Check out our exclusive Star Wars: The Force Unleashed videos and see the game in motion!
Star Wars: The Force Unleashed is the amazing new game. We recently spoke to LucasArts Project Lead Hayden Blackman about Force Unleashed, George Lucas and the stresses of creating a new Star Wars game.
We spent the first year concept prototyping the game. We had over 100 different concepts which we whittled down to 20. We then talked to consumers and whittled them down to 7. Then we spoke to George [Lucas] and elements from these seven ended up being The Force Unleashed. The next 6 months were spent on nailing down the story. Then we went into a year's worth of prototyping, building levels and starting the PR and marketing. Early 2007 was the start of full production which took around a year. And since then we have done the bug testing, submission and tuning. Ideally we would have had longer in production.
It was tough at times. You could find yourself without an illustrator and that could hold things up for two weeks. We run a lot of morale initiatives. So we have the Jedi Awards which is a kind of team spirit thing. I handed out the first one and then the winner each week hands it on to the person they think best defines team spirit. The only rule is you can't hand it someone in your own discipline. So an artist can't give it to another artist. We also held regular team celebrations of the game. If you are head down in audio creation you probably have no idea how some of the wider game looks. We also showed the team any big press coverage. But for a while you just don't know if the game is going to be any fun or not. That was a low period in the early days. We turned a corner when we hit a mid production milestone and then things just motored from there. But I won't lie to you, keeping the team fresh and excited was one of my biggest challenges.
Obviously it depends on the game but for us it was hugely important to have a powerful central story line. High quality cinematics and facial capture was very important for us. As a company we want to experiment with different ways of telling a story. Cinematics are one way but there are lots of different ways to tell a story.
At LucasArts we have this philosophy that we don't make games for ourselves we make them for the players. So we do lots of focus testing. I was adamant with the team that we wanted to make TFU easy to pick up and play. So if you're a fan of Star Wars but a casual gamesplayer you can play on easy and have an enjoyable experience. We have people on the team who are horrible gamers and they are a litmus test of this. So people can play it easy, and run and gun their way through. But if you want to take a stealthier tactical approach you can do that and will be rewarded for it. We are also launching on multiple platforms. So the experience on the Wii and DS will be different to 360 but there will still be the same story and characters.
For us it wasn't so much playing the bad guy, even though you are playing as Darth Vader's secret apprentice. It was more about putting down a challenge in front of a gamer. We thought hunting down the last of the Jedi would be fun for gamers. When we focus tested the concepts we didn't tell the testers anything about the story. One of the overriding feedback answers was that they wanted the apprentice to be human, athletic and powerful. Not too powerful though, as he shouldn't eclipse Vader. But the key thing was that they wanted to look at the character and see that he could be redeemed. Obviously redemption is one of the key themes of the Star Wars saga. They all said it was great hunting down Jedi and being Vader's dog but ultimately they wanted the character to be redeemed.
Costumes are just costumes to unlock, though they do look cool. But the lightsaber stuff is the most fun. You can upgrade your saber throughout the game and change more cosmetic things like the colour of it. You can increase all your Force powers too. There is also some levelling or ranking that powers up your character and Force powers. So some powers will recharge quicker and do more damage. There also what we call talents which are passive skills that rank up with you. There are a range of combos too that customise around your play style, whether you are melee- or Force-focussed.
Not really. It was more about looking at what time period would make the best setting for a new story. We talked to George and wanted to find out what the most fervent time period would be. He felt between the two trilogies was the best. Internally that time period was completely off limits until the third film was done. We went to speak to George after Episode III was done. He then made that period on limit and riffed a lot about what was happening in that time. You've got all the stuff about Vader and the Emperor's relationship and a lot of the major players were involved. We just felt it was the perfect place in the Star Wars story to set a game. But yes we do think the game will help bridge the generational gap we sometimes see where younger fans prefer the newer films and the older ones are more loyal to the original trilogy. Did technology drive the game or was it the other way round? It was a bit of both really. The technology is important obviously but we wanted to make a great game first and foremost. Early on we started talking to the guys behind the physics engine Euphoria but we had already created some concept videos at this point which showed the whole unleashing of the Force concept. Initially we had assumed we would use Havok for the physics. We didn't talk to the DMM guys until later on. So the early focus was very much on the story and game ideas rather than tech. Of course when you get something like DMM and Euphoria it brings on new ideas. We realised we could get these great environmental effect with DMM for example where we change materials on the fly. It helped and inspired us to create a planet full of giant mushrooms for example. So a bit of both then but TFU was driven more heavily by the game than the tech.
It happened quite organically early on when began nailing down the story and where the game was set. I love a lot of our games like Knights of the Old Republic and Dark Forces but they don't have Darth Vader and they don't deal with the big events between the two trilogies. Once we got the storyline and once we realised there were some big beats and twists in the plot and characters we saw that the game had started to become more of an event. We realised we had a fun game in development and then the action figures and comic guys got excited and signed up. As games people we had to get excited about the game first and then we got the rest of Lucas excited too. We've got a great team here. We've gone through adversity but hopefully we've created a great game.