Tim Stellmach, Laura Baldwin, Sara Verrilli: Looking Glass Interview 3/10

Tim Stellmach, Laura Baldwin, Sara Verrilli: Looking Glass Interview 3/10

Introduction to Looking Glass Studios

Early Contributions of Tim Stelmach

  • Tim Stelmach introduces himself as one of the early employees at Looking Glass, starting around 1991.
  • He mentions his role as lead designer on "Underworld 2," marking his first significant authorial input in game design.
  • Stelmach lists his contributions to various games: "Underworld 1," "Underworld 2," "Teranova," "System Shock," and both "Thief" titles.

Laura Baldwin's Role

  • Laura Baldwin joined Looking Glass later, around 1997, contributing to "Thief" and "System Shock 2."
  • She describes her role as a part-time designer focused on dialogue writing for characters, creating varied responses for guards.
  • Baldwin highlights her proudest achievements: crafting the opening conversation in Thief, coining the term “Taffer,” and writing rhyming doggerel for the Trickster character.

Transition from Testing to Design

  • Another participant shares their journey from lead play tester on multiple projects like "System Shock" and "Thief" to becoming a designer.
  • They mention their title change to Quality Assurance Supervisor, which distanced them from gameplay experience.

The Severed Head Puzzle in System Shock 2

Concept Origin and Development

  • The discussion begins with a late-night brainstorming session about creating a unique puzzle involving severed heads on Citadel Station, reflecting the game's violent backstory.
  • The idea emerged from existing art assets of severed heads that were intended to showcase the violence prior to the game events, leading to their integration into gameplay as a puzzle element.
  • Players had to collect specific severed heads associated with developers' images, which added a humorous touch and encouraged player engagement through inventory mechanics.

Puzzle Mechanics

  • To progress, players needed to find an authorized head corresponding to a retina scanner that locked doors, emphasizing the connection between narrative elements and gameplay mechanics.
  • Audio logs provided hints about the identity of characters whose heads players needed to find, enhancing immersion by linking character backstories with gameplay objectives.

Integration of Game Design Elements

  • The conversation highlights how memorable puzzles like this one are well-integrated into the fictional universe of games, contrasting them with less coherent puzzles found in other titles like Resident Evil.
  • The design process for System Shock 2 involved iterative development where game world elements inspired puzzle creation rather than pre-planned designs.

Narrative Influence on Gameplay

  • Developers aimed for a believable game world where narrative decisions influenced gameplay systems; audio logs replaced traditional NPC conversations due to limitations in earlier games.
  • This approach allowed players to learn about characters through environmental storytelling rather than direct interaction, setting a precedent for future games like Bioshock.

Evolution from Underworld Games

  • Initial concepts for System Shock 2 stemmed from frustrations experienced during development of Underworld games regarding conversation systems and character modeling.

Exploring the Worlds of Underworld 2 and System Shock

Distinct Worlds in Game Design

  • The discussion begins with a reference to Underworld 2, which features multiple worlds, including a tomb filled with dead characters. This concept is linked to System Shock, suggesting an extension of thematic ideas.
  • The need for distinct worlds in Underworld 2 led to stylistic experimentation, emphasizing the importance of diversity in game environments.

Dialogue Challenges in Game Development

  • The conversation shifts towards dialogue writing, particularly how it relates to character interaction within games like Thief. The challenge lies in creating engaging dialogue without direct communication between characters.
  • Acknowledgment that previous solutions involved using recordings from deceased characters; however, the goal was to create living interactions where players could not directly converse with NPCs.

Evolution of Adventure and Role-Playing Games

  • Early adventure games had limited interaction options compared to role-playing games (RPGs), which allowed more freedom but still faced constraints in dialogue systems.
  • In Thief, there were no conversations between Garrett and NPCs; instead, NPC behavior was designed to make them feel alive through motion capture and chatter.

Authenticity Through NPC Behavior

  • To enhance realism, NPCs needed to exhibit behaviors such as fidgeting and casual conversation. Their dialogues served as feedback mechanisms for gameplay.
  • The necessity for NPC chatter about their thoughts and observations was crucial for gameplay mechanics, allowing players to gauge AI states effectively.

Narrative Depth and Player Engagement

  • Dialogue provided clues about gameplay strategies while sneaking around. Players could overhear important information that influenced their actions.
  • Comparisons are made between Thief's narrative style and Shakespearean elements where characters often speak within earshot of significant events or figures.

Character Intelligence Perception

  • Discussion on player perceptions regarding character intelligence within Thief. While some criticized AI behavior as "dumb," others found it believable given the game's premise of outsmarting guards.

