.

Lee: 90 percent of people who get killed in their first match and do not get a kill, never play a second match.

JB: So that's a huge portion of the audience that we're just missing out on. And so by making these weapons that suited their play style and giving them the opportunity to get that kill right out of the gate and have a good time, the hope is that they will choose to stick around and find everything else that the game has to offer along the way.

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GS: Like you mentioned earlier, Gears is all about close-combat play. How do you think a new feature like spotting will change how Gears is played?

JB: I'll let Lee talk to that because it was his idea and his baby. And I will say for the record, it completely changed the game in a fantastic way.

LP: Spotting for me came out of my personal preference. I like playing games online, but rarely do I like talking to people online. Gears is a pretty tactical game, and it rewards squad tactics and working with your team. Then again, I don't want to talk to random people--insert derogatory, 12 year old in the basement questioning my sexuality, etc. So spotting for me…I wanted a nonverbal way to tell people, "Hey, there's some ammo," or "Hey, there's an enemy there," to communicate with people, you know, in a completely safe, I guess, way.

GS: In a PG-13 sort of way?

LP: Yeah, and people don't like to be told what to do. You can't make a system ordering a teammate around; all you can do is [have] people give that information. Spotting plays into that, "Hey watch out!" You're never telling them what to do. You can't really be upset by that. So for players who liked playing a longer-ranged game or more tactically, this was a very powerful tool because one of the reasons that our close-ranged gameplay worked out so well is that it's easy to sneak up on people and cover slip around and get up on people quickly before they know you're coming. This allows a coordinated group of rifle players to be able to point these people out. It provides a good balance between those styles of play.

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To chainsaw or not to chainsaw?

GS: How has the multiplayer evolved throughout the course of three games? What have you guys learned?

JB: In Gears 1, multiplayer was a last-minute decision that we rushed out the gate, and we were lucky to get it finished. I mean, seriously, it was a two-man design team, and I think a two-man programming team, and that was it on the entire project. It was very much an add-on to the game, and Gears 2 had a little bit larger support and evolved in the same way that Gears 1 to Gears 2 did. I think in Gears 3, the biggest change is what we mentioned earlier. We finally said, "OK, what's wrong, and how can we fix it." And we went out to the community and opened the dialogue with them and said, "What do you want?" as opposed to us saying, "Here's the game and here's how you're going to play it."

In Gears 2, there was a little bit of a rocky start with matchmaking online not being as effective or good as it could have been, and we didn't really support that much other than going online and shooting each other. We addressed a lot of that in patches later in Gears 2, but the vast majority of the audience has never seen that. So in Gears 3, it's a much deeper experience, in terms of leveling up your characters [and] unlocking new things, weapons skins, and characters…and all those various things that are available to you…medals and titles. It's a much deeper experience that wasn't there before. And then coupled with the dedicated servers, the much better matchmaking, and the accessibility, our hope is that we can find a much wider audience that sticks around.

LP: If you were to sum up our philosophies, it would be that I think Gears 1 took us by surprise, with just how the tactics evolved online…who people are playing. And we didn't expect how people would be playing the game. In Gears 3, now we've embraced what they wanted and we're really bringing to the table what people are going to like.

GS: Is Gears of War 3 where you want it to be? Are you happy with where it is now and is it what you had originally envisioned?

JB: I would say that as a developer, I'm never going to be happy. I will always want to be tweaking and changing and updating and fixing. That aside, in terms of, "We have a date to make," the beta is out the door, and I think it's phenomenal. I'm very, very happy with it. I'm very eager not only to play online and play with everybody but to see how they play and what's there. The whole point of doing the beta for us is that it gives us exposure obviously, but we can see what the weak spots are and where the chinks are in our armor and correct those problems before we ship.

LP: For me, there's always this tremendous amount of emergent tactic that comes online when there's so many people playing any multiplayer online. For me, I have a boatload of fun. We were playing here…the game is a lot of fun. I'm very happy with where it is. I think the beta is going to be very interesting in showing how these things are going to emerge online to be popular tactics. What's going to be the next super effective thing that we didn't see coming? With the ease of filming something and putting it on YouTube and disseminating, "Hey, here's this tactic. Let's try this," suddenly, 10,000 people are out there doing it. Never before in gaming has there been such an easy way to spread these emergent behaviors…so very hard to kind of counter for that, so very interested in seeing how it plays out.

GS: Guess we'll find out soon. Thank you both for your time!

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