John Slaydon is the lead designer for Rainbow Six Lockdown PS2 at Red Storm
Entertainment. He has ten years industry experience with 4 years experience at
Red Storm Entertainment. Prior to his position with Red Storm, John worked as a
game designer and producer at a variety of game companies including Random
Games. Soldiers of War (PC, 1998), Mad Gab (PC, 1999), Sum of All Fears (GBA,
2001). His areas of expertise on Lockdown have included mission design and game
accessibility.
1.) Why choose to add a different mode of gameplay to Rainbow Six Lockdown?
The main reason for the new game mode was to give the Rainbow Six player a new
gameplay experience in Single Player. We also wanted to expand on the franchise
by adding something fresh, something the player isn't used to doing in a Rainbow
game. On the console versions of Rainbow Six the player has only experienced
playing as Ding Chavez, whereas on the original PC installments of Rainbow Six
the player was able to switch between different Rainbow team members. We have
brought that aspect of the game back with a new twist.
We wanted the game to be immersive for all types of players. In Lockdown,
players will get to snipe from a variety of perspectives – from a helicopter,
from a building rooftop, through windows, and have the ability to move to new
sniping locations to get a better angle.
By adding Dieter Weber into the sniper missions, Lockdown offers more variety of
gameplay to the player and offers the player a new perspective on
counter-terrorism.
2.) Why choose to make the new gameplay mode as a Sniper mode with Weber? Were
there other ideas you were toying around with besides Sniper Mode?
Throughout the Rainbow franchise, Dieter Weber has been the Rainbow "Sniper". As
we knew we wanted to focus the action phase of the single player experience on
room clearing and close quarters combat, having a sniper on your assault team or
sniper weapons in your inventory started to become out of place.
As with actual counter-terrorism teams around the world, most snipers are
stationed to provide extraction and insertion cover for their team and are
fairly stationary. By pulling the sniper element out of the action phase and by
making it a new game mode, the player now gets to take out the enemy as a
traditional sniper, providing cover to his teammates in the mission. With the
addition of the digital scope and some of the amazing new shot reactions, you
will see when you hit an enemy that the player really gets to feel like an elite
sniper.
3.) Will players get to choose whether to play as Ding or Weber for each
mission?
As the story develops and the missions change, the player will automatically
transition between Weber the sniper and Chavez, the squad leader. For example,
one of the missions is set in a ferry crossing at the English Channel. The team
is inserted via helicopter. The player will start the mission as Weber,
providing cover for his team while they insert onto the ferry. Once Weber has
done his job, the player will transition into the role of Ding on the ferry and
will lead the team to complete the mission objectives.
4.) If no, how did you select which missions would be in Sniper mode?
Once we decided on the story, mission flow, and locations for the missions, the
sniper missions seemed to fall into place. From a helicopter hovering a ferry in
the English Channel to a castle keep in Menorca, players will get to experience
sniping. The missions allowed us to select locations where the player could
cover his team from a unique perspective. As with any new feature, moderation is
important. We tried to space the sniper missions out throughout the Campaign so
that when they appeared, it increased the tension and realism of the experience.
5.) How many Sniper missions are there?
There are a total of seven missions, spread throughout the 16 mission campaign.
Four of them happen at the beginning of a mission where the player will cover
Rainbow teammates as they insert; two happen in the middle of a mission; and one
happens at the very end of the mission covering extraction. Also, there are two
instances where the player is sniping from inside a helicopter.
6.) How does Sniper mode work? How did you come up with this concept?
When playing as Dieter Weber, the player is mainly tasked with protecting the
Rainbow team as they move through the mission space toward their objective. The
player is looking through a sniper rifle that is equipped with a prototype
digital scope. The zooming feature on the rifle is based off the concept of a
digital camera. Basically, instead of squinting through a scope to focus on a
target, the player is looking at the image projected on the scope, which makes
target acquisition much easier. Also, the digital scope concept allowed us to
visually widen the scope display area, moving away from the traditional circular
scope.
During the course of the sniper mission, the player will be able to see his
Rainbow teammates in firefights with their enemies and will be able to protect
them, sniping at direct threats. Threats will come from other snipers, enemies
with RPG’s and enemies on the ground. The player will be given threat targets
that they must eliminate quickly. The player will also need to move from Sniper
Point to Sniper Point within the building they are in, in order to get better
vantage points to protect Rainbow and take out their targets.
7.) Anything else you'd like to add about Dual Perspective Gameplay?
Our goal from the beginning was to give more to the player than the previous
titles. By making the sniper missions a separate game play mode, the player gets
to be the Rainbow operative that is the protector of the team as they carry out
their mission objectives. Finally, we have setup the sniper missions so that
after the mission they are associated with has been completed, the player, if
they choose too, can replay just the sniper mode over and over again.