Rock, Paper, Shotgun

Making of: System Shock 2

Posted by Kieron Gillen on April 3rd, 2008 at 6:29 pm.

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[Since it's Space Week, it's a good time to pull my Edge-commissioned Making Of System Shock 2 feature out of Stasis. The material for this was drawn from the lengthy conversation I had with Ken Levine last year. So, yes, before Bioshock. I'm quite fond of this piece, if only as it reveals the secret origin of the Psychic Monkeys...]

The lights are low. Everyone’s panickedly fighting against a seemingly impossible, oppressive deadline. At every turn there’s a crippling lack of resources. Viewed by any objective criteria, the small inexperienced team doesn’t have the skills to achieve their aims. They’re all crammed into a single room – in fact, half of one, since it’s one room bisected with screens. When you look at where and how Irrational worked on their first game, it’s easy to think of the claustrophobic horror of RPG/Shooter System Shock 2 as a pure product of its environment.

In fact, when looking at their situation in their early years, you begin to wonder why Irrational’s co-founders of Ken Levine, Rob Fermier and Jonathan Chey splintered from Boston’s illustrious and much-missed Looking Glass software in the first place. “Looking Glass was obviously a really impactful experience on me,” Levine says, “It was my first job in the games industry. I’d met a lot of people who I really respected and admired – people whose legacy is more known to the intelligentsia of the gaming field, and is still being felt. I left because despite how talented the people were there, in some ways it more like a university than a games company. There really was a dialogue about advancing the media, but not a lot about making successful products.”

You can imagine trying to explain this to your mum. No - it's not vomit. Its - er - an alien lifeform. Yes. That's right.
Coming from a film-industry background, Levine felt they needed to find a balance between art and commerce. “I thought – probably naively at the time – Hey! I can do that,” Levine says, “I had no idea what that would actually mean, as I was a cocky guy who thought it’d be easy. We went off on our own and very quickly found it was challenging.” Almost fatally so. Their first project, a single-player version of early isometric shooter Fireteam had been canceled, when its publisher decided to concentrate solely on multiplayer. This left Irrational at a loss, until Paul Neurath, head of Looking Glass, called them with an opportunity. While they’d left Looking Glass, they were still on good terms with their previous employers. In fact, their half room was actually buried in a corner of the larger company’s studio.

Neurath’s offer was incredibly open. Looking Glass had, in developing Thief: The Dark Project, developed their own in-house engine. All of Irrational were experienced with it, having all worked on Thief. Why not make a game with it with us? Any game you fancy, really. “We immediately started designing,” Levine says, “The three partners sat down, and we ended up with a game design which was basically our design for Shock 2, but in a totally different world. It was a kind of Heart of Darkness story, with a military commander gone crazy and your mission was to go to this crazy space-ship and assassinate him.”. This was pitched around various publishers. The one who bit was Electronic Arts, who – through their purchase of Origin – were the possessor of the System Shock IP. They suggested that the game could, in fact, be System Shock 2. “And we said… um… sure,” Levine laughs, “I rewrote the story and changed a few of the things, but the game design never changed.”

Hello, Ian Curtis here! I read RPS every day.
It was a rare opportunity. The original System Shock was one of the games which made Levine want to move into the games industry in the first place. What made it so special? “The feeling of being in a real place,” Levine says, “The feeling of a mystery, of unraveling it – not in an adventure game way, but in the context of an action game. You arrive and… what happened here? That’s a really good storytelling mechanism.” Austin Grossman and Doug Church original idea from Shock was something Irrational expanded in their sequel. “In Shock 1 you were a specific guy, so had a backstory,” Levine says, “With Shock 2, I really started you out with the classic “you wake up with amnesia”.”