Exploring the Interrelation of Game Design Elements

The Coherence of AI Design, Voice Acting, and Writing

  • The integration of AI design, voice acting, writing, and game design creates a coherent expression of a fictional world.
  • Overheard conversations in games like Thief are compared to audio logs in System Shock and Bioshock, emphasizing their structural role in gameplay.
  • Players can interrupt conversations, which motivates developers to make these interactions engaging and informative.
  • Conversations must be entertaining enough for players to pause other activities; thus, they need to provide useful hints while being enjoyable.
  • Developers aimed for high-quality dialogue that was worth listening to during the game's development.

Characterization and Dialogue Development

  • The character "Taffer" emerged from the need for entertaining dialogue with personality; it serves as a placeholder for swearing without explicit language.
  • Initial dialogue included made-up words that confused playtesters; clarity became essential for NPC communication about their states.
  • "Taffer" evolved into a versatile term used by guards, reflecting their less intelligent nature while maintaining an appropriate tone for the game.

World-Building Through Dialogue

  • The use of "Taffer" allowed developers to create a unique vernacular that contributed to world-building without resorting to profanity.
  • A backstory involving Hammerites discussing "taer" illustrates how even minor details contribute to the game's mythology and lore.

Mythology Creation in Thief

  • The coherence between small details enhances the overall world design, creating an immersive experience through rich dialogue and mythology.
  • Thief establishes its mythology quickly without overt exposition, allowing players to discover it organically through gameplay elements.

Themes and Inspirations Behind Thief

  • The game explores themes such as nature versus technology within a steampunk aesthetic combined with low fantasy medievalism.

The Role of Ideologies in Thief

The Conflict Between Order and Chaos

  • The character serves as a chorus, commenting on the conflict between the Hammerites (order) and the Trickster (chaos), highlighting the futility of their struggle.
  • The Hammerites represent a force of order while the Trickster embodies chaos; both are forces of faith, contrasting with Garrett's embodiment of reason.
  • This ideological triangle adds nuance to the story, evolving from initial concepts where Hammers were seen as primary enemies.

Narrative Development and Writing Contributions

  • The main writing contribution involved character dialogue, alongside work on game manuals that communicated the story through various narrative channels.
  • Multiple narrative channels were utilized, including overheard conversations, briefings, and lore objects found during missions to enrich storytelling.

Origin of "The Dark Project"

  • The term "Dark Project" was initially a code name for an earlier concept called "dark Camelot," which never materialized but influenced later development.
  • As concepts evolved, "Dark Project" became a necessary reference for team identity after abandoning previous ideas.

Gameplay Mechanics and Design Constraints

  • The stylistic decision to focus on darkness emerged early in development; it became integral to gameplay mechanics emphasizing stealth and strategy.
  • Darkness is portrayed as an ally within gameplay, enhancing player experience by allowing strategic use of shadows.

Level Design Contributions

  • A designer joined after most levels were built; contributions included populating existing spaces with interactive elements rather than designing them from scratch.

Thief Game Design Insights

Visual Concepts and Gameplay Integration

  • The initial level features a visually appealing concept but lacks clarity in its connection to the story, leading to confusion about gameplay objectives.
  • The speaker reflects on their experience transitioning from dodging traps to creating engaging encounters within the game, highlighting the complexity of level design.

Level Design Contributions

  • The speaker mentions their involvement in designing levels for "Thief 2," emphasizing their role in enhancing gameplay through thoughtful design choices.
  • A specific level in "Thief Gold" is discussed, featuring a drunken character that adds depth without being an antagonist, showcasing innovative storytelling techniques.

Civilian Interactions and Game Dynamics

  • The conversation touches on how some levels start with civilians rather than enemies, allowing players to engage with the environment before committing illegal actions.
  • This dynamic creates a unique atmosphere where players must navigate interactions carefully, contrasting with more aggressive games like Metal Gear.

Narrative Elements and Characterization

  • Players can choose how to interact with guards early in the game, introducing strategic decision-making elements that enhance player agency.
  • The discussion includes memories of working on a mission involving mechanists and drunks, illustrating how character interactions contribute to world-building.

Cohesion Among Designers

  • The speaker recalls an opera house level where dialogue from characters provides important context, indicating collaboration among designers for cohesive storytelling.
  • Each designer had primary responsibility for their levels and contributed significantly to writing dialogues and narratives, ensuring consistency throughout the game.

Communication and Documentation Practices

  • Effective communication among team members was crucial for maintaining a unified vision during development; this included both meetings and written documentation.

Voice Acting in Video Games: Insights and Challenges

The Role of Player Interpretation

  • Players may interpret game elements differently, leading to unique discussions on forums about their experiences and conclusions drawn from the game's narrative.
  • A consensus narrative developed within the team provided a more detailed context that was not fully represented in the game itself.

