Designer Diary: Multiplayer Ship Battles
Author: Dan Magaha, Producer, Sid Meier's Pirates! for the Xbox
One of the coolest additions to the Xbox version of Sid Meier's Pirates! is the
new Vs Ship Battle mode. This new mode allows up to four players on one Xbox to
compete in "party game" style ship battles, strategically firing cannon salvos,
collecting special powerups, and ramming each other in spectacular "T-Bone"
collisions.
When we first started thinking about bringing Pirates! to the Xbox, we spent
a lot of time discussing the many benefits of the Xbox and how we could take
advantage of them to really make something special. Since our team is made up of
a lot of console gamers, almost immediately, the question of multiplayer came
up. Since Pirates! is and has always been a single-player experience, we knew
multiplayer had to be something outside the context of the main story mode of
the game. From the beginning, Sid Meier's design for ship battles was
accessible, responsive, and most of all, a lot of fun, so it quickly became
apparent that it was a prime candidate for a special Xbox mode.
As we started prototyping this new mode, we had a couple of basic design
goals. First, we knew we wanted the battles to be fast and frantic, but within
the context of the game world -- a naval battle between opposing ships. Second,
we wanted to ratchet up the skill-based elements so that players could use some
advanced tactics to take out their opponents. Third, we needed to make sure that
there was a balance between the smaller, faster ships, and the hulking warships.
Because this mode was completely separate from the single player game, crew
duels would be removed from the equation, and each ship would need to have a
viable play strategy.
We first experimented with the idea of allowing players to "aim" their shots
by using a range meter. This added an extra challenge to the game, but wasn't
very intuitive, and was very hard for new players because you not only had to
ensure your ship was lined up with the other ship, but also that your range
meter was aligned. In this iteration, ship battles were taking far too long and
they just weren't that satisfying because it was so difficult to hit your
opponent. One thing we added that did have promise, however, was the ability for
ships to damage their opponents by ramming them. This proved to be so much fun
that we kept it in, adding special effects and a really fun physics system that
results in some really fantastic collisions.
We went back to the drawing board and decided to stick with an aiming system
that was close to the single-player game, and add some skill elements by
allowing the player to fire the port and starboard cannons independently. This
system, coupled with the ability to raise and lower sails to increase your
turning speed, gives the player more control to create winning strategies and
can really help even the odds in a battle between a small ship and a large one.
As a game balancing measure, we then added arcade-style powerups, so that
players could temporarily increase their speed, attack, or defense. These
powerups can be used to compensate for the deficiencies in a particular ship by
bestowing extra defense or attack, a speed boost, and other effects. We knew we
were definitely on to something good when we started playing the game in the
office and people were immediately talking trash to each other :-).
We topped it off by adding a few more key features: the ability to choose
different "battling arenas" (which added some variety), comprehensive stats to
give the "trash talkers" plenty of information to throw at their opponents, and
the ability to challenge the AI to really make the game accessible to everyone.
The result is a minigame that has all the right ingredients: easy to play,
strategically challenging, addictive, and (pardon the pun) a boatload of fun! We
hope you have as much fun playing it as we do! As a matter of fact, anyone on
our dev team could kick your *&^@#$%! in this game...ooops...sorry...there's the
trash talk I told you about...can't help it.