Abstract techniques and settings weren’t all the Shock license gave them. It gave Irrational access to one of videogames’ most startling antagonists, the hubristic Artificial Intelligence SHODAN. In the first System Shock, she frustrated and mocked the player at every turn, a rare case of the primary antagonist in a videogame being an almost constant presence. “My job was to try and work out how to present SHODAN in a fresh way to the player,” Levine recalls, “They’ve encountered her in the first game, and if she just says the same things she did then in the second, why is it Shock 2? Why isn’t it Shock 1.5?” The resulting notion was to team up SHODAN with the player as an ally. An uncomfortable, prickly ally, but an ally nevertheless. “That was pretty daring for the time,” Levine talks of the initial appearance of SHODAN, “Villains only appeared in cut-scenes, do their thing and then disappear when you jump on their head three times. It was really fun to try and do something a bit more sophisticated. That twist at the beginning- even how she was introduced to you – was an important part of continuing her character and making sure the player knew what they were dealing with.”

SPOILERZZZZZZZ!!!!!

In the working partnership with Looking Glass, Irrational provided the design, art and programming, while their old company provided the Dark Engine’s technology base and the services of their Quality Assurance team. Looking Glass also provided other talents, including their Sound maestro Eric Brosius, (who has been involved in everything from Thief to Guitar Hero). His work on System Shock 2 is particularly memorable. “One of the reasons he creates such powerful soundscapes is that he creates a soundspace which has a bit of ambiguity to it,” Levine argues, “You can’t identify every single thing you can hear. Sounds, voices, things people are saying, things you can’t hear that are of unclear meaning…. That creates a great deal of tension. It adds another element of mystery, another element of suspense.” Sound is undoubtedly one of System Shock 2’s highpoints, with Designer, Writer and wife of Eric, Terri Brosius reprising her role as SHODAN, sitting alongside a host of memorable roles, from mutants to robots to… psionic monkeys?

The latter, while one of the most fondly remembered of the game’s cast, were actually an fortuitous accident. Finishing a motion-capture session two hours early , Levine was bullied by Jon Chey into just doing something to justify the time they’d paid for . “So I said [to the motion capture actor]… do monkey motions,” Levine says, “We had no monkeys in the game but we did it anyway”. These assets had to find a home, and Levine hit on the idea of lab-experimented apes, gaining sentience and being justifiably annoyed about their treatment at their hand of man. “All those story elements we had to back-solve. I find I tend to write best in those situations, when I have a constraint set already.” Levine says, “I have these psychic monkeys… so I had to work out how and why, in a way which wasn’t ridiculous and hopefully kinda scary. When my back to a wall, I tend to work better”. Not that everyone saw the appeal of Psychic monkeys originally. “Everyone else was “Dude – you’re fucking insane. We’re not having monkeys in the game”,” Levine laughs.

That's some sophisticated RPG elements right there. IN YOUR FUCKING FACE.

That was about as easy as the development got. Every element was problematic. “No time. No money. I had no experience,” Levine states, “I’d never shipped a game before that.” In fact, of the three founders, only Chey had actually done so. “I think that only one or two people on the /team/ had shipped a game before,” Levine says, “That was a blessing and a curse. We had no idea what we were doing in some ways, but we also had no idea what we couldn’t do. That’s why the game feels innovative to some degree, as we were figuring it out as we went along.” It wasn’t just the team that was inexperienced. The Dark Engine itself was far from finished technology, as Shock 2 was well underway before Thief came out. “It was still pretty broken,” Ken says, “It ended up giving us a lot of powerful things, but it constrained us in a lot of ways.” For example, the oft-ridiculed low-polygon models were resulting from having to make a conservative guess of what the engine would definitely be able to manage and still be playable. There was also some misplaced effort, in creating the co-op multiplayer which was patched into the game post release. “It was a real distraction,” Levine laments, “There are a number of people who really enjoyed it but the amount of time versus the amount of reward for that versus what we could have done on the rest of the game… I don’t think it was a win. The single player game would have been much, much, much more stronger if we had that time back.”