Unused Content in Game Development

  • A significant amount of content, such as voice files, often goes unused; for example, only 10% of voice recordings were utilized in "Thief."
  • Incidental dialogue recorded for characters like Garrett often remains unheard during gameplay due to design choices made during playtesting.

Audio Production Challenges

  • The challenge of maintaining character consistency leads to careful selection of when characters speak; Garrett's limited dialogue enhances his character's impact.
  • Voice production requires recording more material than needed initially since adding audio later is difficult. This can lead to overuse or repetitive lines if not managed well.

Voice Casting and Direction

  • Questions arise regarding the casting process for Garrett’s voice actor and how closely writing and voice direction were integrated.
  • Dan Thon led the voice direction while collaborating with writer Terry Brosius, indicating a separation between writing and audio teams.

Diversity in Voice Talent

  • Steven Russell, who voiced Garrett, showcased a wide vocal range across various characters, contributing significantly to the game's atmosphere.
  • There is an interest in exploring diverse talent pools beyond traditional animation voices for video games to enhance authenticity and depth.

Industry Perspectives on Voice Acting

  • The discussion highlights a tendency within the industry to favor established voice acting talent from animation rather than seeking out theater actors who might bring different qualities suited for serious narratives.

Exploring Voice Acting in Video Games

The Role of Voice Actors in Game Development

  • Discussion on the open casting call for voice actors, highlighting how practices have changed over time.
  • Mention of Terry's professional background as a singer and her role as Showdown in System Shock, emphasizing the blend of non-professional and professional voices in early games.
  • Reference to character representation, with one participant noting their face was used for a character while another provided the voice, illustrating the collaborative nature of game development.
  • Anecdote about leaving voicemail messages for characters, showcasing how personal experiences were integrated into game narratives.
  • Highlighting a significant role in Flight Unlimited where one participant voiced all airport communications, demonstrating the diverse roles voice actors can play.

Evolution of First-Person Games

  • Exploration of Looking Glass games' evolution beyond traditional first-person shooters (FPS), leading to narrative-rich gaming experiences like Bioshock.
  • Discussion on debates surrounding genre classification, particularly whether System Shock should be considered an RPG due to its mechanics and design choices.
  • Comparison between character progression models in System Shock and classic RPG elements found in games like The Legend of Zelda, questioning genre boundaries based on perspective and mechanics.
  • Reflection on early FPS conventions that were still being defined during the release period of these games, impacting player perceptions and expectations.
  • Insight into how genre definitions have evolved over time, with more complexity now present within FPS titles compared to earlier iterations.

Character Advancement Systems

  • Introduction to discrete tool-based character advancement systems seen in early titles like System Shock, contrasting qualitative improvements versus traditional leveling systems.

What Makes Leaning in Thief Unique?

The Influence of Game Design on Player Experience

  • The speaker compares the experience of playing Thief to other games like Zelda and Metroid, noting that Metroid Prime felt like a sequel to System Shock due to its tool-based gameplay.
  • A fan question arises about the effectiveness of leaning mechanics in Thief, highlighting how many first-person games implement leaning but fail to create an immersive experience.
  • The discussion touches on character models, specifically Garrett's lack of a full model, which impacts player perception and interaction within the game world.

Physics Models and Gameplay Mechanics

  • The speaker explains that Garrett is represented as a simple physics model (a "snowman"), allowing for greater control over movement dynamics during gameplay.
  • Motion capture techniques were initially used for combat animations, but limitations in the character model led to their removal, emphasizing the importance of context in animation.

Emergent Gameplay Features

  • Leaning mechanics are discussed as an example of emergent gameplay; players can listen through doors by leaning, which was not explicitly planned but became a delightful feature due to sound propagation systems.
  • This mechanic allows players to hear sounds more clearly when leaning against doors, showcasing an innovative use of existing game features rather than adding new ones.

Development Insights

  • The development team recognized that connecting existing systems could lead to unexpected yet engaging gameplay experiences without extensive additional work.
  • Reflecting on development processes reveals that many features emerged organically from understanding system capabilities rather than being pre-planned.

Final Thoughts on Game Evolution

Thief Game Development Insights

Evolution of Thief's Gameplay Mechanics

  • The development of Thief saw significant changes late in the process, with Sarah mentioning that certain elements came together towards the end.
  • The initial AI design was simplistic, resembling a camera connected to NPCs. This evolved into a more complex system where NPCs had an internal awareness state.
  • A pivotal moment in development involved replacing the original AI with a more sophisticated version, marking a turning point for gameplay focus on stealth.
  • Initially, the game drew from broader references beyond stealth games, including various literary influences like Fritz Leiber’s stories and Dungeons & Dragons.
  • As development progressed to Thief 2, there was a shift towards focusing primarily on stealth mechanics rather than eclectic definitions of thievery.