Not that it hurt Shock 2’s critical standing; despite slender sales (“I don’t know the exact figures, but It certainly wasn’t a blockbuster.”) its only grown in people’s minds since, a key influence in people’s anticipation for Irrational’s Bioshock. “When I first did it, people would just look at me unless they were the intelligentsia of the intelligentsia of the game industry,” Levine says, “But now there’s so many people who know it. I’d imagine if the game was still available commercially, it’ll still be selling at this point. It’ll probably have doubled in sales – and would probably have been a small success at that point. It may have made money because it was so cheap to produce.”.

Away from the matters of its financial performance, in terms of why it lingers in the imagination, Levine settles on the immaterial. Despite all the problems of its development, Shock 2 engaged with the imagination. “I think it has an atmosphere. Not a lot of games have atmosphere, and that really draws people.” Levine argues, “It’s not a Lord of the Rings atmosphere, and I think people are drawn to that.”

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61 Comments »

  1. Nick says:

    You can turn respawning and weapon breaking off if it annoys you that much (there is a text file you can edit or somesuch). Personally I lower the weapon degrade rate a bit whenever I play it again these days, it was definitly too much.

    The combat wasn’t dice-roll.

    The respawning wasn’t excessive unless you tripped a security alarm (a good reason not to).

    The hacking was better than BS simply because it wasn’t an overly time consuming and irritating minigame. Just a few clicks and you failed or passed based on your hacking skill.. what with it being somewhat RPG based I don’t see a problem with that. It didn’t bother me half as much as the crappy water game in BS. It wasn’t good though.

    Oh you could also carry around repair tools/maintenence tools rather than lots of weapons.

    I don’t think the texture comment has much merit tbh, I never had trouble getting lost because of that. (it was much easier to get lost in the original, though I prefer that game to the second).

    It had plenty of flaws, the oversized weapons were ugly, the weapons did degrade far too fast (like the armour in Stalker after they patched it..), I never tried psionics so I can’t comment on that but as a Navy (hacker and small arms) player I never had trouble finishing it, unless you thought you could get through it just by having a high hacking skill and nothing else I’m not sure what the problem was there.

    I enjoyed BS, but not as much as I enjoyed any of the other games I have played in the last few years on the PC.

    (edit)

    I do wish someone would take a leaf out of SS1’s difficulty settings book, it was a brilliant idea.

    (edit 2)

    The main reason to get lost is SS2 was the crappy map not the textures! ¬_¬

  2. wcaypahwat says:

    I think SS2 was the first game I actually bought and paid for myself. Still love it to his day, and only recently just started a new game, which I’ll have to get back to once i get home from my holiday. I suppose i should try and finish Bioshock as well, since I haven’t touched it since about a week after release.

    My happiest memory? running screaming down a corridor looking for a ladder or otherwise higher ground, having only the smallest amounts of health and ammo left, and my last savegame too far back for me to care for. Ahhhh, nostalgia.

  3. Fumarole says:

    The quality of the sound design in System Shock 2 cannot be overstated. It is the only game to this day that has made me dread opening a door that I knew I must go through, simply because of the sounds coming through it. No game since has matched System Shock 2 in atmosphere.

  4. Anthony says:

    System Shock 2 was the game that made me realize I MUST to make video games. It single handedly shaped pretty much the rest of my life, from what I studied in college, to landing a job in the video game industry. So it will always have a very fond place in my memories.

  5. Howard says:

    All this talk of how good SS2 was (and it was good, though VERY flawed) just reminds me of how brain-meltingly aweful Bishock is. Such a shame that, as has been said above, we are unlikely to see a game like it again.

  6. James T says:

    Speaking as a vehement sledger of Bioshock, I’ll grant that it didn’t actually melt my brain.

    (…UNTIL I LEARNED THAT KILLING THE SMALL CHILDREN WAS WRONG!!!!!)

  7. Alex says:

    Oh GREAT! Thanks for the SPOILER, man!!!

    Now I can’t make my own uninformed decision about killing young girls!

  8. Optimaximal says:

    The question is:

    Is System Shock 2 the Bugatti Veyron/Concorde of PC Gaming…?

    Something so ‘almost perfect’ that we won’t ever see anything as raw and uncompromisingly good for years too come, if ever, with attempts to improve on the formula just being either refinements (Deus Ex) or watered down improvements (Bioshock).

  9. Howard says:

    @Optimaximal:
    In a word, no. SS2 was simply an atmospheric FPS in a time of oh-so-many Quake clones. It was just one of the games, along with Thief and HL, to show that the genre did not have to be mindless. With the skillful application of a reasonalbe plot and lashings of atmospheric sound effects, it showed what you could do with an FPS if you just tried.

    It is not the holy grail of gaming, not by a long chalk.

  10. Bob says:

    @Jonathan

    The “minigame” in Bioshock is much worse than SS2’s minigame; SS2 played off of the whole “old school RPG based off DnD” aspect, so yeah, there were dice rolls, and honestly, I need to think a lot more to play SS2’s hacking mini game (difficulty based off Cyb&Hack skills, cost never too expensive), than I do for Bioshocks blatant ripoff, dumbing down of, and sleezing up of, the old games like Pipeline. In Bioshock, you really don’t need to think or lose anything valuable when you hack ($500 limit? I had infinite money it felt like, even if the limit were $100…); after a certain point of just getting bored with that easy minigame (maybe it’s just that I grew up with a game that’s *really* challenging, instead of just a ripoff of… that game…), they screwed you over and made it night IMPOSSIBLE to win it at some points. Big straight line of “alarm/failureificness!” squares between the start and end= no player skill required, you fail unless you got X, Y, and Z tonics. SS2s hacking system wasn’t perfect, but it does require more strategy than Bioshock’s hacking. And if you had problems in SS2, it was your own fault for not doing a lower difficulty where everything is much cheaper. And specializations do work, if you realize you’re in an FPS and don’t max out energy in the first level of the game at the first oppertunity. I just played through on hard, and thought I’d run out of nades near the end; wound up with about 40 extra after beating it. In Bioshock, after the first level or so, I realized two things: the Plasmids are nothing but a gimmick, as opposed to the psionic abilities in SS2, which while more niched, were more fun and actually unique, and that I’d never, ever, ever run out of ammo. I tried, too, and I just couldn’t.

    One of my biggest gripes with Bioshock: there’s no “moral ambiguity” when, all in all, you gain more stuff by saving the little sisters, than you do by harvesting them. I really feel disappointed with Bioshock, and honestly, I have had a *lot* more fun playing through SS2 for the 5th and 6th time than I had in all of Bioshock. I’m sure it makes a great console FPS, but it’s certainly no spiritual successor to SS2; Bioshock is just another FPS, with different flashy graphics and gimmicks.

  11. Lord VileCore says:

    Huh. I haven’t had the chance to play Bioshock as of yet, what with me having minimum specs, and no XBox, but I was addicted to the first one when it came out, and I love the second one. I prefer the second one because, to me, it’s just that much scarier; the first one was “funky”, if you know what I mean. The music was just too funky ;P.
    The second one was downright disturbing in places. It was incredible, to me, how atmospheric that game was.
    I wouldn’t go so far, as some have, to say that it’s “the perfect game” because there is no such thing. It’s very, very good, agreed, but of COURSE it has flaws. Everything does. Certainly, if it was perfect, we wouldn’t have “I hate system shock 2″ posts.
    Haven’t played BioShock, like I said, but since it’s steampunk, has no characters from SS1 or 2, and is only similar gameplay-wise, I don’t consider it to be a System Shock game. “Spiritual successor”? Well, all first person shooters are spiritual successors to Doom, but you don’t see that touted on video-game boxes.
    Sorry about the long-ass rant, I’ve been awake for a few days ;)

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