Stealth Focus and Game Design Choices

  • In Thief 1, developers did not initially identify it strictly as a stealth game; they explored various interpretations of what being a thief could entail.
  • The transition to Thief 2 allowed for deeper exploration within the narrowed focus on stealth while still maintaining variety in gameplay experiences.
  • Despite narrowing their focus, developers felt that they could push boundaries further within that theme, creating unique heist scenarios reminiscent of films like Ocean's Eleven.
  • An example cited is a challenging level in Thief 2 where players must avoid knocking out any guards, enhancing tension and engagement during gameplay.
  • Players experienced continuous surprises throughout Thief 1, with innovative ideas introduced even in later levels, such as disguising as other characters.

Unique Level Design and Player Experience

  • One notable level involves dressing up as a Hammerite and navigating through challenges without revealing one's identity; this concept influenced later games like the Hitman series.

Thieves Guild and the Evolution of Thief Characters

The Concept of Thieving in Games

  • The speaker reflects on the game Thieves Guild by Game Lords, highlighting its emergence around 1980 during early post-D&D gaming waves.
  • Discusses how D&D's first edition lacked actual thieving activities despite having a thief character class, creating a gap that Thieves Guild aimed to fill.
  • Thieves Guild organized gameplay into categories of thieving activities, such as pickpocketing and burglary, enhancing role-playing variety.
  • The speaker revisits brainstorming sessions inspired by Thieves Guild, emphasizing the importance of diverse scenarios in enriching gameplay experiences.
  • Acknowledges differing opinions among fans regarding the original Thief game, particularly criticisms about zombies versus personal enjoyment.

Authorship and Collaboration in Game Development

  • The discussion shifts to authorship in games, with an emphasis on smaller moments that contribute to a game's uniqueness rather than just high-level design decisions.
  • Highlights how collaborative environments within development teams allow for contributions from all members, shaping the final product significantly.
  • Notes that while prominent figures receive credit for games, many essential elements come from collective team efforts rather than individual ideas.
  • Compares game development to film production, suggesting that recognition should also extend to those behind-the-scenes contributors who shape the work's quality.
  • Discusses fan tendencies to focus on notable creators while overlooking other vital contributors like musicians or editors in various media forms.

The Nature of Recognition in Creative Works

  • Explores why audiences seek identifiable names associated with creative works; it provides a focal point for appreciation and emotional connection.
  • Acknowledges that while it's natural for fans to attribute success to key figures, this can complicate discussions about precise contributions within collaborative projects.
  • Mentions filmmakers like Martin Scorsese who emphasize their team's roles during interviews but are often perceived as humble rather than accurately representing collaboration dynamics.

Discussion on Team Dynamics and Creative Vision

The Role of Documentation in Game Development

  • The importance of documentation is highlighted, noting that while it may not be directly used in the game, it helps writers flesh out the world.
  • This process is described as a unique skill set, distinct from merely making decisions or writing narratives.

Coordination and Leadership in Creative Projects

  • A metaphor comparing project leadership to a conductor in an orchestra emphasizes how coordination among team members shapes the final product.
  • Just as different conductors can influence the same piece of music through their style, varying leadership approaches can affect project outcomes.

Lessons Learned from Team Experiences

  • Reflecting on past experiences with small teams, one key issue identified was a lack of central vision which hindered progress.
  • The speaker notes that mature team members can self-organize and become each other's vision holders when given autonomy.

Core Values for Effective Collaboration

  • Emphasizing shared values within a team is crucial; prioritizing problem-solving over individual decision-making fosters collaboration.
Video description

Matthew Weise @sajon77 writes: Part 3 of a continuing series, where I interview members of the now-defunct but highly influential Looking Glass Studios (1990-2000), which wrote the book on 3D first-person narrative game design throughout the 90s, in such games as Ultima Underworld, System Shock, and Thief. In this episode I talk with Tim Stellmach and Laura Baldwin. Tim was lead designer on Thief and Thief II, as well as a designer on Underworld II, System Shock, and Terra Nova. Laura was a designer/writer on Thief. She also worked in System Shock 2. Again we are joined on this podcast by Sara Verrilli, QA on System Shock and designer on Thief and Thief 2. The discussion mostly covers Thief, though there is some discussion of other projects. If you want to find out where lingo like "taffer" comes from, or what it means, be sure to check it out! Like and subscribe for more awesome game effects https://www.youtube.com/channel/UCvoXBXsDalJ9cy_OkqUZGzw?sub_confirmation=1 The Looking Glass Studios Podcast is a special audio series which features discussions with makers of some of the most influential video games of the last 20 years. http://gambit.mit.edu/updates/audio/looking_glass_studios_podcast/